Author Topic: TC/TSA Monument/Nocturnal Valley  (Read 1414 times)

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Offline Sesambrot

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Re: TC/TSA Monument/Nocturnal Valley
« Reply #30 on: January 02, 2012, 04:59:44 PM »
those are no problems, but rather inconveniences, those are not going to break the map, and it should still be quite obvious if the version is stated in the headertext.
besides, if the map is just updated on mwllmaps.com the downloadlink stays the same anyways...

also, the broken materials might very well be a result of renaming the map.


I dunno how it needs to be set up, if it needs to be updated manually for the server, well then that's the responsibility of a serveradmin anyways, but if it gets the map automatically from mwllmaps.com, it's not going to be a big deal since the link is not going to change unless someone renames his map.
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Offline Spooky

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Re: TC/TSA Monument/Nocturnal Valley
« Reply #31 on: January 02, 2012, 05:05:27 PM »
those are no problems, but rather inconveniences, those are not going to break the map, and it should still be quite obvious if the version is stated in the headertext.
besides, if the map is just updated on mwllmaps.com the downloadlink stays the same anyways...

This will still break things. If your map Foo is named Foo and people are downloading that map at one time, manually or via the auto downloader, but later on the server switches to a newer version of Foo, people who still have the old version will not be able to play and also the auto downloader will not actually download/update the map. At least that is how I understood it and that is why you (the devs) urged the map makers to include the version in the map name, so that people will always get the same version via the auto downloader, that the server is running.


// oh wait, CGB [Ancient Demise] included the map name in the file path as well. This is not necessary and was specifically also not recommended by the devs, yes. Including the version number in the map name, i.e. in the name defined within the xml file, is supposed to be sufficient, so that the auto downloader will always download the correct version.
« Last Edit: January 02, 2012, 05:16:04 PM by Spooky »

Offline Sesambrot

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Re: TC/TSA Monument/Nocturnal Valley
« Reply #32 on: January 02, 2012, 05:22:48 PM »
Yes it will.
It actually is able to detect that difference, and then not asking you if you want to update would be rather stupid.
At least I'm certain it asked me a couple of times in the past...

What Cygma was going on about is the unlikely case of someone switching back and forth between two servers who are running different versions of a map, that person would then be prompted the "Your version of the map differs from the one on the server"-Warning everytime he was switching.
But again that really only becomes a problem if the maps on the server are not automatically updated via mwllmaps.com, in which case every server should be running the most recent version anyways. If instead it has to be done manually, well that's a serveradmins responsibility anyways, and since pretty much every serveradmin for mwll is more or less active on these boards that shouldn't be too much of a burden.

Also, as mentioned before state the version of your map in the headertext which is displayed right above the loadingscreen, and no one will miss it.
...unless you have tits in our loadingscreen, in which case I doubt the quality of your map, if you have to distract players like that... :P

// oh wait, CGB [Ancient Demise] included the map name in the file path as well. This is not necessary and was specifically also not recommended by the devs, yes. Including the version number in the map name, i.e. in the name defined within the xml file, is supposed to be sufficient, so that the auto downloader will always download the correct version.
Wait, now I'm confused now! happy now?!?
see what all that renaming leads to? :P
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Offline Spooky

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Re: TC/TSA Monument/Nocturnal Valley
« Reply #33 on: January 02, 2012, 05:29:39 PM »
Wait, now I'm confused now! happy now?!?
see what all that renaming leads to? :P

You were stating to keep version numbers out of the map name. I assumed you meant the actual map name that is defined in the XML file. However, Cygma told the map makers to include the version number in the map name, so that the auto downloader will be able to load the correct version of the map, that is running on the server.

What you actually meant was, that map makers should keep version numbers out of the file path of the map. Ancient Demise did it for TC_Monument ( \Multiplayer\TC\TC_MonumentV3.1\ ) and this can cause problems. He should only have included the version number in the TC_Monument.xml (e.g. <Display Name="TC_MonumentV3.1"/> ). Or did I still misunderstand something?

Offline Sesambrot

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Re: TC/TSA Monument/Nocturnal Valley
« Reply #34 on: January 02, 2012, 05:52:42 PM »
tbh I haven't messed with servers myself, except setting up a dedicated one to test my maps.
the point is the game automatically detects differences between your map and the one on the server, if it let you connect anyways it would only crash the game or even the server. therefore it warns you and the autodownloader will ask you to download the version which is running on the server, nothing needs to be changed about the folder, file or displayname in order for that to work, it will download the the map from the location specified by the server running the map if it detects a difference.

