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Posted: Sun Nov 09, 2003 4:26 pm
by Gold
yes the process has and is being tested,,,we currenly play around 20 single player maps on a server,,,everything is serverside except the singleplayer ubersound,,,which that wouldnt even be required with omaha
since its a objective match and not a singleplayer map,,ive found ya can change about anything in the bsp and ppl will still connect to ya,,as long as ya change just letters or numbers such as the letter s to the letter p
all it really does serverside is in the console says such and such cant be found...all he would really hav to do is hex the spawn points he dont like and add spawn points back within the script,,,start a server ,,eveyone would connect normally and with his spawn points,,if ya would like to see this in action just message me and i will giv ya server ip so ya can hav a look see for yaself:)
Gold<<mohha freak
Posted: Sun Nov 09, 2003 4:37 pm
by jv_map
Good news

but I haven't been able to play mohaa for weeks

stupid vid card

Posted: Sun Nov 09, 2003 4:47 pm
by Gold
well i feel for ya,,hope the withdraw syptoms arent to bad for ya hehehe::)
Gold<<mohha freak
Posted: Wed Nov 12, 2003 5:23 pm
by WarTech
Gold wrote:well i feel for ya,,hope the withdraw syptoms arent to bad for ya hehehe::)
Gold<<mohha freak
Gold:
Just invite Jv_map to the server LOL!!! Working on map 20 and 21 Wooohoo. Maybe he can help with the ubersound files. Cya around Freak!!! hehehe
Posted: Thu Nov 13, 2003 12:17 am
by Gold
lol,,,maybe it would hav been easier just to put my real name in here
<TWZ>Gold<<mohha freak:)
Posted: Mon Dec 01, 2003 1:39 pm
by Parts
amateur's question! : So I've found the entities in a hex editor. I presume I can't do anything other than replace one value with another. So for Example I could move a spawn point as long as I kept the number of bytes the same.
What do I do to "HEX" out a spawn point completly? replace with spaces?
Posted: Mon Dec 01, 2003 3:47 pm
by williewisp
jv_map wrote:Good news

but I haven't been able to play mohaa for weeks

stupid vid card

did not return that card! it's been weeks since you posted them wierd screenshots.! that you were gettin,
p.s: sorry for going off topic:::
Posted: Mon Dec 01, 2003 5:26 pm
by jv_map
I got a 9600 Pro for replacement

(took more than 3 weeks though

)
Posted: Mon Dec 01, 2003 9:41 pm
by Gold
ok Parts i mostly been dealing with single player maps but ya asked so i opened omaha with my hex and the 1st spawn point i found was this
info_player_axis origin -1224 1336 416 ok from what i understand from hexing so far say ya wanted to change the location of that spawn ,,ya could prob change it to say ,,and this is just a example ok,,,-4036 2964 532 ,,,see if ya changed it according to that example the bytes would remain the same and it would work,and other ppl could still connect to ya server,,ok now lets say ya wanted to delete that paticular spawn point,,since it has a targetname of spawn_axis4,,,ya could change that to maybe tpawn_axis4 and that paticular spawn point wouldnt load in the map,,,now lets say the spawn point didnt hav a targetname as some dont since i have looked at it and ya still wanted to delete that paticular spawn point,,ya would do something like the following
change info_player_axis to something like snfo_player_axis ,,,of course by removing the spawn points ya would hav to add them back within the script as i posted earlier,,,,,im not so sure that ya could change say -1224 1336 416 to something like 356 1336 416 and the bsp read the space as a byte,assuming the space is be4 the 356,my guess ,,just a guess is that wouldnt work, i myself did omaha for a test just now and i just changed all the info player axis and allies to snfo player since my paticular hex has the option to change them all at one time if i wish,and it worked because when i choose allies i spawned on the boat and when i choose axis i spawned on the boat lol ,,now all i would have to do is walk around and get spawn points that i desire and add them within the script,,,the console gav no errors msg whatsoever by doing it in this way,,i hope this helps
<TWZ>Gold<<mohha freak
Posted: Tue Dec 02, 2003 12:52 am
by omniscient
well couldnt you just move them around? put somemore outside by the guns, there is plenty of space out there. seems to be easier
Posted: Tue Dec 02, 2003 4:19 am
by Gold
sure ya could move them around by hexing as long as the bytes within the bsp stays consistent,,or ya could add some by scripting ,,guess its just a matter of what ya wanna do
<TWZ>Gold<<mohha freak
Posted: Tue Dec 02, 2003 10:36 am
by Parts
Excellent thanks. My plan is to remove all the spawn points from the map and create all spawn points in the script file.
First project is to make the Bridge into a multiplayer map where both sides parachute in

Posted: Tue Dec 02, 2003 1:56 pm
by bdbodger
The map might not load if all of them are removed maybe leave one if you can .
Posted: Tue Dec 02, 2003 8:35 pm
by Gold
the map loads fine as long as ya dont remove the info player start which is required in all maps:) if ya remove that the map want load lol,,already tested that heh:)
<TWZ>Gold<<mohha freak
Posted: Wed Dec 03, 2003 8:03 pm
by WarTech
Gold wrote:the map loads fine as long as ya dont remove the info player start which is required in all maps:) if ya remove that the map want load lol,,already tested that heh:)
<TWZ>Gold<<mohha freak
F R E A K!!!!
LOL
<TWZ>WarTech