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The Old Maps Project

#61
User is offline   Rothgar 

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QUOTE (Icely @ Nov 18 2008, 06:04 AM) <{POST_SNAPBACK}>
Or you can just delete the door clip brush entities. The entity used was a very bad choice, and the logic paths that opens and closes them is simply broken as a result. Besides the door props were not made non-soild so there is no noticeable difference. Well expect that the doors will no long kill player that get too close while they're moving; that feature appears to have been an effect of the clip brushes too.


Can someone please fix the elevator in fireteam? Also it is invisible? Is there another missing model?
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#62
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QUOTE (Rothgar @ Nov 20 2008, 11:35 AM) <{POST_SNAPBACK}>
Can someone please fix the elevator in fireteam? Also it is invisible? Is there another missing model?


No, it's what is known as a "clip brush" - an invisible brush that prevents player movement. (Actually it may just be an invisible/nodraw brush).

I'll see what I can do. Unfortunatley entspy doesn't work on my computer at all, so it's a little hard to find out the targetnames/origins of individual entities.
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#63
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QUOTE (CMaster @ Nov 20 2008, 06:07 AM) <{POST_SNAPBACK}>
Unfortunatley entspy doesn't work on my computer at all, so it's a little hard to find out the targetnames/origins of individual entities.

I use the console command 'picker' while hosting a Listen Server with sv_cheats enabled. It's not always reliable, but it's convenient when it does work. Another method that I use for tracking items is using the search features of my favorite text editor with a copy of the ent dump. That lift has buttons and those buttons will likely toggle those clip brushes on and off by name.
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#64
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QUOTE (gmc.jimmy @ Nov 20 2008, 12:20 PM) <{POST_SNAPBACK}>
I use the console command 'picker' while hosting a Listen Server with sv_cheats enabled. It's not always reliable, but it's convenient when it does work. Another method that I use for tracking items is using the search features of my favorite text editor with a copy of the ent dump. That lift has buttons and those buttons will likely toggle those clip brushes on and off by name.


Heh, thought there might be a console command for it.
ent_dump is useful of course, but it rarely gets all entities for whatever reason. ACtually thinking about, I may have eventually managed to get a (slightly broken) decompile of fireteam to work, so that should give me the names.
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#65
User is offline   gmc.jimmy 

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There are few ways to get an ent dump without resorting to decompiling. You can use the Synergy command 'mapedit_dumpentinfo 1' with sv_cheats enabled just before you load the map. You must set those before loading the map or it won't do anything. If you get that done then you'll find a new file in your maps directory with the name of <map>.ent. Another method would be to browse through the bsp with GCFScape. The ent data is just a text file with a .ent file extension stored inside the bsp file.

The mapedit_dumpentinfo variable has two uses. You can set it to 1 for a raw unchanged .ent for that map or you can set it to 2 for a changed version of what happens to the .ent after the .edt has done it's job.

EDIT: I forgot to mention in the previous post that while using picker place your crosshair over the object that you're interested in and then use the console command 'ent_text' and that will reveal all of the relevant information about that entity as an overlay on top of that entity. I keep ent_text bound to a hotkey for easy toggling.
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#66
User is offline   Rothgar 

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QUOTE (gmc.jimmy @ Nov 20 2008, 11:45 PM) <{POST_SNAPBACK}>
There are few ways to get an ent dump without resorting to decompiling. You can use the Synergy command 'mapedit_dumpentinfo 1' with sv_cheats enabled just before you load the map. You must set those before loading the map or it won't do anything. If you get that done then you'll find a new file in your maps directory with the name of <map>.ent. Another method would be to browse through the bsp with GCFScape. The ent data is just a text file with a .ent file extension stored inside the bsp file.

The mapedit_dumpentinfo variable has two uses. You can set it to 1 for a raw unchanged .ent for that map or you can set it to 2 for a changed version of what happens to the .ent after the .edt has done it's job.

