Game types in desercastles6

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Game types in desercastles6

Postby Clueless Newbie » Mon May 05, 2008 9:58 pm

As some of you may have figured out, I'm reworking a mikeeUSA map. The one I chose to do is desertcastles6. The mod is mostly done except for one thing; I can't get it to work for anything but CTF. I can't figure out what I'm doing wrong - esp now that I've released two maps of my own with the new .pk3 setup. While it'll probably only be played as a CTF map, I'd like it at least to be possible to play DOM, KH, DM, and the rest on the thing.

Those of you who have the original version on your HDs (and can be bothered to open it in radiant) , what steps would you take to make the work with all gametypes?

(yes, I added DOM points and deathmatch spawns)
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Postby esteel » Mon May 05, 2008 10:05 pm

Well have you edited the .mapinfo file accordingly? maybe try to delete it so its regenerated and then see what changed.
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Postby Clueless Newbie » Mon May 05, 2008 11:29 pm

esteel wrote:Well have you edited the .mapinfo file accordingly? maybe try to delete it so its regenerated and then see what changed.

The mapinfo looks like this:

———

title desertcastles_mod
description A map by MikeeUSA, modified by Clueless Newbie
author MikeeUSA
has weapons
type ctf 300 20
type dm 30 20
type tdm 300 20
type lms 9 20
type arena 10 20
type dom 300 20
type rune 200 20
type kh 300 20

———

If I delete it, where does it regenerate?
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Postby [-z-] » Tue May 06, 2008 3:00 am

Does the .mapinfo in your 'data\data\maps' have priority over the (supposed) pk3 map pack?
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Postby Clueless Newbie » Tue May 06, 2008 6:52 am

[-z-] wrote:Does the .mapinfo in your 'data\data\maps' have priority over the (supposed) pk3 map pack?

Huh?
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Postby [-z-] » Tue May 06, 2008 3:37 pm

Do you have an autogenerated .mapinfo taking priority over your map? Check 'data/data/maps'.
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Postby take_this_cup_of_poison » Tue May 06, 2008 5:58 pm

It's almost certainly the mapinfo in your .nexuiz/data/data/maps directory: no doubt about that.
Could you edit the file author part aswell as the message key in the .map to say "originally by MikeeUSA, reworked by Clueless Newbie"
The description part is for a description, the author part is where you put names.
For the name of the map you could put closerdesertcastles6.pk3
or wartorndesertcastles(somenumber).pk3
The rework of blueamuse is called forkamuse for instance.

In the holes in the walls could you make them ragged as if through a war like in this picture of a hole in a brick wall:

http://www.turtlecreations.com/images/m ... CN2485.jpg

If you have trouble with the outer bricks vs the sloped walls just place the bricks and then use a vertex aligned brush that lines up flush with the slope of the wall where it intersects the grid and then subtract that brush. That will make the outer bricks flush. Also make sure you make those bricks detail rather then structual.
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Postby esteel » Tue May 06, 2008 9:03 pm

Just edit the .mapinfo file in nexuiz/data/data/ ?? I'd just delete it instead as you intend to use your hand edited file in the pk3 (or folder structure while testing)
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Postby Clueless Newbie » Tue May 06, 2008 10:31 pm

esteel wrote:Just edit the .mapinfo file in nexuiz/data/data/ ?? I'd just delete it instead as you intend to use your hand edited file in the pk3 (or folder structure while testing)

That fixed it. Thanks. 8)
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