Servers must have the following commands set to provide autodownloadable addonpak content:
seta net_serverDlTable "/"
seta net_serverDlBaseURL "http://
Edited by Sujoy at 18:47 GMT, 21st May 2006 - 26152 Hits
By
SyncError
Autodownload and Pure server both work. And using the above methods, it works for 1.1 beta and 1.1 final (soon to be released).
Goddamn ID auto-downloads is weird as hell. Yesterday with 1.1 Final I connected to a server unning Q4Max "didn't had it this time" and it downloaded it on the server, then it went to connect and it said that it was a Pure server that didn't allowed download so I couldn't connect!
WTF... almost no one will know how to mess around with commands. Why don't they just make it perfect on the first attemp with those commands isntead of having us to manualy change them after patching.
It's like why didn't they put a button in the setttings when chosing ur skin, to force models to current one... 80% people won't know the command in console to force them...
WTF... almost no one will know how to mess around with commands. Why don't they just make it perfect on the first attemp with those commands isntead of having us to manualy change them after patching.
It's like why didn't they put a button in the setttings when chosing ur skin, to force models to current one... 80% people won't know the command in console to force them...
not having this function out of the box, killed of Q4 before it ever started to live
1.1 is how this game should have been straight away.
activision f*cked up by pushing raven/id to be ready before the december season.
such an EXTREMELY bad idea that was...
truely amazing how a company like activision can fuck up so badly.
if im putting the blame with the wrong company, then please do correct me.
and for next titles id should consider hiring people who will make a competative mode to be there out of the box. like OSP used to be for Q3, ETpro is for ET..... etc etc.
1.1 is how this game should have been straight away.
activision f*cked up by pushing raven/id to be ready before the december season.
such an EXTREMELY bad idea that was...
truely amazing how a company like activision can fuck up so badly.
if im putting the blame with the wrong company, then please do correct me.
and for next titles id should consider hiring people who will make a competative mode to be there out of the box. like OSP used to be for Q3, ETpro is for ET..... etc etc.
Is there a way to simply download from the server instead of those download links? Because not everyone has webspace for maps and links from other pages are just unsecure and have to be checked after some time if they are still up.
You got new about the 1.1 final patch? (Just a bit to feed me :P)
You got new about the 1.1 final patch? (Just a bit to feed me :P)
Edited by LovingAngel at 18:39 GMT, 15th Mar 2006
By
semicolon
Sounds like a bit more work than it should be, aren't all of these settings in 1.0?...
I'll be the jackass who asks you to define "soon".
Cataklysque
Cataklysque
22ish :) but i suppose its gonna be a bit soonner aka surprise for the community. Shall we bet on date? - Sync cant compete though.
For me this separated download setup is far better since it allows different storage place for paks and uses http download (to speed things up) so from servers admin viewpoint its much better.
For me this separated download setup is far better since it allows different storage place for paks and uses http download (to speed things up) so from servers admin viewpoint its much better.
(Repeat post from the addonpak thread)
Well the patch will be available once we've tested it a bit more, most likely Monday. Is that good enough? Just don't hold me to it, but that's the current best estimate. As soon as this Thursday, more likely Monday, with a possible delay into the middle of next week if we feel its necessary.
Well the patch will be available once we've tested it a bit more, most likely Monday. Is that good enough? Just don't hold me to it, but that's the current best estimate. As soon as this Thursday, more likely Monday, with a possible delay into the middle of next week if we feel its necessary.
so do u have to download every map the server has on it which you do not... or do u now just need the map which is currently being played?
I'm guessing the way autodownload works, you will need to download:
1. The current map (with an addon.conf)
2. Any other pak files on the server that don't have an addon.conf.
I'm also guessing this is where the "need to have all maps on the server" bug comes from, since most pak files don't currently have an addon.conf.
1. The current map (with an addon.conf)
2. Any other pak files on the server that don't have an addon.conf.
I'm also guessing this is where the "need to have all maps on the server" bug comes from, since most pak files don't currently have an addon.conf.
You need to ALREADY have any pak that doesn't have an addon.conf, that's the point of pure server. Then any pak that is an addonpak will be downloaded once it is in use.
So the server can have the require paks plus 50 custom addonpaks. You'll need the required paks to connect, and you can play on the server without any downloads as long as you're playing on maps that you already have. Once you encounter a map pak you don't already have, you'll receive it from the autodownload (if the server is setup for autodownload).
So the server can have the require paks plus 50 custom addonpaks. You'll need the required paks to connect, and you can play on the server without any downloads as long as you're playing on maps that you already have. Once you encounter a map pak you don't already have, you'll receive it from the autodownload (if the server is setup for autodownload).
net_serverDownload X
if X =0 No Auto or URL support. (as it is now)
if X=1 Print up URL eg http://quake4badassmaps.com/maps/
(The above should only work if si_serverURL=1)
if X=2 "Now clients with net_clientdownload "2" set, will autodownload the map from the webserver." [SyncError]
Maybe :)
if X =0 No Auto or URL support. (as it is now)
if X=1 Print up URL eg http://quake4badassmaps.com/maps/
(The above should only work if si_serverURL=1)
if X=2 "Now clients with net_clientdownload "2" set, will autodownload the map from the webserver." [SyncError]
Maybe :)
By
eX-
My newspost for a site that server admins might find useful.
If you're too lazy to check the post, you can use this url for the pk4 autodownload in your server : http://q4files.escapedturkey.net/quake4/pk4s/
Everyone can upload maps and mods there, so it will hopefully have every map and mod in the future.
If you're too lazy to check the post, you can use this url for the pk4 autodownload in your server : http://q4files.escapedturkey.net/quake4/pk4s/
Everyone can upload maps and mods there, so it will hopefully have every map and mod in the future.
