Q3 Map pack - bugs & fixes

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Q3 Map pack - bugs & fixes

Postby divVerent » Fri Dec 15, 2006 9:12 pm

I did some changes to the Q3 map pack and am using the changed pk3s on my server now: http://141.2.16.3:7780/nex/maps/q3mappack4Nexuiz/

What I changed:
  • switched machinegun and shotgun, since in Nexuiz you start with the shotgun, while you start with the machinegun in Q3A so Q3A maps don't have machineguns
  • removed the double flag entities on hal_palindrome
  • changed the mapcfg files to proper *x format (DP cannot work well with Windows formatted text files unless they contain an empty line at the end, will be fixed in next release)
  • bal3dm3 pk3 also contained bal3dm5 stuff. Removed.
  • replaced ammo by the proper Nexuiz ammo packs (before, there were no ammo boxes on these maps at all) - note that Nexuiz currently does not support the Q3A ammo entity names
  • replaced weapons by closest Nexuiz weapon, that is:
    • Machinegun -> Shotgun (since that's what you spawn with)
    • Shotgun -> Machinegun (vice versa)
    • Grenade launcher -> Mortar (what else)
    • Rocket launcher -> RL (what else)
    • Lightning gun -> Crylink (was the only one left)
    • Railgun -> Nex (obvious)
    • Plasma gun -> Hagar (it also fires fast projectiles)
    • BFG -> Electro (the combo explosion can make it quite strong)
    Currently, Nexuiz by default assigns Hagar and Electro the other way round, which IMHO makes sense for the Hagar, but not for the Electro.
  • removed some duplicated weapon pickups


You can use either the existing map pack and the fix pk3, or the pk3s from my server.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby dfkgmasdfnasodrg » Sat Dec 16, 2006 10:44 pm

sounds really good, thank you
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Postby Taiyo.uk » Mon Dec 18, 2006 10:47 am

Great stuff!

Just noticed some lighting troubles: In the chronic map, turning RT world lights on makes the stage room too bright - the whole room and the two corridors are almost solid white. Also in map-gleeb-geocomp3 the whole map is maximum bright irrespective of lighting settings.
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Postby divVerent » Mon Dec 18, 2006 11:28 am

We can't change these things, the maps are closed source mostly, so we cannot recompile them with changed lighting.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Location: BRLOGENSHFEGLE

Postby tZork » Mon Dec 18, 2006 2:20 pm

divVerent wrote:We can't change these things, the maps are closed source mostly, so we cannot recompile them with changed lighting.


iirc rtlights is external files. someone *could* make a pk3 with new rtlights that overrides the included ones. Just a question abt who has the time and stamina ;)
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Postby k0jak » Mon Dec 18, 2006 5:22 pm

cool, will have a look :)
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