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u227 - THE chance to solve an ages old problem

Posted: Fri Feb 15, 2008 12:09 pm
by Hyper
I just had a bright moment and remembered a part I read at UnrealReference about Versiononflicts. We all know that installed extra maps / mods usually gives version conflicts because servers run different versions of the same file. (UTeamFix.u, Aura, NBSpecials, Assualt, and tons more.)

The solution is already mentioned for years in Unreal Reference: Make Unreal look FIRST in cache and THEN in the installed files. If Unreal finds the right file in cache, use that one and don't bother trying the installed file. If there is no cache file, look for an installed file. If that also is not there, download it from the server.

Or as UnrealReference explains it:
Can't I have both, the original file and the cache file?
You CAN, but it won't help much, because Unreal first looks for the file name and only 2nd for the GUID. So if you have a conflicting file AND the correct file in the cache, Unreal will still say "Version Conflict", but when you rename the offending file, you will immediately join after that because the correct one is found in the cache.

Some people claim that their Unreal installation first looks into the Cache to avoid that problem so they actually never have to rename files once they have a false and correct version at the same time, but I never saw this for real, so I doubt it's true. If there is a setting to force Unreal to first look into the cache, TELL US HOW IMMEDIATELY!!! - the rest of the world will be grateful!
Source:
http://www.oldunreal.com/UnrealReference/versions.htm


Update:
Hm, I now think of a possible bad consequence of changing this: We first must be sure the highres S3TC textures continue to work online.

Re: u227 - THE chance to solve an ages old problem

Posted: Fri Feb 15, 2008 2:46 pm
by Smirftsch
although not really critical, rather annoying, worth a glimpse.

Re: u227 - THE chance to solve an ages old problem

Posted: Fri Feb 15, 2008 4:37 pm
by Jâçkrâßßit
actually, this is a pretty critical thing to be looking at IMO.  A lot of people (especially new players) that get those mismatches, will simply give up in trying to get into the server (never to be seen again).  I think if this were fixed, people not getting (version mismatches) would be a great advantage over the older versions

Also, I would once again return to "Snipers Paradise server" or in other words "The home to version conflicts".  If this feature would built in, all of rushes "mismatch" mods would be alright now.


the thing that saddens me is I see more and more and more version conflicts (Expecially with UT -> Unreal).  So many different versions of the same thing.. I really do wish there was a fix to this problem

Re: u227 - THE chance to solve an ages old problem

Posted: Fri Feb 15, 2008 5:17 pm
by Bane
while on the topic of version conflicts, they also appear when going between two servers running different versions of the same file. This can cause conflicts even if both versions are present in the cache and not in the other folders (e.x. \textures for skins). I think this is a bigger problem simply because it's more confusing, especially to someone who already knows that deleting the files out of the installed folders can fix version conflicts.

Re: u227 - THE chance to solve an ages old problem

Posted: Fri Feb 15, 2008 6:27 pm
by []KAOS[]Casey
This would help alot, theres like 98734928 versions of CityStreets,utx and ShaneChurch.utx floating around there, as well as a trillion different Aura from boodaflow.

If it simply checked the guid of the .u and if you didnt have it, it would DL the .uxx and then no mismatch.. it would be great :o

Re: u227 - THE chance to solve an ages old problem

Posted: Fri Feb 15, 2008 6:31 pm
by Smirftsch
This would help alot, theres like 98734928 versions of CityStreets,utx and ShaneChurch.utx floating around there, as well as a trillion different Aura from boodaflow.

If it simply checked the guid of the .u and if you didnt have it, it would DL the .uxx and then no mismatch.. it would be great :o
liar, there must be at least a trillion and one versions of it...

Re: u227 - THE chance to solve an ages old problem

Posted: Fri Feb 15, 2008 7:14 pm
by .:..:
Still it HAS to make missmatch while ur in server A with Aura version 20242, and try to connect to server B with Aura version 4634 (becouse Aura is still loaded and required on memory).
But it seams as UT2k4 is able to skip some missmatches and download over them, but this have only happen to me with some texture packages.

Re: u227 - THE chance to solve an ages old problem

Posted: Fri Feb 15, 2008 7:19 pm
by Bane
Still it HAS to make missmatch while ur in server A with Aura version 20242, and try to connect to server B with Aura version 4634 (becouse Aura is still loaded and required on memory).
But it seams as UT2k4 is able to skip some missmatches and download over them, but this have only happen to me with some texture packages.
Why can't the client with Aura 4634, upon realizing the the server needs 20242, simply take it out of memory and load or download 20242?

Re: u227 - THE chance to solve an ages old problem

Posted: Fri Feb 15, 2008 7:35 pm
by Hyper
Update:
Hm, I now think of a possible bad consequence of changing this: We first must be sure the highres S3TC textures continue to work online.

Re: u227 - THE chance to solve an ages old problem

Posted: Fri Feb 15, 2008 7:44 pm
by Smirftsch
at least there is no hidden option or so for something like this.
For now I haven't found yet where to manipulate to change it (if this is a good idea at all I'm not sure either, no idea yet what side effects this may have)

But searching through the code, I discovered something else- Engine.GameEngine CacheSizeMegs was clamped to 1MB-4MB, so any higher value was completely disregarded anyways :P

Re: u227 - THE chance to solve an ages old problem

Posted: Sat Feb 16, 2008 12:03 am
by .:..:
Still it HAS to make missmatch while ur in server A with Aura version 20242, and try to connect to server B with Aura version 4634 (becouse Aura is still loaded and required on memory).
But it seams as UT2k4 is able to skip some missmatches and download over them, but this have only happen to me with some texture packages.
Why can't the client with Aura 4634, upon realizing the the server needs 20242, simply take it out of memory and load or download 20242?
Client cant possible unload that other one from memory while still being in the old server which may have those actors active in the game. But well, I guess it would be possible to "act" like it werent loaded and unload it once it disconnects from the old server and load up new one on connecting to the other server.

Re: u227 - THE chance to solve an ages old problem

Posted: Thu Jan 21, 2010 12:56 pm
by Hyper
*kick*

What's the status of this topic?

Re: u227 - THE chance to solve an ages old problem

Posted: Thu Jan 21, 2010 1:16 pm
by .:..:
If you check my first post on this thread: http://www.oldunreal.com/cgi-bin/yabb2/ ... 873062/0#0
Changed package loader so that it does not give "Package 'ABC' version missmatched" in online games that much anymore.
I'd say this problem is pretty much resolved.

Re: u227 - THE chance to solve an ages old problem

Posted: Thu Jan 21, 2010 2:43 pm
by Hyper
Ok, ty for the info and fix.