By
veal
/me votes for standardized pk4 filenames!
i prefer (like most maps are):
map_<mapname>.pk4
(and beta versions like map_<mapname>_beta3.pk4 / map_<mapname>_rc2.pk4)
oh yeah, and someone should fix the phrantic textures.. you cannot see geometry on picmip10-ish gfx settings
i prefer (like most maps are):
map_<mapname>.pk4
(and beta versions like map_<mapname>_beta3.pk4 / map_<mapname>_rc2.pk4)
oh yeah, and someone should fix the phrantic textures.. you cannot see geometry on picmip10-ish gfx settings
Agreed.
Edited by LovingAngel at 19:44 GMT, 15th Mar 2006
Edited by AnthonyJ at 21:10 GMT, 15th Mar 2006
By
skorpsss
About the packages download topic, I guess my request will come too late and won't sound that much interesting anymore.
Before Autodownload in Q4 working, I did a packages manager in SkQ4 tool which allows to download all needed packages for joining a server. (+ giving a short description of them)
SkQ4 Packages manager
With Q4 autodownload working, that won't be as usefull as before but I still believe that download packages off-game (while waiting for a server to get free room for example ...) would stay interesting.
Would that be possible to add the ".pakfilelist" server query var that XBM used ?
Before Autodownload in Q4 working, I did a packages manager in SkQ4 tool which allows to download all needed packages for joining a server. (+ giving a short description of them)
SkQ4 Packages manager
With Q4 autodownload working, that won't be as usefull as before but I still believe that download packages off-game (while waiting for a server to get free room for example ...) would stay interesting.
Would that be possible to add the ".pakfilelist" server query var that XBM used ?
By
eX-
Fixing autodownload to work on a q4max server with custom maps (galang and monsoon) so that both maps and the mod will be downloadable.
If a PK4 file doesnt have an addon.conf file in it, you will have to download it before you can join the server.
If a PK4 has an addon.conf, you wont have to download it until the server loads it (AKA on a mapchange). If its not currently being played, you wont need it.
addon.conf IS NOT necessary, but it is recommended.
1) Copy the q4max pk4's to "http://www.yoursite.com/q4max/"
2) Copy the map pk4 files to "http://www.yoursite.com/q4base/"
3) Add this to your config:
seta net_serverDlBaseURL "http://www.yoursite.com/"
seta net_serverDlTable "q4base/map-l4dm1x.pk4;q4base/map-l4dm2x.pk4;q4max/q4max073.pk4;q4max/q4max073l.pk4;q4max/q4max073w.pk4"
seta net_serverDownload "2
The directory structure in your FTP should be like this:
www.yoursite.com/
|_q4base/
| |_map-l4dm1x.pk4
| |_map-l4dm2x.pk4
|
|_q4max/
. |_q4max073l.pk4
. |_q4max073w.pk4
. |_q4max073.pk4
edit: some people seemed to have hard time with syncerror's guide so hopefully this helps more. <3
If a PK4 file doesnt have an addon.conf file in it, you will have to download it before you can join the server.
If a PK4 has an addon.conf, you wont have to download it until the server loads it (AKA on a mapchange). If its not currently being played, you wont need it.
addon.conf IS NOT necessary, but it is recommended.
1) Copy the q4max pk4's to "http://www.yoursite.com/q4max/"
2) Copy the map pk4 files to "http://www.yoursite.com/q4base/"
3) Add this to your config:
seta net_serverDlBaseURL "http://www.yoursite.com/"
seta net_serverDlTable "q4base/map-l4dm1x.pk4;q4base/map-l4dm2x.pk4;q4max/q4max073.pk4;q4max/q4max073l.pk4;q4max/q4max073w.pk4"
seta net_serverDownload "2
The directory structure in your FTP should be like this:
www.yoursite.com/
|_q4base/
| |_map-l4dm1x.pk4
| |_map-l4dm2x.pk4
|
|_q4max/
. |_q4max073l.pk4
. |_q4max073w.pk4
. |_q4max073.pk4
edit: some people seemed to have hard time with syncerror's guide so hopefully this helps more. <3
Edited by eX- at 13:18 GMT, 29th Mar 2006
edit2: Seems to be the case with q4max 0.73, tried setting it up, but if a pak is missing just crashes the client (doesn't have an addon.conf) :/. Don't think xmb does either unless they are in a folder I've missed. Wasn't this the whole point hehe, but no one seems to be using the addon file even the mod makers who have adapted to 1.1?
Think this is why so many are having problems.
Either way, a client shouldn't just "crash" because it has a mod file missing (imo), at least give an error explaining something. Are there some types that can't be used with an addon.conf or something?
Think this is why so many are having problems.
Either way, a client shouldn't just "crash" because it has a mod file missing (imo), at least give an error explaining something. Are there some types that can't be used with an addon.conf or something?
Edited by Gibble at 18:15 GMT, 28th Mar 2006
Do you have an IP with that setup? Just want to test if its the server setup or not or if its the way I'm trying to replicate the problem. There's something "weird" about it, not sure what until I test more though. Either way a client should under no circumstances crash due to a missing custom file.
edit:
pak***.pk4's cannot be used in dl tables since they are reserved for id.
There is a bug in the linux patch which causes random malfunctioning on autodownload.
My tests were done on my own windows based server so it was pretty pointless rubbish, which wont help linux users in any way.
pak***.pk4's cannot be used in dl tables since they are reserved for id.
There is a bug in the linux patch which causes random malfunctioning on autodownload.
My tests were done on my own windows based server so it was pretty pointless rubbish, which wont help linux users in any way.
Edited by eX- at 19:55 GMT, 30th Mar 2006
By
|Fv|Jcette
AutoDownload doesn't work : ""Data not in sync with server data" or "Can't connect to the pure server : no download offered"...
By
Gibble
Just wanted to add this after doing further testing with eX- as its quite useful info for those who hit similar problems, so thanks a lot for the help Ex-....Some clients like myself were getting a crashing problem before getting a chance to even download the missing files, while others could download fine.
