View Full Version : for T-Wrecks and SoUlFaThEr new project
SoUlFaThEr
05-04-2004, 21:44
we need a GREAT custom map list with maps that play really WELL with our new PODbot2.6mm.
here was the part of my list of maps that run well......
cs_1337_assault
cs_assault_upc
cs_estate2k_b2
cs_robbery
de_belvaros
de_bitterwine
de_chiapas
de_iced
de_karnak
de_legato
de_manilav2 (still called de_manila i think)
de_palais2k
de_pandemonium
cs_shogun
de_outrage
de_sampa
de_biochem
cs_bikini
cs_greenhouse
theres my 2 cents......those are the maps that i will waypoint for this pack
some of them i have already done...you too actually so i see :)
i hope karachi01 and museum are on your list.....
>BKA< T Wrecks
05-04-2004, 23:08
Ok, some of the maps I'll contribute:
as_coast
as_iraq
as_tigris
cs_175bikini
cs_52sevilla
cs_52villabacho
cs_afghan
cs_alps
cs_beirut
cs_bikiniresort
cs_industrywest
cs_militia2k1
cs_neighborhood
cs_storm
cs_tibet
cs_vineyard
cs_waterside
diverse de_52'er
de_aztec2
de_aztec23_beta2
de_centurion
de_dawn
de_dust3
de_heat - yesss!
de_karachi01
de_museum
de_oriental
de_winternuke
SoUlFaThEr
05-04-2004, 23:11
i should do my own maps as well :) hihi gotta be supported :)
you have a long list there dude.....!! get 20 done...and me 20 done....and that will be pack #1.....
ill take cs_shopun out since you are doing shogun_final
>BKA< T Wrecks
05-04-2004, 23:36
Yeah, I'll playtest those maps to see which ones are really worth it.
And, whoever reads this: People, which maps do you like best for botmatches? Which ones do you want to have waypointed really well? Give us some input, if ya like, and we could include them in our WP packs sooner or later... ;)
OK, here's a list with some of the maps my friends and I chose for our last Lan-Party. It's been a while, but I'll try to sum up what I remember:
as_dolomiten: rescue the vip in an alpen-like setting
as_rising_sun: In my opinion a very japanese-like atmosphere
cs_assault2k: I prefere the nigh-setting of this assault clone but the button for the right entrance might be a botkiller (as for now)
cs_bigwong: a little chinatown setting. This map is really great to play if one gets used to it. One can choose narrow ways or climb some roofs and then balance on the railings. I guess this one is quite difficult to waypoint but certainly worth it.
cs_docks2k_winter: A tribute to the mapper of cs_docks. Some will remember...
cs_espana2: Olé... bullfighting arena
cs_futurecom: PLEAZE DO THIS ONE! I REALLY LIKE IT!!! And my ex girl friend too...
cs_godfatherv3: With human players this map can rock: Perhaps not the most advanced mansion style influenced map - BUT the setting is great. It's night (dark at least), you are the tennis-court of an 2 million $ villa - and you are a ct. Ah, yes, and there are hostages kept in the villa. Now you got to get inside and rescue them. But that's not too easy because there are also a few Ts in the house. Teamwork is essential and flashbangs are really useful this time (Someone opens the door, another throws a flashbang the third uses supressive fire and the first two rush inside...) By the way, is it still possible to move hostages as a T? Our friends used to lead them into the bathroom, quite difficult to storm it without injuring a hostage...
cs_haste_final: visually well and quite funny. Perhaps unfair against bots as they can see too much in the darkness...
cs_mexicali: mexican village
cs_motel: Guess what - a motel with hostages...
cs_rage_v2: I can't remember
cs_real_alpin: The real alpin...
cs_snowflake: REALLY nice winter setting
cs_winternights: I feel it in my fingers... christmas' all around me...
de_747: flying (!) airforce one like plane
de_aldi2k: a supermarket... Someone has to be disappointed of the new aldi pc..
de_arizona-v13: Another interesting setting...
de celtic: Faster than dust, atmospheric bagpipes, simple layout but great fun
de_deadlock: GREAT looking map, look at it, play it, love it - and please waypoint it!
de_iced2k: Can't remember, but certgainly a winter setting...
de_meltdown: Same as above, one of it used to be quite interesting
de_prodigy2k: Greatly (mnot only visually) improved Prodigy clone, but unfortunatly with a button...
de_rapidtransit: Rapid fun in a subway-station (fast!)
de_rotterdam: once oficial map
de_sledge: Can't remember
de_snowflake: Another Winter setting
de_tartarico: green village
de_tpoint: On this map we had fun with less players
de_troy: Can't remember
de_underground: Subway?
de_volare: Can't remember
and finally
de_winterdust. We liked the layout of dust but got tired of the visual appearance. This is dust in an quite fresh winter-setting
If this list is far too long then I want to kindly ask you to do the following few maps:
as_dolomiten
as_rising_sun
cs_bigwong
cs_futurecom!!!
cs_godfatherv3
cs_haste_final
cs_snowflake
de_747
de celtic
de_deadlock!!!
de_prodigy2k!!!
de_rapidtransit
de_rotterdam
de_winterdust!!!
Thank you very much in advance!
SoUlFaThEr
06-04-2004, 02:41
we be keepin an eye on dis fer you dude.....peace out
>BKA< T Wrecks
06-04-2004, 11:55
Ok, lemme see...
as_dolomiten: Yeah, the one by Bruder_D, with the coool music... I don't like this map very much myself, but hey, if it's popular...and after all, there aren't many good as_maps out there.
as_rising_sun: I have a WP for this - just need to fix it. The map's really good.
cs_assault2k: What you said, that button... dunno, gotta look at it.
cs_bigwong: Heck, I don't even know that! Thx for mentioning that one- always looking for great maps...
cs_docks2k_winter: N0th1ng to remember, hehe... Aren't two hostages stuck there? I think you can't rescue the two in the cellar. Would docks_v1 do? 'cause I have that one wp'ed and just need to fix it.
cs_futurecom: No idea... sounds like a computer fair... Do you know cs_expo?
cs_godfatherv3: Yes, I know that one... hm, don't have WPs so far.
cs_haste_final: Yeeeah, ILLA's maps are great. I have this one, just needs to be fixed.
cs_mexicali: unknown to me, gonna test it
cs_motel: see above
cs_rage_v2: no idea
cs_real_alpin: Hm, bots will never use this train thingy, and I don't like that map too much - doesn't offer much variation IMHO.
cs_snowflake: Yes, have the WPs. But isn't this a bit too huge?
cs_winternights: Dang, I knew sooner or later someone'd ask. You know. I absolutely dislike that map personally, although I know it's a good one. Well, of course it's a good one - Warbeast made it, after all...
de_747: Uh-huh. The one by 3D-Mike. Yes, that doesn't have decent WPs so far, at least AFAIK. The ones included w/ the cs-realism pack sucked.
de_aldi2k: *LOL* Guess what: I wp'ed both cs_ and de_aldi2k! Only needs to be fixed.
de_arizona: Positive. Have it, like it. Can be done.
de_celtic: I agree. Don't have it yet, but sooner or later...
de_deadlock: Yes, one of us was going to make that one.
de_iced2k: no idea...
de_meltdown: That one with the Johnny Cash song ("Ring of Fire") at CT spawn... a goldmine or something... recently WP'ed it for old PB - can fix it, no prob.
de_prodigy2k: Ah yes, I always wanted to d/l this one...
de_rapidtransit: unknown to me
de_rotterdam: Yes, sure. Hmm, dunno. Perhaps. Not my favourite one...
de_sledge: no idea
de_snowflake: Yes, but bot killer!! Those doors don't work with bots, you need to push ("use") them. Bummer. But Austin could mod it, and then... but we couldn't include the WP in a pack then!
de_tartarico: I know it. Have no WPs so far, but why not?
de_tpoint: Yes, it's small and fun. I wanted to make that anyway...
de_troy: no idea
de_underground: no idea
de_volare: Shame on you! Another one of ILLA's cool maps! That national park, where the bridge had to be bombed and the CTs spawn in an airplane and need to jump down! Yes, that one deserves a good WP!
de_winterdust: Oh, a dust clone... *yawn*. Hm, maybe.
