Client/server mismatch after loading instagib mod
Client/server mismatch after loading instagib mod
I'm getting the "Client/server mismatch: BASEQ3-1" error when I load the instagib mod and try to spawn a server. Other mods seem to work fine. Any ideas as to why? I am using version 1.32. For that matter, is there a difference between 1.32 and 1.32c? Thanks.
Re: Client/server mismatch after loading instagib mod
Yes, 1.32c is a newer patch. The latest IIRC is 1.32d, though not too many servers are running it.
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Re: Client/server mismatch after loading instagib mod
Don't think there's a protocol version between the two 1.32 patches though.
Maybe the instagib mod was built on old pre-1.27 source code?
Maybe the instagib mod was built on old pre-1.27 source code?
Re: Client/server mismatch after loading instagib mod
Ah. I bet this is it perhaps. I would use QSwitch to try it but I doubt many people are running 1.27 anyhow. I did just think of a way to manually make it insta which is by using noghost to modify the game in console, i.e. increasing weapon damage, etc.Eraser wrote:Don't think there's a protocol version between the two 1.32 patches though.
Maybe the instagib mod was built on old pre-1.27 source code?
Re: Client/server mismatch after loading instagib mod
Ok, here's the final thing holding me back-- So I switched to using Instagib+ which works great (except that you can't allow multiple weapons at once). Now, I made a command line shortcut to launch a dedicated server which executes the following:
"C:\Program Files\Quake III Arena\Quake III Arena\quake3.exe" +set dedicated 1 +exec instactf.cfg +vstr m1 +fs_game instagibplus +instagib 7
But I am getting the following error messages:
If I'm not mistaken, the hitch warning can be ignored (?) but I can't figure why it's not loading the config and also, the mod probably won't be started if I'm getting that fs_game error. I tried putting the config in both /cfg and /baseq3 so it should be seeing it. Anyone care to flex their Quake knowledge and debug me here?
This is on Windows 7 just so we're clear on that, but you probably should have realized that by looking at my shortcut up there. Thanks again.
"C:\Program Files\Quake III Arena\Quake III Arena\quake3.exe" +set dedicated 1 +exec instactf.cfg +vstr m1 +fs_game instagibplus +instagib 7
But I am getting the following error messages:
Code: Select all
couldn't exec instactf.cfg
fs_game is write protected.
Hitch warning: 9439009 msec frame time

Re: Client/server mismatch after loading instagib mod
Try putting the +fs_game switch as the first one after quake3.exe
I assume the +vstr m1 switch starts a map rotation? That means you tell Quake 3 to start loading a map, and afterwards you tell it to switch to a different mod which by that time is no longer possible.
I assume the +vstr m1 switch starts a map rotation? That means you tell Quake 3 to start loading a map, and afterwards you tell it to switch to a different mod which by that time is no longer possible.
Re: Client/server mismatch after loading instagib mod
try making a config with this site
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Re: Client/server mismatch after loading instagib mod
Actually, you are on the total right track. I figured out yesterday that the config itself had flawed code. The irony is that I copied that config template from a forum and just modified the variables but there was something wrong with it to begin with. So I was able to make a new config that is correctly doing my map rotation. As far as the fs_game thing, I'm still toying with that to get it to work from the command line shortcut but I have no problem getting the server working properly at this point if I spawn it from the game and then just exec the cfg.SoM wrote:try making a config with this site

Re: Client/server mismatch after loading instagib mod
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Re: Client/server mismatch after loading instagib mod
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Re: Client/server mismatch after loading instagib mod
this is what i've been finding about instagib, only on 1.27Eraser wrote:Don't think there's a protocol version between the two 1.32 patches though.
Maybe the instagib mod was built on old pre-1.27 source code?
and isn't 1.32c/d server side only ?

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