Maps Modify Request.


Fr0sten
11-17-2006, 08:49 AM
Dear Users,

I am about to release a 50 slot dods server. for Ava 24/7 but I need someone to add more spawn points :/

I would appreicate someone doing this and making enough spawn points in the future for 50 spawn points (25 a side)

Thx

Formologic23
11-17-2006, 11:42 AM
I may be sticking my foot in my mouth here, but here goes.

First off, I believe to add more spawn points, you would need the original .vmf file from Valve, and I don't believe that they are interested in releasing that to the public any time soon.

So....without the .vmf you would either need to decompile the map, or have someone completely remake avalanche, and then on top of that, it would have to be renamed dod_avalanche_50 or something like that, so people knew that it was a variation.

PLUS, anyone redoing avalanche like that would probably need permission from the creator of the map to remake avalanche or modify it in any way, since the original file is not available to the public.

gq9
11-17-2006, 11:53 AM
In other words its a huge hassel, get a custom map and request the creator to make 50 spawn points ;)

piu piu
11-17-2006, 11:59 AM
moreover avalanche with 50 players would be a pure massacre.
i dont even join ava servers with more than 16 people playing.
but as i tend to say... to each their own ;)

Ca-Chicken-Soup
11-17-2006, 03:06 PM
I'm not sure why this wasn't suggested earlier, but edit the avalanche .ent file and just add more spawn points that way! It's not that hard although it would require a decompile to see the co-ords to put them (totally legitimate).

pluckster
11-17-2006, 03:09 PM
but the .ent file would then be different for the normal version right?

Formologic23
11-17-2006, 03:42 PM
Ya, again, I was speaking from a n00bs standpoint, but the word decompile comes again.

PanFrie
11-17-2006, 08:47 PM
Originally posted by pluckster
but the .ent file would then be different for the normal version right?

thats right, but as far as i know, that doesn't matter. The only thing the client needs for the map to work is all the brushwork, the server needs all the entities, and thats where there all loaded from. So a player could have a stock dod_avalanche, and the server have the re-worked one, where ONLY the .ent file was changed, and the player would still be able to join the server.

(im pretty sure thats how it works)

Ca-Chicken-Soup
11-17-2006, 08:52 PM
The .ent file would be downloaded and overwrite the existing one when playing on this server. But then when joining another server the default/official .ent file would be downloaded again and overwrite the custom one so no harm done.
I'm positive that's how it works, but I could be wrong. Should I have a go at making one to prove my point? Can I be bothered? Is there enough room for more spawn points? Only time will tell.

Formologic23
11-17-2006, 08:54 PM
So....if the client only needs brushwork, what does that mean for custom textures, models, etc....Wouldn't the client need these unless they were packed into the .bsp?

So wouldn't that mean that the client would need everything in order for that to work?

Damn CA, you posted as I was writing this. So.....with that said.....


*Insert Foot Here*

Ca-Chicken-Soup
11-17-2006, 09:51 PM
Here's one I slapped together, I'm not sure if it works, I ran a server with that ent file in there and killed myself 20+ times to see if they worked but they appeared not to. Another thing to note is that the maxplayers is set to 32, when I set max players in create server GUI to 50, the console just reported maxplayers 32 agian so 32 might be hard coded in, though I think I've seen 32+ servers around.

Anyways try this .ent file (rename it to dod_avalanche.ent)

Rommels
12-05-2006, 12:31 AM
You don't have to use an ent file if you don't want to. you can take the cords from the post above me and add them right into the maps entity list using ented or entspy then save. The map will still be the same to everybody and they won't need to download it.

[SAS]==Colster==
12-05-2006, 12:57 AM
But as a poster above points out dods servers are hardcoded to 32 players, when it was first released the max was 64 but that didnt last long.

32 is the max player slots you can have and despite lots of pressure from the admin community, Valve seem unlikely to change it now.

For reference the ent file isn't really downloaded at all, just read by the client so you can happily edit things like spawn points with out requiring people to download the map again or getting map differs errors.

For example you could reverse the spawns on a map the same way and on our 1.3 server dod_avalanche is Brits vs Axis.

the_irate_pirate
12-19-2006, 08:09 PM
hey, you can even use mani mod to add spawnpoints!

Propaganda
12-23-2006, 10:04 PM
64 is a lagfest and is pretty much unplayable.

Formologic23
02-01-2007, 10:21 AM
*Bump*

Does anyone know that when using entspy if you can edit the outputs of the entity also? And if you can, how would you go about doing that?

[SAS]==Colster==
02-01-2007, 10:28 AM
Depends what you are trying to achieve, you can effect for example the sound made when a flag is capped but you may need mattie eventscripts as that allows manipulation of most props and entities

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