Ok, I think sooner or later we'll make at least some of these available. There'll already be 2 as_maps in the 1st pack, but the two you mentioned could go to the second one. And the other ones... we'll see, but anyway thanks for the input! That helps a lot...
@SF: You know what? Go ahead and make cs_shogun! cs_shogun_final was a part of some mappack (got it on a CD somewhere), so maybe it would be best to make a separate WP-pack for that map pack, huh? And one for the 52-top 10 map pack, as well. Separate from the others. What do you think?
SoUlFaThEr
06-04-2004, 12:28
ill take deadlock iced2k tartarico
mexico i did already so ill fix that
snowflake ditto
i did de_747 too so there is a good one :)
also did Volare
and winternights.....
my haste is unfortunaletly not the final map version :(
yeah we can release separate packs of course man.....just one thing at a time......im getting slightly waylaed on the official maps again with adjustments cuz of some new nice features in the dll
(and the bikini pack)
>BKA< T Wrecks
06-04-2004, 12:36
OK, so you'll take:
de_deadlock
de_iced2k
de_tartarico
And you can esily fix:
cs_winternights
cs_mexicali
cs_snowflake (I have this, too)
de_747
de_volare
Ok, then I'll take care of cs_haste_final - I love this map! Anyway, I'll make some more cs than de - you have plenty of de, and maybe it's ok to get the pack balanced more or less.
And yes, I didn't want to rush. I just thought it would be a good idea to keep
-the bikini-maps
-the counterscene1 maps
-the counterscene2 maps
-the 52-top 10 maps
out of the first packs - IF we make those, it would be best to offer them in perfect matches to the original map pack.
SoUlFaThEr
06-04-2004, 13:12
agreed :)
mission objectives set.....dismissed 8)
i accidently started the bikini pack by fixing cs_bikini
>BKA< T Wrecks
06-04-2004, 16:24
Doesn't matter. Then we'll keep your cs_bikini for later, when we release the bikini pack. Btw, I have these bikini maps waypointed for the old version:
cs_175bikini
cs_bikini (hmm...)
cs_bikinigirl
cs_bikiniresort
cs_mari (or did that belong to some other pack?)
SoUlFaThEr
06-04-2004, 20:02
i did that whole pack as a release.....a few maps REALLY sux0red so.....im not sure if i made all of them,.....
5 finished so far..
de_belvaros
cs_bikini
cs_1337_assault
cs_penthouse
de_bitterwine
At http://134.60.100.26/Server/mapcycle-ex1.shtml you'll see a list of all maps that are currently installed at my server :D.
SoUlFaThEr
06-04-2004, 22:58
omg you have 6 of my maps and are actually missing the best one for gameplay
de_bitterwine..... :) not sure if you have ever seen it......funny story line too :)
thats a huge list of good maps Terran :)
>BKA< T Wrecks
07-04-2004, 00:00
Pooh, lost several hours today, and when I fiddled around with different binds, I accidentally hit "wp load", and the last 30 min's work went down the drain... >:( And that on my "monster WP" cs_beirut! But I WILL finish that one.
as_coast: ready
as_tigris: ready, but I'm not sure... this map doesn't have brilliant layout...
cs_alps: ready - best music ever, btw!! :D
cs_beirut: in the works... *grrr*
cs_futurcom: what a cool map, I'm working on a totally new WP!
cs_neighborhood: ready
cs_waterside: ready
I think I'm gonna remake my cs_espana and fix cs_storm. Haven't made up my mind about other cs-maps yet.
I might replace as_tigris with as_rising_sun, if I have the time.
Concerning de-maps, I currently have de_heat, de_museum and de_karachi01 on my list for sure... I'll decide the rest when I get to it. Maybe de_rust, a pretty kewl dust-remake (totally new gfx and modified layout, though).
SoUlFaThEr
07-04-2004, 00:33
i didnt look at the waypoints right off...i mean at all......i just played the map and had an awesome time......never seen the map just heard about it......i loaded up Austins 32 compatible bsp for it and slammed the jumpiest bots ive ever seen!!!!!
yer waypoint for de_karachi01 is awesome!
hats off :)
I'll have a look at de_bitterwine!
SoUlFaThEr
07-04-2004, 11:53
im uploading it now
Larran asked me about ka_maps
i made 2 may i upload them also?
>BKA< T Wrecks
07-04-2004, 15:14
Latest news:
cs_futurcom:ready, BUT: one hostage is stuck! :'( And I didn't see it before... *rrrrrgh* Hot-Doc, why do you do this to me? :(
Well, seriously: The map looks great, and I guess almighty Austin can fix that hostage problem faster than I can say the f-word, but maybe it's not the best idea to include a map that doesn't work perfectly by default in the pack? What do other ppl think? Remember cs_rio, that was the same... would you like that one, although one hossie's stuck?
cs_haste_final:ready. Man, those were some of the oldest WPs I ever made for my LAN round. I totally remade it, decreasing the node count from ~600 to ~450. Well, we all keep learning... ;)
cs_beirut:ready, at least technically. Gotta play with important WPs a little to improve balance and variation, though. This is one of the heftiest set I ever did, with 804 nodes and zillions of camp WPs, jumps, narrow ledges, rooftops etc... sheesh. Never again, I hope.
@T WRECKS: Sorry for any inconvinience... ;)
Although I don't know which hostage could get stuck (human players can rescue all 4 of them without problems (except for a few ts...)) I think this waypoint is at least worth being distributed seperatly. Personally, I prefer playing as a ct so this little hostage problem is really not that important to me.
But regarding the principles for your planned compilation, you're probably right only to include perfect playable maps. Nevertheless your effort shouldn't rest on your harddisk, so please upload also those near-perfect ones!
BTW as we play this map on a private LAN where it is no problem distributing the same version of a map to everyone participating I'm very interested in the possibility of changing certain bot-incompatible parts of a map. How is this possible? Could you explain this in short (sorry for little offtopic) or give me a link? Thank's a lot!
dead bwoy
07-04-2004, 20:49
is a stuck hostie easily fixed? i have same problem with my cs_rio. I know there's a way, i just don't have all the time in the world to find out its much more difficult than i imagined. I also have a bad spawn point in my de_matrix - t side (yes de not ka). yup i have maphack.zip but i havnt even looked at it.
SoUlFaThEr
07-04-2004, 20:56
talk to Austin abiout his maphack program.......you can remove many things :) or just change them
>BKA< T Wrecks
07-04-2004, 20:59
Hi Hot-Doc! Strange... so you can rescue all 4 hostages? I mean, on my PC it's certainly no waypoint problem. When I fire up the map alone and try to recue the one hostage on the ground floor (in that room with the lightswitch in the corner behind the bar), I just can't move him. All other hostages "work" fine. I suppose the mapper placed the hostage entity exactly on the ground, and later he covered the ground with a carpet, and this carpet brush goes right through the feet of the hostage, making the hostage entity stuck. Just my suspicion... hm, maybe there are different versions???
When it comes to changing maps, I'm actually not the guy to ask. All I know is that there are two tools around to add/remove spawn points and some items. One is Pierre-Marie Baty's MapEdit PlugIn for MM, which you can get at his site (racc). The other one is Austin's MapHack tool. And then there's one tool that comes with Zoner's Half-Life Tools (ZHLT), it's called ripent.exe. With this tool, you can extract a plain text entity list from a bsp file, delete or add some entities and then recompile the bsp file with the manipulated list. But I don't know how you PLACE entities exactly (and this problem here IS a question of entity placement!). Austin obviously knows how; he made the third hostage in cs_rio unstuck - that's so cool!
