Mismatches - Tool

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esnesi
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Mismatches - Tool

Post by esnesi » Mon Aug 05, 2019 10:52 pm

Hey,

I can use MapManager or any other tool to see which files a map are dependable of.
But is there also a tool where i can check all my server maps with at once, if they are dependable of the SAME file?
I assume the UEditor, but i was thinking more of something that saves me quite some time.

Thanks in advance.
Last edited by esnesi on Tue Aug 06, 2019 5:01 pm, edited 1 time in total.

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Chamberly
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Re: Mismatches - Tool

Post by Chamberly » Tue Aug 06, 2019 7:28 am

I'm in looking for this too.

@Medor, know anything?


Edit: There is something similar on a website here, you probably don't need to register but do look here:
Note - only from Destination Unreal and only showing Monster Hunt maps, so it do not have everything else!

Map package search - you can either click on a popular searched name of a file or type in a name of a file and it show associated maps with it.
http://www.destinationunreal.com/module ... age_search

An mostly filly detailed map information - do move your mouse cursor over the packages box that contain what file is in System, etc. and it displays some there before you get to download it.
Example: http://www.destinationunreal.com/module ... ap&id=2301

(Now if Medor would do this package search on all of his files, he have majority of his files in a bunch and we'd be all set! :loool: )
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esnesi
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Re: Mismatches - Tool

Post by esnesi » Tue Aug 06, 2019 10:18 am

Would be nice if there is tool which has the feature to scan a Maps folder, and gives a ''Conflict'' on maps if they are using the same file. (same filename)
Saves a hell of a lot time.

But i think this is a classic case of: ''Dreeeaaaam on son!''

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Re: Mismatches - Tool

Post by Barbie » Tue Aug 06, 2019 10:39 pm

iSenSe wrote:But is there also a tool where i can check all my server maps with at once, if they are dependable of the SAME file?
I don't understand what you want to have here. Each map has a list of packages it depends on. If the name of two packages of two different maps is the same, it is not necessary that they have the same content. So you have to relay on the GUID in a package or on a checksum (like unrealarchive.org does) to identify a package definitely.

So you perhaps want a file mismatch checker?

PS: To read the package names you can use a Delphi library or utdep.pl (Perl script for UT package info) for example.
PPS: Just noticed the subject... :loool:
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Re: Mismatches - Tool

Post by sektor2111 » Wed Aug 07, 2019 5:06 am

If I well understand, here it's about some lousy packages having the same name but different structure making two maps to never run in the same server because one of them will collapse. Example: Quake3.utx - there are two maps which have their own texture incompatible each-other because of this Quake stupid dumbness. With the price of a new mismatch I mixed both versions into another texture package, and from now on I'm capable to run both maps in the same server - saying both maps EDITED because they weren't so smart after all... ALL maps provided last time here with such a "quake" package will USE My FILE and NOT what is coming with said archives. And NO, these cannot be conformed with anything because of their different structure, they use other texture blocks and names so conforming textures stays at dreaming stage as long as player with missing texture blocks won't render those missing textures and I have doubts to see some native stuff solving this problem happily developed by sudden "mappers".

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Re: Mismatches - Tool

Post by esnesi » Wed Aug 07, 2019 9:08 am

Exactly that Sektor! ^^
Barbie wrote:So you perhaps want a file mismatch checker?
:agree1: !
I should've said: "if they are dependable of the same fileNAME."

WIth this feature it would be a nice quick way to check all loaded servermaps with if they result into mismatches.
Second step is indeed editing/rebuild these maps/files so they can be both run in the same server environment.

edit, @dizzy, i was hoping/assuming you were creating something like this as i saw:
viewtopic.php?f=58&t=12778
But i understand you never managed to get a working source.

I can imagine you face similar issues with those thousands of BT Maps. :lol:

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Re: Mismatches - Tool

Post by Dizzy » Tue Aug 27, 2019 12:46 am

Sorry esnesi, I didn't develop any tool like this, and it wouldn't be easy to do so.

I don't know how UT detects mismatches. Ideally it would store a hash of each dependency file inside the .unr and compare that hash to the files on the user's system. Another way would be to run through every texture / sound / music / etc. in a map and ensure the client has files containing textures / sounds etc. which at least match by name.
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Re: Mismatches - Tool

Post by sektor2111 » Tue Aug 27, 2019 7:35 am

Probably an advanced programing solution would be doing a scan to UNR map regarding to actors used outside of MyLevel, and testing a Dynamicload of them. If this "dynamic-load" fails, package is definitely wrong and has missing classes/textures/whatever.

