Gametypes


(Devastator) #1

Hello Forum :),

I have the ET_SDK 2.5X and have sucessfully altered Weapons and various other elements …
so i have a fully new ET version …

however …

i want to load up “existing” RTCW maps into the new game ,

i can load up the maps however once i step out spectator mode … i can’t spawn “no spawnpoints found” and the game crashes …( i have altered the objdatata,arena,and script file, so that its compatible with ET )

i have tried switching gametypes but the error remains…
this is offcourse the entities changed in RTCWET and the maps do not hold the entities… however is there
a way to add / modify the code so that the map can be loaded ? ( so the the ET engine uses the RTCW entities ?)

( i do want to keep the ET maps )

i think this can be solved by a gametype …

anyone here to help me ?


(Wezelkrozum) #2

Do you say the map doesn’t have any entities for ET? If so, you need to add them with the SDK or with GtkRadiant. You can find a tutorial on my new site for wolfenstien enemy territory mapping. Go to www.wezelkrozum.com and go to the “Your first room” tutorial. There you can find a summary of all entities and such which has to be in your map to let it work in ET.
The “Your first map” tutorial would also be useful for you.


(Devastator) #3

[QUOTE=wezelkrozum;207621]Do you say the map doesn’t have any entities for ET? If so, you need to add them with the SDK or with GtkRadiant. You can find a tutorial on my new site for wolfenstien enemy territory mapping. Go to www.wezelkrozum.com and go to the “Your first room” tutorial. There you can find a summary of all entities and such which has to be in your map to let it work in ET.
The “Your first map” tutorial would also be useful for you.[/QUOTE]

Hi Wezelkrozum, thnx for the quick reply my fellow dutchmen :smiley:

let me explain a bit more :slight_smile:

i have created a fs_game mod (cowboys & indians), which loads an new UI / weapons ETC , created new pk3’s
sound etc … however i want to load existing maps example : rtcw beach into my mod without having to modify the existing RTCW map , but using the ET engine … ( the reason is that i want my mod to load any existing RTCW map without having to modify much )

i can load example load up mpbeach or whatever map … however i cannot join the game because its saying
no spawnpoints !
the map has spawnpoints … only older ones used in 1.4 Wolf MP

so in essence i want the ET engine to run RTCW maps

which probably means i have to modify the sourcecode to load the older entities , since i do not hold the map source of all the RTCW mp maps …

any thoughts on this ?

meantime ill check your webby for some additional info


(system) #4

We have RTCW / Quake3 map support but you got to be aware of the fact that you will need to build a big texture pack cause the original rtcw map textures are copyrighted afaik.
A lot of maps use the RTCW stock textures (from the original RTCW installment…)

We had luck with the Quake 3 compatibility cause there is a 100 % opensource texture replacement pack for Quake 3 :slight_smile:
RTCW compatibility will be a tough one :wink:
With RTCW we can only run the 2 demo maps :smiley:
(noone wants to take the time to create a custom stock texture pack for rtcw :stuck_out_tongue: )

Is there a testserver i so i can have a peek at it :wink:


(Devastator) #5

[QUOTE=dutchman;207637]We have RTCW / Quake3 map support but you got to be aware of the fact that you will need to build a big texture pack cause the original rtcw map textures are copyrighted afaik.
A lot of maps use the RTCW stock textures (from the original RTCW installment…)

We had luck with the Quake 3 compatibility cause there is a 100 % opensource texture replacement pack for Quake 3 :slight_smile:
RTCW compatibility will be a tough one :wink:
With RTCW we can only run the 2 demo maps :smiley:
(noone wants to take the time to create a custom stock texture pack for rtcw :stuck_out_tongue: )

Is there a testserver i so i can have a peek at it ;)[/QUOTE]

lol @ peek , 256mb ET + 256mb textures … and the spawns do not work :wink: spec mode does …

textures are not the problem since it is a custom mod for rtcw , but that’s not the issue , getting the game to work is …

meaning … getting the ET engine to call the RTCW spawns … kind of silly since the spawns are the same?


(system) #6

Oh sorry, my bad, i thought it was a mod for plain ET :slight_smile:
However, we got it to work but there were other problems. Our programmer is lazy atm but if you want i can ask him for ya :wink:


(Devastator) #7

yes thnx :slight_smile:

in essence it should be ET engine with RTCW map possibilities


(aaa3) #8

why not add spawn entities via etpro-like mapscripts? if possible. just a wild guess…
well, i wonder if is there that purple info player deatmatch thing, w.o. that it wont work, but in theory thats the only thing u need… +maybe generating tracemaps for mortars, etc… and i suggest to put all the replacement objdatas arenas etc w.e. needed for et compatibility into a small z_mp_xxx pk3, this way u dont have to use different-from-the-original paks for this mod, only to distribute the needed mini pk3s


(Devastator) #9

[QUOTE=aaa3;207752]why not add spawn entities via etpro-like mapscripts? if possible. just a wild guess…
well, i wonder if is there that purple info player deatmatch thing, w.o. that it wont work, but in theory thats the only thing u need… +maybe generating tracemaps for mortars, etc… and i suggest to put all the replacement objdatas arenas etc w.e. needed for et compatibility into a small z_mp_xxx pk3, this way u dont have to use different-from-the-original paks for this mod, only to distribute the needed mini pk3s[/QUOTE]

can u give me an example on how to accomplish that ? i have read that adding stuff after a map compile is possible but i do not know how…

( like the existing rtcw spawns be converted to et spawns or how its adressed )


(ailmanki) #10

http://sites.google.com/site/peyoteet/airassfp1.script.zip?attredirects=0
thats a script I made for airassfp1…

But for rtcw I think that is not so usefull. I am not aware what needs to be changed.
You can use a tool to export all entities - or modify the map entities directly with it.
With etpro mapscripts, you can delete a entity by origin or by classname … and then re-add those entities…

Just etpro mapscript is only supported by etpub, nq, jaymod and etpro, but only the newer version of etpub and nq do also support the delete statement.


(Devastator) #11

[QUOTE=ailmanki;207824]http://sites.google.com/site/peyoteet/airassfp1.script.zip?attredirects=0
thats a script I made for airassfp1…

But for rtcw I think that is not so usefull. I am not aware what needs to be changed.
You can use a tool to export all entities - or modify the map entities directly with it.
With etpro mapscripts, you can delete a entity by origin or by classname … and then re-add those entities…

Just etpro mapscript is only supported by etpub, nq, jaymod and etpro, but only the newer version of etpub and nq do also support the delete statement.[/QUOTE]

ailmanki cheers for the tool , i will look into it … I hope it functions for RTCW.BSP files


(ailmanki) #12

apparently the tool is only for hammer maps, half-life - etc…
I send you a pm… do not want to encourage bad conversions…


(Devastator) #13

well i have been sucessfull in loading the map and spawning …

it seems my scripting hasn’t been the same :wink:

in anycase , i have loaded my RTCW map into ET … i can spawn … however i cannot blow stuff up , nor do the jumppad scripts work …

all the moving bits ( taking flag , ride something) are functional

i have compared scripts of maps

RTCW Code

trigger objective2
{

	wm_announce	"The Wall has been destroyed"
	wm_objective_status		3	0	

ET code

trigger axis_capture // Flag has been touched by an Axis player
{

                            wm_objective_status 		4 0 1
	wm_objective_status 		4 1 2

	alertentity whatever

however im kindoff stuck … any ideas ?