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Missing NAV file
Hi guys, I'm back with some more questions.
The User's Guide list 32 maps with finished waypoints. Twenty-five of those were included with the 0.51 release. I located 4 more in Denny's waypoint PK3 at the Waypoint Depository and two more in Blunt's list (I made a separate PK3 for those two since they were supplied as individual components). BTW, the .script file for "se_mitchelldown_v2" is missing. Is this serious? The only waypoints that are missing are those for "PowerDam." Any clue about where to find them? Denny's .PK3 includes 13 files of which 9 are duplicates of those in Fritz0.pk3. How are duplicates managed by the program? Should I delete the duplicates or not? Also, Crapshoot's PK3 has revised waypoints for Assault and Base. Since these are different from the originals, how does the program handle this? Again, should one pair or the other be deleted? Thanks again . . . |
Re: Missing NAV file
If it's a .aiscript file for se_mitchelldown_v2, then it is serious. If it is just a .script file that isn't there, then you don't need one. Only certain maps that we needed to alter the default map scripts will have a .script file with them.
RTCW will read in information in a sequential basis from the pk3's. Starting from fritz0.pk3. So if there are duplicate files in files that come in a file like fritzDenny.pk3 or fritzCrapshoot.pk3, it will use those instead. So the short answer is no, it doesn't matter if there are duplicates. With the next patch that is released, all of the latest waypoints should be in a single fritz0.pk3. Using the other pk3 files is a way for us to release new map waypoints without the user having to unpack and repack the single pk3 file with new waypoints. The fritzCrapShoot.pk3 is an alternate defense for those two maps. They will give up certain objectives in order to defend the main objective better from the start. It was debated quite a bit while beta testing and releasing on if they should do this or not. I preferred that they do, but in the spirit of the mod being geared towards public play, I made them play a bit more "unorganized". Basically they are there to try out. If you like them, you can keep the pk3 file there, and if you don't you can simply remove it. There won't be any issues with duplicates as stated above. PowerDam was submitted by Craig in this thread. http://forums.bots-united.com/showthread.php?t=4665 i'll get his waypoints uploaded to the waypoint repository within a day or two. |
Re: Missing NAV file
Also, I'm going to have a new release in a day or so - and ALL of the maps will be included in them, so if you can wait another day or two.....
Cheers! |
Re: Missing NAV file
Thx for the link to PowerDam -- got it.
Both of the SE waypoint collections have .nav and .aiscript files; only bunker_v2 has a .script file. The maps load, but no bots. I get the following error msgs in the console: ^5====================== Loading ^1Fritz Bot ^7A.I. ^5====================== ^1ERROR: Can't load path info for map se_bunker_v2 ^3ABORTING! ^1WARNING: No script file found for this map! ^1The bot will not function properly without it! and: execing configs/se_bunker_v2_bots ^1Can't Add bot - no path file available!! ^1Can't Add bot - no path file available!! ^1Can't Add bot - no path file available!! ^1Can't Add bot - no path file available!! ^1Can't Add bot - no path file available!! ^1Can't Add bot - no path file available!! ^1Can't Add bot - no path file available!! ^1Can't Add bot - no path file available!! I've carefully checked the .pk3 file I created for these two maps and it looks correct, with BOTS and MAPS (for .script files) folders in the main directory and MAPS (for .nav files) and SCRIPTS (for .aiscript files) folders. What am I doing wrong? Seemed simple enuf when I set it up . . . And Maleficus, I can certainly wait a day or two! Thanks for your support. |
Re: Missing NAV file
Quote:
HE is the patient one. On the other hand, I am not quite sure what patience are, or where one gets them ;) This forum and the people here are the greatest. Thanks to you all for the fantastic job you all are doing.8) |
Re: Missing NAV file
I put a pk3 template on the waypoint repository site that can be used for new waypoint files. The included readme file should help.
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Re: Missing NAV file
Excellent! Thanks!
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Re: Missing NAV file
Thanks, Crapshoot, for the PK3 template! Using it fixed the problems that I was having. I guess that I somehow buggered up my original PK3 file creation.
So now I have the Bunker, Mitchell Down, Power Dam , and Brescia maps and waypoints installed and running. Having lots of fun doing it, too! Got another question: There are four maps that are not listed in the Main Menu when you load Fritzbot. They are te_frostbite te_ufo tundra_rush_beta ypg_kings They can be run from the console, however. Why don't they get listed along with the other maps in the Main Menu? |
Re: Missing NAV file
Hmm. They show up for me in Stopwatch and MP mode. The names are a bit different in the list though:
te_frostbite = Frostbite Tournament Edition te_ufo = Foo Fighter TE tundra_rush_beta = Tundra Rush Beta ypg_kings = Valley of Kings I am using the latest beta version of Fritz also, so maybe some things are different. If after the new patch comes out, you still don't see them, I'll see if I can figure out why they aren't showing for you. |
Re: Missing NAV file
Thanks, buddy. I'll wait and see what happens with the new patch.
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