The problem with this map not loading at all is that the xml is still named TC_MonumenV3 while the folder is named TC_MonumentV3.1.
On top of that, since the custom materials are saved outside of the actual map folder (which makes no sense btw), the pathing for those materials broke when the map's folder was renamed.

Again, I don't know why he wrote that, but fact of the matter is, with mwllmaps and the autodownloader working this shouldn't be a problem, unless the server still needs to be updated manually, and even then the worst thing to happen is that serveradmins would have to keep an eye out for updates which they do anyways.
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Offline Spooky

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Re: TC/TSA Monument/Nocturnal Valley
« Reply #35 on: January 02, 2012, 06:11:48 PM »
tbh I haven't messed with servers myself, except setting up a dedicated one to test my maps.
the point is the game automatically detects differences between your map and the one on the server, if it let you connect anyways it would only crash the game or even the server. therefore it warns you and the autodownloader will ask you to download the version which is running on the server, nothing needs to be changed about the folder, file or displayname in order for that to work, it will download the the map from the location specified by the server running the map if it detects a difference.

Then it is a misconception within the dev team, you should clear that up ;).

As far as I know, the auto downloader will not re-download the map, if a mis-match was detected.

Offline Cygma

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Re: TC/TSA Monument/Nocturnal Valley
« Reply #36 on: January 03, 2012, 10:27:59 AM »
1.: There is no automatic map update mechanism for servers (and it's not really desirable to have one).
2.: Map mismatches are detected and trigger the autodownload.
3.: The idea was differently named level-paths and zip-files. E.g. because the second a new zip-file with the same name is up, the autodownload for all servers using it is broken until they are updated (map mismatch detected -> download -> map mismatch detected -> download -> ...), which basically makes mwllmaps.com useless for autodownload setups for those maps.

The sticky is over here, it's preferable to rumours:
http://forum.mechlivinglegends.net/index.php/topic,15394.0.html
« Last Edit: January 03, 2012, 10:37:39 AM by 7.[WD]Cygma »
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Offline Spooky

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Re: TC/TSA Monument/Nocturnal Valley
« Reply #37 on: January 03, 2012, 10:48:04 AM »
Yes, that's the one I linked. I misunderstood the issue as well and didn't think of the problems, when the source file with the same name would get updated. May be you should add this explanation there as well, so that all mappers and the developers themselves understand why it is necessary.

Offline CGB [Ancient Demise]

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Re: TC/TSA Monument/Nocturnal Valley
« Reply #38 on: January 05, 2012, 03:45:20 AM »
TSA_NocturalValley has been updated: A missing texture is no longer missing. I hope I didn't break the mwll autodownloader.
The download link is the same as before: I tried to make it so you could play on either but the texture would be fixed if you updated your version, but there's no guarantees - it probably didn't work.  :(

Monument V3.2 is forthcoming

 "Most discipline is hidden discipline, designed not to liberate but to limit. Do not ask 'Why.' Be cautious with 'How.' 'Why' leads inexorably to paradox. 'How' traps you in a universe of cause and effect. Both deny the infinite."
---The Apocrypha of Arrakis; Frank Herbert, Heretics of Dune

Offline CGB [Ancient Demise]

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Re: TC/TSA Monument/Nocturnal Valley
« Reply #39 on: January 10, 2012, 09:04:01 PM »
Monument C3.2 is done. This should be the final update to the TC version.
I replaced the sandbags with industrial walls and the lights now are area lights so they don't cast complex shadows and they don't 'blink'. I have also added runway lights to the airbases.
Enjoy!

New download link:
http://mwllmaps.com/maps/TC/TC_MonumentV3.2.zip

 "Most discipline is hidden discipline, designed not to liberate but to limit. Do not ask 'Why.' Be cautious with 'How.' 'Why' leads inexorably to paradox. 'How' traps you in a universe of cause and effect. Both deny the infinite."
---The Apocrypha of Arrakis; Frank Herbert, Heretics of Dune

Offline CGB [Ancient Demise]

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Re: TC/TSA Monument/Nocturnal Valley
« Reply #40 on: January 24, 2012, 03:55:47 AM »
Version C.4 is released.
Fixed the autodownloader bug by incorporating the resources folder into the TC Monument folder so you can now put it on your servers!
No other changes have been made.

 "Most discipline is hidden discipline, designed not to liberate but to limit. Do not ask 'Why.' Be cautious with 'How.' 'Why' leads inexorably to paradox. 'How' traps you in a universe of cause and effect. Both deny the infinite."
---The Apocrypha of Arrakis; Frank Herbert, Heretics of Dune