Well, if all hostages work in your version, then let me know and I'll d/l from another server. Maybe I have an earlier version, and the error has been fixed already? My bsp dates from January, 3, 2001 and has 5.727.396 byte.
If not, i.e. if it doesn't work in any version, I'm almost sure Austin would fix the map for us if we asked him to.
Anyways, I'll be happy to give you the WP (you'll see those bots perform some pretty nice moves, btw), but I don't want to release it in public before this issue is cleared. However, you can send me a PM with your mail addy, and I'll mail it to you, no problem.
@dead bwoy: Just saw your reply, well, I can mail the fixed cs_rio.bsp to you. As I said, Austin made it (so no credits to me, eh? All hail Austin, Map-Modder extraordinaire... :D ) PM w/ mail addy, please! ;)
Oh, and I know that spawn point error, there's one in cs_libre (bikini pack) as well. Hey, wait a minute, I could fix that with MapEdit myself... or so I hope.
Hm, my map has the same size and date, so there are basically three possabilities:
I mixed up the facts winning a round as a ct and winning through rescuing all hostages (please excuse, it's now one and a half year since our last LAN).
It was possible to rescue all hostages in an earlier version (cs_futurcom99) which we played before.
When playing, we prefered some chicas that were worth the effort... 8) I don't know if the fact that we used different models for the hostages makes a difference, but maybe? ???:(
Anyway thank's for your explanations. I hope that Austin will help us out - in my opinion this map is worth it.
Btw, I just remember I checked out condition zero a few days ago and the integrated bot failed to autowaypoint a very few maps (autowaypointing would stop at the beginning and the game hung) - unfortunatly this also happened with cs_futurcom so there might be a connection.
>BKA< T Wrecks
08-04-2004, 02:02
Uh... now the actual topic of this thread seems like an interruption, but I think I should post this in order to keep SF and me from waypointing the same maps for the 1st custom pack and end up duelling with pistols or light sabers which WP to take...
I have made up my mind, here's the complete 20 maps I'll contribute:
01. as_coast ready
02. as_rising_sun not fixed yet(We want to take only really good maps, and I wasn't that sure about as_tigris... I think rising_sun is more popular and a better choice for the 1st release.
03. cs_alps ready
04. cs_beirut ready
05. cs_bigwong not fixed yet (I might tweak TAZ's WP instead of making an all new one...)
06. cs_docks_v1 not fixed yet (looks better than the original, and docks2k_winter has 2 stuck hostages)
07. cs_haste_final ready
08. cs_militia2k1 not fixed yet
09. cs_neighborhood ready
10. cs_storm ready (used to suck with PB 2.5, but with the new pathfinder it rockz!)
11. cs_tibet not fixed yet
12. cs_waterside ready(this one's VERY new - dunno if I'd better replace it with a classic, like...uhm... cs_real_alpin or cs_aldi2k? How does that sound?)
13. cs_wpndepot_01 not fixed yet
14. de_dawn ready
15. de_heat not fixed yet
16. de_karachi01 ready and bigger'n'badder than ever... redistributed important WPs for better balance and variation, fixed a tricky corner with some more jumps - as if the map didn't already have enough, hehe...
17. de_museum ready
18. de_prodigy2k not fixed yet (if that button works, else de_centurion or de_vine)
19. de_scud_2k1 not fixed yet
20. de_seaside2k not fixed yet
Phew... 10 down, 10 to go... =)
Pierre-Marie Baty
08-04-2004, 10:28
OMG, you guys should be paid for what you are doing :)
SoUlFaThEr
08-04-2004, 13:14
ok man i guess ill present my list too, its actually way more than 20 maps tho
but here are the chosen 20 for the first release :
***I will update this list so watch where the STAR(*) is***
01. de_bitterwine Ready very clean now
02. de_belvaros Ready
03. de_chiapas Ready
04. de_iced Ready some very cool larger jump sequences
05. de_manila Ready one of my personal favorite maps
06. cs_1337_assault Ready in my opinion the best assault breakdown
07. cs_penthouse/cs_penthouse2 Ready its really the same map
08. cs_bikini Ready this will go in the Bikini release from us also. its too good not to include right away!
09. fy_iceworld Ready
10. fy_pool_day Ready
*(these below need work still)
11. de_volare
12. de_palais2k
13. de_pandemonuim
14. de_sampa
15. de_biochem
16. de_outrage
17. de_747
18. de_deadlock
19. de_stonepit
20. de_simpsons
thats my list for the first pack. I will use it as my personal reference.....
>BKA< T Wrecks
08-04-2004, 15:28
OMG, you guys should be paid for what you are doing :)
Of all people, YOU say that?!?! Man, we'd be sitting at home doing I-dont't-know-what if it weren't for your cool bot! If there's someone around here who really deserved being paid, it's those 1337 coders like you, period. ;)
@ SoUlFaThEr:
Ok, thats 15 (SF) + 7 (TW) = 22 de-maps,
3 (SF) + 11 (TW) = 14 cs-maps,
2 as-maps and 2 fy-maps... this looks like a good balance. Can you mail me that cs_bikini WP you made? I wanna see if it's better than mine... ;)
P.S.: I'll also update the list above rather than make more monster posts here.
SoUlFaThEr
08-04-2004, 16:47
i am very proud of my cs_bikini.....total its over 10 hours of work on it...
its the cleanest waypoint i have.....
here it is anyway.....(sounds like competition) hehe
>BKA< T Wrecks
08-04-2004, 22:48
*Ding ding ding* - idiot alert! How would I edit my list when this is only possible if it's the last message? *me banging head on desk*
Anyways, here's the update:
01. as_coast ready
02. as_rising_sun ready All ledges waypointed...
03. cs_alps ready
04. cs_beirut ready
05. cs_bigwong not fixed yet (I WILL tweak TAZ's WP instead of making an all new one... it's still a reference - awesome!)
06. cs_docks_v1 not fixed yet
07. cs_haste_final ready
08. cs_militia2k1 not fixed yet
09. cs_neighborhood ready
10. cs_storm ready
11. cs_tibet not fixed yet
12. cs_waterside ready (or different map)
13. cs_wpndepot_01 not fixed yet
14. de_dawn ready One "secret path" for the CT, opens new rushing possibilities... I love map bugs! ;)
15. de_heat ready Hehe, among other things I added a pretty insane camp waypoint on a place that's so tiny you can't even call it a ledge...
16. de_karachi01 ready
17. de_museum ready
18. de_prodigy2k not fixed yet (there's one bot-incompatible button, sorry! I'll take de_centurion or de_vine instead)
19. de_scud_2k1 ready Oooh, this one's mean! Added 2 insane camp spots, and the bots' improved jump abilities cleared the way to a dirty little place for the bomb.
20. de_seaside2k ready
@ SF: Yes, your cs_bikini WP rocks. It's 99% the same as mine, quite interestingly. Yours has 2 advantages:
-More & better placed camp WPs (even if I had fixed mine, I don't know)
-I didn't know that exploding crate in the cellar doesn't hurt you, so I left it out! Haha, proves how important it is to look at other peoples' work.
Mine also has 2 advantages:
-The bots can jump from the roof over the hostie room into the pool
-The CT can jump into that window over the garage... ;)
...but that's really nothing fundamental. We take yours, period. Yours is ready and fixed, mine isn't. Besides, you were first on that one. But the next time MAIL it to me - we don't want to post every WP apiece here, or do we?
Oh, and take a look at the radii of the WPs on the topmost roof, towards the
beach side - they look a tad large. I don't think this will ever be a problem in game, though.
