after Nightmare...

Thothie

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I do have the source, but I made it via ripent for expediency. I'd, basically have to do it all over again, and I have no idea how I'm going to get everything I'm supposed to get done by December 1st as it is.

Plus, everyone would start getting "your map does not match the server's" errors when I distro'd the new one.
 

The Man In Black

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Erm...Can't you edit maps via notepad? If so, just make a batch file (or if you can't do that with a batch) a UNIX loop to replace the textures

(ie grass with nightmare_grass)
 

Thothie

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I can edit the entity table... Screwing with the rest of the data causes "issues".
 

The Man In Black

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What are said issues? I would think that you could rename the map ones and rename the wad file ones and it would work fine :S
 

Thothie

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A MAP file, can technically be edited by Notepad... But a BSP is a different beast. (Tis the same difference between a .cpp file, and an .exe - it's the compiled version)

The entity section of the BSP is set aside towards the end of the file, and has no pre-defined size (aside from an easily located and flexible pointer), this is the only reason you can get away with editing it so much.

Everything else, however, is divided into datachunks and nodes, each of xxx size, and if you screw with those, you also have to change the order the datachunks load and redefine their sizes individually.

This is one of the reason why BSP decompilers never make a viable product.

Usually the "issues" are one of two:
The, aforementioned "your map does not match the server's"
...or crashie due to memory alloc.

I could port the entity table into the MAP source of thornlands via HLCSG. If there is ANY difference between the released version and the source however (and their probably is), the merge wont work, because the model number indexes will be off. If that's the case, the best I can do is retrieve the point entities, and I'd have to do all the rest over. Even if the model indexes DID match up, I also don't have the exact settings/ZHLT build Ewok used to compile, so I doubt I could make the map match the original closely enough to avoid the "no matchie" error.

So my options would be:
nightmare_thornlands2
or
wait for MSC 1.1

Either way, I've a RL project that's been thieving time from MSC, and I'm WAY behind on all the crap I gotta get done by December. It'll be a minor miracle if I get it all done in time. (Plus, when truly BD, I've been resorting to NS, to avoid coding yet more bugs into MSC - sacrificing speed for quality, I guess.)
 

The Man In Black

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Well, when I said to edit it, I meant the Map file not the Bsp :p I'd figure that you could do one of the loops and recompile it =\

What's so bad about a "your map doesn't.." error? Who cares, honestly? So they have to either delete it and DL it from the server or from your site. That's pretty much how they got it anyway, save the deletion.

You could also see about getting FN to "update" the map if someone tries to connect with the older version
 

Thothie

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Well, when I said to edit it, I meant the Map file not the Bsp I'd figure that you could do one of the loops and recompile it =\

The source I have is an RMF, again, I'd have to be sure, for starters, that the model indexing stays the same on export.

What's so bad about a "your map doesn't.." error? Who cares, honestly? So they have to either delete it and DL it from the server or from your site. That's pretty much how they got it anyway, save the deletion.
Those that got it "that way" are of the sort that haven't even visted the forums, and most likely, wouldn't know what to do if they got that error.

You could also see about getting FN to "update" the map if someone tries to connect with the older version
FN doesn't communicate with clients, only the servers they connect to.
 
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