Summerplace - [NEW MAP]

Forum for all new beta and released maps!

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cheef
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Post by cheef »

omg, there is just 1 respawn point!! O_o

fix it! 8)

greets
Da^JuaN
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Post by Da^JuaN »

i already found out bout a month ago, he tried to fix it.. but it became a second plan i guess :)
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ganjaman

Post by ganjaman »

nice map
Beavisss
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Post by Beavisss »

Ye, since I was in hurry when I released it. I havent noticed that I used abit older version that my latest 1 (with all spawns, which was tested :-/ ). I am not in hurry to fix it, since nobody plys it :P

summerplace2 will be done soon.
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NeoFight
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Post by NeoFight »

Looks good again beavisss :)
nemesis
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Post by nemesis »

Uploaded to DuraWorks + a shitload of other maps from here. Yes, we are backzor. :santa:
· clan Survival · #clansurvival @ IRCNet/QuakeNet, /msg Neme^ · www.lahtela.com/survival · AQ2Suomi admin, AQ2World moderator and a member of AQ2Admins
Clown
unpossible??!?!!
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Post by Clown »

Why would you upload it? Have you not played it?
I don't give a shit.
Beavisss
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Post by Beavisss »

Clown wrote:Why would you upload it? Have you not played it?
Yes, I havent fixed it yet. I was busy with a new map lately :(

next weekend fix will be done :)
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Stric
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Post by Stric »

There is another way to fix a problem without re-releasing the map :) R1CH`s override files.
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^stric^
Beavisss
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Post by Beavisss »

Uncle- wrote:There is another way to fix a problem without re-releasing the map :) R1CH`s override files.
tell me more
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Stric
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Post by Stric »

Entitiy string list from a summerplace map

Code: Select all

{
"sky" "rinat/med-siesta_"
"classname" "worldspawn"
"message" "Summerplace\n By Beavisss"
}
{
"model" "*1"
"classname" "func_wall"
"spawnflags" "5"
}
{
"model" "*2"
"classname" "func_wall"
"spawnflags" "5"
}
{
"origin" "768 136 24"
"classname" "info_player_deathmatch"
}

Override info from a R1CH changelog:
The .override file format is a proprietary R1Q2 binary format including a bitfield specifying what is present. This allows it to be extended at a later date without breaking compatibility. I've created a PHP script to generate a .override file since explaining the format here would take too long. Generate the .override file at http://r-1.ch/r1q2gen.php. If you don't know how to get an entity string from a .bsp, try entdump: http://r-1.ch/entdump.c (Win32 binary: http://r-1.ch/entdump.exe, runs from cmd prompt, eg entdump q2dm1.bsp > q2dm1.txt). Note that the server will very likely crash if you use a bad .override file so be careful! Please don't ask me about this feature if you aren't sure how to use it, it's pretty complicated and amazingly hacky but it does work. I think.
So, get the FILE and save it in your action/maps dir. Run a game, start a map and viola, TP works nice now. I added 4 more spawn flags.

Complicated eh?
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^stric^
SaLsA
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Post by SaLsA »

Uncle- wrote: Complicated eh?
yes?
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NRGizeR
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Post by NRGizeR »

SaLsA wrote:
Uncle- wrote: Complicated eh?
yes?
no?

However, keep in mind that this only works on servers using r1q2... it is NOT a universal solution to the map update problem....
Flunx
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Post by Flunx »

...or just do it the old fashioned way.
IMO maps are released a bit too hasty which results in bugs and other small annoying little things. Don't be shy, ask me or anyone else for that matter to test your map before you release the sucker :)
I like to play games, not watch them
Beavisss
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Post by Beavisss »

Flunx wrote:...or just do it the old fashioned way.
IMO maps are released a bit too hasty which results in bugs and other small annoying little things. Don't be shy, ask me or anyone else for that matter to test your map before you release the sucker :)
Well, I had a bug test and everything was good, then I've made some weird brush, and after that I couldnt colmpile. so I had to start with older version. added all I wanted, compiled and released. But I forgot that I missed spawns which were added in latest 1, thats why I remember that spawn should be there :/
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