There seems to be a problem with some downloads if people have old versions (guessing mainly mods that aren't compatible with the current q4 version), as some clients were getting a crashes on trying to connect when missing files. (Quake4 seems to try to load that mod even though wrong version files).
Solution was to delete all the old q4max paks in this case so they couldn't be referenced at all. (I also deleted the .dll in there, but fairly sure thats not needed to be done unless an old version as well). I'm assuming this will need to be done with all mods when an update comes out to get autodownload working on it (fairly messy as they probably don't realise).
Also, just another handy one to note after the testing, is that a map doesn't "need" an addon.conf but its preferable, however that map file will be needed/downloaded even if its not in use, the addon.conf file will however make it so its only downloaded when that map is then in use. Just its worth doing that until the maps you need have their new versions with the addon.conf files.
Also, if your download cuts off mid way through. You need to delete the old part downloaded file (another messy one as people won't realise). Otherwise when you try and reconnect it doesn't delete/resume, it just causes an access violation. So a few bugs for ID to work on still.
There seems to be a problem with some downloads if people have old versions (guessing mainly mods that aren't compatible with the current q4 version), as some clients were getting a crashes on trying to connect when missing files. (Quake4 seems to try to load that mod even though wrong version files).
Solution was to delete all the old q4max paks in this case so they couldn't be referenced at all. (I also deleted the .dll in there, but fairly sure thats not needed to be done unless an old version as well). I'm assuming this will need to be done with all mods when an update comes out to get autodownload working on it (fairly messy as they probably don't realise).
Also, just another handy one to note after the testing, is that a map doesn't "need" an addon.conf but its preferable, however that map file will be needed/downloaded even if its not in use, the addon.conf file will however make it so its only downloaded when that map is then in use. Just its worth doing that until the maps you need have their new versions with the addon.conf files.
Also, if your download cuts off mid way through. You need to delete the old part downloaded file (another messy one as people won't realise). Otherwise when you try and reconnect it doesn't delete/resume, it just causes an access violation. So a few bugs for ID to work on still.
Edited by Gibble at 13:21 GMT, 29th Mar 2006
By
|Fv|Jcette
Data not in sync with server data
+
Can t connect to the pure server : no download offered
AutoDL?Liar!.
+
The download failed or was canceled
bullshit1.1
ID promised us the AutoDL in 1.1 ? Liar ! it doesnt work.
/me return playing UT2004, a game with a real auto download, not a shit like Q4.
+
Can t connect to the pure server : no download offered
AutoDL?Liar!.
+
The download failed or was canceled
bullshit1.1
ID promised us the AutoDL in 1.1 ? Liar ! it doesnt work.
/me return playing UT2004, a game with a real auto download, not a shit like Q4.
Edited by |Fv|Jcette at 01:00 GMT, 30th Mar 2006
It does not matter what is possible. No server should be running any custom maps without addonpaks. If people start thinking its okay to run some maps, like the most common ones without addonpaks then we're back to the same problem we had before the patch of people not being able to connect because they don't have all the same paks as what the server sees as being required for passing the pure server system.
EVERY custom map must have an addonpak.
EVERY custom map must have an addonpak.
Yes please take this seriously. By not having the addon paks of current common maps, we (the educated on the forums ) will suddenly find that we are able to play new maps readily etc. We will STILL be preventing any of the new (read ignorant) players from joining us without a lot of extra work. This is arguably one of the largest reasons the quake community is so small.
Since myself and other server admins have had little to no troubles once the correct commands are setup, it is most likely a user error. And in general I\'m open and quick to help those that ask for assistance, and have no need nor desire to help those who choose to take the other road into Valley of the Insults. Best of luck.
Edited by SyncError at 03:25 GMT, 30th Mar 2006
In all truth SyncError, its not that intuitive "unless" you really know what you're doing. If you read my earlier post about the client problems if they have an old version of a mod, or a half downloaded file, they are going to hit problems and there's no help with errors to figure this out.
This is normally the main breakdown, user error (I consider myself fairly well versed and was stumped at Q4 crashing on me due to old files and half downloaded files). However the user in games shouldn't be required to know Q4 files to such a level, they just want to connect to a server and forget.
Ideally the next patch needs something akin to the following...
1. It needs somehow to check if its going to try and switch to a mod before downloading the files for that mod (i.e an update) and specify it needs cleaning out first. This will stop clients crashing.
2. Ideally it needs a way of deleting or renaming old files that are half downloaded already (or a resume, maybe cached?). This will stop the exception error.
3. It needs to tell people when it fails "what file you were after". This last one can't really be that difficult surely? "You need map_galang.pk3 xxxxx bytes but no download offered". This would help both server admins figure what they've got configured wrong, plus it will help clients know what to grab themselves if not.
The average gaming punter will get stuck pretty often without these. Plus if you consider the average server admin needing to keep all the dltable updated, with a different set of downloads (configs) for each different mod which may have many pk4 files, it can be a fairly unweildy beast.
It works for sure, but it needs a bit of extra help really to stop the natives from being restless, and people just going "wtf is this ****" with no "decent" error on their screen are actually half correct without more help from the game isolating the problem.
This is normally the main breakdown, user error (I consider myself fairly well versed and was stumped at Q4 crashing on me due to old files and half downloaded files). However the user in games shouldn't be required to know Q4 files to such a level, they just want to connect to a server and forget.
Ideally the next patch needs something akin to the following...
1. It needs somehow to check if its going to try and switch to a mod before downloading the files for that mod (i.e an update) and specify it needs cleaning out first. This will stop clients crashing.
2. Ideally it needs a way of deleting or renaming old files that are half downloaded already (or a resume, maybe cached?). This will stop the exception error.
3. It needs to tell people when it fails "what file you were after". This last one can't really be that difficult surely? "You need map_galang.pk3 xxxxx bytes but no download offered". This would help both server admins figure what they've got configured wrong, plus it will help clients know what to grab themselves if not.
