Content Check On + Map Based Mod = Data Differs Kick

Ask questions, discuss ideas, get answers
Post Reply
tekk
Posts: 171
Joined: Fri Dec 11, 2009 6:12 pm

Content Check On + Map Based Mod = Data Differs Kick

Post by tekk »

Just what the title says, I have searched this forum and the SSM backup and only found one post that says you cant have content check on with a map based mod. Can anyone that does map based mods for DC/DCF verify that content check needs to be off in order not to get the Data Differs From Server error and load the mod ? .

What I have done with my mod for dustbowl is added some vehicles/buildings/custom load screen and altered the terrain. Now I been testing this mod with content check off the entire time and when the server admin uploaded it to the server with content check on we all got the Data error kick (oddly he loaded the first time without the kick and played the map but on the second time going in got the data error).

I replaced the heightmap/init with the originals just to rule those out as a culprit but still the same deal. Am I overlooking something here or is it just not possible to run a map based mod with content check on?

After getting this error and wondering why I have never gotten it before with other clan servers that I have modded for is all there content checks are turned off, This clan will not run there mod server with content check off.
Last edited by tekk on Wed Mar 02, 2011 10:39 pm, edited 1 time in total.
Nodbrother- "getting whiped every single game by some over-active 9 year old kid with too much spare time and a reaction time that is a third of yours."
User avatar
Apache Thunder
Posts: 1210
Joined: Mon Oct 19, 2009 2:48 am
Location: Levelland Texas, USA
Contact:

Re: Content Check On + Map Based Mod = Data Differs Kick

Post by Apache Thunder »

Did you try regenerating the contentCrc32.con file? If you didn't then the server would use the old CRC value for the map and thus the clients connecting to it will have a different CRC then the server expects.
ImageImageImage
I have cameras in your head!
tekk
Posts: 171
Joined: Fri Dec 11, 2009 6:12 pm

Re: Content Check On + Map Based Mod = Data Differs Kick

Post by tekk »

Apache Thunder wrote:Did you try regenerating the contentCrc32.con file? If you didn't then the server would use the old CRC value for the map and thus the clients connecting to it will have a different CRC then the server expects.
Thanks for the reply Apache, Actually no i didnt regenerat the contentCrc32.con because I dont know what that is how how to do that :shock: .
Nodbrother- "getting whiped every single game by some over-active 9 year old kid with too much spare time and a reaction time that is a third of yours."
tekk
Posts: 171
Joined: Fri Dec 11, 2009 6:12 pm

Re: Content Check On + Map Based Mod = Data Differs Kick

Post by tekk »

Well I google the CRC and this is what I believe your talking about so im going to need to go over this new info and learn it.
Battlefield 1942 version 1.4: CRC content check
------------------------------------------------------------------------------
Background
------------------------------------------------------------------------------
DICE has rewritten the CRC checking system to let server administrators decide
if they want to allow client side modifications on their servers. The system
is based on the game.serverContentCheck server setting and a number of
contentCrc32.con files.
The serverContentCheck variable can now take on three values:
0 - All clients are allowed.
1 - Only clients with default installations are allowed.
2 - Only clients with installations matching any of the server-defined CRCs
are allowed.
The conentCrc32.con files are parsed by the server to load a set of CRCs that
will be considered as valid. As clients connect they will be checked against
these values. The CRC files reside in the directory of each mod.
Generating CRC data for mods
------------------------------------------------------------------------------
If you decide to allow a certain client side mod, or if you need to generate
CRC checksums for a client/server mod follow these steps:
1) Use a client installation of the mod you are working on.
2) Run the following command from the bf1942 install directory:
bf1942.exe +generateMapListForCrcContent 1
This will instruct the game to write out a batch file called
"mapListForCrcContent.bat".
3) The batch file contains commands to generate CRCs for all maps of all mods
which probably isn't what you want. Therefore, edit the batch file with a text
editor to include only the maps you need.
4) Run the batch file from the bf1942 install directory:
mapListForCrcContent.bat
The game will start and stop once for every map in the batch file. As
levels are loaded, their calculated CRC checksums will be written to the
contentCrc32.con file of the current mod. If you need to run this serveral
times please note that values are appended, not replaced. Therefore it can
be useful to keep a backup copy of the original contentCrc32.con file to be
restored before generation.
5) Copy the resulting contentCrc32.con files to the server.
Making mod data compatible with the CRC system
------------------------------------------------------------------------------
For the CRC system to work, the game data must live up to a set of rules that
affect how the calculations are performed on client and server:
- The object spawns must be present on both client and server.
- The same con files must be sourced on client and server.
- Most menu and HUD textures cannot have mipmaps.
Without these changes clients will receive DATA DIFFERS errors when connecting
to a server running the mod.
Nodbrother- "getting whiped every single game by some over-active 9 year old kid with too much spare time and a reaction time that is a third of yours."
tekk
Posts: 171
Joined: Fri Dec 11, 2009 6:12 pm

Re: Content Check On + Map Based Mod = Data Differs Kick

Post by tekk »

Well after doing some research I have found out that DesertCombat and DesertCombatFinal does NOT support content checking . I decided to test this out and turn on content check with a un-modded regular DCF map and sure enough while connecting it kicked me for Data Differs From Server error. So I guess if I would have created a Mini-Mod instead of a map based mod I could have created a contentCrc32.con and have it run on a server with content check on .
Nodbrother- "getting whiped every single game by some over-active 9 year old kid with too much spare time and a reaction time that is a third of yours."
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Post by freddy »

you must use the special content check for unpure mods, the regular is for vanilla only.
tekk
Posts: 171
Joined: Fri Dec 11, 2009 6:12 pm

Re:

Post by tekk »

freddy wrote:you must use the special content check for unpure mods, the regular is for vanilla only.
So you are saying that it is possible to run DC/DCF including my map based dcf mod with content check on ? .... I searched all over the net and every response i found ends in that DC/DCF does not support content check ON as that mod didnt include a contentCrc32.con .
Nodbrother- "getting whiped every single game by some over-active 9 year old kid with too much spare time and a reaction time that is a third of yours."
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Post by freddy »

in theory it should be possible yes. its up to the server owner if he want to build and use a contentCrc32.con file of the maps he is running, however there might be other issues with DC that i dont know off.

i´m getting some mixed input from your posts tho
tekk wrote:This clan will not run there mod server with content check off.
tekk wrote:I searched all over the net and every response i found ends in that DC/DCF does not support content check ON
edit: check this link, original is gone so had to use the wayback machine :) http://replay.waybackmachine.org/200606 ... check.html

edit2:
0 - All clients are allowed.
1 - Only clients with default installations are allowed.
2 - Only clients with installations matching any of the server-defined CRCs
are allowed.
i would translate that to 0:off 1: vanilla, checks various files like object.rfa etc defined by the developers and 2: unpure mods, only checks whats in the contentCrc32.con file (witch means more or less maps only)
Post Reply