EDIT: I forgot to mention in the previous post that while using picker place your crosshair over the object that you're interested in and then use the console command 'ent_text' and that will reveal all of the relevant information about that entity as an overlay on top of that entity. I keep ent_text bound to a hotkey for easy toggling.


Wow if all of that information is correct nice work Jimmy. Maybe this kind of information should be sticky'd for other people to reference?

Hope to see some more maps soon and hopefully CMaster can find and fix the issues with fireteam even though it crashed loading _b2 I'll wait for the fix and try again smile.gif
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#67
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K, uploaded the new ones. Changes:
  • Deleted the func_wall_toggle (obsolete entity anyhow) at the top and bottom of the lift. Presumably was intended as a safeguard in case the lift doors got screwed up. However, they seem to do a lot worse than the doors.
  • Disabled the gauss gun on the van (was a bit broken)
  • Reduced player chest damage slightly

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#68
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I've been working on syn_lvcoop_part 2, but for whatever reason when I apply this I keep getting client-side crashes that don't seem to happen without.

At the moment, looks something like this@

CODE
"syn_lvcoop_part2"
{

    "entity"
    {
        "create"
            {
                    classname "logic_auto"
                    origin "0 0 0"
                    values
                   {
                        spawnflags "1"

                        OnMapSpawn "weapon_crowbar,addoutput,RespawnCount -1"
                        OnMapSpawn "weapon_stunstick,addoutput,RespawnCount -1"
                        OnMapSpawn "weapon_pistol,addoutput,RespawnCount -1"
                        OnMapSpawn "weapon_ar2,addoutput,RespawnCount -1"
                        OnMapSpawn "weapon_rpg,addoutput,RespawnCount -1"
                        OnMapSpawn "weapon_smg1,addoutput,RespawnCount -1"
                        OnMapSpawn "weapon_357,addoutput,RespawnCount -1"
                        OnMapSpawn "weapon_crossbow,addoutput,RespawnCount -1"
                        OnMapSpawn "weapon_shotgun,addoutput,RespawnCount -1"
                        OnMapSpawn "weapon_frag,addoutput,RespawnCount -1"
                        OnMapSpawn "weapon_physcannon,addoutput,RespawnCount -1"
                        OnMapSpawn "weapon_bugbait,addoutput,RespawnCount -1"
                        OnMapSpawn "weapon_alyxgun,addoutput,RespawnCount -1"
                        OnMapSpawn "weapon_annabelle,addoutput,RespawnCount -1"
                        OnMapSpawn "item_ammo_pistol,addoutput,RespawnCount -1"
                        OnMapSpawn "item_ammo_pistol_large,addoutput,RespawnCount -1"
                        OnMapSpawn "item_ammo_smg1,addoutput,RespawnCount -1"
                        OnMapSpawn "item_ammo_smg1_large,addoutput,RespawnCount -1"
                        OnMapSpawn "item_ammo_ar2,addoutput,RespawnCount -1"
                        OnMapSpawn "item_ammo_ar2_large,addoutput,RespawnCount -1"
                        OnMapSpawn "item_ammo_357,addoutput,RespawnCount -1"
                        OnMapSpawn "item_ammo_357_large,addoutput,RespawnCount -1"
                        OnMapSpawn "item_ammo_crossbow,addoutput,RespawnCount -1"
                        OnMapSpawn "item_box_buckshot,addoutput,RespawnCount -1"
                        OnMapSpawn "item_rpg_round,addoutput,RespawnCount -1"
                        OnMapSpawn "item_ammo_smg1_grenade,addoutput,RespawnCount -1"
                        OnMapSpawn "item_battery,addoutput,RespawnCount -1"
                        OnMapSpawn "item_healthkit,addoutput,RespawnCount -1"
                        OnMapSpawn "item_healthvial,addoutput,RespawnCount -1"
                        OnMapSpawn "item_ammo_ar2_altfire,addoutput,RespawnCount -1"
                        OnMapSpawn "item_suit,addoutput,RespawnCount -1"
                    }
            }
    "edit" { "classname" "weapon_medkit" "values" { "classname" "item_healthkit" } }
    "edit" { "classname" "weapon_mp5" "values" { "classname" "weapon_smg1" } }
    delete { "classname" "weapon_flaregun"}
    delete { "classname" "item_flare_round"}
    delete { "classname" "item_box_flare_rounds"}
    "create"
    {
        "classname" "info_player_equip"
        "origin" "0 0 0"
        "values"
        {
            "item_suit"    "1"
            "item_battery"    "0"
            "weapon_crowbar"    "0"
            "weapon_physcannon"    "1"
            "weapon_pistol"    "1"
            "weapon_357"    "0"
            "weapon_shotgun"    "1"
            "weapon_smg1"    "1"
            "weapon_ar2"    "1"
            "weapon_frag"    "0"
            "weapon_rpg"    "0"
        }
    }
    "create"
    {
        "classname" "ai_relationship"
        "origin" "0"
        "values"
        {
            "subject" "big_citadel_combine7"
            "target" "player"
            "disposition" "1"
            "radius" "20000"
            "StartActive" "1"
            "Reciprocal" "1"
        }
    }
    "create"
    {
        "classname" "ai_relationship"
        "origin" "0"
        "values"
        {
            "subject" "big_citadel_combine7"
            "target" "npc_combine_s"
            "disposition" "3"
            "radius" "20000"
            "StartActive" "1"
            "Reciprocal" "1"
        }
    }
    "create"
    {
        "classname" "ai_relationship"
        "origin" "0"
        "values"
        {
            "subject" "big_citadel_combine4"
            "target" "player"
            "disposition" "1"
            "radius" "20000"
            "StartActive" "1"
            "Reciprocal" "1"
        }
    }
    "create"
    {
        "classname" "ai_relationship"
        "origin" "0"
        "values"
        {
            "subject" "big_citadel_combine4"
            "target" "npc_combine_s"
            "disposition" "3"
            "radius" "20000"
            "StartActive" "1"
            "Reciprocal" "1"
        }
    }
    "edit"
    {
        "classname" "npc_alien_grunt"
        "values"
        {
            "classname" "npc_poisonzombie"
        }
    }
}


