[bf1942] Content checking new EA custom maps

Andreas Fredriksson andreas.fredriksson at dice.se
Thu Feb 24 04:30:15 EST 2005


Yes, this is the intended way to use the batch files.

But imagine being on the patch team for BF1942 when we had to generate
these checksums many, many times to send a build to QA :-)

// Andreas 

-----Original Message-----
From: Pencil [mailto:pencil42 at comcast.net] 
Sent: den 24 februari 2005 06:24
To: bf1942 at icculus.org
Subject: RE: RE: [bf1942] Content checking new EA custom maps



Also, after you run the first command (DIR\Bf1942.exe +game [modname]
+restart 1 +generateMapListForCrcContent 1 )

you can edit the generated .bat file to only calculate the checksums for
the maps / modes you are interested in - might save some time....


-----Original Message-----
From: Andrew vonNiederhausern [mailto:avonnied at genetics.utah.edu]
Sent: Wednesday, February 23, 2005 1:57 PM
To: bf1942 at icculus.org
Subject: RE: RE: [bf1942] Content checking new EA custom maps

Thanks for the clarification..

Definitely good to know.. 



-----Original Message-----
From: Markus Thurlin [mailto:thurlin at algonet.se]
Sent: Wednesday, February 23, 2005 2:52 PM
To: bf1942 at icculus.org
Subject: Re: RE: [bf1942] Content checking new EA custom maps

It is only the server that need to have an updated contentcrc32.con.
Client checksums are of course calculated on-the-fly and then compared
to the servers list.

----- Original Message -----
From: "Andrew Von Niederhausern" <avonnied at genetics.utah.edu>
To: <bf1942 at icculus.org>
Sent: Wednesday, February 23, 2005 7:50 PM
Subject: [SPAM][97.4%] RE: [bf1942] Content checking new EA custom maps


I'm not 100% on this but i believe it has to be run on both the server
and
the client (backup your files first) and the maps must contain the
needed
line in the init.con

DIR\Bf1942.exe +game [modname] +restart 1 +generateMapListForCrcContent
1



this creates a bat file in\

DIR\getcrc-[mod name].bat

after you run it the ContentCrc32.con is created in the BF1942/modname/
folder for all the maps in the levels directory.

this can take about 2 hours to run on as it goes through each and every
map
and basically loads them up in bf42 to get the crc info.. (its probably
easier to run it on 1 machine, then just use a text editor to append the
client machines)

i'm guessing that both the server and client's contentcrc32.con entry
for a
map has to match for them to be runnable in the Puremode.. (eg.. the
client
can have more maps in his contentcrc32.con as long as the 1 map entry is
the
same as the server)

the only issue is this would have to be run on every single client who
wants
to connect to your server in pure mode..

if BF42 had an easy mechanism that it could just append new maps
(someone
could probably write something to do that) and it did it when bf started
up
it wouldn't be a problem..



but for now it has to be done manually..

ofcourse don't quote me on this, this is my best guess but maybe with
some
testing later this week it will work itself out..




________________________________

From: Anton Jansen [mailto:gradius at fmf.nl]
Sent: Wed 2/23/2005 2:19 AM
To: bf1942 at icculus.org
Subject: [bf1942] Content checking new EA custom maps



Hi list,

Does somebody know how the content checking could be enabled for the new
released EA custom maps
(http://www.eagames.com/official/battlefield/1942/us/editorial/community
_mes
sage_55.jsp)
? The current release does not some to include the required
content check CRCs ...


With kind regards,

Anton Jansen
--------------------------+-------------------------








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