The average gaming punter will get stuck pretty often without these. Plus if you consider the average server admin needing to keep all the dltable updated, with a different set of downloads (configs) for each different mod which may have many pk4 files, it can be a fairly unweildy beast.
It works for sure, but it needs a bit of extra help really to stop the natives from being restless, and people just going "wtf is this ****" with no "decent" error on their screen are actually half correct without more help from the game isolating the problem.
Edited by Gibble at 11:23 GMT, 30th Mar 2006
I have yet to test connecting with an old mod installed, but I suspect the clients arent crashing, they're erroring out with the "wrong DLL API" error they're getting fs_game set before it downloads the files.
Re the download messages, theres actually a more informative message on the console sometimes. If the error is that the server config says it has the file, but it cant find it on the webserver you'll see a 404 message with the details of the file it was trying to DL.
I want to know if this is the "4base/bleh.pk4" problem I have seen, cos IMO this is not a user error, but is some linux distribution related issue or sth. Unfortunately few people check the console for the more detailed errors, so the pattern of which servers error with this and which dont is unknown.
Many autodl issues are user (serverop) errors though.
What we need is someone to setup a server like the files.quake4world.com one is supposed to be, load it up with all the maps + mods, write some very clear instructions, and spam the serverops with this until they set it up.
Gamespy? Jolt? Id?
Re the download messages, theres actually a more informative message on the console sometimes. If the error is that the server config says it has the file, but it cant find it on the webserver you'll see a 404 message with the details of the file it was trying to DL.
I want to know if this is the "4base/bleh.pk4" problem I have seen, cos IMO this is not a user error, but is some linux distribution related issue or sth. Unfortunately few people check the console for the more detailed errors, so the pattern of which servers error with this and which dont is unknown.
Many autodl issues are user (serverop) errors though.
What we need is someone to setup a server like the files.quake4world.com one is supposed to be, load it up with all the maps + mods, write some very clear instructions, and spam the serverops with this until they set it up.
Gamespy? Jolt? Id?
Isn't Syncerror trying to put up something like that ( www.quakecommunity.com ) ?
Atleast he uses that site alot in his examples...
Atleast he uses that site alot in his examples...
http://www.quakecommunity.com coming in feb 2006 ;). Bit late again hehe.
Yep, the first one is pretty likely the problem with that. It still needs to be tackled though, because ultimately the client is crashing through no fault of their own (apart from connecting to an updated server with old files).
If the client gets the console message, it obviously at least can't be hard for ID to amend it so its a big flashing neon sign in the middle of the screen :). Sometimes there's no message still though in console.
Agree quite a few of the issues are server op issues. Many are just configured wrong, but they can't be blamed too much, its overly complicated as it is, and lack of reporting to server and client about the problem.
I'm still not sure why ID have opted for this solution though. Whats wrong with the age old sv_wwwdownload "http://blabhah.com/q4" and _all_ files will be searched there first so you don't need the tedious dltable var which is the reason so many are set wrong, plus a sv_wwwfallbackurl "some other site". If it can't find the file there, then ditch the user with an error of which file is missing and its size (so they can check for wrong versions), or let them download from ingame (if they configured to allow it).
Imagine once you've got 40 or so maps and 5 or 6 mods, various other pack files, its bad design for server admins. Almost preferred would be the opposite. Have an exceptions list of files you don't want to search from a website (beta maps under test for example).
Wouldn't even surprise me if there's a limit on cvar sizes for the dltable cvar, and it would get too big and crash anyway :). (or maybe even just include the list in a file? That way you could download from a file repository their list of files and just place in your server).
So for example files.quake4world.com could a "paklist.cfg" you simply download to your server (or q4 could download it), job done (or create your own for your own redirect).
If the client gets the console message, it obviously at least can't be hard for ID to amend it so its a big flashing neon sign in the middle of the screen :). Sometimes there's no message still though in console.
Agree quite a few of the issues are server op issues. Many are just configured wrong, but they can't be blamed too much, its overly complicated as it is, and lack of reporting to server and client about the problem.
I'm still not sure why ID have opted for this solution though. Whats wrong with the age old sv_wwwdownload "http://blabhah.com/q4" and _all_ files will be searched there first so you don't need the tedious dltable var which is the reason so many are set wrong, plus a sv_wwwfallbackurl "some other site". If it can't find the file there, then ditch the user with an error of which file is missing and its size (so they can check for wrong versions), or let them download from ingame (if they configured to allow it).
Imagine once you've got 40 or so maps and 5 or 6 mods, various other pack files, its bad design for server admins. Almost preferred would be the opposite. Have an exceptions list of files you don't want to search from a website (beta maps under test for example).
Wouldn't even surprise me if there's a limit on cvar sizes for the dltable cvar, and it would get too big and crash anyway :). (or maybe even just include the list in a file? That way you could download from a file repository their list of files and just place in your server).
So for example files.quake4world.com could a "paklist.cfg" you simply download to your server (or q4 could download it), job done (or create your own for your own redirect).
Edited by Gibble at 12:54 GMT, 30th Mar 2006
By
M|keTmnT
I'm having problems using xbattle with autodl.
My table is this =
seta net_serverDownload "2"
seta net_serverDlBaseURL "http://www.1337crush.com/autoDL/euro/Quake4/"
seta net_serverDlTable "battle/x-bm-skins-021.pk4;battle/x-game-linux32-021b.pk4;battle/x-game-win32-021b.pk4;battle/x-pak-021.pk4"
I'm used to auto dl from Doom 3 but it doesn't seem to work properly for me on q4.
The error I get in console are :
no download offered for attle/x-game-win32-021b.pk4 ( 0x512298c3 )
no download offered for attle/x-pak-021.pk4 ( 0x9f7991ba )
no download offered for attle/x-bm-skins-021.pk4 ( 0xa323d735 )
I know the folder names on the server are correct and i the dl table. I can connect fine with the files in my battle folder, but when I take them out to try to connect I get those errors.