Awesome work in total, no doubt about that! My congratulations... If all WPs in this pack are at a comparable standard, this is gonna rock big time...
SoUlFaThEr
08-04-2004, 23:07
all the waypoints i am doing right now hold the standard cleanliness of cs_bikini...
you are moving faster than me on those wpts.....take your time :)
crazywelder1
09-04-2004, 05:16
hey do u guys have room for de_aztec3 i finally got the latest podbot by PM and i would like to have that map waypointed by u guys because i havent done it my self other the one on NICEBOT ty if u can
SoUlFaThEr
09-04-2004, 07:03
we presently are trying to get the most popular maps done first.....
but im sure sooner or later we will have time to do it.
01. de_bitterwine Ready very clean now
02. de_belvaros Ready
03. de_chiapas Ready
04. de_iced Ready some very cool larger jump sequences
05. de_manila Ready one of my personal favorite maps
06. cs_1337_assault Ready in my opinion the best assault breakdown
07. cs_penthouse/cs_penthouse2 Ready its really the same map
08. cs_bikini Ready this will go in the Bikini release from us also. its too good not to include right away!
09. fy_iceworld Ready a deathmatch must-have
10. fy_pool_day Ready a deathmatch must-have
11. awp_map Ready THE awp training map, must-have
*(these below need work still)
12. de_palais2k
13. de_pandemonuim
14. de_sampa
15. de_biochem
16. de_outrage
17. de_747
18. de_deadlock
19. de_stonepit
20. de_simpsons
Regarding the button problem of de_prodigy2k - I asked the author if he'd be willing to build a remade version of the map without this evil button. He was so kind and answered very quickly, here's the text (in german):
Hi,
ich würd dir ja gern helfen, aber ich hab vor 2 Jahren den Source verloren,
gibt zwar ein neues Programm zum dekompilieren, aber das funktioniert auch
nicht so super, die Geometrie sieht zwar äußerlich gut aus, aber alle
Brushes sind gehollowd, also nicht so geil, ich müsste also von vorne
anfangen. Sorry
cyaBasic translation:
He would help if it was not that he had lost his map source two years ago... The programs he tried in order to decompile his map produced weird results (all brushes hollowed), so although everything would look fine, nonetheless he had to rebuild the map from scratch. What a pitty!:'(
Could someone (Austin?!) hack this map so that he (TheDoenerking) could officially publish this new version? I didn't ask, but it's perhaps worth a try.
SoUlFaThEr
09-04-2004, 17:54
thats a way to get it done :)
OK, i just asked him about this possability, and again he answered very quickly:
Klar das wäre ne möglichkeit, probiern könnte man es, einfach die entities löschen.
So obviously he would accept a binary hacked version of his map... Thank's man! =)
Could someone (Austin?!) hack this map so that he (TheDoenerking) could officially publish this new version? I didn't ask, but it's perhaps worth a try.Well I have never tried to hack a door that is triggered into a door that isn't until just now and it... Seems to work fine!
GREAT NEW IDEA FOR BOT MAPS!!!
Now we can play some of those great maps where the bots USED to get stuck at the triggered doors! I just got a message from >BKA< T Wrecks suggestign we may try this so I credit him with this idea also.
So I hacked de_prodigy2k for y'all and put it into a snazzy installer!
http://austinbots.com/maps/de_prodigy2k(doorfix).exe
But, please someone give me some feedback on this.
I have never hacked a door in this way so watch for weird console messsages when the map is created and when some one walks through the door.
I think it should be fine but I woud like to know for sure.
Looks like I will have to add this feature to maphack!
>BKA< T Wrecks
09-04-2004, 20:53
w00t! Austin, haven't seen you for some time - but now you're back, and I'd say you're back with a bang!! Man, u rule! Just downloading your fixed de_prodigy2k, can't wait to try it.
Ah, the download just finished - you excuse me... :D
*LOL*...oh no! I should have described the door better. Austin, you untriggered the one door that would have worked with bots - unfortunately, there's a large garage door somewhere in the level, and that door is the one that makes bots get stuck... but it's easy to overlook when you walk through the level alone and it's open.
The door you untriggered was one with what I always call "walk-into" buttons. Those can be waypointed, even if it makes placing WPs inside walls necessary - it's possible, and if it's well-waypointed, it works 100%.
The door I failed to describe properly is one that's operated by means of normal buttons that need to be pushed by pointing at them and pressing the "use" key. THIS is next to impossible for bots and will cause nothing but problems.
Sorry about that... BUT: Your installer was a "walk in the park" once more, the console didn't show any stupid messages, and the map plays just fine - only that the waypoints are outdated now... ;) And besides, if it worked so well with this door, it will work with other doors and other levels as well!!
Just one question: Is it possible to convert a pushable button ("use" key) into the kind of trigger entity you removed ("walk-into")? This would be a perfect solution to keep the original looks and add to the atmosphere (imagine a bunker door that just swings open...) of the level, while at the same time it would get rid of bot problems. But hey, even if that isn't possible, we know now that triggered doors can be changedd to untriggered ones - cool!
Great news Austin and many thank's for your work!
Unfortunatly I won't be able to test this new map before tomorrow, but please allow me one question - did you change both button triggered doors?
Oh, and by the way could you please make your installer less restrictive?! I tried to decompress into an empty folder as I need all maps in zip format with preconfigured directory structure. Unfortunatly I couldnt install it because on my internet machine is neither halflife nor cstrike installed. Even a dummy cstrike.exe didn't help...9_9
>BKA< T Wrecks
09-04-2004, 21:19
@ Hot-Doc: See above for your "both doors" question... serves us right for not describing things precisely enough.
Concerning the installer problem: Try a dummy liblist.gam. I already tricked another installer (not Austin's, though) with this method.
And besides, I think he made the installer so "restrictive" (and thus, at the same time fool-proof) because he had people unlike you and me in mind... people who don't know much about installing custom stuff and are afraid they could do something wrong... for such people, a "restrictive" installer is really optimal, because it doesn't ask or demand anything. So to speak, it doesn't say something like "Ok, buddy. Where's your cstrike folder? Eh? Where? Point me to it...", and the user wonders "cstrike or counter-strike? But I have this and that version, does that matter? Aww, no, I don't want to spoil anything". A "restrictive" installer gives a much more comfortable feeling. It kinda tells you: "Success, my friend! I found everything I need - just click, and I'll do the rest for you". It's kinda like windows - on one hand, it hides many useful resources behind a -sometimes VERY restrictive- interface, but that was the key to its success: It got the computer out of the nerd corner by making it look friendlier and easier to handle for n00bs... 9_9
I understand you, Hot-Doc - I prefer a rar or zip over anything else, but we are not the only ones...
The door I failed to describe properly is one that's operated by means of normal buttons that need to be pushed by pointing at them and pressing the "use" key. THIS is next to impossible for bots and will cause nothing but problems.Ok, I will restore the door I hacked and look for the one you are talking about.
Look for the new version in about an hour.
Just one question: Is it possible to convert a pushable button ("use" key) into the kind of trigger entity you removed ("walk-into")? This would be a perfect solution to keep the original looks and add to the atmosphere (imagine a bunker door that just swings open...) of the level, while at the same time it would get rid of bot problems. But hey, even if that isn't possible, we know now that triggered doors can be changedd to untriggered ones - cool!I don't know but will tak ea look. It most probably is possible.
but please allow me one question - did you change both button triggered doors?
Oh, and by the way could you please make your installer less restrictive?! I tried to decompress into an empty folder as I need all maps in zip format...BOTH triggered doors? Hey guys please tell me EXACTLY what doors and where they are that you want me to change. I don't play 2k so I don't know the map.
You have a good point about the installers. I will put in another option where, when it doesn't find (hl.exe or cstrike.exe in the chosen directory, hint, hint HINT!) it will give you the option to install anyway.
