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Normal Topic avoid version mismatch? (Read 292 times)
Krull0r
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avoid version mismatch?
Dec 10th, 2018 at 9:12am
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HALLO! Smiley


I have a quick question?

Is it possible to build a package with .ucc import which includes a changed texture without causing version mismatch to an older version of the package?
  

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Masterkent
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Re: avoid version mismatch?
Reply #1 - Dec 10th, 2018 at 10:38am
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It's possible to make one package compatible with other, but if you use new version on a server, clients that have an old version (as normal or cached package) won't download the new version.
  
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Krull0r
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Re: avoid version mismatch?
Reply #2 - Dec 10th, 2018 at 12:22pm
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Damn! So all hope is lost Smiley
  

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medor
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Re: avoid version mismatch?
Reply #3 - Dec 10th, 2018 at 12:30pm
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Krull0r
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Re: avoid version mismatch?
Reply #4 - Dec 10th, 2018 at 1:20pm
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@ medor

its mostly because of my own map.

I created a contest map for Unreal Tournament and I made a mistake! I created 2d sprite icons for each pickup. The shieldbelt is visualized
as a "golden shield icon" and on the texture I added the charge number which is 150 in Unreal Tournament and I accidently wrote +100 instead of +150 on this icon!  Cry

its a very small detail but the texture is included in a .u file and if I update it, it will cause version mismatch!


that's why I'm asking.
  

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Masterkent
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Re: avoid version mismatch?
Reply #5 - Dec 10th, 2018 at 1:45pm
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Krull0r wrote on Dec 10th, 2018 at 1:20pm:
the texture is included in a .u file and if I update it, it will cause version mismatch!

As far as I remember the "version mismatch" error occurs only in two cases:

1) when the client already loaded an incompatible package with the same name.

2) when the client has received a compressed package that had the same name and size as some incompatible package in the client's cache.

In the first case, the user may try to unload the mismatching package (along with the current map) by means of console command "disconnect" and then reconnect to the server.

In the second case, the user may enter the game after removing the corrupted file from his cache folder. A server owner may prevent such troubles in two ways: by disabling package compression entirely (the most reliable way) or by modifying the size of the package so that it would not match the size of any other existing package with the same name.
  
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gopostal
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Re: avoid version mismatch?
Reply #6 - Dec 10th, 2018 at 2:36pm
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It's a tiny, tiny error. You keep hurting your chances in the contest by pointing at it so much. There's a degree where you can be too perfectionist and it may be the case that this is one of those examples. It's done, it can't be changed (the contest is ended) so just accept it as an oversight.

You did SO much with this map. It's a technical achievement worth some discussion and explanation so I'd suggest spending your time doing that.

If in the future you want to do a next version of this map I'll do the full scripting so every weapon works across the zone and you can fix whatever you want. Let that be for the next version though and don't compound your problem by trying tricks to change an existing map that people have downloaded.
  

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Krull0r
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Re: avoid version mismatch?
Reply #7 - Dec 10th, 2018 at 3:23pm
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alright gopostal that sounds like an awesome plan! Smiley


I'll provide you then with the reskinned first person meshs to make it a true holodeck map Wink
  

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gopostal
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Re: avoid version mismatch?
Reply #8 - Jan 3rd, 2019 at 3:28pm
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Just a follow-up to close this thread. Krullor is wonderfully humble but it should be left here that he did indeed win the voting for community choice in the mapping contest. It was a well-deserved win as his map was unique and quite well implemented.

Congratulations Krullor!
  

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