My table is this =
seta net_serverDownload "2"
seta net_serverDlBaseURL "http://www.1337crush.com/autoDL/euro/Quake4/"
seta net_serverDlTable "battle/x-bm-skins-021.pk4;battle/x-game-linux32-021b.pk4;battle/x-game-win32-021b.pk4;battle/x-pak-021.pk4"
I'm used to auto dl from Doom 3 but it doesn't seem to work properly for me on q4.
The error I get in console are :
no download offered for attle/x-game-win32-021b.pk4 ( 0x512298c3 )
no download offered for attle/x-pak-021.pk4 ( 0x9f7991ba )
no download offered for attle/x-bm-skins-021.pk4 ( 0xa323d735 )
I know the folder names on the server are correct and i the dl table. I can connect fine with the files in my battle folder, but when I take them out to try to connect I get those errors.
Edited by M|keTmnT at 18:32 GMT, 30th Mar 2006
I'm having the same problem..from what I understand, this happens if your file server is linux...notice how in your error it is dropping the 'b' in battle...when it drops the 'b' it can't get the file. I'm using q4max and it drops the 'q' in q4base, so it doesn't see my files. This only occurs in the mods...running vanilla doesn't have this issue.
I understand that the sdk that the mod teams used was the 1.1 beta, and that when they update to the 1.1 final sdk, and release new versions this problem may be fixed...but there is also speculation that it may be something else other than the sdk...one way or the other, iD and Q4max (hopefully x-battle also, but I'm not sure) are aware of the linux-file-server/auto -download issue and are looking into it.
I understand that the sdk that the mod teams used was the 1.1 beta, and that when they update to the 1.1 final sdk, and release new versions this problem may be fixed...but there is also speculation that it may be something else other than the sdk...one way or the other, iD and Q4max (hopefully x-battle also, but I'm not sure) are aware of the linux-file-server/auto -download issue and are looking into it.
Hmm its working via mods on our redirect which is Linux, tested on q4Max and q4base (once client issues fixed), so I think there must be something more specific other than just Linux. Hopefully they'll get to fix that and the various other download issues before too long though.
Edited by Gibble at 20:07 GMT, 30th Mar 2006
You didnt mention that after it puts the file in 4base/ it then restarts to pickup the new file, and crashes the client because it cant find it ;)
FWIW, I've now confirmed that the same issue is happening on our linux server with a version of q4max running with 1.1final changes included, and configured to use "*" in the dltable.
Its possible theres a merge error somewhere, but the * is working fine, just stripping the first char from the pathnames from the files it decides to dl.
FWIW, I've now confirmed that the same issue is happening on our linux server with a version of q4max running with 1.1final changes included, and configured to use "*" in the dltable.
Its possible theres a merge error somewhere, but the * is working fine, just stripping the first char from the pathnames from the files it decides to dl.
Why not writing:
-> /q4base/...
or if it always skip the first letter:
-> qq4base/...
;P
-> /q4base/...
or if it always skip the first letter:
-> qq4base/...
;P
By
|Fv|Jcette
Real Autodownload definition :
- Admins have NOTHING to do for this work
- Clients have NOTHING to do for this work
- You only download maps & mods CURRENTLY RUNNIG on the server. No error at connect, autodownload always work.
Yes what I descibe is the UT2004 Autodownload, the perfect one.
ID download system :
- Admins MUST enter many lines in their server.cfg and must see on Q4 specialized website how to do this.
- Client encounter MANY ERRORS sometimes like : Data not in sync with server data, Cant connect to the pure server : no download offered, The download failed or was canceled, or bad checksum.
- You must download ALL maps & mods on the server whatever the map running on it at the moment !
Yes this is Q4 "AutoDL" system, the worst we ever seen.
- Admins have NOTHING to do for this work
- Clients have NOTHING to do for this work
- You only download maps & mods CURRENTLY RUNNIG on the server. No error at connect, autodownload always work.
Yes what I descibe is the UT2004 Autodownload, the perfect one.
ID download system :
- Admins MUST enter many lines in their server.cfg and must see on Q4 specialized website how to do this.
- Client encounter MANY ERRORS sometimes like : Data not in sync with server data, Cant connect to the pure server : no download offered, The download failed or was canceled, or bad checksum.
- You must download ALL maps & mods on the server whatever the map running on it at the moment !
Yes this is Q4 "AutoDL" system, the worst we ever seen.
Couldn't agree more.
Agreed, sucks.
I agree, and I fail to see the complexity of the problem on the developper side.
Edited by KraaL at 23:12 GMT, 13th Apr 2006
Is it that the files reside on a Linux server, or that the game is running on a Linux server ?? I have encountered the turncating of the first letter previously, and gave up on it. I had noticed that it was truncating a letter out of the base url though. After reading the above posts, I'm unclear as to whether this is occuring ONLY when using mods or not.
Pun1sher
Pun1sher
I got it to work somehow, but there is a problem everytime when I try to connect to my server.
For the first time, I connected to the server and the client started to download files, and, finally, I connected to the game. Awesome!
And then, I tried to connect to the same server without any changes on my server and client. What happend next? It began to download the same files all over again. I don't know what went wrong with my server and client settings. It was just a copy and paste job from this thread.
Is anyone got into the same problem here? I am using q4max 0.73 with only two custom map packs (Galang and Monsoon, both are for V1.1)
For the first time, I connected to the server and the client started to download files, and, finally, I connected to the game. Awesome!
And then, I tried to connect to the same server without any changes on my server and client. What happend next? It began to download the same files all over again. I don't know what went wrong with my server and client settings. It was just a copy and paste job from this thread.
Is anyone got into the same problem here? I am using q4max 0.73 with only two custom map packs (Galang and Monsoon, both are for V1.1)
Unless those 2 maps went final and I haven't heard about it, neither one of those maps have the addon.conf needed for 1.1 as he's still beta testing.
Regardless, that shouldn't cause the problem you're having.
Regardless, that shouldn't cause the problem you're having.