BUT my exe installers ARE ZIP COMPATIBLE!
1) Open up a new blank zip file.
2) DROP my exe installer on the open zip window.
3) THERE ARE THE FILES!!!
Yeah, you're right, we're not alone... fortunatly!
Concerning the installer, I succeeded in using total commander to extract the installer .exe to an empty folder. Although the directory structure was broken no further problem, I just needed the modified .bsp and replace the one in an original archive. Just a small hint for those who might need it...
Nevertheless I'd be happy to have at least the option to install manually. Noobs could still go the easy way but I want to make my own mistakes...;)
EDIT: OK, completely useless post now, I'm just too slow for you guys...:D
SoUlFaThEr
09-04-2004, 23:48
my update progress report
01. de_bitterwine Ready very clean now
02. de_belvaros Ready
03. de_chiapas Ready
04. de_iced Ready some very cool larger jump sequences
05. de_manila Ready one of my personal favorite maps
06. cs_1337_assault Ready in my opinion the best assault breakdown
07. cs_penthouse/cs_penthouse2 Ready its really the same map
08. cs_bikini Ready this will go in the Bikini release from us also. its too good not to include right away!
09. fy_iceworld Ready a deathmatch must-have
10. fy_pool_day Ready a deathmatch must-have
11. awp_map Ready THE awp training map, must-have
12. de_palais2k Ready really nice bot map
*(these below need work still)
13. de_pandemonuim
14. de_sampa
15. de_biochem
16. de_outrage
17. de_747
18. de_deadlock
19. de_stonepit
20. de_simpsons
OK, de_prodigy2k is hacked perfectly to support yer bots!
The big door where you had to use the "use" key is now like the other door. Just walking up to the button triggers the door! This was CAKE. You simply change the spawn flags on the button from 1 to 257.
PM - do you know of a way to change the spawn flags of an entity when the map is loading? If so we could write a mm utility that would AUTOMATICALLY change all buttons from the "use" type to the walk up type! This alone could fix a lot of bot problems, WOA!
I also made the swinging open door a sliding into the wall door, and changed the door to be open 15 second instead of 5 seconds.
Check out the new map here:
austinbots.com/maps/de_prodigy2k(doorfix).exe
Let me know what you think and what map to do next!
Unsticking hostages is really easy to do.
Pierre-Marie Baty
10-04-2004, 05:16
int Spawn_Post (edict_t *pent)
{
if (strcmp ("func_button", STRING (pent->v.classname)) == 0)
{
pent->v.flags = (new flags);
pent->v.spawnflags = (new flags);
}
RETURN_META_VALUE (MRES_IGNORED, 0);
}
Same thing as the transparent glass bug fix.
crazywelder1
10-04-2004, 05:18
CAn some one post where to get these maps for
counterstrike 1.6 or does it not matter (FOR counterstrike 1.6) and most likely ur reply will be use GOOGLE but it would be easly if some one cold post it for me pLZ@@
Same thing as the transparent glass bug fix.PM, Thanks again man!
Crazywelder1
We are only getting started with these maps so we only have this one map done but many more to come. I think they run on 1.6, but I don't have 1.6 so I can't say for sure.
For this map download, get it here:
http://austinbots.com/maps/de_prodigy2k(doorfix).exe
Hi,
last night I got a new email from the map author of de_prodigy2k, where he gave me a link to his fixed version. Unfortunatly he had taken care of the wrong button (same problem as with Austin's first version) so I wrote back to him explaining this problem and asked him to give it a second try.
This morning I saw Austin's Link for the now correct version of the map and I felt a little bit guilty, because double work this time also means two different versions of one and the same map (I hope my email with a link to Austin's version will reach him in time before he will try to fix his map again).
For this reason please let me do the following proposal:
Either do a metamod plugin. This would certainly be the very best solution, because this way all maps would work without manual changes and without bothering any map author. The only question is, if there would be map consistency problems while a player presses a use button that is server sided now walk-into.
Or if this is not possible, FIRST ask the map author if he is willing to fix it himself. This way the fixed version would be official so there wouldn't be any further problems.
And only if he is not willing or capable of doing this perform a manually change - but then give this map another name (for example with the suffix _if = inofficially fixed) in order to prevent problems with different map versions and different waypoint versions with all the same name throughout the net.
Just a proposal, without the intention to offend or criticize anyone (no, GREAT work Austin, I'm looking forward to playing de_prodigy2k with bots now! =)) but I consider the problems mentioned above to be worth to think about them before continuing with manually fixed map versions.
What do you think?
1) contacting each map author and asking for fixes is probably not going to work. It is too much work I think and it would take too long and some authors would not be found and some would not be willing to change their maps.
2) I AGREE with you that changing maps and keeping the SAME name is a PROBLEM! We need to have a map name system like you suggested _if or _bot_modified. Let us agree on something and then STICK TO IT. The waypoints would have to be renamed as well as changes the map name stored in them.
3) I will build a mm plugin and post the download link so everyone can try it.
It will simply change all the use buttons to walk up type buttons in all maps.
4) Yes, hostages CAN be moved UP automatically but sometimes they will be too close to a wall and moving them up would not fix the problem. But we can see what we can do... Look for the map button fix soon, in a few minutes.
5) What I am changing in the map is the ENTITIES.
ENTITIES on a dedicated server are read from the map ON THE SERVER AND then sent to the client. The client gets all the other information from their bsp file so:
You can modify the ENTITIES on the server, and clients with the original map will not have to download the modified map but they will ge the changed entities!
I think the best solution would be a metamod utility where you can specify a configuration file for each map, that specifies various actions to do like moving hostages, modifying buttons and doors. A lot like botman's stripper2 utility but with some changes specifically for making maps work better with bots.
>BKA< T Wrecks
10-04-2004, 12:21
Yes, Hot-Doc had a very good point there. With a suffix added to the map name, confusion or incompatibilities could be avoided. -if for "inofficially fixed" might be ok, but if we ask the mapper and he fixes it, it's kinda official, isn't it? :) I suggest either -bf (bot-fixed) or (better, I think) -bc (bot-compatible), but in the end Austin is right: The most important aspect is that we stick to whatever we agree upon.
But of course, a metamod plugin that writes all necessary changes to a config file and can read and execute this config before round start would of course be the shit! Then, only the config files would have to be published somewhere, and voilà: everyone could play with bots! Besides, this would make map-modding much easier, so that many ppl could adjust maps according to their respective taste - be it with more spawn points, with guns lying around or whatever! Man, this could rock... 9_9
Great Austin, can't wait to see your "map button fix" plugin in action! =)
Since there is no further need for fixed map versions no real need to worry about a suffix either. But if this would be necessary I propose using a short suffix to prevent too long names, for example:
as_mansion_desert_2k_bot_modified
The map is totally uninteresting but the name would be kind of a monster...
Regarding the hostage fix, the idea of a configuration file sounds great because it gave total control (for easier handling please stick to a fix relative pathname from the beginning so that it can be included in the map zip file).
Regarding the entity thing - sorry, I'm not a coder, didn't want to bother you pros with my silly concerns...:o
BTW, since the slomo effect (see podbot back into shape thread) depends on the vis table files, could you waypointers please include them with your waypoints?! Would make it a little bit easier... Thank you!
SoUlFaThEr
10-04-2004, 12:51
BTW, since the slomo effect (see podbot back into shape thread) depends on the vis table files, could you waypointers please include them with your waypoints?! Would make it a little bit easier... Thank you!
damn good point!
If you guys can make map configs......the bsp wont need to change.....AND i can go live playing with humans and not have map differes from the server messages!!!!!!
