PK3 limitations

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Eraser
Posts: 19177
Joined: Fri Dec 01, 2000 8:00 am

Re: PK3 limitations

Post by Eraser »

There are a good number of limitations on all sorts of things. Then there's also the possibility of you doing things wrong. I don't think anyone is able or willing to help you much on this venture.
Frenchguy
Posts: 17
Joined: Thu Aug 04, 2011 3:37 pm

Re: PK3 limitations

Post by Frenchguy »

I was thinking to understand the mess theory that I was told by the wisdom of that forum...
That say, "mess all the pk3 dirtily in your baseq3 folder and It will work"...

while my way to cleanly order files in 1 example of each in a single pk3 was looking heretic...


I imagined that maybe If I pak 1 not / 1 pk3, then the game scan It at loading, and when I launch an arena, It will access and open only the corresponding pk3 ??

It would mean If I select bot1, bot2, bot5 & bot9, the game will open and load only bot1.pk3, bot3.pk3, bot5.pk3, bot9.pk", with the corresponding map.pk3 and usual stuff (health, ammo, guns...)

while If I pack all in a single pk3, my game would load It all when I launch an Arena, even If I only take 3 bots of the 150bots pack...

????
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: PK3 limitations

Post by ^misantropia^ »

Remind me again, why haven't I closed this thread already?
Frenchguy
Posts: 17
Joined: Thu Aug 04, 2011 3:37 pm

Re: PK3 limitations

Post by Frenchguy »

cuz I still hope someone can give me some answers!
:D

and, what would be the reason??
4days
Posts: 5465
Joined: Tue Apr 16, 2002 7:00 am

Re: PK3 limitations

Post by 4days »

^misantropia^ wrote:Remind me again, why haven't I closed this thread already?
I was just regretting having read it :)

@Frenchguy
You should always leave PK3s in their original condition. This makes it much easier to replace a lost map/model and (far more importantly) to play games with other people. Messing around with the PK3s achieves nothing and risks making the game unplayable.

One thing you can do is *add* your own PK3s to replace missing files (eg .arena files) or overwrite existing files. If you connect to a server that doesn't have that same custom PK3 then it will just safely ignore it.

If there is a specific thing that you would like to do in the game (e.g. an easier way to browse maps) then search these forums or google. Do not mess around with the PK3s, it will just give you a lot of headaches for no reason.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: PK3 limitations

Post by obsidian »

That's been mentioned since the first reply and every single one since then. *shrugs*
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
bludshot
Posts: 65
Joined: Thu Nov 26, 2009 6:14 am

Re: PK3 limitations

Post by bludshot »

Dude, who cares if the menus don't show all your maps. If you know what maps you have, then just TYPE them. /map my800thMap

Spending any effort on trying to overcome the menu limitation is kind of a huge waste of time.

TBH I'm amazed at how much people have replied to you :p I guess the crazy makes it interesting?
Frenchguy
Posts: 17
Joined: Thu Aug 04, 2011 3:37 pm

Re: PK3 limitations

Post by Frenchguy »

hhmm...
I changed tactic then to build my perfect licomplet version of Q3 as I like It (so, replaced higher quaty texture for original maps, effects, menu, more maps and more bots...

I did as I was told... I forgot the idea to merge all in a single MK3.
I build a mk3 per map
I build 2 mk3 per model
-1 for model/sound/script shader
-1 for script bot files / bot files

As we usually found online.

I remove the bots I don't like (example, when the bot files define the blu and red version as a bot... totally unusefull)
I remove some skins I don't like for some bots

I load It all in my baseq3 directory, so for now, I have like 258 pk3 bots files, that mean, I have 129 bots, and 129 models, much more counting the skins...

The problem is many of them doesn't work...
:confused: :confused:

the game don't load them, and If I try to add manually from game, I got "undefined bot" error...
??


any idea???
Frenchguy
Posts: 17
Joined: Thu Aug 04, 2011 3:37 pm

Re: PK3 limitations

Post by Frenchguy »

the bots are all detected... but, can't play them...
Seems there's a limited bot number possible in the game...

the game load only the last bots (so I guess It loads my boat in pk3 order, then when no more space, the first of list are changed for the last one, cuz I have no problem for end of list bots)
To ensure of THis, I took my abe.pk3 and abe_bot.pk", that I can't load for being first of list.
I rename them to ZZabe.pk3 and ZZabe_bot.pk3

And then the bot "abe" is loaded in my game...

It's really sad...
anyway, there's still some that I don't like... so I can reduce the number
359 bots for now, with the original ones...
Guess I can go under 300... but, I guess It won't be enought...

how much bot do other people have in their BaseQ3 ???????
:confused:
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: PK3 limitations

Post by ^misantropia^ »

I have only one bot. Its name is 'aim'.
Frenchguy
Posts: 17
Joined: Thu Aug 04, 2011 3:37 pm

Re: PK3 limitations

Post by Frenchguy »

jaja !!!!

I discovered If I had .bot files, there's a limitation after 191 bots parsed...

but I discovered too, that I can pass a bit this limit adding my bot definition directly inside of bots.txt, in the limit of the "8192 bytes", but It my able to had 50 more...
will see with that If enough...
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