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> Might develop a patch for the Barb compass range
ScrapyardBob
post 02/12/06 11:32am
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This goes back to my work from Oct 2004 on the compass range issue in the initial release of CoD:UO:

http://www.iwnation.com/Forums/index.php?showtopic=10222

The default value for CoD:UO still seems to be 1024 units for the compass range. You can check this in-game by opening the console and typing ([TAB] means to hit the tab key):

/cg_hud[TAB]

You'll notice that cg_hudCompassMaxRange indicates the radius of your compass. It's read-only so you can only change it by applying server-side mods.

One of the fun things is that if the gametype or map that you're playing does not specifically set the compass_range variable in its GSC files, it will inherit it from the previously played map. This is why some of us noticed that sometimes Ponyri had a good compass while other times the compass was messed up. (It all depended on what map we played previously.)

More in a bit...


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ScrapyardBob
post 02/14/06 12:29pm
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The one thing that I'm not sure of:

Do server side PK3s that are in the server's UO folder affect gamestate size? According to the Barbarossa readme file, it does:

QUOTE
* Max_Gamestate_Chars:

* This error has not occured in repeated testing of the map. Servers may experience this error if running one or more mods. It is suggested that IF this error occurs, remove one mod at a time until the map will load and complete a rotation.
* IF Max_Gamestate error occurs, it will most likely be in BAS mode. BAS requires far more data size resources than CTF or CNQ.

IF your server experiences this error. Please report it to admin@after-hourz.com
* Max_Gamestate_Chars is a limit of 30,000 bytes instituted by IW/GMI. The server can only load this limit of data per gametype. This includes ALL scripts for the map, EFX, Vehicles, and ALL models. Mods and other 'enhancements' contribute to this load. Each player joining contributes. Many custom maps and projects are running into this limit. The only suggestion is too remove some or all mods that may add data size.
* One of the most effective methods to combat this is to reduce the total number of pk3s your server loads, as the filenames themselves add to gamestate size. Many times combining server side mods, and removing mods or maps that aren't used any more will solve the gamestate crash problems.


The solution to this then, at least for the Barbarossa mod would be to replace the existing user_svr_barbfix.pk3 with the new file user_svr_barbfix2_test.pk3, and change the filename to be something even shorter ("user_svr_bfix.pk3" or "barbfix_svr_.pk3).


QUOTE(ScrapyardBob @ 02/14/06 12:21pm) *
The solution to this then, at least for the Barbarossa mod would be to replace the existing user_svr_barbfix.pk3 with the new file user_svr_barbfix2_test.pk3, and change the filename to be something even shorter ("user_svr_bfix.pk3" or "barbfix_svr_.pk3).

Actually, the names would need to start with the letter 'z'. So "zbarb_svr_.pk3" and "zsmolensk_svr_.pk3". Other server-side mods (i.e. CNQ) could also have their names shortened, as long as they still appear in the same order alphabetically.


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