I think its brilliant to see here maps that other server admins have abandoned becuase they dont work well in coop play.
although there are a lot of maps that have been modified by other servers to run perfectly in coop,
these tend to be the ones that are the most impressive, such as shinigami, illhaven etc.
unfortunatly each server seems to have made the same modifications to each of these,
i think I must now have more than 4 versions of some of these packs now lol.
Im not sure what map sequencer you use, but I wrote a coop game type, oh so many years ago now lol
and im sure its in use by a few coop game types. I know there was one other person doing pretty much the same thing as me,
and several people took the best bits from both, so i have no idea what the final code is in use now.
I wrote it so long ago I dont seem to be able to find my original work
certainly the basis of it is used in many as i recongise certain unique features.
it has a built in map sequencer, and modifies the coop game ending mechanism so it stops any one dieing or killing anyone else once someone has hit end etc.
theres no hard limit on the number of maps that a sequencer can handle if I recall corectly, at least none thats set by the unreal engine.
id like to have one unreal and be able to play all maps online and offline,
however im puzzled why we still get mismatches even though the file is in the cache.
If its also in the unreal directories in some circumstances it doesnt use the cache version.
If i delete the non cache file, it then works, and doesnt even have to fetch the file.
theres obviously a bug in unreal somewhere, someone said its something to do with a certain type of package.
there are many servers out there that I cant join becuase of mismatches.
I cant possibly have seperate unreals for seperate servers.
I use nepthys wich is great but no other coop server seems to use it that I know of other than zoras,
this ought to be able to solve all that problems, it has file redirect and much more.
it at least means I can always play on zoras server with no problems whatsoever.
although it could benefit from tweaking i have no idea if the source is acesable or the authour is open to sugestions.
i have made such sugestions, such as :-
preloading the next map so that theres no delay,
trying to sort out mismatches (wich i dont think should be hapening but they do),
making it so that it works usefully as stand alone for client,
making it so when the client doesnt have it installed the server redirects to a website before it downloads the maps not afterwards lol.
another option is to use a virtual file system, this would be a small program on the client wich builds a cache directory from all the available files. this is neat as it doesnt need to mess about with any of the unreal files.
another option is to have a proxy server for both or either client and server, this would have to understand the unreal protocol though.
but only enough to recognise file requests and do something usefull.
however im never awake enough to get very far with these and coop seems to be so less popular than it was a decade ago.
it seems like a lot of work for such few people. however sometimes i enjoy mesing about with this stuff more than the game.
it seems a shame you have had to go to all this work and modify maps just so they link together rather than a beter sequencer,
but now that its done its a brilliant effort thanks
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