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Ut4_Happyjumptutorial [Beta]
#61
Posted 08 September 2009 - 07:07 PM
I like this map a lot, but unfortunately I have to remove it from the wTf Non-Icy Jump Zone. It's because of the "bad command byte" error. A way to fix this error was to set sv_pure to 0, but let me explain why this is a bad idea.
When you set sv_pure to 0, your client picks up ALL pk3s in your client, not only the ones on the server. So for example let's say you have a beta of a map, ut4_world_beta1 on your client. Let's say ut4_world was released, and it has added textures in a shader file. Regardless of whether the beta1 map is on a server or not, when you play ut4_world on this server, you will get missing textures because the shader from ut4_world_beta1 will override the one from ut4_world (because of alphabetical order of pk3 file names), and the shader in beta1 does not have all the shaders defined that are used in the final.
With sv_pure set to 1, only resources from maps that are installed on the server are picked up in the client, preventing such missing texture issues.
Setting sv_pure to 0 on a per-map basis as was suggested is also not a good idea if vote-calling maps is enabled. When you call a vote for a map and it passes, the per-map settings in your mapcycle are ignored.
So. mega-sadface.
When you set sv_pure to 0, your client picks up ALL pk3s in your client, not only the ones on the server. So for example let's say you have a beta of a map, ut4_world_beta1 on your client. Let's say ut4_world was released, and it has added textures in a shader file. Regardless of whether the beta1 map is on a server or not, when you play ut4_world on this server, you will get missing textures because the shader from ut4_world_beta1 will override the one from ut4_world (because of alphabetical order of pk3 file names), and the shader in beta1 does not have all the shaders defined that are used in the final.
With sv_pure set to 1, only resources from maps that are installed on the server are picked up in the client, preventing such missing texture issues.
Setting sv_pure to 0 on a per-map basis as was suggested is also not a good idea if vote-calling maps is enabled. When you call a vote for a map and it passes, the per-map settings in your mapcycle are ignored.
So. mega-sadface.
#62
Posted 08 September 2009 - 08:20 PM
Just an idea (I'm still at work and can't test this here)
instead of putting it into the mapcycle create a config "happyjumps.cfg" containing:
sv_pure 0
map ut4_happyjumptutorial_beta2
wait 100 //Is this line needed?
sv_pure 1
users can then callvote exec happyjumps to start the map.
I don't know if this would work as I don't know what happens when sv_pure is changed while loading a map / while ingame. (is it even possible?)
But I guess it's worth a try.
-madpew
instead of putting it into the mapcycle create a config "happyjumps.cfg" containing:
sv_pure 0
map ut4_happyjumptutorial_beta2
wait 100 //Is this line needed?
sv_pure 1
users can then callvote exec happyjumps to start the map.
I don't know if this would work as I don't know what happens when sv_pure is changed while loading a map / while ingame. (is it even possible?)
But I guess it's worth a try.
-madpew
#63
Posted 08 September 2009 - 11:57 PM
Quote
Just an idea (I'm still at work and can't test this here)
instead of putting it into the mapcycle create a config "happyjumps.cfg" containing:
sv_pure 0
map ut4_happyjumptutorial_beta2
wait 100 //Is this line needed?
sv_pure 1
users can then callvote exec happyjumps to start the map.
I don't know if this would work as I don't know what happens when sv_pure is changed while loading a map / while ingame. (is it even possible?)
But I guess it's worth a try.
-madpew
instead of putting it into the mapcycle create a config "happyjumps.cfg" containing:
sv_pure 0
map ut4_happyjumptutorial_beta2
wait 100 //Is this line needed?
sv_pure 1
users can then callvote exec happyjumps to start the map.
I don't know if this would work as I don't know what happens when sv_pure is changed while loading a map / while ingame. (is it even possible?)
But I guess it's worth a try.
-madpew
I think it says "sv_pure will be changed upon restarting" and that's what a map cycle does
#64
Posted 09 September 2009 - 07:49 PM
Quote
I like this map a lot, but unfortunately I have to remove it from the wTf Non-Icy Jump Zone. It's because of the "bad command byte" error. A way to fix this error was to set sv_pure to 0, but let me explain why this is a bad idea.
When you set sv_pure to 0, your client picks up ALL pk3s in your client, not only the ones on the server. So for example let's say you have a beta of a map, ut4_world_beta1 on your client. Let's say ut4_world was released, and it has added textures in a shader file. Regardless of whether the beta1 map is on a server or not, when you play ut4_world on this server, you will get missing textures because the shader from ut4_world_beta1 will override the one from ut4_world (because of alphabetical order of pk3 file names), and the shader in beta1 does not have all the shaders defined that are used in the final.
With sv_pure set to 1, only resources from maps that are installed on the server are picked up in the client, preventing such missing texture issues.
Setting sv_pure to 0 on a per-map basis as was suggested is also not a good idea if vote-calling maps is enabled. When you call a vote for a map and it passes, the per-map settings in your mapcycle are ignored.
So. mega-sadface.
When you set sv_pure to 0, your client picks up ALL pk3s in your client, not only the ones on the server. So for example let's say you have a beta of a map, ut4_world_beta1 on your client. Let's say ut4_world was released, and it has added textures in a shader file. Regardless of whether the beta1 map is on a server or not, when you play ut4_world on this server, you will get missing textures because the shader from ut4_world_beta1 will override the one from ut4_world (because of alphabetical order of pk3 file names), and the shader in beta1 does not have all the shaders defined that are used in the final.
With sv_pure set to 1, only resources from maps that are installed on the server are picked up in the client, preventing such missing texture issues.
Setting sv_pure to 0 on a per-map basis as was suggested is also not a good idea if vote-calling maps is enabled. When you call a vote for a map and it passes, the per-map settings in your mapcycle are ignored.
So. mega-sadface.
But since you dont any other betas, how does that affect others?
For the most part this can be avoided by using certain mapping techniques, ie, if you release a map with shader x and need to add more shader functions, you must make a new shader file called shader y to create the new changes in.
I understand for the callvote settings though. I dont allow map vote on mine, so i'll keep running it. Also i know only about 8 people beta-tested the map before it went to final, so as long as they dont have the old betas there shouldnt be an issue with the shader problem (assuming i get the gist of what you said).
So are you saying, you cant run it because he may change the shader in between betas? If so drop him an email/pm mentioning how with every release you should make a new shader for any new additions. I already do this with all my maps, but i dont think a whole load of others do.
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#67
Posted 25 November 2009 - 07:51 PM
Is the "Bad command byte" issue fixed in beta 3?
#69
Posted 27 November 2009 - 07:57 AM
wow cool gonna play it some time!
btw did you do something about the doors?
always when I open a door it make me lagg or fps to 10
are the secrets something in the jumps or something out of the jumps?
btw did you do something about the doors?
always when I open a door it make me lagg or fps to 10
are the secrets something in the jumps or something out of the jumps?
This post has been edited by DuTchEr95: 27 November 2009 - 08:02 AM
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