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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Mappers Read This!
brutus_
General Member
Since: Jun 17, 2002
Posts: 67
Last: Jul 15, 2002
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Tuesday, Jul. 9, 2002 09:18 pm
Ok,
Everyone by now must have thrown in a func_door, and using the new add your own trigger/wait field.. have gotten them to work.

I was throwing in some final touches on a map last night when I was checking out the doors. I pulled down the console and saw the ole "cannot find sound/movers/doors/start_snd.wav"

So I thought to myself.. I'll just create that directory inside of my pk3 and throw some sound clips with that name in it.

Voila! It worked perfect..... READ ON!!!!!!!!!

I was very pleased (sarcasm here) at my profound genius and off I went.

Later on a friend and I were playing around in another map that had a door when behold! It was now using my new sounds for that door as well.

Apparently when the game loads it looks in ALL the pk2 files, and thus if the game cannot find what it needs in map1.pk3 and the same file name in the same location appears in map2.pk3, it will use the one from map2.pk3.


This has some serious risks and as such, anyone here with an email addy of a raven employee could pass this tidbit along..

It would be wonderful for the mod community in general if Raven could add into a future patch some sort of file lock so that if a file is not found in either the general sets or the specific map set loaded, then to cause an error rather than to load an alternate..


This just brings the issue once again of naming conventions... Anything custom to be used in your map, prefix it with your map's name.. ie map1_poster1.jpg.

Be careful that what you add in your pk3 does not interfere with anyone else's maps.

--End of ramble
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brutus_
General Member
Since: Jun 17, 2002
Posts: 67
Last: Jul 15, 2002
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Tuesday, Jul. 9, 2002 10:02 pm
btw.. anyone know the key values for the sounds in func_door? or at least point me to a file I can search through to find the answer.. I'm not seeing it anywhere.. there are 2 sounds.. one for start and one for stop.. cannot find syntax for either.. HELP!!!

--edit--

I searched through g_movers.c and have discovered that the sounds are hard-coded into the mp engine.

This means that Raven has disabled custom sounds for the func_door..

If anyone from Raven ever reads this.. please re-enable in a patch..


We understand the whole doors = bad issue but for those of us who mod, if we be the ones to decide if we're gonna use em.. then why stop us.. its our own foolishness if it screws the playability. My 2 cents 5x over..
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N
General Member
Since: Jun 14, 2002
Posts: 226
Last: Jan 26, 2005
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Tuesday, Jul. 9, 2002 10:52 pm
An interesting, scary, and informative post. I agree with the whole 'why lock this out' line of reasoning. I might sound like an @sshole for saying this, but if they can leave all the functionality that's there in RTCW, then adding a sound or a door shouldn't bring multiplayer gaming for SoF2 to it's knees. Or am I off base here?
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Pasca
General Member
Since: Jun 12, 2002
Posts: 38
Last: Jul 10, 2002
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Wednesday, Jul. 10, 2002 12:01 am
Thats how the pk3 files are supposed to work.
When raven releases patches and wants to update something they release a patch with the update and name it so it will be read after the earlier version and so override the old file. Otherwise they would have to put all the old pk3 files in all updates and the downloads would be huge.
I don't think anyone would like to download all the texture files if they just wanted to change one texture, better to release a new pk3 file that is loaded after the old one.

But this also means that you should NOT edit any of the files that comes with the game and make sure you name stuff in a way so risks of other using the same names is minimized.
good way to do this is for example like this:

nick_mapname.*

so a custom shaders for my current map would look like this:
pasca_millab.shader
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brutus_
General Member
Since: Jun 17, 2002
Posts: 67
Last: Jul 15, 2002
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Wednesday, Jul. 10, 2002 12:34 am
Not that I wanna get into a big battle here.. but since pk3 files are nothing more than zip files.. for future updates all that Raven has to do is update the individual files, and update them in the already existing pk3 paks. Then no-one has to re-download anything and you still get the updates. Most of the other games on the market do it this exact way, so I don't see what the problem is here.

Just my 3 cents.. like I said.. don't wanna get into a who's who fight over something none of us can change. :P
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Pasca
General Member
Since: Jun 12, 2002
Posts: 38
Last: Jul 10, 2002
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Wednesday, Jul. 10, 2002 12:51 am
I agree with you that they could do that and I realy don't know why they doesen't.

But as long as people make sure they doesen't edit and distribute any existing gamefiles and name their stuff correctly there shouldn't be any problems they way it works now :)
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brutus_
General Member
Since: Jun 17, 2002
Posts: 67
Last: Jul 15, 2002
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Wednesday, Jul. 10, 2002 02:39 am
haha.. I agree 100% with ya!

The problem is the following statement:

Quote:
But as long as people make sure they doesen't edit and distribute any existing gamefiles and name their stuff correctly


Lol.. for the 300 of us that adopt the system, you know there are 3000 newbs that don't know it yet.. At least with a file locking system in place this wouldn't have ever been an issue to begin with.

Like I said tho.. I agree with ya, just sometimes there is a need for "fool-resistant" systems. :cool:
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Pasca
General Member
Since: Jun 12, 2002
Posts: 38
Last: Jul 10, 2002
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Wednesday, Jul. 10, 2002 07:02 am
Sure, there are newbies that doesen't know it but they will learn :)
Even if they do edit and distribute these files their first maps are seldom worth downloading so they won't cause too much damage ;)

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[CE]Darkone
General Member
Since: May 23, 2002
Posts: 135
Last: Jan 1, 2003
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Tuesday, Jul. 23, 2002 12:21 am
if sof2 is like some other q3 games then the key for doorsounds is "type"
and the value is 1,2,3,4,ect....
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ReverendTed
General Member
Since: Dec 1, 2001
Posts: 103
Last: Aug 11, 2002
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Friday, Jul. 26, 2002 02:00 am
I do think it's kinda funny that you (brutus) talk about unique naming conventions for images, yet you named your map "house.bsp". *grin*

I'm not sure if it's been mentioned, but if you use a custom pk3 file, nothing in it can be used on a server that doesn't have that pk3 file if the server is set to "Pure". Most servers do run pure, because it makes it a little harder to cheat (although client-side exe hacks are still possible).
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