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Attention Map Makers: Format for posting your map *Read First*

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  • replied
    ok cool thx. we are a bit confused because i released a new version and we updated the md5 but the players are not downloading the new file even though the md5 is now different

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  • replied
    Originally posted by Crocopede View Post
    so an admin requested i give them an md5.
    i checked n checked my map. there is no md5 referenced. so i must generate a random md5 and give it to him? Whats the point. how will it know the map is the same... where is the md5 referenced?
    https://en.wikipedia.org/wiki/MD5

    This is not an Unreal thing, this is a common file integrity check. The algorithm takes the map and using the data it produces a 32 digit hex string. But it's not random like you said, it will produce the exact same result each time using a given identical file. But if even a byte in the map file is changed it will affect the resulting string. This is the server's way of verifying that every player has the exact same map. http://www.winmd5.com/ can be used to generate an MD5 from your pak file.
    Last edited by tidu; 04-21-2016, 12:20 AM.

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  • replied
    so an admin requested i give them an md5.
    i checked n checked my map. there is no md5 referenced. so i must generate a random md5 and give it to him? Whats the point. how will it know the map is the same... where is the md5 referenced?

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  • replied
    While all of this stuff was hell for me when I started running the HUB, I'm pretty quick at it now. I find it much more efficient to add / update a bunch of maps in bulk then to do them one by one. I think if mapmakers do what's suggested here, I'll still double check their work, which is the same as doing the work myself, so I might as well keep doing it. Especially since it is kind of complicated, I'm already experienced with it, and I don't want to have to add/update 8 maps and then take the time to troubleshoot if a mapmaker gave me the wrong .ini info for their map.

    What would help is if everybody posted their most recent version in their Original Topic thread. I really have to dig to find updates! Most users do actually update in the topic thread of their post, but many do not. When combing for updates, I sometimes have to dig through several pages just to see if there is an update. Sometimes, the Original Topic will say that the most recent version is v.11 but post #34 reveals a v.12 with a new download link. Or, the Original Topic states that the latest version is .11 with a link, but upon clicking the link you are taken to v.12

    ... at any rate, sniffing out updates is what I dread the most. If you make it easy and keep post #1 updated, I'd have more time to update maps more often!

    Oh, and please use version numbers to avoid conflicts and nav meshes so players can try your map with one bot while waiting for others to join.

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  • replied
    Originally posted by _Lynx View Post
    Problem is that pak does not have any registry that says "umap file is stored here", so the server needs an exact path to umap inside the pak. Since server cannot extract it itself, it has to be specified by admin, which in turn means that admin has to check that pak file and extract that information, a quite tedious and lengthy process. Yet for a mapper to provide this info it's just another 30 seconds.

    I think I got it now....maybe

    Cheers

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  • replied
    Originally posted by GreyNick View Post
    I see, so the game looks into the PAK for the folder PINK and pulls the asset from there. If that is the case why do you still need the local path if all the info is in the PAK?
    Problem is that pak does not have any registry that says "umap file is stored here", so the server needs an exact path to umap inside the pak. Since server cannot extract it itself, it has to be specified by admin, which in turn means that admin has to check that pak file and extract that information, a quite tedious and lengthy process. Yet for a mapper to provide this info it's just another 30 seconds.

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  • replied
    I think I'm gonna do it by first posting my map announcement and then posting the Server Admin info in the first reply, which can be easily updated as new versions are released. Right now the first reply looks like:

    Server Admin Stuff for 10/27/2015 build:

    MapRotation=/Game/Maps/CTF-Highpoint/CTF-Highpoint-v010
    RedirectReferences=(PackageName="CTF-Highpoint-v-102715-WindowsNoEditor.pak", PackageURLProtocol="http",
    PackageURLProtocol="http", PackageURL="ut.rushbase.net/Whippersnapper/CTF-Highpoint-v-102715-WindowsNoEditor.pak"
    PackageChecksum="3c4e0b980a9441a4bdbda1064508888d")

    File Path on My Computer: D:\UT4 Editor\UnrealTournamentEditor\UnrealTournament\Content\Maps\CTF-Highpoint\CTF-Highpoint-v010.umap

    My Rushbase: https://ut.rushbase.net/Whippersnapper Map Direct Download link: https://ut.rushbase.net/Whippersnapp...wsNoEditor.pak

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  • replied
    Originally posted by WHIPperSNAPper View Post
    OK, so is this how you want it, Jay? Here's the goods for my newest map, ready for release as of today (formal announcement coming soon):

    MapRotation=UnrealTournament/Content/Maps/CTF-Highpoint/CTF-Highpoint-v010.umap

    RedirectReferences=(PackageName="CTF-Highpoint-v-102715-WindowsNoEditor.pak", PackageURLProtocol="http",

    PackageURLProtocol="http", PackageURL="ut.rushbase.net/Whippersnapper/CTF-Highpoint-v-102715-WindowsNoEditor.pak"

    PackageChecksum="3c4e0b980a9441a4bdbda1064508888d")

    File on my computer: D:\UT4 Editor\UnrealTournamentEditor\UnrealTournament\Content\Maps\CTF-Highpoint\CTF-Highpoint-v010.umap

    My Rushbase: https://ut.rushbase.net/Whippersnapper Map Direct Download link: https://ut.rushbase.net/Whippersnapp...wsNoEditor.pak
    Everything looks good except for the map rotation. Replace "\UnrealTournament\Content\" with "/Game/". Also you dont include the .umap extension on the end as the game already knows its look for a .umap file.