The first and very basic solution is opening map in Editor. That thing it's crashing if something goes wrong and does a LOG, it's how I test stuff before doing rammed public servers.

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Re: Mismatches - Tool

Post by esnesi » Wed Aug 28, 2019 8:53 pm

i found what i needed! \o/
Damn useful for checking a bulk of maps.
https://github.com/stefankueng/grepWin/ ... /tag/1.9.2
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Last edited by esnesi on Thu Aug 29, 2019 5:07 pm, edited 1 time in total.

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Re: Mismatches - Tool

Post by Chamberly » Thu Aug 29, 2019 7:21 am

Interesting find. Gonna leave a few things highlighted here.

So far it seems to be good, just have to tweak around the wording to search for.
testscan.PNG
city.utx scan displays this.
testscan2.PNG
This one shows it works displaying maps using the name but when I tried to search with the .umx extensions it doesn't show up.
Note: This may not show the map's matching requirement of the file if you have one that shows matching of the filename to the map BUT you can do a manual test and see if it runs with the map or not... unless I'm missing something here from that program.
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Re: Mismatches - Tool

Post by Shrimp » Thu Aug 29, 2019 10:33 am

Chamberly wrote:This one shows it works displaying maps using the name but when I tried to search with the .umx extensions it doesn't show up.
Packages within maps don't reference file extensions/file names specifically. The map will "import" a package called "Forgone", regardless of extension. Extensions are only used to organise things in your file browser, the engine does not actually use them after loading them.

You should search for dependencies using their base filename (eg "Slums", not "Slums.utx").
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Re: Mismatches - Tool

Post by esnesi » Thu Aug 29, 2019 3:49 pm

ah! i see i forgot to filter on all file sizes indeed.

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Re: Mismatches - Tool

Post by Chamberly » Thu Aug 29, 2019 5:20 pm

Shrimp wrote:
Chamberly wrote:This one shows it works displaying maps using the name but when I tried to search with the .umx extensions it doesn't show up.
Packages within maps don't reference file extensions/file names specifically. The map will "import" a package called "Forgone", regardless of extension. Extensions are only used to organise things in your file browser, the engine does not actually use them after loading them.

You should search for dependencies using their base filename (eg "Slums", not "Slums.utx").
Interesting. Well some things that gets called like it's supposed to be a texture, will show up in an error box if it's missing a piece or so at least. Haven't seen an error from music file because it's any size from offline mode where correct file hash doesn't matter.
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Re: Mismatches - Tool

Post by sektor2111 » Thu Aug 29, 2019 8:01 pm

OFF-line not a single time I replaced some annoying music with a stock copied-renamed and I did not see any error because of default LOGIC: class EXIST, problem comes when certain class from a package doesn't exist. And this was exactly that problem with previously said Quake.utx spread in various versions with different textures and textures are classes/objects too after all.
On-Line is a matter of server vs player content... but if a Map X is requiring a texture which is nowhere it won't run map, I think a sound missing returns some error but textures and actors missing will collapse.

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Re: Mismatches - Tool

Post by Gustavo6046 » Fri Aug 30, 2019 11:43 pm

Chamberly wrote:
testscan2.PNG
.umx is in the Music folder. The path in the top (search scope I guess) points to Maps. What you did was grep (search) every map for any hits of the substring "Foregone" in the binary data, and you found those.

grep is actually a Linux tool:

Code: Select all

gustavo6046@gustavo6046-debian ~/Projects/ZetaBot
 % egrep -rnw '/d/Jogos/UnrealTournament/Maps/' -e 'Foregone' 
Binary file /d/Jogos/UnrealTournament/Maps/CTF-U4E-Deathtrap.unr matches
Binary file /d/Jogos/UnrealTournament/Maps/DM-Malevolence.unr matches
Binary file /d/Jogos/UnrealTournament/Maps/DM-Biosource.unr matches
Binary file /d/Jogos/UnrealTournament/Maps/CTF-Darji16.unr matches
Binary file /d/Jogos/UnrealTournament/Maps/CTF-Face][.unr matches
Binary file /d/Jogos/UnrealTournament/Maps/CTF-EternalCave.unr matches
Binary file /d/Jogos/UnrealTournament/Maps/CTF-FacePalm.unr matches
Binary file /d/Jogos/UnrealTournament/Maps/CTF-Face.unr matches
Binary file /d/Jogos/UnrealTournament/Maps/DM-SpaceNoxx.unr matches
gustavo6046@gustavo6046-debian ~/Projects/ZetaBot
 % 

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