Force clients to download a file?

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

jigglywiggly

New Member
Jul 9, 2010
4
0
0
Well I got http downloading working fine, but how do I force clients to download certain types of files? Preferebbly based on the map that is picked, I know for Source based games I just create .res file that looks like this

Code:
"resources" 

{ 

"materials\models\Player\desert_soldier\000.vmt" "file" 

"materials\models\Player\desert_soldier\000.vtf" "file" 

"materials\models\Player\desert_soldier\000_n.vtf" "file" 

"materials\models\Player\desert_soldier\001.vmt" "file" 

"materials\models\Player\desert_soldier\001.vtf" "file" 

"materials\models\Player\desert_soldier\001_n.vtf" "file" 

"materials\models\Player\desert_soldier\002.vmt" "file" 

"materials\models\Player\desert_soldier\002.vtf" "file" 
....
etc

I just want the clients to download a .ogg file for sound, how would I do this?
 

GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
1
0
Lithuania
No way to do that. You can't force clients to do anything like that, which makes sense since otherwise you could make a mod that sabotages everyone's game installations.
 

jigglywiggly

New Member
Jul 9, 2010
4
0
0
No way to do that. You can't force clients to do anything like that, which makes sense since otherwise you could make a mod that sabotages everyone's game installations.

No, sv_downloadurl in source, can't over write. I am sure there is a way here...
 

gopostal

Active Member
Jan 19, 2006
848
47
28
Why would you even want to? I can guarantee if you tried to slip something in there are any number of savvy people playing that will see it and want to know what it is. Most of the players left are long-timers and are aware if something isn't game relevant or it seems "fishy". I know a lot of players who peek at every bit of source they download.
 

jigglywiggly

New Member
Jul 9, 2010
4
0
0
Why would you even want to? I can guarantee if you tried to slip something in there are any number of savvy people playing that will see it and want to know what it is. Most of the players left are long-timers and are aware if something isn't game relevant or it seems "fishy". I know a lot of players who peek at every bit of source they download.

This isn't really for ut2004, this is for the mod killing floor.
It's a custom map and it has custom music, it will be really boring with no music D:
 

GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
1
0
Lithuania
Music is not replicated, ever. So unless you have a script made by a master coder like Wormbo, you can't replicate it. And even then I doubt it.
 

jigglywiggly

New Member
Jul 9, 2010
4
0
0
Music is not replicated, ever. So unless you have a script made by a master coder like Wormbo, you can't replicate it. And even then I doubt it.

Huh? Why can't it be copied to the client? Why would you need to be a master coder? Hell I know C++/Java, but even that it seems rediculous you can't specify files for the clients to download.
 

GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
1
0
Lithuania
Yeap, that's what I mean. UMX, the old format of music, were Unreal packages and they were replicated. So if you want your music to be replicated, you'll need to create a new music system that would rely on packages other than OGG.
 

gopostal

Active Member
Jan 19, 2006
848
47
28
You can hack around this importing them as an ambient sound, and it works well but it does have some limitations. I've added music in a level via sound actors but I'm loathe to do it much. I'd rather the client has the say as to whether he wants to hear my music or not.
 
Last edited:

gopostal

Active Member
Jan 19, 2006
848
47
28
Not entirely though. I've made a couple of invasion maps where there was a multilayered disco and you could frag to different music styles depending on mood. It came off well, but it was a lot of work to prevent any sound from bleeding from one section to another.

All in all though the limits imposed by music through ambient sound are just too much. It mutes down the game sounds and tends to drown everything.