Free Spirit City B3 to Final


(iwound) #1

FSC needs a new release and i want to take this oppurtunity to fix any outstanding issues.
Ofcourse im limited as to what i can change due to my HD going to heaven and losing all my source.
So i will only be able to change the script and entities asfaik.

If you have any ideas, bugs etc please scribble them here.
Also ideas of any other way i can still make changes with only the pk4. And get this to final.

known issues:

Some strogg vehicles still spawn after hack in old spawn.
i fixed this for pro.

Stuff file causing error messages for some.
I have just found my original terrain mesh and fortunatly the stuff file was left in the pk4. so this will go some way to help me fix this issue. masks are gone so still quite a job.


(f34n0r) #2

The megatexture isn’t visible to people unless they are running certain high graphics settings.

If people take the MCP over the hill, it’s easy to get it permanently stuck against the fence posts on the other side. Conside moving the fences back a little bit from the tunnel.

Consider adding more vehicle routes from the GDF outpost through the middle of the city, there are many places where small fences and gardens block the vehicles and they have to go the looong way around through AVT-infested areas.

Consider adding a hatch onto the roof of the final objective building for the GDF to land on with the bumblebee, blow open and drop down into the final objective building. Right now when the GDF land on the roof they have to do 2 tricky jumps to try and get down onto the ledge where there is an opening. Maybe to make it fair have a strogg ladder up to the top on the backside of the building?

Besides that not much could be added, this is by far one of the best custom maps out there and is consistently rated by our members as the single most balanced custom map. Congrats man! Now get castle attack done! :wink:


(.Chris.) #3

He did say he hasn’t got the .world to work with anymore, only pk4 hack changes can be made.


(f34n0r) #4

ah thanks for pointing that out, I missed that.

As far as the script, I don’t notice any errors with entities or objectives changing or anything like that.


(.Chris.) #5

Well it isn’t so much about errors but what changes he can do with only map .script and .entities changes, like adjust spawn times or move spawn points or even add new ones in (see fast salvage).

Personally I dont think there is much that can be done, all changes I can think off require the .world .


(iwound) #6

ta for the suggestions Feanor.

The megatexture isn’t visible to people unless they are running certain high graphics settings.
is fixable by replacing the existing MT with the one from my Pro version. Unfortunatly it looks shit so I’m not prepared to change it. game bug.

If people take the MCP over the hill, it’s easy to get it permanently stuck against the fence posts on the other side. Conside moving the fences back a little bit from the tunnel.
ok i’ll look at this as i maybe able to remove a fence in the entity file.

Consider adding more vehicle routes from the GDF outpost through the middle of the city, there are many places where small fences and gardens block the vehicles and they have to go the looong way around through AVT-infested areas.
Please be more specific. a picture would help.

Besides that not much could be added, this is by far one of the best custom maps out there and is consistently rated by our members as the single most balanced custom map. Congrats man! Now get castle attack done! :wink:
thanks i will. this thread will sit here for a while before i update it. Mainly due to my busy life atm.

Please make any suggestion even if you think i cant do anything about it as there maybe a way.


(f34n0r) #7

not really sure about removing the fence, it may be necessary cover.


(hozz) #8

Does the collision even go away properly if you remove a fence model?