Member
116 posts
Registered:
Mar 2008
Someone is trying one of our thunderwalker ctf servers running MVDSV 0.28.
He was using the latest ezquake version.
any ideas?
I get an error msg:
host_error: mod_loadbrushmodel:
progs/v_shot.mdl has wrong verion number
....I am using Vista and a Radeon HD 4850.
read the whole thread here
http://www.twctf.org/forums/showthread.php?tid=1017
Member
271 posts
Registered:
Feb 2006
Well, that message is what you get when you have a corrupt/unsupported file type.
If it works with some servers but not others, it sounds like he has a second copy of this file in one of the other gamedirs (ctf for instance).
it could also be within a pak file, with just part of that pak corrupted.
so yeah, look for additional files with that name...
Tell him to keep going until it tries to download it.
normally this file can be found within quake's pak0.pak.
Member
116 posts
Registered:
Mar 2008
thanks
I found a 2nd copy of the model in AIO download quake/ctf/pak_twweaps.pak
I will have him delete that version.
using PakScape
Is that what everyone else uses to edit pak files?
Member
1435 posts
Registered:
Jan 2006
it's used to create pak files distributed with ezquake
Member
116 posts
Registered:
Mar 2008
Thanks Spike that worked.
for some reason that was the first time it happened before to my knowledge.
Member
228 posts
Registered:
Mar 2007
it's used to create pak files distributed with ezquake
Dumb question, why not switch to pk3 files?
Member
1435 posts
Registered:
Jan 2006
It's a good question actually..
1.9 had support for pk3 for the first time so we stayed with pak to be sure (note that there was one minor bug in pk3 discovered later), for 2.0 pk3 will be used probably, but except for the possibility to use your favorite zip archiver, there are no other benefits (compressing archives with textures is pointless, only slows down loading greatly).
What also bothers me is that if someone just extracts new ezquake package into his dir (i think only minority of users use the un/installer), he will have the 1.9 .pak files left there along with the 2.0 (equivalent or newer) .pk3 files. I'm not sure here what are the priorities in file loading. If this makes updating some files impossible (without some user's intervention), we might stay with .pak (so that new files/paks overwrite old ones).
Edit: turns out the last mentioned issue is easily solvable by using new pak.lst
Member
271 posts
Registered:
Feb 2006
there are no other benefits (compressing archives with textures is pointless, only slows down loading greatly).
Depending upon your TGA loader, using tga textures inside a compressed pk3 is faster than using a png inside a non-compressed pak. It is also likely to be slightly smaller as compression can be achieved between the planes. I'm not entirely sure how big an effect that is.