Deathbunny Posted April 26, 2002 Share Posted April 26, 2002 ... do I need to bundle them in a map, and if I do bundle them in a map, is that a guarantee of any kind, or am I doing something dicey? The reason I ask is because there are a couple really sweet and fairly unobtrusive visual mods (got them from jk2files.com), one which changes the blur effect for saber, and the color of the respawn bubble, and another which adds this really great lense flare kind of effect when the saber contacts other objects, as well as upping the likelyhood of blocking a saber slash in multi (a badly needed enhancement I think). I set the server to sv_pure 1 and sv_allowdownload 1 What really weird is I hopped on my other comp to try it, and tho the other comp had only ONE of the mods, it was A) still allowed to connect and B) did not download the mod it didn't have. (I manually added the mod to my client just to check to see what it looks like--verify whether it was working or not) What's weird is that my 'pure' server isn't rejecting people who don't have the additional pk3's--even when there's an important change (i.e. saber blocking chance) that is non-visual in nature. EDIT: I realize now after investigation that putting the files on the server merely allows them to be used by the client. So that's one less q. But I'd still like to enable downloads I saw someone else mentioning difficulty with skins, and I might want to add skins, bots, and models in the future (as well as maps). I remember Q3 was a bitch from hell when it came to downloading anything other than maps--i.e. it wouldn't do it automatically. What I don't get is why? I'm going to head off and sniff around that game-admin site and other spots, but I'm probably not going to find what I'm looking for. If anyone could suggest how to go about setting up download scheme more like Unreal Tournament (where mods and skins and maps all get downloaded by the client), I'd really appreciate it. Sorry for more newbish questions. Link to comment Share on other sites More sharing options...
DeathsHead Posted April 26, 2002 Share Posted April 26, 2002 You can check out how I run my server with dedicated skins here: http://www.ClanAYBABTU.com Link to comment Share on other sites More sharing options...
MatrixCPA Posted April 26, 2002 Share Posted April 26, 2002 Just FYI, you can't force a non-map download on a client as far as I know. As long as they have the map, they can connect and play. If they don't have a custom skin/etc, they just don't get to "see" them. Now, why you'd want to force someone to see a particular skin is beyond me. Link to comment Share on other sites More sharing options...
DeathsHead Posted April 26, 2002 Share Posted April 26, 2002 There needs to be a way to automatically transfer people to a website url for map downloads. They get transferred to your ftp server to download the map. You would still wait at the connection screen, but the transfer speed of the map would not be limited to the maxrate setting, and instead would use all available bandwidth. That would make running custom map servers much more successful. Link to comment Share on other sites More sharing options...
MatrixCPA Posted April 27, 2002 Share Posted April 27, 2002 It also helps to put something in the server name that indicates it has custom maps and, if possible, which ones. At least then a client is on notice. I think once there's a good set of extra maps, they'll be bundled up into a "map pack" that everyone will want to have. That would make a huge difference. I know it did for the UT community--and the fact that a UT server could redirect a client to a totally separate server for map downloads. Link to comment Share on other sites More sharing options...
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