Because of the existence of at least three different versions of Texture file "Quake3c.utx" I made some investigations:
1) QUAKE3c.utx: 1 756 884 bytes, SHA1=24825A99BDC76CDA3EB138FDF37D69E510D560F9
2) QUAKE3C.UTX: 1 845 345 bytes, SHA1=25699FEF086351293267A94A7CAD30AF2382062A
(2) contains one more texture "Stuffpad" than (1):
3) QUAKE3c.utx: 318 155 bytes, SHA1=11D844531B1C7FEF30B6627FEFE2500A96044FFC
Quake3c.utx
Quake3c.utx
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
- sektor2111
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Re: Quake3c.utx
Which means that I have to merge these in order to run maps which need ALL Texture blocks, or if it's about only a Texture block then version 1.8 MB looks the completed one - logically is bigger and so it has more content. It's surprising to me that bigger file is dated 2002 and smaller file is (2011) 2012 - Texture removed in year where was supposed to be End Of World - in fact it was the end of quality in community not ending the world. I have more UT assets executed in 2012 good for being thrown in trash-box. Let me think what I need to do with servers and redirects...
Re: Quake3c.utx
Ahh.. File name mismatch, I hate when that happens. This reminds me of the problem with the ChicoRuinsPack.utx file. I remember sektor2111 fixed that years ago... so thank you .
When it comes to Quake3c.utx I have the (1) version, I don't remember having issues with it. Judging by the screenshots it seems that some textures where added or removed but the textures that they all have in common are the same.
This is very weird...
When it comes to Quake3c.utx I have the (1) version, I don't remember having issues with it. Judging by the screenshots it seems that some textures where added or removed but the textures that they all have in common are the same.
This is very weird...
Somewhere in Nevada...
Re: Quake3c.utx
The file time stamp means nothing. Maybe a mapper has extracted a file from the UT cache and then the date is suddenly the one when UT has downloaded the file. Or mapper has manually downloaded the file from somewhere and his browser has changed the time stamp to the current time. Or, or, or…sektor2111 wrote: ↑Fri Nov 26, 2021 6:02 amIt's surprising to me that bigger file is dated 2002 and smaller file is (2011) 2012
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
Re: Quake3c.utx
sektor2111 wrote: ↑Fri Nov 26, 2021 6:02 am <...> It's surprising to me that bigger file is dated 2002 and smaller file is (2011) 2012 - Texture removed in year where was supposed to be End Of World - in fact it was the end of quality in community not ending the world. <...>
I have that small file dated 30.11.1999
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Re: Quake3c.utx
Good to know... However, removing Texture blocks and saving the same file it's a bad practice.
To me if I'll do a quake themed map, all goes in MyLevel... It doesn't worth causing a mismatch pain for nothing.
To me if I'll do a quake themed map, all goes in MyLevel... It doesn't worth causing a mismatch pain for nothing.
Re: Quake3c.utx
there are like 10+ maps that have quake texture package conflicts. most of them are quake3c conflicts. i have a bunch of the utx's and will tag them as an attachment for research, just remember that the quake3c.utx is one of the broken copies and not the original.
btw as a little history lesson (Probably innacurate one tho), this whole thing started with rich akuma eastwood making an unreal quake map to make fun of the quake editor in the form of DM-Quake3Arippoff circa 1998, which contains Quake3.utx.
i found it to be hilarious when i read it so here is the excerpt from the readme file
i had an idea to round up all of the offending maps at some point and use programs to make and replace existing textures with a single package and solving the problem in the form of a map pack of sorts
remember that you can use a search engine to find maps on the unrealarchive by searching "unrealarchive quake3.utx". from memory the conflicting maps all came from a timespan of 1999-2005
btw as a little history lesson (Probably innacurate one tho), this whole thing started with rich akuma eastwood making an unreal quake map to make fun of the quake editor in the form of DM-Quake3Arippoff circa 1998, which contains Quake3.utx.
i found it to be hilarious when i read it so here is the excerpt from the readme file
so theres that but the even more baffeling thing is that rich himself created another quake map a year later named DMquake3 which had a new quake3.utx and not only does it mismatch the old one but it doesnt even contain some of the files from the other one i believe these packages were used for a couple of obscure ut99 maps which also mismatch each other and then later on newer quake3 ports were made which used the newer quake3b.utx and quake3c.utx and then even later some clans or so made newer maps but then added seperate textures like ground textures and such which made more mismatches.Well, here's a 3 day job that I slapped together after playing the Q3A leaked IHV test 'demo'
TBH, I thought the IHV sucked, the engine was waaay too slow and the promised curved surface
rendering was all hot air & hype. Still, maybe the finished game'll be better, huh? Anyway, I
decided to see how the Tim1.bsp would run re-created in Unreal, and it ran EVEN SLOWER than
it did in Q3A....So I did a little tweaking and here's the end product, complete with lots
of lovely curvy arches & pillars (and a little fog too
i had an idea to round up all of the offending maps at some point and use programs to make and replace existing textures with a single package and solving the problem in the form of a map pack of sorts
remember that you can use a search engine to find maps on the unrealarchive by searching "unrealarchive quake3.utx". from memory the conflicting maps all came from a timespan of 1999-2005
- Attachments
-
- ut99 quake texture packages.zip
- (25.44 MiB) Downloaded 14 times
- sektor2111
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Re: Quake3c.utx
There can be a solution - or not...
We can create a package having Textures merged... but it will be a problem if two internal Textures are different but having the same name. Here will result some borked thing which might crash D3D renders. And then.. it comes the last resort - Editing offending maps.
Edit:
As for those having that dumb SPACE in their names, I doubt about more usage ON-Line for them - it's plain stupid.
We can create a package having Textures merged... but it will be a problem if two internal Textures are different but having the same name. Here will result some borked thing which might crash D3D renders. And then.. it comes the last resort - Editing offending maps.
Edit:
As for those having that dumb SPACE in their names, I doubt about more usage ON-Line for them - it's plain stupid.