When working on Reaction Quake 3 I originally envisioned having one PK3 for each map kind of like how Quake 2 could have tons of .bsp files littered all over the place. However, the Q3 serverinfo string would run out of space with the description of loaded PK3s so after a certain point you could never add more because the additional ones would never be registered with the server and made available to the players.
We ended up having to redo our PK3 structure. I don't know what to suggest with ET, especially since you'd only have access to the mod code and not the engine code--which wouldn't help if you wanted to be compatible with regular ET clients anyway. Really emphasize map packs, I guess. And rotate maps in and out, maybe have a forum where players can vote for the map rotation for the upcoming week. You'd have to make and post online your own custom map packs if you want to combine EVERYTHING, though, because if you do it on the server your clients will still need that EXACT SAME PK3 to connect and play if you're running in pure mode and got punkbuster on. Maybe make a giant map pack and let ET download it from the built-in autodownloader or post it to a website and put info in the MOTD. Monk. > On 31 March 2010 17:55, Philipp Reddigau <[email protected]> wrote: >> Hi guys, >> >> my first post in this list. ;) >> >> Nice to meet you. >> >> >> >> We have a little problem on some of our ET Servers (2.55), they have >> reached >> the limit after ~30 *.pk3 files in the etmain folder. >> >> Is there a way to increase this value? > > I am webmaster, not programmer. I dunno. Lol. > > One could always create a makefile that take all the pk3 files on a > dir ( etmain_org ) unzip in /tmp, and compress again and put the > resulting single .pk3 file in etmain. > > One can imagine adding a new pk3 would need to run this command to add it > $ make updatepk3 > > But this idea is silly. I am sure if theres some lame limitation on > the number of files or number of packages, the dev's will want to > remote that limitation :-) > > > You could always combine a few pk3 files togueters as a workaround > exception, while that is fixed. > > -- > -- > â±in del â³ensaje. > _______________________________________________ > ioquake3 mailing list > [email protected] > http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org > By sending this message I agree to love ioquake3 and libsdl. _______________________________________________ ioquake3 mailing list [email protected] http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.
