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Two problem of a WolfMP map's :)
Hello!*** I like play with fritzbot! It is Best bots for Wolf&ET! Thanks to Maleficus and other developers, waypointers:winkiss:
I have two problem: 1. Why i can't load such maps as "et_assault_beta4.pk3" or "bulge_beta1"? The maploading is failed and i see the message like "Hunk_Alloc failed on 656064..."! If i do something wrong? I have a 2.60b version of Enemy Territory... 2. I love four WolfMP's maps: assault bramburg dam rocket beach ...And I would like play on this map in ET. But i can't find a navigation file for map et_dam! Why? It is so hardly for Fritzbot? I don't think so. I will be a happy man if you help me, friends! ***Sorry for my bad English, I'm from Russia... |
Re: Two problem of a WolfMP map's :)
Welcome MetallicaF
ET can have problems with some larger maps resulting in "Hunk_Alloc failed on 656064...". Check your /com_hunkmegs in the console ~. If it is 56 set it to 96 /com_hunkmegs 96 then reload the map (myself I have seta com_hunkmegs "128" in my profile\TomTom\etconfig.cfg so it always gives me enough memory). As to et_dam I have only found et_dam_b1.zip which is an unauthorized conversion of the RTCW map. I'll download it to see what it is like. However I don't have the time to do more waypoints(navigation files) for many weeks or more. I am also reluctant to do unauthorized conversions. (unless very popular or some original work was included). So no promises. |
Re: Two problem of a WolfMP map's :)
Thanks you! Thanks a lot!:) It's runung now!
About et_dam. I already have this map and I played on it with Omni-bot! But they are... hhh... I want play with Fritz! May it be possible take original navigation from WolfMP and adapte it for ET? It is realy good map. I don't understant why noone have not done this nav.:( ***Sorry for my bad English, I'm from Russia... |
Re: Two problem of a WolfMP map's :)
You are welcome.
Taking the .nav from FritzBot for RTCW I experimented with once. There are a lot of edits needed, and if the map conversion is not exactly in the same place (same origin etc), then the number of edits becomes too many to do manually. You also need a hex editor to bash a couple of bytes in the .nav file. Anyway, Since I have already placed all the navigation nodes (while walking through et_dam_b1, reviewing it), I would not save any time really using a converted waypoint file. (But I may still do a file-conversion just for reference to find if Denny's action nodes are where I would place them.) Most of the delay in getting out waypoints is the testing, testing, and more testing. - A map like this takes me about 2-3 evenings for a playable work in progress (WIP). - Then a week or so to tweak it and add more route nodes. - Then 2 more weeks of balance testing before I might think it comes close to beta quality. But I have another waypoint request that is pending already. Next month Geocities closes so my personal page to leave WIP quality waypoints for people to try will be gone. And Filefront has deleted my stuff already. So any work I do in future will need to be completed to beta quality. I don't want to use bots-united for anything less that beta quality in attachments (the number of attachments they will let me store here must be limited I think). And the filebase should be reserved for waypoint packs of release quality. User Ancient has a site but again I don't want to use it for anything less than beta or release quality. So I should find some time to finish what I started on et_dam_b1 only after I get the third Waypoint Pak out (almost there, 32+ maps, half unrelated to previous packs), and finish a private request waypoint to WIP. Hope you don't mind the wait.:santa: |
Re: Two problem of a WolfMP map's :)
Hi, I have new question! It is about ET map FuelDamp.
When I armed the dynamite around FuelBarrels the Axis Ingineers ignored this action and don't want to disarm the dynamite! Why? ***Sorry for my bad English... |
Re: Two problem of a WolfMP map's :)
Did you get the corrected version I just posted or are you using the fueldump waypoints in fritz1_1.00.pk3? Somehow the entity numbers were changed by mistake in the fritz1_1.00.pk3 version of fueldump and so Axis won't know to defuse offhand. I don't know why nobody reported this before, but my 1.50.2 version should fix it. (Link expires Oct 26th)
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Re: Two problem of a WolfMP map's :)
Thanx! It's work now! Realy good! ThanksThanks YouYou, TomTom! :)
Another request. Do you have UpDated nav for GoldRush? Because the original nav make this map very hardly for allies :(... eh... Now about et_dam! There is nav for et_dam_b1 map from my friend Synth (you can find he in 'Developers Forum'). It's realy not bad nav! But it's need professinal correcting. Try it -> http://www.mediafire.com/?sharekey=d...4e75f6e8ebb871 [By the way, why I cannot Upload files from my computer? I used FileAttachmentManager but.....] ***Sorry for my badman English...:batman: |
Re: Two problem of a WolfMP map's :)
You are welcome.