By
cYmoZz
Is there any public website yet, which has most of the common maps and to which everybody can link by net_serverDlBaseURL?
By
M|keTmnT
Any up date on this sync error?
I really appreciate all the work you guys have been doing on the patches but if Autodl is still bugged after this 1.1/1.2 update and hotfix it's going to mean that Q4 is still screwed from an admin's point of view.
this is the most important fix that need to be implemented, without it all mods/custom maps are worthless.
I really appreciate all the work you guys have been doing on the patches but if Autodl is still bugged after this 1.1/1.2 update and hotfix it's going to mean that Q4 is still screwed from an admin's point of view.
this is the most important fix that need to be implemented, without it all mods/custom maps are worthless.
Edited by M|keTmnT at 21:40 GMT, 5th Apr 2006
agreed, the biggest poroblem i face atm is introducing custom maps to the linux based servers.
atm they all run mods, and suffer from trunctuating the first letter of required dl's. asterisk expansion seems to work ok, just this one little fix is all i ask :)
atm they all run mods, and suffer from trunctuating the first letter of required dl's. asterisk expansion seems to work ok, just this one little fix is all i ask :)
http://files.quake4world.com/
It works now I promise :)
We currently have
-GTR
-q4max
-x-Battle
-17 maps/map packs (almost all the more popular files)
-Unlimited free space for files
-Full mod support, request your own directory
-umm.. Lots more interesting features! A config generator, hey, I didn't even see that!
And if there's anything else you need, feel free to upload it or send me an email: [email protected]
C'mon, we all know how much you like free stuff, especially hosting space.
whew, blatent advertisements are hard work..
It works now I promise :)
We currently have
-GTR
-q4max
-x-Battle
-17 maps/map packs (almost all the more popular files)
-Unlimited free space for files
-Full mod support, request your own directory
-umm.. Lots more interesting features! A config generator, hey, I didn't even see that!
And if there's anything else you need, feel free to upload it or send me an email: [email protected]
C'mon, we all know how much you like free stuff, especially hosting space.
whew, blatent advertisements are hard work..
There still should be a builtin system for downloads instead of having to do all this other garbage.. Who's website or ip is spose to support the downloads. This means if i am running a server on a home based computer i have to also put up an IIS server. Way tooo much hassle involved. Who's the brilliant rocket scientist thatthought up this stupid idea? Make an alternative net_serverdownload 1 <-- 11 1 1 1 option to download from the dang game server and stop trying to integrate other garbage. Make the game work. don't make people have to figure it all out by loading this checking that , finding this, finding that on the internet for answers. It's ridiculous. So you have to give a player bandwitdh to download files. Use the same bandwitdh they'd be using if they played.. It makes no sense changing something that has worked for years, Like in Q1, Q2 and Q3.
I have to agree with this comment, whilst the new autodl system is brilliant (when its working) - the dl speeds are much better, and dl's have less impact on the servers with everything linked to an off server solution.
However there is a bit of work involved, and if you don't have a webserver set-up elsewhere, you'd need all the hassle associated with setting one up on the gameserver - just to host the required files.
Initiatives like files@q4world help immensely in this case (and should be given much props) but its community led, and is yet another case of id relying on the community to sort its problems out.
To sum up (IMO of course) the new dl system is great, but should have been an additional alternative to the game server directly supplying files
edit : (typos of course)
However there is a bit of work involved, and if you don't have a webserver set-up elsewhere, you'd need all the hassle associated with setting one up on the gameserver - just to host the required files.
Initiatives like files@q4world help immensely in this case (and should be given much props) but its community led, and is yet another case of id relying on the community to sort its problems out.
To sum up (IMO of course) the new dl system is great, but should have been an additional alternative to the game server directly supplying files
edit : (typos of course)
Edited by kleeks at 10:51 GMT, 15th Apr 2006
By
AnthonyJ
As is mentioned in numerous posts there is a bug which causes the first char of the relative path to be removed, which causes the autodownload to fail.
I believe I have identified the cause of this, and why it shows only (mainly!) on linux servers.
The issue relates to fs_basepath, and I think it only occurs if you have a trailing slash at the end of the path specified here. Many linux servers are launched with this set on the commandline, which is why the bug appears mainly on linux servers (but not all linux servers).
On the server I have access to which was showing this bug, it was not started with the current working directory to be the q4 root dir, and so it had to have this command set. By changing it to launch from the q4 root dir and removing this commandline parameter I managed to fix autodl on this server.
Examining the state of fs_basepath afterwards, it is clear that the default value is the cwd without a trailing slash.
If you see this problem on your server, try it out, hopefully we can get everyone up and running finally!
I believe I have identified the cause of this, and why it shows only (mainly!) on linux servers.
The issue relates to fs_basepath, and I think it only occurs if you have a trailing slash at the end of the path specified here. Many linux servers are launched with this set on the commandline, which is why the bug appears mainly on linux servers (but not all linux servers).
On the server I have access to which was showing this bug, it was not started with the current working directory to be the q4 root dir, and so it had to have this command set. By changing it to launch from the q4 root dir and removing this commandline parameter I managed to fix autodl on this server.
Examining the state of fs_basepath afterwards, it is clear that the default value is the cwd without a trailing slash.
If you see this problem on your server, try it out, hopefully we can get everyone up and running finally!
Man it's great that someone has addressed this issue and actully found out how to fix it.
Problem for me is our server is run by clanservers.com, they set the command line and we have no access to it.
What would be the full command line for a 12 player dedicated server running xbatle so I can post up and get them to fix this issue.
BTW I wouldn't refer anyone to clan servers, true the servers are stable and have good ping but the support is terrible. We've been waiting about 130 hours now for them to patch it to 1.2 No answer since theyposted friday telling us it was fixed. No support whatsoever. Cheap servers shit support
Sorry for rant! lol
Problem for me is our server is run by clanservers.com, they set the command line and we have no access to it.
