Baserace Source Files


(MaxJenius) #41

[QUOTE=CptnTriscuit;187484]Hello!

For anybody who is interested; I’ve put together a little pack of source files (.maps & .scripts) of a couple versions of my map, baserace. Unfortunately, I still can’t find the darn .map for the final version, but a in-progress development .map is included; and that has all relevant entities and scripting. If I locate that final .map I’ll add it later on.

There is also a new, simplified baserace ‘template’ .map with a super-commented .script file.

http://www.fileplanet.com/hosteddl.aspx?/hst/c/p/cptntris/Baserace_Source.zip

Happy Mapping![/QUOTE]

How can we remove the fog ?


(Pande) #42

you just got the source… remove it manually.


(MaxJenius) #43

Yes! But how ??


(IndyJones) #44

from worldspawn. you will have to recompile the .map


(Jecoliah) #45

Dude, check your own Post, the Thread you Started!!!

http://splashdamage.com/forums/showpost.php?p=192384&postcount=17

Doh!

Jec


(Avoc) #46

Does anyone still have this file?


(ailmanki) #47

http://magics-territory.com/files/wet/sourcefiles/sourcefiles.html


(Avoc) #48

That is unfortunately the one that CptnTriscuit originally uploaded. I am looking for the baserace_final recompile that was made by Jecoliah.

[QUOTE=Jecoliah;190047]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[/QUOTE]


(ailmanki) #49

http://magics-territory.com/et/sourcefiles/baserace.tgz
its there … just a link is missing apparently… (did just try it out - since the url seemed similar)


(macbeth) #50

dont sure if it is this one but…

http://www.enemyterritory-stuff.net/Maps_B.html


(Avoc) #51

Thanks for your help :smiley:


(daz2007) #52

When i build “baserace_converted” all the Objectives Disappear and players cant build bases, even if i Decompile baserace_final, I want to Add Jump Pads so its easier to Gets the Crates


(phisherman) #53

[QUOTE=daz2007;336679]When i build “baserace_converted” all the Objectives Disappear and players cant build bases, even if i Decompile baserace_final, I want to Add Jump Pads so its easier to Gets the Crates[/QUOTE]Why doesnt anybody think about ETpro-mapscripting? That’s exactly what it was developed for: To add minor things to a map. There’s absolutely no point in rebuilding the entire map just to get a bunch of jump pads.

//To make this post a little less flamy: If you don’t know how to do it, send me your changes in a .map-file and I’ll see how far I get with ETpro-scripting. [noparse]:)[/noparse]


(Mateos) #54

If you know good map scripting tuts? Would be very welcome :slight_smile:


(daz2007) #55

i am trying to compile baserace but the entities seems to disappear

warning; setstate called and no entities found

When i build “baserace_converted” all the Objectives Disappear and players cant build bases


(Cambodunum) #56

… sounds like a missing/corrupt script or wrong e-names

greetz Cambo


(daz2007) #57

entities show in editor but not in game


(daz2007) #58

I am Using Baserace_converted from above, because it is a decompiled Map, all the VIS and Vis Dummies have Disappeared causing the Entities to Disapear and i get this error in-game

warning; setstate called and no entities found

I cant Build Bases

Anyone know of a Workaround


(Mateos) #59

Hi Daz,

I’m still a newbie, but I will try to answer with my current knownledge o.o

When is this error displayed? If it is on map start, look in game_manager table in the script for the setstate lines. They are related to the targetname value of the ingame entities, if the script_multiplayer entity has been added with the scriptname value of game_manager; Decompilation does not destroy this one so it should be present (Light pink square).

If it happens on other event, look in the script for the event.


(Cambodunum) #60

… yup i had the same problem with a commandpost-prefab
… all target and targetname entries has been messed up
… so i’ve got the same message like yours