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create the empty bike/tracks folders during install

Started by h106frp, February 04, 2016, 09:01:07 PM

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h106frp

It seems to give people problems getting started with GPB mods.

Could the installer create the required empty directory structures during the initial install?

Even better would be a (finished) MOD management tool  ;)

Thanks

matty0l215

The .pkz files can be unpacked as if it was a .zip/.rar/.7z etc

Once done, there will be all the necessary folders to put the bikes/tracks/paints in :)
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HornetMaX

Quote from: h106frp on February 04, 2016, 09:01:07 PM
It seems to give people problems getting started with GPB mods.

Could the installer create the required empty directory structures during the initial install?

Even better would be a (finished) MOD management tool  ;)
It's not a bad idea.

Actually, is there a good reason to use .pkz files at all ? I mean, space is cheap today and using compressed file incurs a load-time penalty.

It would probably be better if the installer just expands the .pkz files: directory structure is in place and people can even get a grasp of the file content.

Hawk

Quote from: matty0l215 on February 04, 2016, 09:20:37 PM
The .pkz files can be unpacked as if it was a .zip/.rar/.7z etc

Once done, there will be all the necessary folders to put the bikes/tracks/paints in :)

A word of caution on that idea - If you unpack the default bike.PKZ  files and the online server your trying to connect to has not done that, then you will get a "data mismatch".  ;)

That caught me out once on beta 5 and it took myself and dibu ages of testing to try and pinpoint the "Data Mismatch" problem. That is unless Piboso has worked around that potential problem now?  :-\

Hawk.

matty0l215

Quote from: Hawk on February 04, 2016, 09:50:22 PM
Quote from: matty0l215 on February 04, 2016, 09:20:37 PM
The .pkz files can be unpacked as if it was a .zip/.rar/.7z etc

Once done, there will be all the necessary folders to put the bikes/tracks/paints in :)

A word of caution on that idea - If you unpack the default bike.PKZ  files and the online server your trying to connect to has not done that, then you will get a "data mismatch".  ;)

That caught me out once on beta 5 and it took myself and dibu ages of testing to try and pinpoint the "Data Mismatch" problem. That is unless Piboso has worked around that potential problem now?  :-\

Hawk.

Well i didn't know that...

Also might explain why i've had problems in the past...

Okay, maybe getting rid of the pkz files in favor of un-compressed sounds good to me ::)
For faster responses, please visit the discord server- HERE

HornetMaX

Quote from: Hawk on February 04, 2016, 09:50:22 PM
A word of caution on that idea - If you unpack the default bike.PKZ  files and the online server your trying to connect to has not done that, then you will get a "data mismatch".  ;)

That caught me out once on beta 5 and it took myself and dibu ages of testing to try and pinpoint the "Data Mismatch" problem. That is unless Piboso has worked around that potential problem now?  :-\
Is this confirmed ? Because it definitely shouldn't.

I know for sure that I often unpack the default bikes (keeping also the .pkz, buf it the unpacked files are there, they have priority) and I never has a problem in connecting to online serves.
I actually just connected to the motonline server with my murasama unpacked, no issues.

Hawk

Quote from: HornetMaX on February 04, 2016, 10:10:16 PM
Quote from: Hawk on February 04, 2016, 09:50:22 PM
A word of caution on that idea - If you unpack the default bike.PKZ  files and the online server your trying to connect to has not done that, then you will get a "data mismatch".  ;)

That caught me out once on beta 5 and it took myself and dibu ages of testing to try and pinpoint the "Data Mismatch" problem. That is unless Piboso has worked around that potential problem now?  :-\
Is this confirmed ? Because it definitely shouldn't.

I know for sure that I often unpack the default bikes (keeping also the .pkz, buf it the unpacked files are there, they have priority) and I never has a problem in connecting to online serves.
I actually just connected to the motonline server with my murasama unpacked, no issues.

I can only tell you the problem I had when I unpacked the default bikes and dibu had not done so on his server; that was causing a data mismatch when I was trying to connect to his server. As soon as I deleted the unpacked bike files and just kept the bike folders with their corresponding paint file folders I was able to connect okay. So the deduction was that it was that that was causing a problem...... I think if I remember rightly that Nick had the same problems too when he first started hosting online servers with riders trying to connect.

But as I stated: That problem I had was with beta 5, so it may have been sorted by now, I don't know for sure?  :-\

Hawk.

HornetMaX

Quote from: Hawk on February 04, 2016, 10:17:23 PM
But as I stated: That problem I had was with beta 5, so it may have been sorted by now, I don't know for sure?  :-\
You can test it right now: connect to a server (just to be sure you can connect), then quit, unpack and reconnect. No issue for me (at least in all the betas in which physics is unencrypted).
I even tested unpacking bikes.pkz and deleting it completely.