THAT must be doable!!!!!!! cuz if you change the bsp name......the waypoint must be changed and we are redoing so many waypoints right now to adjust for the camp and jump fixes......id hate to have to go through all of them again...i have wcopy.exe also so that would make it easier but PITA.......
stefanhendriks
10-04-2004, 18:24
i think its great to have a prefix so you know its 'bot compatible'.
e.g.
cs_assault2k_bc
Well, another sollution would be to kick the bot authors asses and get on this button usage thing we have been avoiding for so long. I am going to give a try now. I saw de_rats was unplayable due CT's getting stuck. I think a very simple way to fix this is like this:
- when waypoint/node is NOT reachable (due traceline)
- when traceline/hull detects something (does not matter if it is a wall or not, sometimes 'doors' are not even func_door!):
- search for any button nearby, (or, i think it should be possible to search for the 'linked' entity. But id on't know how buttons work :( )
- go tot his, press it, resume. (so you override the current walkpath function, telling the bot it should go to the button first and then resume path.
could anyone explain me how the doors exactly work? like in de_rats or in cs_assault2k? I'll dig into the code as well :)
Onno Kreuzinger
10-04-2004, 19:49
ok, it not realy OT here, but i trained my php/mysql skills.
BU has now its own upload/download DB, an hence the waypointers will need something like that (and i personly consider usability higher than features).
i wan't the WP comunity to be the first "test" users, if you like ..
here is a short introduction in the wiki:
http://server.bots-united.com/wiki/index.php/UseFilebase
cheers
fyi:
you should be able to login to the filebase with your normal forum login.
SoUlFaThEr
10-04-2004, 22:12
@StephanHendricks
theres normal a func_button targeting a func_door in those 2 cases......give door a name...target name from button entity.....
@memed/onno
how do we upload anything.......with that........wiki........thing?
im a Moderator so i could be a "team member" plus i will be often uploading something
Onno Kreuzinger
10-04-2004, 22:37
for all people having trouble with the wiki thing, you can now use the filebase (http://filebase.bots-united.com) with your reguar forum login.
cheers
SoUlFaThEr
11-04-2004, 02:30
ok man how do you add things to that filebase? there nothing explained and of course.......im dumb :)
saw that (father help) thing......cute!
i would if i knew how
sPlOrYgOn
11-04-2004, 02:40
login and goto team control panel then goto file management then click add file.
might be different for you since you use the admin login right?
Onno Kreuzinger
11-04-2004, 10:53
the member (team member) and admin login are both possible, i.e. if you don't klick on admin but member login, you will be an admin, if you klick member you will be normal member.
in both cases the username and password are the one from the forum boards :-)
cheers
SoUlFaThEr
11-04-2004, 13:54
k thanks...ill upload some waypoint stuff to throw in there...look for it later
SoUlFaThEr
11-04-2004, 14:50
i think its great to have a prefix so you know its 'bot compatible'.
e.g.
cs_assault2k_bc
Well, another sollution would be to kick the bot authors asses and get on this button usage thing we have been avoiding for so long. I am going to give a try now. I saw de_rats was unplayable due CT's getting stuck. I think a very simple way to fix this is like this:
- when waypoint/node is NOT reachable (due traceline)
- when traceline/hull detects something (does not matter if it is a wall or not, sometimes 'doors' are not even func_door!):
- search for any button nearby, (or, i think it should be possible to search for the 'linked' entity. But id on't know how buttons work :( )
- go tot his, press it, resume. (so you override the current walkpath function, telling the bot it should go to the button first and then resume path.
could anyone explain me how the doors exactly work? like in de_rats or in cs_assault2k? I'll dig into the code as well :)how are you coming along with this attempt to solve the problem?
you got my button info right?..no more datas base talk in here please Onno......the Agora is fine to continue that discussion :)
Thanks
updated:
01. de_bitterwine Ready Very clean now, probably my best map(layout)
02. de_belvaros Ready Good layout, but flat
03. de_chiapas Ready Very symmetrical map
04. de_iced Ready Some very cool larger jump sequences
05. de_manila Ready One of my personal favorite maps
06. cs_1337_assault Ready In my opinion the best assault breakdown
07. cs_penthouse/cs_penthouse2 Ready It's really the same map
08. cs_bikini Ready This will go in the Bikini release from us also.
09. fy_iceworld Ready A deathmatch must-have
10. fy_pool_day Ready A deathmatch must-have
11. awp_map Ready THE awp training map, must-have
12. de_palais2k Ready Really nice bot map
13. de_pandemonuim Ready A very cool map with multileveled combat
14. de_sampa Ready Huge map and very cool with 32 bots!
*(these below need work still)
15. de_biochem
16. de_outrage
17. de_747
18. de_deadlock
19. de_stonepit
20. de_simpsons
Here is my suggestion.
Why not have the best of everything?
1) Keep hacking the best maps so people can play them NOW.
2) Develop mm hacks to help with things.
3) Work with the bot authors to develop really workable solutions to the door and button and lifts problems.
#1 is easy and we can have maps right now today ready to go.
I can teach anyone how to do this. All you need is ripent and pm tools.
And I can do any map right away just ask me. I will have them in a day.
But we really do need to have them renamed.
Lets vote on the naming.
I like _bc. it is short and makes sense. We will include a read me that displays IN THE INSTALLER so people know what has changed in the map before they install it.
So _bc is the convention?
#2) should have a mm utility that changes all buttons to walk up type buttons, in the next few days. This alone would open up many maps for good bot play in just a few days.
#3) Let start taking a serious look at enhancing the bots to handle doors, switches and lifts. We can even do this in stages testing as we go.
For a start I would suggest a very simple thing that could make a big difference right now. Add a USE flag to the waypoints. When the bot reaches this waypoint it hits the use key. Simple, easy, backwards compatible, and this would fix the problem with all doors that need to be "used." (at least for the doors that always open on use and not the toggle open/closed type of doors.)
@Austin
Your idea of this mm plugin that makes nearly all maps bot compatible really sounds great, can hardly wait to see it in action!
@BKA-TWRECKS and Austin
The map author of de_prodigy2k wanted to publish Austins fixed version of the map together with a working waypoint on his homepage. Is this OK for you?
Could you please publish the waypoint for de_prodigy2k_bc before the rest of your waypoint pack is ready? The mapper was really willing to help and tried to care for this problem impressively fast so I'd like to have him this fixed version quickly as a sign of respectful thank.
Good night alltogether, got to sleep now since I hardly like this eyes 8o ...
SoUlFaThEr
12-04-2004, 02:30
that last thing you said(use flag) is a great addition...it will correct about 50 maps(prodigy,snowbase,uplink, etc)
...are you going to do it or will this end up on PMB's desk?
how are my menus?
@BKA-TWRECKS and Austin
The map author of de_prodigy2k wanted to publish Austins fixed version of the map together with a working waypoint on his homepage. Is this OK for you? It is fine with me. The fixed map is at my web site. The link is in the above message.
SF
I just sent PM an email with the changes for the apmd menu, but the two menus choices you wanted to remove are NOT in any other menus and I think we shoudl keep thme for the people who won't do binds, and want to do everything from the menus.
As far as the new wp flag to press the use key I think PM could do that in 5 minutes. I havn't looked at the code hardly at all, but if he wants me to put it in I will. Let me know... I could at least do the waypoint interface if of adding removing the new flag and he could look for the flag and do the key press.
(sorry, my businnes is in the way big time again. We have an event in less then two weeks and I am in 24 hour mode work wise again to be ready for that so you won't see much of me for 3 weeks starting now....)
Would it be possible to automatically load a binding config file when starting waypointing so that special bindings (like soulfather's) would be used while the process of waypointing and resetted to normal game settings afterwards?