What would be the full command line for a 12 player dedicated server running xbatle so I can post up and get them to fix this issue.
BTW I wouldn't refer anyone to clan servers, true the servers are stable and have good ping but the support is terrible. We've been waiting about 130 hours now for them to patch it to 1.2 No answer since theyposted friday telling us it was fixed. No support whatsoever. Cheap servers shit support
Sorry for rant! lol
You're asking me to provide support for X-Battle? Sorry, I dont do that ;-)
Seriously though, I cant tell you the commandline they need to use, because its dependent upon a) how their system is setup, and b) what options they want to supply.
The advice is, either:
- remove a trailing slash from the value set for fs_basepath
- cd to the q4 root directory before executing, and remove all references to fs_basepath.
The q4max wiki page relating to server configuration is updated with this advice.
The reason I've been looking into this is that I wanted a software solution in q4max 0.74, so its possible that if you use q4max this problem will just disappear in the next release.
BTW, maybe clanservers havent upgraded you to 1.2 because they know that it doesnt work with xbattle 0.22 or q4max 0.73....
Seriously though, I cant tell you the commandline they need to use, because its dependent upon a) how their system is setup, and b) what options they want to supply.
The advice is, either:
- remove a trailing slash from the value set for fs_basepath
- cd to the q4 root directory before executing, and remove all references to fs_basepath.
The q4max wiki page relating to server configuration is updated with this advice.
The reason I've been looking into this is that I wanted a software solution in q4max 0.74, so its possible that if you use q4max this problem will just disappear in the next release.
BTW, maybe clanservers havent upgraded you to 1.2 because they know that it doesnt work with xbattle 0.22 or q4max 0.73....
Edited by AnthonyJ at 10:04 GMT, 24th Apr 2006
Heh I forgot you were q4max so no worrys.
I'm getting on the commmand line later today.
It's not a mod issue with clanservers.com it's an issue of them not knowing how to find thier backsides with both hands.
lol
They've screwed everyone's instalation of 1.2 up and droped support for about 7 people at last count 136 hours and still no reply from them in my case.
Thanks for your help anyway much appreciated :)
I'm getting on the commmand line later today.
It's not a mod issue with clanservers.com it's an issue of them not knowing how to find thier backsides with both hands.
lol
They've screwed everyone's instalation of 1.2 up and droped support for about 7 people at last count 136 hours and still no reply from them in my case.
Thanks for your help anyway much appreciated :)
Also found out that autodl doesn't even work on base if it has the slashes (I assume so as it's not working for clan servers servers on a base 1.2 set up)
Here is the start line i've managed to get from clanservers and wondering which pieces need changing. I intend to put q4max on the usa server and xbattle on the eu server so if you could give me a hand here AJ would be much apreciated.
USA
./quake4-dedicated +set net_serverDedicated 1 +set si_maxPlayers $SLOTS +set net_ip $GAME_IP +set fs_savepath $GAME_HOME/ +set fs_basepath $GAME_HOME/ +set fs_game q4max +exec server.cfg
Europe
./quake4-dedicated +set net_serverDedicated 1 +set si_maxPlayers $SLOTS +set net_ip $GAME_IP +set fs_savepath $GAME_HOME/ +set fs_basepath $GAME_HOME/ +set fs_game battle +exec server.cfg
Also whereabouts in the start line do I need to add
+set fs_game
I've added it in in the place it shows in the Q4max wiki and hope thats right.
I'm used to windows severs myself for ded but no idea about linux so any help would be appreciated.
Also if you want me to get any extra info on this such as the start path I can do this too.
Thanks!
I've fixed this issue myself after reading your reply to one of the mod release threads. It is both slashes in both the fs_savepath and fs_basepath
Have the EU server running fine finally and should have q4max up in few days.
Thanks AJ for giving the means to work it out myself ;)
Here is the start line i've managed to get from clanservers and wondering which pieces need changing. I intend to put q4max on the usa server and xbattle on the eu server so if you could give me a hand here AJ would be much apreciated.
USA
./quake4-dedicated +set net_serverDedicated 1 +set si_maxPlayers $SLOTS +set net_ip $GAME_IP +set fs_savepath $GAME_HOME/ +set fs_basepath $GAME_HOME/ +set fs_game q4max +exec server.cfg
Europe
./quake4-dedicated +set net_serverDedicated 1 +set si_maxPlayers $SLOTS +set net_ip $GAME_IP +set fs_savepath $GAME_HOME/ +set fs_basepath $GAME_HOME/ +set fs_game battle +exec server.cfg
Also whereabouts in the start line do I need to add
+set fs_game
I've added it in in the place it shows in the Q4max wiki and hope thats right.
I'm used to windows severs myself for ded but no idea about linux so any help would be appreciated.
Also if you want me to get any extra info on this such as the start path I can do this too.
Thanks!
I've fixed this issue myself after reading your reply to one of the mod release threads. It is both slashes in both the fs_savepath and fs_basepath
Have the EU server running fine finally and should have q4max up in few days.
Thanks AJ for giving the means to work it out myself ;)
Edited by M|keTmnT at 01:58 GMT, 26th Apr 2006
ANTHONY IS THE MAN.
Everybody make sure and go do some tests to see if this fixes your problem, you can even use a file from Quake 4 Files (http://www.files.quake4world.com -- The Ultimate resource for FREE public hosting space for Q4 autodownload files) to test it!
Then when you're sure it works (it will) make sure and set your server up to auto-download ALL your files from Quake 4 Files!
Yeh!
:shifty eyes:
Everybody make sure and go do some tests to see if this fixes your problem, you can even use a file from Quake 4 Files (http://www.files.quake4world.com -- The Ultimate resource for FREE public hosting space for Q4 autodownload files) to test it!
Then when you're sure it works (it will) make sure and set your server up to auto-download ALL your files from Quake 4 Files!
Yeh!
