News UnrealEd Files Mods FragBU Liandri Archives
BeyondUnreal Forums

Go Back   BeyondUnreal Forums > Unreal Development > Coding

Reply
 
Thread Tools Display Modes
Old 22nd Aug 2012, 02:05 AM   #1
karonator
=)
 
karonator's Avatar
 
Join Date: Aug. 22nd, 2012
Posts: 1
Exclamation Config section

Hey guys!
I'm rewriting some parts of utcomp.
I can't save the original game of utcomp mackage (I mean utcompv17a), cause players joining my server will have mistmach error.

So I rena,ed package to utcompv17x.
And of cource here is a problem: my "new" utcomp created ne section in ini, and working with it.

Is there any way to fix it? Can I set the working section?
Or maybe there's some way to fix mistmach file error?
Hope you'll help me guys. Thanks for your time.
karonator is offline   Reply With Quote
Old 8th Oct 2012, 06:54 AM   #2
Wormbo
 
Wormbo's Avatar
 
Join Date: Jun. 4th, 2001
Location: Germany
Posts: 5,781
The version mismatch could be prevented by means of conforming the package. However, this requires functional compatibility of any combination of original and modified package to make sense. Then again, the UTComp package is likely part of Anti TCC checks and you'd get kicked for modified package, which could cause cheating suspicions from admins, getting players banned without doing anything wrong.

There's no way to retain the package name used for the INI section after renaming a package.
__________________
Wormbo's UT/UT2004/UT3 mods | YouTube channel | PlanetJailbreak/JDN | Unreal Wiki | Liandri Archives
Everything you ever wanted to know about replication| UnrealScript security considerations
<elmuerte> you shouldn't do all-nighters, it's a waste of time and effort
<TNSe> nono
<TNSe> its always funny to find code a week later you dont even remember writing
<Pfhoenix> what's worse is when you have a Star Wars moment
<Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!"
Wormbo is offline   Reply With Quote
Old 9th Oct 2012, 08:49 AM   #3
rejecht
Attention Micronians
 
rejecht's Avatar
 
Join Date: Jun. 15th, 2009
Location: .no
Posts: 510
Quote:
Originally Posted by karonator View Post
I can't save the original game of utcomp mackage (I mean utcompv17a), cause players joining my server will have mistmach error.
This would work since it is handled by the cache system, unless players have put the original utcompv17a.u in their System folder, which is something you do to use it offline.

- I'd only recompile using the same package name if it's a beta version, where hotfixes and quickfixes are supposed to happen.
- Another major issue with recompiling your changes using the same package name, is that you break demo recordings. Players would have to keep collections of the right utcompv17a.u files to play back the demos.
- I also have no idea what conforming the package means. Like stripping the package name out of references to classes? class'bla' instead of class'package.bla'?
__________________
When all else fails, post on forums with fellow zombies.

Last edited by rejecht; 9th Oct 2012 at 09:01 AM.
rejecht is offline   Reply With Quote
Old 9th Oct 2012, 11:20 AM   #4
Wormbo
 
Wormbo's Avatar
 
Join Date: Jun. 4th, 2001
Location: Germany
Posts: 5,781
No, conforming rearranges the export and name tables of a package to match the layout of another package. Basically the other package's table entries are copied and any entries not included in them are appended at the end. The other package's GUID is copied as well and its generation number is incremented. The resulting package file is allowed to be used in network games with any other generation of the same GUID.

Conforming is what Epic uses to make the different patch levels of a game compatible to each other.
__________________
Wormbo's UT/UT2004/UT3 mods | YouTube channel | PlanetJailbreak/JDN | Unreal Wiki | Liandri Archives
Everything you ever wanted to know about replication| UnrealScript security considerations
<elmuerte> you shouldn't do all-nighters, it's a waste of time and effort
<TNSe> nono
<TNSe> its always funny to find code a week later you dont even remember writing
<Pfhoenix> what's worse is when you have a Star Wars moment
<Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!"
Wormbo is offline   Reply With Quote
Old 9th Oct 2012, 12:09 PM   #5
rejecht
Attention Micronians
 
rejecht's Avatar
 
Join Date: Jun. 15th, 2009
Location: .no
Posts: 510
OK, a kind of delta from the previous version, accumulated in the latest version. I don't see any mention of potential consequences or gotchas, so I guess there are some.

Found this UDN Three article, but the UDN Two article is redwalled.
http://web.archive.org/web/201106091...etworking.html

While this may be more elegant, I don't feel confident enough to use it based on the information I've found, so I assume I'll continue using the version numbering scheme; changing internal references like class'blav1.message' to class'blav2.message' etc.
__________________
When all else fails, post on forums with fellow zombies.
rejecht is offline   Reply With Quote
Old 10th Oct 2012, 01:57 AM   #6
Wormbo
 
Wormbo's Avatar
 
Join Date: Jun. 4th, 2001
Location: Germany
Posts: 5,781
The problem with conforming is: You must test actual compatibility yourself. The process of conforming only makes the packages compatible from the engine's point of view. But due to the way network games work, only a human can verify that the result actually works as intended when two different versions of the package are used.

Also note that if you conform to a package you didn't create, chances are others have the same idea. Two different versions of a package conformed to the same base version will not work on network games and the errors are anywhere from subtle to catastrophic. Personally I recommend you don't touch the UTComp package unless you recompile it under a different name. If you create a new package that uses the old package, you will be able to reuse the old config settings, if only to copy them to your new config section.
__________________
Wormbo's UT/UT2004/UT3 mods | YouTube channel | PlanetJailbreak/JDN | Unreal Wiki | Liandri Archives
Everything you ever wanted to know about replication| UnrealScript security considerations
<elmuerte> you shouldn't do all-nighters, it's a waste of time and effort
<TNSe> nono
<TNSe> its always funny to find code a week later you dont even remember writing
<Pfhoenix> what's worse is when you have a Star Wars moment
<Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!"

Last edited by Wormbo; 10th Oct 2012 at 01:59 AM.
Wormbo is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 12:18 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.

Copyright ©1998 - 2012, BeyondUnreal, Inc.
Privacy Policy | Terms of Use
Bandwidth provided by AtomicGamer