0

#69
User is offline   Rothgar 

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QUOTE (CMaster @ Nov 21 2008, 02:16 AM) <{POST_SNAPBACK}>
K, uploaded the new ones. Changes:
  • Deleted the func_wall_toggle (obsolete entity anyhow) at the top and bottom of the lift. Presumably was intended as a safeguard in case the lift doors got screwed up. However, they seem to do a lot worse than the doors.
  • Disabled the gauss gun on the van (was a bit broken)
  • Reduced player chest damage slightly


nice job the first part now seems to work flawlessly, however this is the second time we have tried the first part of the map and the second time it crashes after trying to load the second part? or I assume trying to load the second part once the objective is complete?

Can you please look into the crashes? We are running a Windows Server, thanks.
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#70
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QUOTE (Rothgar @ Nov 22 2008, 12:44 PM) <{POST_SNAPBACK}>
nice job the first part now seems to work flawlessly, however this is the second time we have tried the first part of the map and the second time it crashes after trying to load the second part? or I assume trying to load the second part once the objective is complete?

Can you please look into the crashes? We are running a Windows Server, thanks.


I've played it through several times on both dedicated and listen windows servers without any problems.
The only thing I can think of is perhaps if not everybody makes it to the trigger_changelevel before it times out there could be a problem? Also, did you get the patch for part 2? (although it shouldn't be a problem).

Edit: Can you load it with just using the changelevel console command?
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#71
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I think I am having the same problem, if I load the maps with the changelevel command they load and play just fine, however when I complete part one the server crashes on level change with an error saying something about it cant find the link between the two maps. I dont think its anything to do with my setup as I have no problems with other maps that are in a series.
I hope someone has some info as fireteam are some nice maps.
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#72
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QUOTE (Warnink @ Nov 22 2008, 04:05 PM) <{POST_SNAPBACK}>
I think I am having the same problem, if I load the maps with the changelevel command they load and play just fine, however when I complete part one the server crashes on level change with an error saying something about it cant find the link between the two maps. I dont think its anything to do with my setup as I have no problems with other maps that are in a series.
I hope someone has some info as fireteam are some nice maps.


