Precaching objects (I.e PrecacheGeneric in IVEngineServer) will ensure
consistency. Also use stringtables to tell the client which files they
need to parse (see the developer wiki).

On Wednesday, August 25, 2010, Tom Edwards <t_edwa...@btinternet.com> wrote:
>  1) User |ClientActive(), ClientFullyConnect(), or similar. They are all in 
> <game>_client.cpp
>
> 2) Use resource lists (extension .res), or at least appropriate their code.
> |
> On 25/08/2010 7:07, Razvan Adrian wrote:
>
> Hello.
>
> I have asked the question before(on spuf) but did not get any answers. I am
> hoping i will get a bit more lucky here. Here is my problem:
>
> Lately, i have been working on a mod which makes use of something i like to
> call content packs. Basically, the game registers each weapon(for now)
> depending on the script files which are included to a custom path (instead
> of the way source does it) by making use of a few base weapon classes in the
> bin files. Until now everything went smoothly but i am having some problems
> with the server and client.
>
> One of them is, how does the client know which pack to use when he connects
> in order to parse and register everything? I have thought about this and
> decided the best way to do this is to make the server send the path to the
> client immediately when he attempts to connect. Problem is i have yet to
> find such a function :(
>
> Second problem is the file consistency between server and clients. I need to
> make the clients check for each file in the pack and download it(or the
> whole pack if needed) and then make sure its the same file the server uses.
> I have failed to find any code related to this in the source code and since
> i have no exp with servers whatsoever i am completely lost.
>
> Please help! :(
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-- 

Thanks,
 - Saul.

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