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Stripper2 not functioning properly with new dod update
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Since the new Day of Defeat Update stripper is not creating spawn points.. I have been using it to run Dm maps on my dod server which has made my server very popular but that is all dead now cant run dm maps cuz stripper is not creating the spawns to spawn players. the following is an example cfg that i was using can anyone help me with this.
stripper cfg for chaocity1.bsp chaocity1_str.cfg |
Re: Stripper2 not functioning properly with new dod update
Hi first,
This is not the appropriate forum for such a question. I'm moving the thread to the metamod plugins forum. About your problem, I've been told that the new CS and DoD versions keep the entity list internally in the game DLL and don't let the engine handle it anymore, that might explain why some plugins are broken since the last update. |
Re: Stripper2 not functioning properly with new dod update
Spirie
Here is what you do. You ditch stripper2 totally and you hack the maps directly using this utility. http://www.joe.to/ripent.exe ripent.exe lets you edit the entities in a map. Spawn points are entities. So you can: 1) dump the map entities 2) Edit them to add in your new ones! 3) Use ripent to update the bsp with your changes. You can read about this there: http://www.joe.to/cstrike/ents/ The difficult part is finding out where to put the new spawn points and it looks like you already got that figured out. So for example if you wanted to add your spawns from the file you posted do this. (I will use the map de_dust as an example.) 1) put ripent.exe in your ..\maps folder. 2) Open a dos box and cd\ to your maps folder and type 3) ripent.exe -export de_dust.bsp 4) you should now have a text file called de_dust.ent in your maps folder. 5) Open it up in notepad and add in your spawn points. 6) But you got to change the format of them a little bit. Instead of this { classname/info_player_axis angle/90 origin/277 -403 -700 } { classname/info_player_allies angle/90 origin/516 -703 -892 } make them like this. { "classname" "info_player_axis" "origin" "-277 -403 -700" "angles" "0 90 0" } { "classname" "info_player_allies" "origin" "-516 -703 -892" "angles" "0 90 0" } Stick these extra lines on to the end of the .ent file ripent.exe created MAKING SURE YOU DON'T ADD IN ANY BLANK LINES BETWEEN YOUR ENTITIES, save it and then run ripent to update the bsp like this.. ripent.exe -import de_dust.ent Now the map WILL HAVE THE NEW SPWNPOINTS !!! Muhahahaha! Put the map on your server and when people connect the map WILL have the new spawns AND they will NOT have to down load the map since these entities are handled server side. If you have questions email me or post a follow up! |
Re: Stripper2 not functioning properly with new dod update
I already have the spawn points mapped out due to i was using stripper to insert them I will try the ripent thanks i will let you know if it works..
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Re: Stripper2 not functioning properly with new dod update
Dude ! it works thanks .. this is easier than stripper too..
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Re: Stripper2 not functioning properly with new dod update
Well...ive been experimenting with this ripent...and it seems ripent crashes when i try to rip some of the maps...some work just fine...i can edit ents no prob and it works all dandy...but some maps...i cant even get the .ent out of them...:S...any ideas?...
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Re: Stripper2 not functioning properly with new dod update
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I built a version of ripent that has larger memory allocated. It is no guarantee it won't crash anymore but I have not found a map yet to crash it now. You can get it here! austinbots.com/maps/ripent.exe Here is something that may also be useful. It is a windows script that will create script files to run ripent so you don't have to bring up a dos box. Put this script in your maps folder and 2x click it. It will create two script files for each map, one to run ripent -export on the map and one to run ripent -import. Check it. austinbots.com/maps/GenRipentRunFiles.vbs So after running it you will for example have two files for each map that look like this: de_avalley_X.vbs de_avalley_I.vbs Run de_avalley_X.vbs to run ripent to eXport your de_avalley.ent file and Run de_avalley_I.vbs to run ripent to Import your modified de_avalley.ent Wow, it is a pleasure to work with people who can follow directions, have success, and also report back on how they made out. thanks! |
Re: Stripper2 not functioning properly with new dod update
Thanks a bunch...it works...Im using this for dod maps...which some can get a bit bigger...so far...all the maps previously creating probs all work with the bigger ripent...thanks alot...you have no idea how many poeple you just made very very happy...:)
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Re: Stripper2 not functioning properly with new dod update
hehe
Austin saves the day again :D |
TFC + Ripent?
I previously used used Stripper2 on a tfc server, and was wondering if i changed to this ripent. Would people have to download the map again off the server? Or is exactly like Strippper just a server side pluggin.
