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[Idea] For multiple maps off one singleplayer map

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Опубликовано:

Is it possible to create an "alias" system for ported singleplayer maps so that you can have several multiplayer maps off one singleplayer one, without overwriting files.

Example:

 

I'm porting the map cliffhanger(the airbase parts), and i decide to call the map mp_airbase.

This will make it load mp_airbase.gsc(and all the files it loads) and mp_airbase.d3dbsp.ents, but load the base map "cliffhanger"(and mp_derail as dependancy).

 

Could this be possible? As if so we could get great variations off the same singleplayer map. =)

Опубликовано:
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FFbuilder ftw? You just need to find out how the specops levels chain load the sp fastfiles and hex edit that together.

 

I was more thinking of an implementation in PatchMW2SPMaps.cpp where it matches an "alias" name like mp_airbase and tells the game to load entities from mp_airbase.d3dbsp.ents, init mp_airbase.gsc(the one that inits fx/art) and load the rest from cliffhanger.

 

It would make it able to have a 2 gulag levels, one above ground(ex. mp_castle) and one below(ex. mp_prison).

 

But as i said i don't know if this is possible to accomplish, so just wondering. =)

Опубликовано:

It would make it able to have a 2 gulag levels, one above ground(ex. mp_castle) and one below(ex. mp_prison).

both already done although i still don't understand why you can't just merge the entities and set aliases for spawnpoints/bombs etc. in it.

In the map gsc you could choose which areas will be playable through setting a dvar.

Опубликовано:

In the map gsc you could choose which areas will be playable through setting a dvar.

 

Hmm, that could work... You set a value to every entity in the .ents file, and then you destroy every ent which doesn't have that value through the .gsc.

Опубликовано:
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both already done although i still don't understand why you can't just merge the entities and set aliases for spawnpoints/bombs etc. in it.

In the map gsc you could choose which areas will be playable through setting a dvar.

 

Wouldn't every map-porter have to adjust their gsc's to make it able to run all the map types? Because that would become the same issue that existed with _rank.gsc when trying to run two mods, right?

Опубликовано:

both already done although i still don't understand why you can't just merge the entities and set aliases for spawnpoints/bombs etc. in it.

In the map gsc you could choose which areas will be playable through setting a dvar.

 

Wouldn't every map-porter have to adjust their gsc's to make it able to run all the map types? Because that would become the same issue that existed with _rank.gsc when trying to run two mods, right?

The problem isn't only the gsc, the problem is the d3dbsp.ents. However, your idea could wotk.

Опубликовано:

both already done although i still don't understand why you can't just merge the entities and set aliases for spawnpoints/bombs etc. in it.

In the map gsc you could choose which areas will be playable through setting a dvar.

 

Wouldn't every map-porter have to adjust their gsc's to make it able to run all the map types? Because that would become the same issue that existed with _rank.gsc when trying to run two mods, right?

The problem isn't only the gsc, the problem is the d3dbsp.ents. However, your idea could wotk.

This. If you make a ff through ffbuilder with your maps gsc's in it and name the ents what the custom ff is called then you can load the custom ff through DB_LoadXAsset with a naming scheme for the fastfile of like glaug_castle would load glaug and be called castle. This would fix any problems with the arena file having conflicting names for maps with the same fastfile.

Опубликовано:
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Okay, managed to create a "test version" of this using the hooks in PatchMW2SPMaps.cpp

 

http://pastebin.com/xfEnG4DM

 

By running /devmap airbase, it properly loads the map(runs airbase.gsc, airbase.vision, airbase.d3dbsp.ents), as well as loading from basemaps.arena(plus loading the map properly).

 

Ohbtw sorry NTA for making a mess of your code, but i like messy code.

Опубликовано:
Okay, managed to create a "test version" of this using the hooks in PatchMW2SPMaps.cpp

 

http://pastebin.com/xfEnG4DM

 

By running /devmap airbase, it properly loads the map(runs airbase.gsc, airbase.vision, airbase.d3dbsp.ents), as well as loading from basemaps.arena(plus loading the map properly).

 

Ohbtw sorry NTA for making a mess of your code, but i like messy code.

Why don't you use the so_X_basename scheme, that NTA stated?

For example so_sabotage_cliffhanger ?

Or is this a question of "style" here?

Опубликовано:

Why don't you use the so_X_basename scheme, that NTA stated?

For example so_sabotage_cliffhanger ?

Or is this a question of "style" here?

 

Saw my post? the .d3dbsp.ents is the same, and he wants to make spawns and stuff for his map.

Опубликовано:
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Why don't you use the so_X_basename scheme, that NTA stated?

For example so_sabotage_cliffhanger ?

Or is this a question of "style" here?

 

Because i suck at editing/creating .ff files and felt this was an easier way.(in my case anyways)

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