I have small problem :|


([MOS]StiloMAN.pl) #1

In radiant I made some new things to my map…

I compile my map (piasty_kk_009a.map) and I create pk3 file…
Then I put this pk3 file into my /etmain folder and run the game…

I can’t see this new things ! for example:
In Radian I see new handrail… but In game no…
What the problem? I verified my pk3 and paths… :???:

I think radiant compile my map without this new things… and when I move any object, in game it is at the old place :confused:

Please HELP :frowning:


(joop sloop) #2

Is the .pk3 file named the same as the previous .pk3 file?
If that is the case it might mean that you accidently didn’t copy the right .pk3 file…

besides, you don’t need a .pk3 file to test your map…

Just make sure your latest compile is placed in the right directory
([yourwolfinstalldir]/etmain/maps/)
and start the game as usual…


(Wils) #3

Don’t build pk3s while you’re just testing - you’ll more often than not run into problems like this. There’s nothing quite like forgetting to delete a pk3 at 3am on your final map test of the day :slight_smile:

I’ve also known Q3 engine games to pull pk3s out of the recycle bin and use them after I thought I’d deleted them(!?), so its generally best to steer clear of them until you’re ready to distribute your map.

If you’re having problems with new compiles, save the map as a new version and compile it again - that way you can be sure it actually has compiled the map (there’ll be no pre-existing bsp to overwrite for a start, so if it doesn’t create one you know there are problems somewhere).

To save time it often helps to just do bsp-only compiles without vis or light - that way you can tell your new geometry is definitely in there and working before commiting to a long compile.


(Theisy) #4

A really easy way of testing your map is creating a shortcut on your desktop with the following:

"C:\Program Files\Wolfenstein - Enemy Territory\ET.exe" +set sv_pure 0 +set g_gametype 2 +devmap MAPNAME

Replacing mapname with your mapname of course :wink:

For this only do two compiles (unless you have put lighting in the map and want to see what that looks like) BSP-meta and vis(fast) and make sure they are in etmain/maps

Hope this helps


(bloodwire) #5

I start off with naming my maps, e.g. blahblah_a1.pk3 (then a2… all the way to beta). I only make pk3 files if I want to export and test the map on my server.

Also it is a good thing to save a working map every now and then, like, when you have a blahblah_a5 map that compiles and runs fine, save it as blahblah_a5_working.map and continue working on the old blahblah_a5, this has saved me a lot of trouble especially in the begining when I was doing many mistakes.

You should also start out from the begining with using lights and doing complete test compiles (that’s what my computer usually does at nights anyways) - it is not always easy to find out what causes compiling errors and its’ not like your computer are doing anything else while you sleep?

If you really wanna be technical about it you should alse copy your .map file out on someplace safe, you never know when your computers’ gonna fail.


([MOS]StiloMAN.pl) #6

ok

just is ok

I’ve saved my map as new file and compile it.