BTW, thank you very much for your allowance to publish your modified map file elsewhere! =)
SoUlFaThEr
12-04-2004, 12:35
Hot-Doc
We had once a long discussion about automatically binding things for peeps.......but as you know everyones keyboard has a different set up......thats why i just simply posted my binmds set up......so you knew all the commands......and could bind them to keys that suit your keyboard set-up
i have the stuff in a .cfg file and just exec it when i open a map...its quite simple.......imagin opening a map just to play and all the waypoints are on........not such a good thing :)
if you, for example, dont have "wp on" or the other cvars that i have in my .cfg, then you can make the .cfg with your waypointing binds.....and put a line in your autoexec.cfg that says: exec mywpbinds.cfg
and they will be automatically loaded.
Austin
thanks for doing the apmd for me/us.
"wp on/off" is in 2 different menus man......or am i going blind or senile?
its in the main menu on 2 options (1 for on 1 for off) and its in our waypoint menus(main). this is the dupe i meant. you can leave the wp delete one in the waypoint menus menu but it just looks funny with all those menus...and then some option to erase a waypoint. that was all i was thinking.
if you dont have time to do the USE flag then ill ask PMB. i think it would be good to know if this will work asap.
i have found that once i exec this file.....the binds stay binded ...i only use the .cfg for turning them on...getting my name right and setting up the server for a long waypoint session.
SoUlFaThEr
13-04-2004, 22:08
my next update......
01. de_bitterwine Ready Very clean now, probably my best map(layout)
02. de_belvaros Ready Good layout, but flat
03. de_chiapas Ready Very symmetrical map
04. de_iced Ready Some very cool larger jump sequences
05. de_manila Ready One of my personal favorite maps
06. cs_1337_assault Ready In my opinion the best assault breakdown
07. cs_penthouse2 Ready It's really the same map
08. cs_bikini Ready This will go in the Bikini release from us also.
09. fy_iceworld Ready A deathmatch must-have
10. fy_pool_day Ready A deathmatch must-have
11. awp_map Ready THE awp training map, must-have
12. de_palais2k Ready Really nice bot map
13. de_pandemonuim Ready A very cool map with multileveled combat
14. de_sampa Ready Huge map and very cool with 32 bots!
15. de_biochem Ready There are problems with some CT spawn points...
*(these below need work still)
16. de_tartarico
17. de_volare
18. de_deadlock
19. de_stonepit
20. de_simpsons
i may have to take out the de_biochem.....theres many spawn points just messed up.....any opinions?
maybe i can put back de_volare again.....in its place. too bad cuz the map plays really well :)
EDIT
i will also have to remove my work on de_747. that DAMN button opening the docking bay sending half the T force out out of the plane is just making me %$&§ing mad. also the whole thing is so closequarter and thin halls thats the bot is having trouble navigating even tho i have almost every single waypoint in there a 0 radius.
i wasted total 9 hours on de_biochem and de_747......for nothing.
GRRRRRRRRRRRRRRRRR
i also found out i cant even open de_outrage because i get some wierd sprite overflow error message trying to load it so thats a no go on my machine......i know its a good map cuz i had once waypointed it.....and liked it a lot.......T-Wrecks can you get this one going?
i may have to take out the de_biochem.....theres many spawn points just messed up.....any opinions? I can fix the spawn points and take out the wall that blows or what ever you guys were talking about. Sounds like too good a map to leave out.
>BKA< T Wrecks
14-04-2004, 13:24
I. de_biochem
1. The blowing wall is no problem at all. It blows automatically as soon as a game starts. That means that it doesn't blow if you're alone in the map, waypointing happily around. If you want to waypoint that hole in the wall, just add one bot to the opposing team. Then the game will restart, you'll get the message "game commencing", and *bang*, there goes that wall. Then you can remove the bot and waypoint the hole - until the next round starts. In game, no bot will ever get stuck there.
2. I'm just testing a 12 on 12 bot match, and damn, you're right. Many spawn points don't work properly after the 1st round. Strangely enough, in the 1st round, everything is okay. But in the following rounds, many CTs spawn buried knee-deep in the concrete slabs... bummer.
However, I just changed to 8 on 8 botmatch, and everything looks fine.
My suggestion: Leave it in! We ought to include a readme anyway. Some maps just have little bugs and shortcomings, no matter how good the waypoints are. I think it would be best to inform ppl about these bugs to avoid trouble. Besides, some who don't know anything about waypointing problems might associate the problems with our WPs if we don't point out map-specific deficiencies. In this case, a note like "max. players 8 vs. 8 due to bad spawn points (map problem)" would be sufficient, I'd say. The map is fun with 16 players already. And if ppl want to play with more, then Austin can surely fix this one, and we could even include a download link to the fixed bsp in the readme.
II. de_outrage
I don't have this map on my puter right now. But I'm just downloading it, wait a minute... ah, there it is. Well, on my PC it works perfectly. Do you want me to waypoint it? Or maybe it's a problem with some dll you got there?
III. Latest progress with my half
as_coast ready
as_rising_sun ready
cs_alps ready
cs_beirut kicked out I'm just not convinced enough about this map. And right now, I can't bear working on it even more. I suppose I'll replace it with a different cs-map.
cs_bigwong not fixed yet
cs_docks_v1 ready, but the map has one problem: the hostages in the "cage" in the cellar room. When CT bots come up the ladder from the sewers, they detect the hostages, forget the waypoints and get stuck in the fence instead of walking around that cage and entering through the entrance. I have tried to fix the problem, but only with partial success. It works now in most cases, and you will rarely see a bot stuck in that place until the end of the round. But it can happen. Dunno if I should leave this in the pack or not...
cs_haste_final ready
cs_militia2k1 ready
cs_neighborhood ready
cs_storm ready
cs_tibet ready, but needs some more testing
cs_waterside ready
cs_wpndepot_01 ready Those butons only need to be pushed once, and then the doors stay open. Bots may get stuck initially, but sooner or later someone pushes the button, and then it's ok. Not a grave problem, really.
(one more cs map missing... I'm thinking about cs_real_alpin, cs_costabrava, cs_espana or cs_winternights)
de_dawn ready
de_heat ready
de_museum ready
de_celtic ready replaces de_prodigy2k Is that a deal?
de_ scud_2k1 ready
de_seaside2k ready
So all in all I...
-still need to fix cs_bigwong
-need to find 2 more cs_maps (1 for cs_beirut, another one for cs_futurcom)
-might have to find a 3rd cs-map to replace cs_docks_v1, not sure yet... I'll test some more...
SoUlFaThEr
14-04-2004, 17:14
do cs_winternights and cs_industrywest in place of futurecom and beirut.
they rock!
ive heard about that problem in the cage in docks.
to replace your cs_docks_vblabla you could toss in cs_mexicali,
cs_snowflake, or cs_shogun(or final). i once did snowflake so i could repair it in a later pack......shogun might be good cuz you already did one fo them right?
you can do de_outrage too please(next pack tho) its a cool map. i will replace it in my list with de_volare. i tossed out de_747 from my list also and added de_tartarico.
ill keep my biochem in......it is a cool map :) fast! just too bad with spawns.
AUSTIN: if you want to fix this (biochem)map it already supports 32 players!...just have to raise the CT spawn up from the ground a bit......its a cool map for your server.......it was part of my list for you to add for custom maps remember :)
ok so heres my list as of right now:
SoUlFaThEr
14-04-2004, 18:08
01. de_bitterwine Ready Very clean now, probably my best map(layout)
02. de_belvaros Ready Good layout, but flat
03. de_chiapas Ready Very symmetrical map
04. de_iced Ready Some very cool larger jump sequences
05. de_manila Ready One of my personal favorite maps
06. cs_1337_assault Ready In my opinion the best assault breakdown
07. cs_penthouse2 Ready It's really the same map
08. cs_bikini Ready This will go in the Bikini release from us also.