Is there a faq or readme anywhere for this Ripent program? ???:( |
Re: Stripper2 not functioning properly with new dod update
Modifying a map with ripent would not require the client to download the map (neither does Stripper2).
The main difference between Stripper2 and ripent is that ripent makes permanent changes to the .bsp map file, Stripper2 doesn't modify the .bsp map file at all. botman |
Re: TFC + Ripent?
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I put together some documentation on modifying the entities of a bsp file for my Maphack program. It has some information in it that may be helpful. It is mostly focused on adding new spawn points but talks about other things and has a good section on using ripent... http://austinbots.com/maps/MapHack.doc >edit< PM, starting Tuesday I will finally get a week off. My #1 task is to re-write ripent to use dynamic allocation and put a Windows GUI on it. I will post this file and the docs later next week! |
Re: Stripper2 not functioning properly with new dod update
Austin, you should put a link to this doc and upload your modified ripent program to our filebase ;)
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Re: TFC + Ripent?
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Check it out. You can DL it here: http://filebase.bots-united.com/pafi...on=file&id=174 Oh Yea! |
Re: Stripper2 not functioning properly with new dod update
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What we really need is the next generation stripper2! |
Re: Stripper2 not functioning properly with new dod update
Maybe one that dynamically modifies maps at load time, but makes it so that if the client downloads a map of the server, it would not be the modified one.
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Re: Stripper2 not functioning properly with new dod update
yea.. it wouldn't be nice to give modified maps to people..
maybe if your BSPEdit could save it to a different file then have a plugin load that file and use it's entities? (I'm not too good with this entity stuff..) |
Re: Stripper2 not functioning properly with new dod update
Actually you can give your map the same name as the original one, since the actual BSP data doesn't change... what changes is only the entity list, which is sent by the server to all clients, so your clients won't need to download the new map if they have the original one (since they will inherit from the entities the server sends them)
Austin, how come your lovely proggy isn't in the filebase yet ? would you want to upload it there ASAP man, quiquiquick :D |
Re: Stripper2 not functioning properly with new dod update
PMB, what I mean is if that person does not have the map they will get a modded one, which is not good.
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Re: Stripper2 not functioning properly with new dod update
OK, my experience with ripent:
Agh, ever heard of a linebreak? try it on avalanche, which I wanted to reverse, see how much of a difference the slope did make. It inserts 'invisible' characters between properties and entity entires. Any of you 'leet hackers' feel like making a simple program that'll add linebreaks? it need them between the following combinations of characters: }{ "" {" "} but not any others, because I've seen "{ crop up in a property value. Also, if it could add a tab character between "" and {", it'd be even better. Or is there someway to get the program to do that, and I'm missing it? and If I edit a map, I always name it something different. usually _rev, for the REVenge. |
Re: TFC + Ripent?
as for bspedit, any chance of support for other mods, usign, for example, FGDs?
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Re: Stripper2 not functioning properly with new dod update
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The "invisible" chars should be gone and you should have ok line breaks. What is going on it this. The text in bsps is stored in "Mac or Unix" text format with just a new line char at the end of every line. PCs need new line + carriage return. If it only has new line it shows up on the pc as your "hidden" char and you don't get a new line. BSPEdit will handle all maps fine since it checks for the format and adjusts. If it doesn't you could always copy all the text from the entity edit window into say notepad and then do a search and replace all to get what you want. Then paste it back into BSPEdit and save it. PM, I am ok with 99% of the code but found a bug after releasing it (actually found this bug early on but didn't make a note to fix it and forgot about it.. blah…) so I already have a fixed version that correctly handles saving the same map more than once, but the fast fix was a sort of kudge. I will put in a proper fix release version 1.03 and upload it to the file base tomorrow. >Edit< Brainz, BSPEdit supports any mod, any map. All it does is let you edit the entities in the BSP file directly. You can hack the entities any way you want to BSPEdit doen't know or care about any mod except that I scanned many CS maps and pre-filled the entities to search for list with CS entities. YOU CAN TYPE IN THIS FIELD, thus you can search for any entitiy. But even this is more a convenience then a feature or mod support... |
Re: Stripper2 not functioning properly with new dod update
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If they don't have the map and DL, they will get the hacked one. That is why I don't allow Dl on my server and I create nice easy installers for all custom maps and constantly send messages telling the players where to get them from my web site. Besides it is way faster and easier. But in the long run. How many players who DL the hacked maps actually end up using them on some other server? Slim... But I am with you and would prefer to keep from propagating hacked maps... So turn off DL on your server if you hack them.. |
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