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Forum: All Forums : Soldier of Fortune
Category: SoFII Editing, Gaming, and Design
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, narc, ReverendTed, rEdrUmMDK, Foxhound, PleaseMYOB, batistablr
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Author Topic: Mappers Read This!
brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
[view latest posts]
Level 7
Category: SoFII Editing, Gaming, and Design
Posted: Thursday, Jul. 25, 2002 11:36 pm
yeah

I was 3/4's done when I realized the name.. too many shader references and textures already pointed to, so I decided to leave it.. new maps are all prefixed with "brutus" as per my own advice..
brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
[view latest posts]
Level 7
Category: SoFII Editing, Gaming, and Design
Posted: Thursday, Jul. 25, 2002 11:38 pm
.. Sidenote..

At least all my images and sounds are really uniquely named, and its only the .bsp that is named so foolishly :P
exodus
General Member
Since: Aug 20, 2003
Posts: 351
Last: Dec 28, 2004
[view latest posts]
Level 5
Category: SoFII Editing, Gaming, and Design
Posted: Friday, Aug. 22, 2003 03:27 pm
Hi brutus


Quote:

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

Quote:


i dont really appreciate your comment on newbs asi am a newb but i made sure i read as much info as possible before starting my new map.and on another not wouldnt a locking system give us evem more restrictions as to what we can do.
brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
[view latest posts]
Level 7
Category: SoFII Editing, Gaming, and Design
Posted: Friday, Sep. 5, 2003 01:47 am
Sorry for not responding sooner.. forgot this thread was here :p

The world of mods and custom maps is a very diverse and ever changing one. Read the date on which I posted the comment on newbs...

Modsonline has given a lot of direction to the community, even if its unsung... I know of at least 1 person on the system that now has a career in this field.

While a lot of us take time to do proper research, and dig up background info, there are so many more people that do not.

Quote:
3000 newbs that don't know it yet



Key word here.. YET.

When I released my first custom map, there was no convention, and not many people gave thought about to the idea of files in different PK3's corrupting each other.

The file locks issue was that when you load a level, the game loads ALL PK3's in your game directory.

Thus, if you release a map called exodus.bsp, and use a music choice of mymusic.mp3, and I release my map that also uses mymusic.mp3... when you load your map, there is a chance you'll hear my music instead of your own.

This is why the lobby for some file locking. At the time it seemed it would have been pertenant that the game load all standard PK3's required for the engine to operate, and then ONLY load the PK3 for the map specified.

Long story longer.. this wasn't implemented in any of the 3 patches, and was dropped from discussion shortly thereafter.
oofunk
General Member
Since: Oct 20, 2003
Posts: 178
Last: Jun 3, 2005
[view latest posts]
Level 4
Category: SoFII Editing, Gaming, and Design
Posted: Monday, Oct. 20, 2003 11:26 am
Ok guys... post made for a very interesting read... and there are some interesting ideas..

But has anybody come up with a way to make the door sounds work??? Its a freaking stupid waste of entities to use target speakers and like you all know the sounds cant be adjusted...

Anybody got any idea??

Funk
brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
[view latest posts]
Level 7
Category: SoFII Editing, Gaming, and Design
Posted: Monday, Oct. 20, 2003 02:32 pm
I know the man-down mod added proper door functions, but I don't know if they coded the proper sound structures.

Check out the man down mod and see what it has to offer.. I think it was narc who is really familiar with the mod.
oofunk
General Member
Since: Oct 20, 2003
Posts: 178
Last: Jun 3, 2005
[view latest posts]
Level 4
Category: SoFII Editing, Gaming, and Design
Posted: Tuesday, Oct. 21, 2003 07:25 am
I belive that they must have played witht the code as from memory the doors rotated too...

Its such a shame about this... Simple things get removed when surely it was probably easier for Raven to leave the code in??

Its all a conspiracy i tell you!!!! 80

Funk
Cuda77
General Member
Since: Jan 22, 2004
Posts: 69
Last: Sep 6, 2008
[view latest posts]
Level 3
Category: SoFII Editing, Gaming, and Design
Posted: Thursday, Feb. 19, 2004 08:57 pm
I have been having a problem getting my map to show up on the list of maps in the game. I have made pk3's before with no problem. I found out something very interesting. I dropped my pk3 file into my base folder on my other computer & presto, the map name was in the list. So checked my files on this computer & moved out some of my downloaded pk3 files, & found out that if I remove them (about 10, user created maps) my map is in the list...if I put any one of them back in base, my map is knocked off the list....interesting. So I have to find the conflicting information, since I want my map to be compatible with others. Reading this post here at the top makes me wonder, if I just rename my custom .wav's & custome textures in my pk3 if this will be compatible with other "user created" maps... I'll give it a shot...

rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6784
Last: Dec 13, 2007
[view latest posts]
Level 10
Admin
Forum Moderator
Category: SoFII Editing, Gaming, and Design
Posted: Thursday, Feb. 19, 2004 09:20 pm
What are the odds that you have textures and sound files named the same as other maps? Slim to none. Not unless you used filenames from the game itself.
Backup Your Work or your Work will be gone.
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