09. fy_iceworld Ready A deathmatch must-have
10. fy_pool_day Ready A deathmatch must-have
11. awp_map Ready THE awp training map, must-have
12. de_palais2k Ready Really nice bot map
13. de_pandemonuim Ready A very cool map with multileveled combat
14. de_sampa Ready Huge map and very cool with 32 bots!
15. de_biochem Ready There are problems with some CT spawn points...
16. de_tartarico Ready Pretty cool map.....they use it all well here !
17. de_volare Ready Batmans best map to date
18. de_deadlock Ready Extremely cool map and awesome gameplay!
19. de_stonepit Ready Difficult waypoint in some areas....but cool now!!
*(these below need work still)
20. de_simpsons
>BKA< T Wrecks
14-04-2004, 18:41
Ok, de_outrage for the next pack.
- cs_winternights should be no problem.
- cs_industrywest, however, was part of the CS Central Map Pack #2. This pack contained cs_greenhouse, cs_industrywest, cs_shogun_final, de_downtown, de_laguna and de_morningstar_csc. Wouldn't it be best to release these 6 files in the same package? I can do industrywest anyway 'cause I spent much time with it and only need to fix the camp WPs.
- cs_snowflake is ok. I recently made a totally new set, and now all I gotta do is fix the camp Wps.
I'll test cs_docks_v1 some more to see if it can be included, and if it doesn't work, then why not cs_shogun?
But right now, I'm busy with cs_bigwong. And boy, this will take time...
SoUlFaThEr
14-04-2004, 21:32
ok to cs_industry being part of that pack.
cs_shogun is a go
i just finished a fresh tartarico......volare next
all these big maps left :) ill do volare later tonight.
EDIT
finished it :)
/EDIT
EDIT2
de_deadlock is done also.....2 to go for me......by tomorrow evening i should be finished with my first 20 custom maps for our pack.
/EDIT2
EDIT3
de_stonepit is finished.....man that damn map took me 7 hours to get right.....the vents.....the stupid rope "WELL"(ladder) thing that the bots dont like using right i finally figured out how to get them to do it everytime.....they are using the whole map.....and planting at both bomb spots. this is really all thanks to PMB's A* Pathfinder addition......cuz they never used the whole map before due to a not-so-good layout.
NOW this sucker rocks!! i like even more now. im finding this with many of these maps!
last one is finished tomorrow:D
/EDIT3
Hey guys, I just waned to say
GREAT JOB!
and I am still around but will be missing in action for two weeks.
As soon as I get back I want to tak ea serious look at the bot code finally so it doesn't become an orphaned project.
Would it be possible ot get a comprehensive list of maps you guys did so far and recommend?
Thanks!
SoUlFaThEr
17-04-2004, 19:43
Would it be possible ot get a comprehensive list of maps you guys did so far and recommend?
Thanks!
dude theres 2 lists running all through this thread that have not changed......
we each chose 20 maps to do. scroll up to see the lists(or go back a page)
heres the list again: (my 20 maps)(only biochem/penthouse has problems)
01. de_bitterwine Ready Very clean now, probably my best map(layout)
02. de_belvaros Ready Good layout, but flat
03. de_chiapas Ready Very symmetrical map
04. de_iced Ready Some very cool larger jump sequences
05. de_manila Ready One of my personal favorite maps
06. cs_1337_assault Ready In my opinion the best assault breakdown
07. cs_penthouse2 Ready It's really the same map, 1 Hostage stuck
08. cs_bikini Ready This will go in the Bikini release from us also.
09. fy_iceworld Ready A deathmatch must-have
10. fy_pool_day Ready A deathmatch must-have
11. awp_map Ready THE awp training map, must-have
12. de_palais2k Ready Really nice bot map
13. de_pandemonuim Ready A very cool map with multileveled combat
14. de_sampa Ready Huge map and very cool with 32 bots!
15. de_biochem Ready There are problems with some CT spawn points...
16. de_tartarico Ready Pretty cool map.....they use it all well here !
17. de_volare Ready Batmans best map to date
18. de_deadlock Ready Extremely cool map and awesome gameplay!
19. de_stonepit Ready Difficult waypoint in some areas....but cool now!!
*(these below need work still)
20. de_simpsons
Mark i totally forgot that you cannot use this bot on your server.
the reason is because after a mapchange...the bots slows down.....it does a Slo-Motion like in a movie......even thier jump is in slow mo...the shots fired are slower and its really CPU hungry. Until that problem is solved(by taking out the A*Pathfinder) you wont be having fun using this bot other than in the first map.
Pierre-Marie Baty
17-04-2004, 21:07
Noooo!!
SoUlFaThEr it's NOT the A* pathfinder that can cause the slow motion effect ! I'm SURE of this. If the pathfinder works well the first map, it should work well on the second map too. What's curious is that I played many maps with this bot and all seemed to go fine... but I've got a powerful machine.
Anyway when this bug will be fixed Mark *WILL* be able to use this bot on his server !
Onno Kreuzinger
17-04-2004, 21:45
uhm, sorry for my stupidity, but i assume Austin is mark, or did i miss an older posting ? (went back two pages...)
>BKA< T Wrecks
17-04-2004, 23:08
@ Onno: I think so. I've read it several times now, and in all contexts the only one who could have been meant was Austin.
@ SF / PMB: Whatever causes this slomo effect- it must be fixed. All my friends would use this bot, IF... Ok, there are more things to fix (buttons etc.), but if this bot would run without the slowdown effect (even on mid-range machines), many ppl. would already use it. Many bots can't handle certain things correctly (yet), but of those, PB 2.6mm is certainly among the (if not THE) best.
Btw, what do you call "powerful machine"? After all, that's a matter of definition... I wouldn't call my XP1800+ with 512 MB DDR and GF4 Ti4200 (128 MB) a low-end machine (although it's not high-end, either), but I certainly notice this permanent slow-down effect after the 1st mapchange.
Then again, I'm not using the most up-to-date dll because I didn't want to take the risk of having anything messed up during the waypointing / testing business.
Back to topic: SoUlFaThEr, I think I'll be able to send you my half tomorrow. cs_winternights and cs_bigwong gave me a hell of a time because of some tricky spots and tiny ledges, but I'll do some final testing now, and then everything should work ok.
SoUlFaThEr
17-04-2004, 23:31
Pierre.....sorry i only said that because you once mentioned that the A* is more CPU chewing that without it........and it must be "the machine" that allows it not to go slo mo.....im on 1.333Ghz with 512 ram and a geforce 4 ti4200.......and mine is slo mo :)
sorry if i got that wrong!
ok T-Wrecks........send away when you are finished......i have a dll that made me stop waypointing but hopefully it will be fixed tonight and then i can finishe de_simpsons........
Pierre-Marie Baty
18-04-2004, 23:07
I've found your slow motion problem guys :) It's fixed
The problem was that Count Floyd was not freeing completely all the memory the bot was using up for the first map and so the bot couldn't run in the exact same state after the second map than in the first one
I think it'll be time to merge in all the fixes from splorygon and all the others and make another release...
Onno Kreuzinger
18-04-2004, 23:30
... and check it in :)
cvs rules
>BKA< T Wrecks
19-04-2004, 01:12
w00t! Goodbye slowdown... 8D Yeeeeeaaah! I'll send the dll over to my friends as soon as it's finished. Now we got a good and solid version plus some nice waypoints to start with, hehe...
SoUlFaThEr
19-04-2004, 01:55
I've found your slow motion problem guys :) It's fixed
The problem was that Count Floyd was not freeing completely all the memory the bot was using up for the first map and so the bot couldn't run in the exact same state after the second map than in the first one
I think it'll be time to merge in all the fixes from splorygon and all the others and make another release...cool and yes......the slo-mo is gone !!!!!! Great job!! that was extremely important!
The POD2.6mm_custompack_01 is now finished.........Download is available in the filebase for all of you PODbot2.6mm lovaz :)
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