Baserace Source Files


(Jecoliah) #21

Did you make Baserace Desert or did somebody do that on their own without permission from you?

The reason i ask is because if you did not make this version then Obviously somebody already Decompiled your Base Race Final Map and made the Desert Version from that Decompile.

The BSP size is different so i believe it has to be from a Decompile.

It would be Very Nice if the person that did this would come out of the Closet and post the Fixed Decompiled Source .Map file here for all of us to use.

In the meantime i will be fixing the Decompiled map.

Jec


(CptnTriscuit) #22

Somebody else did the desert mod - not sure who. :stuck_out_tongue:


(ailmanki) #23

afaik those had permission todo it…


(Jecoliah) #24

See post above yours, CptnTriscuit is the Maker of the Map and he said he does not know who did it, so evidently they did not have permission.

Anyway, the Point is that they have the .Map source code and they should post it here so i don’t have to spend hours fixing the decompile.

But that’s alright, if they don’t, i am making good progress and i will eventually have it completed and I will Post it here for all.

Jec


(shagileo) #25

Such a kind fella


(iwound) #26

Wow nice one CptnTriscuit.
Maybe now we’ll get some good versions on Quake Wars one day.
A great map.


(.Chris.) #27

You can’t create a baserace for ET:QW in same way you can for W:ET, the map source is only relevant to W:ET.


(zedd) #28

I looked at this bug some time ago. I could reproduced the crash with bots. I don’t remember exactly the details, but it was around 30+ bots that the map started to crash at start. I played with the watchdog so to have a stack trace, and here it is (the very end only) :

1019: noclass
1020: noclass
1021: noclass
1022: worldspawn
1023: (null)
********************
ERROR: G_Spawn: no free entities
********************
----- Server Shutdown -----
Sending heartbeat to etmaster.idsoftware.com
==== ShutdownGame ====
ShutdownGame:
------------------------------------------------------------
---------------------------
Hitch warning: 1230 msec frame time

Could be due to entity limit and too many entities in the map ?


(TomTom7777) #29

[QUOTE=zedd;188462]I looked at this bug some time ago. I could reproduced the crash with bots. I don’t remember exactly the details, but it was around 30+ bots that the map started to crash at start. I played with the watchdog so to have a stack trace, and here it is (the very end only) :

1019: noclass
1020: noclass
1021: noclass
1022: worldspawn
1023: (null)
********************
ERROR: G_Spawn: no free entities
********************
----- Server Shutdown -----
Sending heartbeat to etmaster.idsoftware.com
==== ShutdownGame ====
ShutdownGame:
------------------------------------------------------------
---------------------------
Hitch warning: 1230 msec frame time

Could be due to entity limit and too many entities in the map ?[/QUOTE]

Yes Bots or players can crash the map because ET has a 1024 entity limit. And field ops are some of the most entity consuming because an air strike spawns all its explosions and aircan all at once. But any player takes one entity, and their panzers, mortars, med kits, ammo kits take an entity too etc. There is a code workaround available but original ET will crash whenever it hits the limit. BTW lookup the FritzBot forums.bots-united.com forums. This problem was discussed back in 2006.


(CptnTriscuit) #30

Ah, entity count.

The map was not designed with bots or wookies in mind. : )


(Jecoliah) #31

Just wanted to post i am still working on the decompile, i ran into a major problem.

After hours of fixing textures, i did a compile and got an unrecoverable error, so i had to go back to one of my saves and start from there.

I am almost through, but during the week i don’t have much time to work on it.

Jec


(kamikazee) #32

[QUOTE=chr1s;188136]You can’t create a baserace for ET:QW in same way you can for W:ET, the map source is only relevant to W:ET.[/QUOTE]Well, the brushwork can be ported to ET:QW when you strip all entities out of the map and import it with GTKRadiant. Or so I heard.


(IndyJones) #33

yeah, i heard it too. even if you can’t import it, baserace isn’t hard to recreate.


(zedd) #34

Well, I guess that if someone can tell what kind of radiant entities count in the runtime entities count, someone could try to remove a few of those entities in the map so to avoid the crash at start.
Another solution could be to disable airstrike, panzer, … at warmup. Dunno if it’s possible.


(Marko) #35

Hiya !
If you’re willing to publish your map sources in the Mapper’s Database, I would be more than gratefull… I’m trying to get as many prefabs as possible in this database, to group all these ressources for map makers
Thanks !


(TomTom7777) #36

[QUOTE=zedd;188520]Well, I guess that if someone can tell what kind of radiant entities count in the runtime entities count, someone could try to remove a few of those entities in the map so to avoid the crash at start.
Another solution could be to disable airstrike, panzer, … at warmup. Dunno if it’s possible.[/QUOTE]

A few less map entities would be good if you want a lot of high XP players spamming airstrikes taking the map down (this can happen even without bots). The player panzers don’t consume that many entities (1 rocket in flight, one tube and one explosion). Really its all the med. ammo packs not picked up, the artillary and Airstrikes, combined with the fact that ET did not check to see if it had enough free entities available before creating them. And I think its only some of the major mods that give enough control over airstrikes to be worth doing.


(.Chris.) #37

I meant you can’t make the map behave like the original, not without a mod of sorts at least.

I attempted making baserace in ET:QW using different method. For every base piece there needed to be it’s own dedicated carryable_item and it’s own dedicated item_capturepoint_use because it’s not possible to use a single item with multiple capture points.

Then I had to hide the items that are not in use at the start under the map then use the script to move them into position after the last item in that build chain had been completed, like wise I had to swap the old capture point with a new capture point for the new item. Needless to say this takes a while when you want to add in new base structures and as such the map has never progressed any further than a proof of concept beta.


(Jecoliah) #38

Ok here is the Decompiled/Fixed Version of BaseRace Final.

It took so long due to i did not have alot of free time to do it.

I am sure i probably may have missed a few things like fixing a texture.

In a Decompile you lose all lights, Most Models, Everything is made Structural, Textures get all messed up, and you don’t have the original Compile options that the Mapper used to Compile the map, such as light switches Etc…

So, i had to put the lights back in the map as well as the bushes, and i made everything Detail except the Sky Box to which i simply added a structural Bottom to it so it would not leak.

Mappers can change whatever brushes they want to structural as they see fit.

So, No it will not be perfect, but it is as close as i could get it.

CptnTriscuit, could you please post the compile switches you used to Compile the BaseRace Final map Please?

Also i had to use an upload site to upload the file, per below…

If somebody can host it that would be great.

Well, i hope nothing major wrong is found with it, i did compile it and it worked fine for me.

Experienced mappers will know how to put together the whole package if they intend to release a modified version.

For instance putting the script in the Map Folder when testing a modified version and naming it the same as the new Map File name.

Well, i hope somebody out there can use this, i will probably put out a modified version myself when i have the time to do so.

Jec


(Magic) #39

Another download link : Baserace Converted


(aaa3) #40

i have an idea about lights and etc fixing it. didnt he said he has some earlier vwersios of it, just not the fiunal? what if the lihghts didnt changed that mucht… or some structreures are already finshed. thne uc ould just put them from thise to the decompiled source