TDM and OBJ both

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Post Reply
User avatar
wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

TDM and OBJ both

Post by wacko »

found a huge list off threads about 'tdm' & 'obj' and some tell things i didn't want to know, others said they did what i want but not how...

so, i ask myself:
what is the easiest way to release a map for both TDM and OBJ mode as small as possible?
As far as I know, the bsp must be in different folders. Putting one copy in each folder would almost double the size of the pk3 (3.8MB vs 5.9MB)...
if the scripts were the only thing i had to put either in the dm folder, the obj folder or both, it wouldn't be that bad, but i wonder what i should/must do with the bsp file...
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

Folders

Post by tltrude »

Yes, you would need two bsp's. But the TDM bsp does not have to be as large because you can take out all the exploder and bomb stuff. It will also require a diffrent script.

If you do make a TDM map, you might want to add the green info-deathmatch spawn points as well--for "Free For All" games. If it were me, I would do things like, remove the doors, place fires where the objectives were, and maybe change the time of day or weather--anything to make it different/faster.
Tom Trude,

Image
User avatar
wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

thanks, tom. I'm always glad to get a qualified reference, even if it's rather unfavourable.

the obj-stuff in the map doesn't count much in a map of (unzipped) >10Mb, it probably would save less than 500kb. :cry:

i know, that the script will have to be different for those two modes, the TDM version just needs scripting for some bells and whistles, the OBJ mode obviously for the objectives as well... :wink:

the spawnpoints for the FFA version are already included, actually, they were the first to be in the map. 8-)

The best way I see in the moment is to add a readme to the pk3 which explains, that, once u have d/led the pk3, u'd have to copy/paste the bsp from maps/dm into maps/obj :?

So, all hybrid maps have more than one bsp included?! This is too bad...
TheStorm
Captain
Posts: 233
Joined: Mon Oct 07, 2002 7:45 am
Location: Gavle, Sweden
Contact:

Post by TheStorm »

I don't see this as a problem!!

If you start including txt files telling people to copy and past the bsp then you will get trouble!
TMT admin, visit www.modtheater.com
HITP Lead Mapper
Member of Electronic Arts MOHteam
Bjarne BZR
Site Admin
Posts: 3298
Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:

Post by Bjarne BZR »

I've got a tutorial on exactly this subject actually :D
http://www.planetmedalofhonor.com/rjuka ... match.html
Admin .MAP Forums
Image
Head above heels.
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

just thinkin here but wouldnt a shortcut work?i mean makin a shortcut of the .bsp from one folder (say the obj) 2 the other one (the dm obviously).
and if some1 has the game in a different folder he should probably edit the shortcut route!! :?: :!: .
Image
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Like TheStorm says I don't think it's a good idea to request players to mess around with their bsp files. I bet most players don't even know how to open a pk3 file :wink:
Image
User avatar
wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

Storm and jv, the only mohaa players i know, are mappers, so i prob overrated the abilities of mohaa-players... lol:
but u're probably right, this can't do much more but causing trouble... :cry:

Bjarne, who doesn't know your great tutorials... :wink:
Of course I read it but it also said that I had to move the bsp from the obj folder to the dm folder. The kind of obj I'm planning (and nuggets is scripting, only disturbed by my stupid questions) doesn't need much changes neither in the map nor in the script, so it'll be quite easy.

M&M, yes something like that would be nice, but there is probably no way to do so

I just wondered whether I really had to put the bsp in both folders. Well, I will...

thanks for the input!
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

Pk3

Post by tltrude »

Nothing says you have to distribute both maps in one pk3. Make two, so people can make the choice of which to download for themselves.
Tom Trude,

Image
Bjarne BZR
Site Admin
Posts: 3298
Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:

Post by Bjarne BZR »

Wacko wrote:Bjarne, who doesn't know your great tutorials... :wink:
Of course I read it but it also said that I had to move the bsp from the obj folder to the dm folder. The kind of obj I'm planning (and nuggets is scripting, only disturbed by my stupid questions) doesn't need much changes neither in the map nor in the script, so it'll be quite easy.
Well the main focus of the tut is more to avoid making two maps, two compiles, two new versions for each bugfix, and so on... I tried to combine this with actually loading the same bsp file for both game modes... but after some input in this forum: I let it go.

I suggest one pk3 for package for each mode...
Admin .MAP Forums
Image
Head above heels.
Post Reply