As I expected I am now having a hard time with version control with maps submitted to Halo Maps for hosting. People are renaming map file names and submitting them, however they are the same map under several names or the same map as already in the archive. I am also getting maps named the same (file name and embedded map name) that are different but have no way unless I play both maps of telling if it is different from what was released. I need some help.
The problem is that unless I load a map within the game and look at it I can't tell if it is different from others in the archive. Right now because of the small numbers of maps I can remember them, but soon (very soon) I will not. I also can not trust people to even know anything about version control or change their actions.
The only solution I can see for this is to develop a program that can check the map checksum, and then store it in the DB in the same way that the Halo 2 Game determines if the map on the server is different from the map on the client. I don't know how that is accomplished.
This is what I know:
These are the questions:
- The file name of the map is irrelevant
- A checksum of the entire file is not used because I copied a file then hex edited a small portion of clear text at 1A04h where the scenario name appears and Halo 2 thought they were the same level.
I am begging MS/Hire Gun for some assistance with this issue and not for them to do anything but just to supply information so that I can develop what ever program I need to insure that duplicates maps are not placed in the file archive.
- How does Halo 2 determine that the map on the server is not on the client? What methodology does it use?
- If a checksum is used is it calculated at map creation/compilation and stored in the map file? If so where?
- Is the checksum (assuming it is the method) calculated by Halo 2 "on the fly" at load time?
Dennis
Webmaster Halo Maps website
Bookmarks