    It took me a little to wrap my head around as this is something that as a non programmer or anything else I never encountered before. But think of it this way. When UT launches and starts running it has its own world. Everything that is presented for you to see in this world resides "D:\UT4 Editor\UnrealTournamentEditor\UnrealTournament\Content\". So as far as the game is concerned, the only place it will ever look for information on how to build its world, it will find it inside the Content folder. UT does not care about anything else or any other location on your computer to find content that is used to build the UT world. Because of this, anytime you are referencing something that will be used and presented as the world of UT, you can shorten it to /Game/. Using "/Game/" is the same thing as using "D:\UT4 Editor\UnrealTournamentEditor\UnrealTournament\Content\", however in the UT world, you MUST use "/game/".
    Last edited by PayBack; 10-28-2015, 09:04 AM.

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  • replied
    Originally posted by GreyNick View Post
    Thanks, so if I understand this right, if I put asset in somewhere odd i.e. a folder called PINK then when players down load the map off the server they end up with a folder called PINK? If so this could get very messy
    No. pak files are just archives containing the umap files and a bunch of other stuff... The folder PINK would be inside the pak file and contains I dunno, probably elephants or something.

    Originally posted by GreyNick View Post
    I see, so the game looks into the PAK for the folder PINK and pulls the asset from there. If that is the case why do you still need the local path if all the info is in the PAK?
    The umap file references everything else relative to it's own path. The engine doesn't know the path to the umap so you have to tell it where the umap is. Once it knows that it can find everything else.
    Last edited by MoxNix; 10-28-2015, 06:24 AM.

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  • replied
    Originally posted by _Lynx View Post
    No, user just get the same pak file, however that PINK folder will exist inside the pak.

    I see, so the game looks into the PAK for the folder PINK and pulls the asset from there. If that is the case why do you still need the local path if all the info is in the PAK?

    Leave a comment:


  • replied
    Originally posted by GreyNick View Post
    Thanks, so if I understand this right, if I put asset in somewhere odd i.e. a folder called PINK then when players down load the map off the server they end up with a folder called PINK? If so this could get very messy
    No, user just get the same pak file, however that PINK folder will exist inside the pak.

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  • replied
    Originally posted by barsam2a View Post
    Fortunately not, all downloaded maps end up in C:\Users\admin\Documents\UnrealTournament\Saved\Paks\DownloadedPaks

    no Expert here
    , but this is the path-file my downloaded maps from various servers show up (ALL of them, regardless if DM-xxxx.pak or CTF-xxxx.pak)
    and looks like it, that also custom gamemodes get saved there. (like LTS-GameMode-WindowsNoEditor.pak)
    If that is the case why is the local path needed? I'm trying to understand the issue.

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  • replied
    Originally posted by GreyNick View Post
    Thanks, so if I understand this right, if I put asset in somewhere odd i.e. a folder called PINK then when players down load the map off the server they end up with a folder called PINK? If so this could get very messy
    Fortunately not, all downloaded maps end up in C:\Users\admin\Documents\UnrealTournament\Saved\Paks\DownloadedPaks

    no Expert here
    , but this is the path-file my downloaded maps from various servers show up (ALL of them, regardless if DM-xxxx.pak or CTF-xxxx.pak)
    and looks like it, that also custom gamemodes get saved there. (like LTS-GameMode-WindowsNoEditor.pak)
    Last edited by barsam2a; 10-28-2015, 05:58 AM.

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  • replied
    Never did understand why the archive header doesn't have a field containing the path to the umap. Then the game and server could simply read the path from there and server admins would have one less thing to worry about.

    A bit trickier to implement well but the server could automatically generate MD5 hashes for maps too... Regardless if there's a redirect path for it in the configs or not. Might not be a bad idea to check the hash to prevent version mismatches between the server and client too.
    Last edited by MoxNix; 10-28-2015, 05:59 AM.

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  • replied
    Originally posted by _Lynx View Post
    Because the engine uses this to load the map. Think of a pak as an archive that contains all the assets that are needed for the certain map and it keeps the folder structure used by the mapper. The game does not know where is the actual umap file it needs to load, so admin has to provide it. Remember archives with UT2004 maps that had all stuff sorted into folders? Pak does the same, except here map may not be in Maps but somewhere else.
    Thanks, so if I understand this right, if I put asset in somewhere odd i.e. a folder called PINK then when players down load the map off the server they end up with a folder called PINK? If so this could get very messy

    Leave a comment:

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