Q4, defs and purity
Posted: Mon Oct 24, 2005 9:22 pm
I read that Q4 mapping is not off topic here, so hope this is OK to post.
There was a major headache in Doom 3 with custom maps on servers. If you put a custom map on a server, every client that wanted to connect to the server had to have the map, regardless of whether that map was active on the server at the time or not. This was a significant barrier to getting custom maps on servers. I remember reading something to make me believe this was fixed in one of the patches, but it was long after my interest (in fact pretty much everyone's interest) in D3 multiplayer had died a death.
Quake 4 is here. Quake 4 does the same thing. If I follow any of the standard "bundle your map" tutorials and dutifully create a mapname.def etc, and place the map on a dedicated internet server, people can't connect.
Browsing teh intarweb, I find a guide: http://zerowing.idsoftware.com/linux/doom/AddonPaks This instructs me to create an addon.conf instead of a <mapname>.def. And from what I can see, this appears to exclude it from the pure checks and so forth, recognising the pk4 as an addon. However, it also seems that working in this way doesn't get the map onto the voting list. Thus my newly created map on the internet dedicated server can only be reached by someone with rcon priveleges or by rotation?
Does anyone know better than me - have I simply not understood what I am supposed to do? Or if I am right, does anyone else feel that this is an unacceptable solution for support of custom maps?
There was a major headache in Doom 3 with custom maps on servers. If you put a custom map on a server, every client that wanted to connect to the server had to have the map, regardless of whether that map was active on the server at the time or not. This was a significant barrier to getting custom maps on servers. I remember reading something to make me believe this was fixed in one of the patches, but it was long after my interest (in fact pretty much everyone's interest) in D3 multiplayer had died a death.
Quake 4 is here. Quake 4 does the same thing. If I follow any of the standard "bundle your map" tutorials and dutifully create a mapname.def etc, and place the map on a dedicated internet server, people can't connect.
Browsing teh intarweb, I find a guide: http://zerowing.idsoftware.com/linux/doom/AddonPaks This instructs me to create an addon.conf instead of a <mapname>.def. And from what I can see, this appears to exclude it from the pure checks and so forth, recognising the pk4 as an addon. However, it also seems that working in this way doesn't get the map onto the voting list. Thus my newly created map on the internet dedicated server can only be reached by someone with rcon priveleges or by rotation?
Does anyone know better than me - have I simply not understood what I am supposed to do? Or if I am right, does anyone else feel that this is an unacceptable solution for support of custom maps?