Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ] Posts: 132
Ok I discovered an odd bug that goes beyond issues with Battlecraft.
For the past few days I have been racking my brain as to why my animated door frames refused to show correct lightmaps in my Dystopia map I'm working on despite the geometries in 3DS Max, and the map being identical.
Then when I updated the collision meshes, I noticed the collision meshes still used the old version despite the files in my map being updated! When I decided to rename the geometry templates and names of the mesh files it then worked!
The meshes don't exist in Interstate or vanilla BF1942. So my conclusion is that somehow it was loading the meshes from 16 Squares instead. A map that is supposed to be unrelated and unloaded. Yet BF1942 seems to load assets from this map despite having loaded into a different unrelated map.
This can present a major problem for existing maps. So I will be renaming the map to "Sixteen Squares" to avoid the multitude of problems this may cause for assets used in unrelated maps.
Lesson to learn from this, never use numbers in a map name. Especially at the beginning of the name. I think numbers should be limited only to patch rfas. I highly recommend to those who have the version of this map that has the number in it to rename it unless you want to risk objects in your custom maps and even existing Interstate maps to suddenly start misbehaving for no apparent reason.
If you want to use a number either do it via the Lexicon, or do what I did and spell it out as word instead. Since if your map does start with a number or ends with one, you're gonna have a bad time.
(you can still us Roman Numerals though. )
I have Cameras in your head!
Shrooms
[ 20:51 ] [ 29 Oct 2013 ]
Guest
That's no good. Having numbers in a mesh name is also a bad idea I have rocks in one of my maps and I had the meshes named at stone_rock_1 stone_rock_2 stone_rock_3 and so on though the position I set in the editor was translated differently ingame so I ended up using letters I didn't think of roman numerals I'll need that for my square! heh
Registered Member #727 Joined: [ 10:25 ] [ 12 Nov 2004 ]
I haven't had problems with numbers in object names. Some strategies I've employed to avoid issues:
- Use irrational numbers, as in bankpi for a 180° banked turn - Mix numbers and roman numerals to confuse the system! For example: ge44iii3ewiv (which, of course, stands for Ge 4/4 III + 3x EW IV)
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
As for numbers in map names I think the problems start if there are underscores immediately after or before a number. I have never had issues using numbers in geometry template/object template names.