Server.zips, follow PRSP's example?

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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Server.zips, follow PRSP's example?

Post by Rudd »

I am willing to bet the DEVs have already thought of this, but I went to the trouble of making videos so I might as well post :P

PRSP doesn't use client.zips,

the muttrah client.zip is over 60mb (it contains things like the texture for the ground)

the server.zip is almost 2mb.

This means is supereasily distributable. Instead of taking up hundreds of extra Mb, straying in to Gb.

Thus if utilised it would be a reasonable proposal to make multiple maps for the same client.zips. These could included different assets, but more importantly different ambiance, even some different statics.

My prefered way of using this would be 'day 2' scenarios, e.g. adding burning vehicle wrecks, different flag arrangements, different assets, and stuff to make the battlefield feel like there was heavy fighting the previous day.

To demonstrate how much you can change the ambiance of a map I've made a couple of videos, original Barracuda showcased in the lovely PRSP, and my own version of barracuda that I made to learn how to use the editor. (Ignore that I've put Brits on it, thats just for me, tis a blast on PRSP) The only non-server.zip file modified by the new cuda is the skydome texture, which is selfcontained in the map folder anyway, so same difference.

Op_Barra PRSP exempar appearance - Xfire Video

Op_Barra Modification exemplar - Xfire Video



What would this mean for PR?

The weakness of PR imo is repitition. Each map is fun and varied, but if you play it even sparingly you're going to have played them many many times between release dates of new maps. This imo is one of the major causes of vet players leaving the game.

If there were mutiple versions of maps each giving both a different visual and differnet gameplay experience it would increase PRs longevity.
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: Server.zips, follow PRSP's example?

Post by Wilkinson »

PRSP is coded so that it run's off the main build. Using the ClientArchives and ServerArchives.con

I'm not sure what your getting to but I think I do.

The reason we can't do randomization is because of the file size. The Client AND Server.zips have to be there on both sides of the Playing field due to Fail Punkbuster. It checks your files with the server.

All PRSP needs is the Server.zip which is just text files. Client has textures and good stuff
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Server.zips, follow PRSP's example?

Post by Outlawz7 »

PRSP's server.zip only works because it's in it's own mod, you can't load a client from one map into another in the same mod.
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master of the templars
Posts: 598
Joined: 2007-06-26 21:37

Re: Server.zips, follow PRSP's example?

Post by master of the templars »

[R-CON]Outlawz wrote:PRSP's server.zip only works because it's in it's own mod, you can't load a client from one map into another in the same mod.
Could you store the maps in another mod that isnt playable (call it PRmaps) and make the real PR load its maps from there?
Make nukes, Not war
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Server.zips, follow PRSP's example?

Post by Rudd »

[R-CON]Outlawz wrote:PRSP's server.zip only works because it's in it's own mod, you can't load a client from one map into another in the same mod.
actually Its even easier afaik.

When I was learning stuff I thought I'd finished.

but nay, I deleted the op_barracuda folder for reasons I cannot remember why. Loaded my audit...

Oh noes! What did it say? the colourmaps, detail maps etc couldn't be found?!!!

turns out my editor hadn't done everything automatically with teh save as, and i needed to change the terrain.con myself.

So basically, just point ur server.zip at the client.zip of the original map folder and it will load the client.zip of that map.

i.e. I can just have the server.zip of my barracuda audit and it will load the op_barracuda client.zip afaik.
The reason we can't do randomization is because of the file size. The Client AND Server.zips have to be there on both sides of the Playing field due to Fail Punkbuster. It checks your files with the server.
hmm, I didn't think of punkbuster but I have no idea what your talking about regarding to randomisation.

I mean (as an example) you could say have muttrah current as day 1, the invasion, day 1/late would literally be a slightly darker version of the normal map with the assets and flags set up in a way that the Americans would all be in the city already defending themselves from a MEC counter attack.

But I didn't think how the server would understand this system, but if PRSP could get it to work, shouldnt it? Don't your files just have to be in sync with teh server?
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: Server.zips, follow PRSP's example?

Post by Wilkinson »

Dr2B Rudd wrote:

hmm, I didn't think of punkbuster but I have no idea what your talking about regarding to randomisation.

I mean (as an example) you could say have muttrah current as day 1, the invasion, day 1/late would literally be a slightly darker version of the normal map with the assets and flags set up in a way that the Americans would all be in the city already defending themselves from a MEC counter attack.

But I didn't think how the server would understand this system, but if PRSP could get it to work, shouldnt it? Don't your files just have to be in sync with teh server?
Well when I say Random I mean different scenarios. Like your muttrah Day 1 and Day 1 late. Because of the different aspects we have to go through

-Lighting
-GPOs
-LMing
-Terrain
-Static Object Changes
-Etc.

It would create a file size overload. Way to big for all of this. Because each map can have for example, 1 Lighting.con or w/e its called, each map must be diff.

I think Main Reason out of all this are the permanent changes. Such as LMing, static Objects. Day 1 of Invasion will be guaranteed to look nothing like day 2. And PR strives for Perfection of all aspects so if they wanted to, they would hit the nail on the head with a 20 Ton Hammer so it get's there.

P.S. My little expression failed. :D
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Server.zips, follow PRSP's example?

Post by Rudd »

It would create a file size overload. Way to big for all of this. Because each map can have for example, 1 Lighting.con or w/e its called, each map must be diff.
to an extent yes you are right. and I confess that I didn't re-lightmap my version of Barracuda. But when this simple process is effectively either giving you the same map reborn, or at the very LEAST 3 more layers, its certainly worth it imo.

I don't get why this would case a file size overload at all? PRSP server.zips are only aroud 10mb, and PR server.zips are only around 3mb, compared to client.zips which are 10x that.
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