Wot.utx file mismatch

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Wot.utx file mismatch

Postby Aldebaran » Thu May 18, 2017 12:43 pm

With the Wot.utx file I have the same problem as I had with the ChicoRuinsPack.utx, where a conformed version exists now.

I have:
Wot.utx from 2000-01-28 with 4.173.930 Bytes
Wot.utx from 2000-01-09 with 4.968.675 Bytes

At the moment I use the second one and it works fine with most maps.
But perhaps I can change to the newer one without problems?
What version do you use on your server?
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Re: Wot.utx file mismatch

Postby sektor2111 » Thu May 18, 2017 6:29 pm

Oh well... I did not have any of them but... I found one in some redirect.
It is exactly 1,254,882 bytes... Probably has nothing in common with previous mentioned files :loool: .

Greetings to all morons making a mess with files.
Now you have convinced me to use MyLevel properly imported as much as possible...

May I take a look at them if you don't mind to share them ?
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Re: Wot.utx file mismatch

Postby Red_Fist » Thu May 18, 2017 6:44 pm

You can get the official ones from the WOT thread that I uploaded with other files.

download, there is other files
https://onedrive.live.com/embed?cid=07A ... Mca-ecPD3w
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Re: Wot.utx file mismatch

Postby Aldebaran » Thu May 18, 2017 7:29 pm

Red_Fist, I don't find any Wot.utx files in your zipped file.
So I send anybody who needs them via private message.
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Re: Wot.utx file mismatch

Postby Chamberly » Thu May 18, 2017 9:28 pm

Find the map that uses wot.utx and check which maps use what version the most. Maybe 1 of the map just had an unknown idea how file mismatching works by the author and ended up like that on accident.

@Medor check on this can ya?
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Re: Wot.utx file mismatch

Postby Red_Fist » Fri May 19, 2017 1:21 am

Aldebaran wrote:Red_Fist, I don't find any Wot.utx files in your zipped file.
So I send anybody who needs them via private message.



sorry, thought it was :oops: , you might want to export some of those textures for use sometime.
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Re: Wot.utx file mismatch

Postby sektor2111 » Fri May 19, 2017 6:19 am

I did a check, no problem if doesn't exist but I could see other textures named with ones which I had "NatureT" by example nearby others - very different in size, groups, etc. Now let me see, I don't know which one was the first but... they are stupidly query the same name for the same engine causing crap in this case. As another matter of fact by importing all of them in Editor for MyLevel some of them are causing a crash - probably having some magic "byte" out of UT and then importing does a crash, or are simply corrupted...
I have doubts to no see player crashing when a new texture is called and... it doesn't even exist. Conforming them for preventing a mismatch is a myth, because... it won't help... it just does another rejection...
As a XC howe-work would be improving redirection method by sending the right file to client - used in server - as default UT does when redirect doesn't match server's file rather than rejecting player - THAT is the improvement. I'm sure that UT has such code but it needs probably moved a bit into the right place and called in the right moment.
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