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Re: for T-Wrecks and SoUlFaThEr new project
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.
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Re: for T-Wrecks and SoUlFaThEr new project
talk to Austin abiout his maphack program.......you can remove many things :) or just change them
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Re: for T-Wrecks and SoUlFaThEr new project
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. |
Re: for T-Wrecks and SoUlFaThEr new project
Hm, my map has the same size and date, so there are basically three possabilities:
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. |
Re: for T-Wrecks and SoUlFaThEr new project
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... =) |
Re: for T-Wrecks and SoUlFaThEr new project
OMG, you guys should be paid for what you are doing :)
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Re: for T-Wrecks and SoUlFaThEr new project
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..... |
Re: for T-Wrecks and SoUlFaThEr new project
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@ 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. |
Re: for T-Wrecks and SoUlFaThEr new project
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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 |
Re: for T-Wrecks and SoUlFaThEr new project
*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... |
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