[bf1942] contentcrc.con and game.addcontentcrc32

[ocnz] L3_dOg dogx8 at hotmail.com
Mon Jun 2 04:48:54 EDT 2003


the installer checks the date of the 1.31 init so if youve altered it then 
the date is wrong and itll error
then you need to alter the version down in the registry back to version 1 
then itll install.. ..i could show you a pic on a forum board..or install 
clean back to 1.31 then.

.btw andreas thats usefull information about the crcs as ive almost 
completed my winter_kharkov rework and will be looking to give it a crc 
check so that it cvan be a ladder map

>From: "Fredriksson, Andreas" <andreas.fredriksson at dice.se>
>Reply-To: bf1942 at icculus.org
>To: "'bf1942 at icculus.org'" <bf1942 at icculus.org>
>Subject: RE: [bf1942] contentcrc.con and game.addcontentcrc32 Date: Mon, 2 
>Jun 2003 10:01:31 +0200
>
>
>EA didn't allow us to include the readme for the content-checking system
>because they thought it would confuse users. But since you're asking all
>of these questions using a leaked non-final patch I guess I have to make
>you happy.
>
>Here is the readme file for the content checking system.
>// Andreas
>
>
>----------------------------------------------------------------------------
>--
>Battlefield 1942 version 1.4: CRC content check
>----------------------------------------------------------------------------
>--
>
>Background
>----------------------------------------------------------------------------
>--
>
>DICE has rewritten the CRC checking system to let server administrators
>decide
>if they want to allow client side modifications on their servers.  The
>system
>is based on the game.serverContentCheck server setting and a number of
>contentCrc32.con files.
>
>The serverContentCheck variable can now take on three values:
>
>   0 - All clients are allowed.
>   1 - Only clients with default installations are allowed.
>   2 - Only clients with installations matching any of the server-defined
>CRCs
>       are allowed.
>
>The conentCrc32.con files are parsed by the server to load a set of CRCs
>that
>will be considered as valid. As clients connect they will be checked 
>against
>these values. The CRC files reside in the directory of each mod.
>
>Generating CRC data for mods
>----------------------------------------------------------------------------
>--
>
>If you decide to allow a certain client side mod, or if you need to 
>generate
>CRC checksums for a client/server mod follow these steps:
>
>  1) Use a client installation of the mod you are working on.
>
>  2) Run the following command from the bf1942 install directory:
>
>     bf1942.exe +generateMapListForCrcContent 1
>
>	This will instruct the game to write out a batch file called
>	"mapListForCrcContent.bat".
>
>  3) The batch file contains commands to generate CRCs for all maps of all
>mods
>     which probably isn't what you want. Therefore, edit the batch file 
>with
>a text
>     editor to include only the maps you need.
>
>  4) Run the batch file from the bf1942 install directory:
>
>     mapListForCrcContent.bat
>
>	The game will start and stop once for every map in the batch file.
>As
>	levels are loaded, their calculated CRC checksums will be written to
>the
>	contentCrc32.con file of the current mod. If you need to run this
>serveral
>	times please note that values are appended, not replaced. Therefore
>it can
>	be useful to keep a backup copy of the original contentCrc32.con
>file to be
>	restored before generation.
>
>  5) Copy the resulting contentCrc32.con files to the server.
>
>Making mod data compatible with the CRC system
>----------------------------------------------------------------------------
>--
>
>For the CRC system to work, the game data must live up to a set of rules
>that
>affect how the calculations are performed on client and server:
>
>- The object spawns must be present on both client and server.
>
>- The same con files must be sourced on client and server.
>
>- Most menu and HUD textures cannot have mipmaps.
>
>Without these changes clients will receive DATA DIFFERS errors when
>connecting
>to a server running the mod.
>

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