:shifty eyes:
Nice one Anthonyj
We already have gtr running properly with autodl - but i could never figure out why, and it was right under my nose (although tbf i never even thought the start-up scripts could affect it)
Surely enough the start-up script for gtr had no trailing '/'s in any of its paths. Other mods had a trailing slash on the end of their fs_basepath. A quick test after removing it in the xbm start-up and it now appears to work ok. I'm assuming the other mods will work also - will test it more thoroughly later.
All we need now is wildcard expansion for q4max :)
keep up the good work
We already have gtr running properly with autodl - but i could never figure out why, and it was right under my nose (although tbf i never even thought the start-up scripts could affect it)
Surely enough the start-up script for gtr had no trailing '/'s in any of its paths. Other mods had a trailing slash on the end of their fs_basepath. A quick test after removing it in the xbm start-up and it now appears to work ok. I'm assuming the other mods will work also - will test it more thoroughly later.
All we need now is wildcard expansion for q4max :)
keep up the good work
--------------------------------------------------------------------------------
I was not doing any mods, but I was just trying to add some maps and make the autodownload work on a clanservers server.
The maps I am using all have a addon.conf file. I am putting these in the q4base folder on the server via ftp. The problem is, not the autodownload part, I did not even get that far, when I restart the server and try to connect, the server comes back with "no map running" error.
Here's what I have in my server.cfg. The seta si_map is pointed to the map I copied to the q4 base, but will not load.
seta si_map "mp/map_l4dm1_11test2.pk4"
seta g_mapCycle "mapcycle"
spawnserver
If I can get this to work, then I can tackle the autodownload. Hopefully that will just fall into place.
Anyone else get this one?
I was not doing any mods, but I was just trying to add some maps and make the autodownload work on a clanservers server.
The maps I am using all have a addon.conf file. I am putting these in the q4base folder on the server via ftp. The problem is, not the autodownload part, I did not even get that far, when I restart the server and try to connect, the server comes back with "no map running" error.
Here's what I have in my server.cfg. The seta si_map is pointed to the map I copied to the q4 base, but will not load.
seta si_map "mp/map_l4dm1_11test2.pk4"
seta g_mapCycle "mapcycle"
spawnserver
If I can get this to work, then I can tackle the autodownload. Hopefully that will just fall into place.
Anyone else get this one?
By
pz1
since patch 1.2 (1.2.1 too) the autodownload doesn´t work anymore on my rootserver.
i tried same settings of 1.1 and other test settings but doesn´t work like it does on 1.1
with net_serverdownload 1 he shows the correct url for downloading the custom files but the only thing he shows with the value of 2 is "...missing files:no downloads offered"
i´ve searching few days for an answer or anyone else who got the problem too...but didn´t find anything about that :/
i tried same settings of 1.1 and other test settings but doesn´t work like it does on 1.1
with net_serverdownload 1 he shows the correct url for downloading the custom files but the only thing he shows with the value of 2 is "...missing files:no downloads offered"
i´ve searching few days for an answer or anyone else who got the problem too...but didn´t find anything about that :/
I've notice on my server, any map with an addon.conf file, when the server loads the map, it basically disconnects or respaws the server and says :
`Punkbuster Client: Not connected to server
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
received challenge response ,,,,,
Pure server is reswaning, please hold...
Then it finally comes up. I mean it is working, but why does it respawn the server for maps with an addon.conf file, but maps that do not have an addon.conf, it just says Server is loading next map and comes right up in seconds? I have seen this with EVERY server out there. Like I said, it is working, but just taking alot longer to load those maps with a addon.conf. Additionally, if you are spectating on one map and it goes to a map with an addon.conf, it throws you in the game. if it goes to a map without an addon.conf it leaves yo in spectate. Obviously, this is because the server is respawned and forces everyone to reconnect.
`Punkbuster Client: Not connected to server
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
Sending Challenge to: 8.4.0.84:28004
received challenge response ,,,,,
Pure server is reswaning, please hold...
Then it finally comes up. I mean it is working, but why does it respawn the server for maps with an addon.conf file, but maps that do not have an addon.conf, it just says Server is loading next map and comes right up in seconds? I have seen this with EVERY server out there. Like I said, it is working, but just taking alot longer to load those maps with a addon.conf. Additionally, if you are spectating on one map and it goes to a map with an addon.conf, it throws you in the game. if it goes to a map without an addon.conf it leaves yo in spectate. Obviously, this is because the server is respawned and forces everyone to reconnect.
Same for me.
Are you useing a mod?
I occasionally get disconects or in a few cases exceptions.
Only started happenin on 1.2 and I'm currently running battle .23
Also from the server log it looks like it's reloading the whole game engine.
Are you useing a mod?
I occasionally get disconects or in a few cases exceptions.
Only started happenin on 1.2 and I'm currently running battle .23
Also from the server log it looks like it's reloading the whole game engine.
Edited by M|keTmnT at 19:22 GMT, 20th May 2006
Its just the way addons work. Because it adds more stuff into the search path, it needs to reload content to make sure that anything overridden in that addon pk4 is used instead of content from the other pk4s that were loaded. This functionality is mod independent.
However, theres a bug (IMO) here, as when you switch off that addon, it doesnt remove it from the search path, and it remains in the pure list.
On our test server I went from wvwq4dm1 -> q4dm1 -> l4dm3 -> q4dm1. Then I disconnected, deleted the pk4s, reconnected, and it wanted to dl both l4dm3 + wvwq4dm1, even though neither was the active map at the time.
PM'd it to SyncError but he was asleep at the time, so posting here to remind me/him ;)
However, theres a bug (IMO) here, as when you switch off that addon, it doesnt remove it from the search path, and it remains in the pure list.
On our test server I went from wvwq4dm1 -> q4dm1 -> l4dm3 -> q4dm1. Then I disconnected, deleted the pk4s, reconnected, and it wanted to dl both l4dm3 + wvwq4dm1, even though neither was the active map at the time.
PM'd it to SyncError but he was asleep at the time, so posting here to remind me/him ;)