There are new waypoints for goldrush_eu which do make a few changes so Allies have a better chance to get past the 2nd barrier. goldrush_eu is just a texture changed version of goldrush, so it you like the new waypoints you can rename the files inside the waypoint pk3 file to work with goldrush. I have not copied the changes to goldrush because I do not feel they fully deal with team balance issues. You could also give the Allies an extra bot to make it easier ( say an extra medic /addbot hotdoc ) |
Re: Two problem of a WolfMP map's :)
eh... TomTom, don't scold me, but I can't run GoldRush with GoldRush_eu nav. I renamed all fies that have been included in your pk3 (goldrush_eu to goldrush) but it doesn't work. Game just kick out me on the desktop before map have been loaded :no: ....
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Re: Two problems of a WolfMP map's :)
ATTENSION! ATTENSION!!!
The FINAL version of et_dam_b1 navigation by Synth!!! Links: http://www.mediafire.com/?sharekey=d...4e75f6e8ebb871 http://www.zomdie.narod.ru/et_dam_b1.pk3 |
Re: Two problem of a WolfMP map's :)
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BTW I just found a minor bug in the goldrush_eu waypoints I will correct in the waypoint pak release. Ran the et_dam_b1 waypoint a few times. Good first waypoints. There are a few things I could suggest as improvements. The biggest item is to get the Axis defence strategy to defend the final objective earlier, and to enable them to defuse earlier. I'll try to put together a PM next week with suggestions. |
Re: Two problem of a WolfMP maps
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Re: Two problem of a WolfMP map's :)
Hi, solders!
I have a problem with FritzBot! Recently I learned a terrible thing about FritzBot! I really scared! :) Original Rules Of ET says: axis_respawntime-30 and allied_respawntime-20 (exept railgun_map: axis&allied_respawntime-20)! But FritzBot scripts change this "rules" in game time! Different maps, different options and different events and actions make different time of respawn! And I asking - Why? For what? For balance teams? I don't understand... :( Thanks for any help! :) ***Sorry for my bad English... |
Re: Two problem of a WolfMP map's :)
Yes waypointers may sometimes tweak respawn times to balance the teams. Our preferred goal is that a good waypoint of equal teams of bots by themselves will have neither team winning more than 2/3rds of the time. There are different ways to team-balance a map but when all else fails changing respawn times is an option.
When I test a map for balance I use equal numbers of bots and let ET run unattended for 10-50 cycles and check the counts of special cvars I have added to the map script. A very good waypoint will be 50:50 and an acceptable waypoint 1:2 or 2:1. Some maps aren't team balanced for even human players, they are difficult to team balance for bots. In problem maps I might give one team an extra bot, or change respawn times. Changing recharge times is another option that is rarely used since its effects are small with bots. |
Re: Two problem of a WolfMP map's :)
Yeah, good, I understand! But where I can get scripts for Fritz with unchangeable (nonchangeable?) respawn time? May I write in console cammand like a "\axis_respawntime xx" and respawn time will be constant all over the round? I want play with original rules!
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Re: Two problem of a WolfMP map's :)
axis_respawntime is not an ET console command. In ET there are 2 fields in the Start : Advanced (Host Game Advanced menu). Never tried them and they won't work on map scripts that change the respawn time some time after game start AFAIK. What console command there is I can't think of right now.
Making custom scripts for FritzBot ET 1- you can copy out (unzip) the map scripts of the maps in the waypoint packs. (they are inside \maps folder named mapname.script) Then compare these to the original versions in the map pk3 files in \etmain. PK3 files are just zip files that have been renamed so the game engine will select them. 2- Next open these files in notepad and change the times. Most waypointed maps only change/set the respawn times in the initial game start. (game_manager{ spawn{...) 3- Then put your new script versions in a sub-folder named maps. 4- Create a zip file say z_Fritz_respawns.zip, and put that map folder with the script files into the zip file. I personally recommend you get a copy of Winrar, but Winzip works well too. 5- rename your z_Fritz_respawns.zip to z_Fritz_respawns.pk3 6- place z_Fritz_respawns.pk3 inside your \fritzbot directory. Run FritzBot ET to verify the changes. This should work for both /sv_pure 1 and /sv_pure 0. BTW: If you use /devmap mapname to run the map there is a command that allows you to temporaily change the name of the map script file from mapname.script to something else. But most users would get confused I expect using it so I won't detail the steps here. |
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