Well, I've just done it again, no problems whatsoever on boh my home listen server and my remote windows dedi as I have many, many times.
I've also dug through the ent data for both syn_fireteam_1_b1 and syn_fireteam_2_b2 and they both have a trigger_changelevel pointing at each other with the correct landmark speicified, so I am thoroughly mystified on this one.
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#73
User is offline   Rothgar 

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QUOTE (CMaster @ Nov 22 2008, 11:55 PM) <{POST_SNAPBACK}>
I've played it through several times on both dedicated and listen windows servers without any problems.
The only thing I can think of is perhaps if not everybody makes it to the trigger_changelevel before it times out there could be a problem? Also, did you get the patch for part 2? (although it shouldn't be a problem).

Edit: Can you load it with just using the changelevel console command?



Well we have not checked the server to see if there is an error message or not because the server auto-restarts. I do want to check if we can load normally but after the crash didn't want to lose any more players.

I don't think everyone makes it to the checkpoint because there will usually be some laggers/afk's but most do, can't that be changed with the transition requires all players etc?
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#74
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QUOTE (Rothgar @ Nov 22 2008, 07:55 PM) <{POST_SNAPBACK}>
Well we have not checked the server to see if there is an error message or not because the server auto-restarts. I do want to check if we can load normally but after the crash didn't want to lose any more players.

I don't think everyone makes it to the checkpoint because there will usually be some laggers/afk's but most do, can't that be changed with the transition requires all players etc?


Yeah, there are a couple of cvars for synergy that control those kind of things.
Not documented anywhere of course, so might take me a while to find them, but will be used if that is the problem.
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#75
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QUOTE (CMaster @ Nov 22 2008, 06:26 PM) <{POST_SNAPBACK}>
Well, I've just done it again, no problems whatsoever on boh my home listen server and my remote windows dedi as I have many, many times.
I've also dug through the ent data for both syn_fireteam_1_b1 and syn_fireteam_2_b2 and they both have a trigger_changelevel pointing at each other with the correct landmark speicified, so I am thoroughly mystified on this one.


My bad, after looking I noticed I had the nextmap plugin messing with level changes on my test server, the maps work fine now, thanks for looking in to it though.
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#76
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OK, got my .edt for both lvcoop's working pretty well.
One last thing I want to do is create a proper changelevel between them. I've looked over the main campaign's .edt files, but I still don't really see how creating brush entities works.
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#77
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Hah, done it!

I present to you, a working set of .edt files for the lvcoop series. Adds proper level transitions and makes lvcoop_part2 finish properly.

Changelist
  • All instances of mp5 replaced with the standard SMG
  • All instances of the Pulse Rifle X replaced with the Pulse Rifle
  • All flares removed
  • Alien grunts in part 2 replaced with fast zombies - part 2 now ends properly
  • No longer end games in part 1 - instead features a proper level transition
  • Shock soldiers in part 2 replaced with enemy vortigaunts. (Making the citizens at the end friendly again was a nightmare)
  • Added info_player_equip entities with approximatley suitable loadouts
  • Made all equipment respawn


.edt for syn_lvcoop_part1
.edt for syn_lvcoop_part2


As an aside, I've done most of my favourite maps now(that feel at all practical) (save Lexxy's, but he's asked that I keep my hands off them). Anybody got any requests for the next project?
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#78
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Fix apprehension. That was a great map.
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#79
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QUOTE (Nerdboy @ Nov 23 2008, 06:57 PM) <{POST_SNAPBACK}>
Fix apprehension. That was a great map.


Constantly spawning at the top of a maze of pipes used to do my head in.
Still, not such a problem any more with the new spawn system I guess. Will look into it.
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#80
User is offline   Nerdboy 

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The map was made to be played with relative spawning. Nobody did it, though.
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