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[SOLVED] Question about Treasure Island setting

#1
Treasure Island is one of my favorite maps because of its ambiance (including the very appropriate music!). It serves my casual playing very well. This is the file I'm using (I assume this is the latest version, @sev?):

(the size of maps/treasureisland_v2.map is 227080 bytes)
Code:
$ md5sum oldnexuiz_treasureisland_v2.pk3
cd41a7ba6f1306a35797197e57f1a5dc  oldnexuiz_treasureisland_v2.pk3


I'm seeing the following error though:

Code:
======OBJECT ERROR======

server EDICT 919:
origin         '-1540 -1960 1297.5'
classname      weapon_seeker
server OBJECT ERROR in objerror:
Attempted to spawn a mutator-blocked weapon rejected
Tip: read above for entity information
======OBJECT ERROR======

server EDICT 923:
origin         '640 -1920 1300'
classname      weapon_hlac
server OBJECT ERROR in objerror:
Attempted to spawn a mutator-blocked weapon rejected
Tip: read above for entity information

I understand the regular mutator only allows the regular weapons, so these two new toys are not acceptable. However, I don't want to turn on the whole new toy options. Is there a way to add just these two specific weapons to the regular ones?


Also there are the following less problematic warnings, FYI.
Code:
Mod_Q3BSP_LoadFaces: surface 2 (texture env/treasureisland_v2/tisky_rt) has no vertices, ignoring
Mod_Q3BSP_LoadFaces: surface 2 (texture env/treasureisland_v2/tisky_rt) has no triangles, ignoring
Mod_Q3BSP_LoadFaces: surface 3 (texture env/treasureisland_v2/tisky_ft) has no vertices, ignoring
Mod_Q3BSP_LoadFaces: surface 3 (texture env/treasureisland_v2/tisky_ft) has no triangles, ignoring
Mod_Q3BSP_LoadFaces: surface 4 (texture env/treasureisland_v2/tisky_bk) has no vertices, ignoring
Mod_Q3BSP_LoadFaces: surface 4 (texture env/treasureisland_v2/tisky_bk) has no triangles, ignoring
Mod_Q3BSP_LoadFaces: surface 5 (texture env/treasureisland_v2/tisky_up) has no vertices, ignoring
Mod_Q3BSP_LoadFaces: surface 5 (texture env/treasureisland_v2/tisky_up) has no triangles, ignoring
Mod_Q3BSP_LoadFaces: surface 6 (texture env/treasureisland_v2/tisky_dn) has no vertices, ignoring
Mod_Q3BSP_LoadFaces: surface 6 (texture env/treasureisland_v2/tisky_dn) has no triangles, ignoring
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#2
Wow, I released that map more than 6 years ago.

(07-03-2015, 12:36 AM)BuddyFriendGuy Wrote: I assume this is the latest version, @sev?

This seems to be a custom version, no idea who packed it.
Here is the "official" one, though the same problems apply:
http://www.mediafire.com/download/dsdi12...and_v2.pk3

(07-03-2015, 12:36 AM)BuddyFriendGuy Wrote: Is there a way to add just these two specific weapons to the regular ones?

Sorry, I don't have the setup to recompile the map.
I tried to hex-edit the bsp file, but that doesn't work.

Maybe a server admin knows how to change the weapons without
changing the map file, considering there are servers with custom weapons.
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#3
The map file cannot be changed, but you can export a .ent file and modify that.

sv_saveentfile is the console command, if I recall correctly.
In this file, you'll see the weapon_xxx definitions, and can change them. This file replaces all entities in the map.
[Image: 230.jpg]
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#4
@sev,

Looks like you can release a "patch" file to go with the pk3 (as @Mario described), or if you like, I can re-compile the map for you (and also update some obsolete keywords in mapinfo, e.g. type -> gametype), since you listed your compilation parameters in the txt file. (Kudos to you!)

However, in terms of compatibility with the current version of Xonotic, there doesn't seem to be a way to just make those new toys available without enabling the whole new toy set. I did try to see whether anybody thinks differently though.

Please tell me what you want. So far, you have the following weapons:

Code:
"classname" "weapon_uzi"
"classname" "weapon_electro"
"classname" "weapon_hagar"
"classname" "weapon_crylink"
"classname" "weapon_hlac"
"classname" "weapon_nex"
"classname" "weapon_seeker"
"classname" "weapon_rocketlauncher"

Which solution do you want?

  1. Just remove hlac and seeker. It looks weird without those two weapon bases though.
  2. Replace the two weapons with something from the base set. But with what? mortar? arc?
  3. Force players to start with no weapons, and then replace those two toys with laser and shotgun.
  4. Enable g_new_toy. That means players get all other new toys as well.

This is a beautiful map and I really enjoy it and would love to see it played more. Thanks for the wonderful work.
Reply

#5
@sev,

Working Fix

I found a variable to enable your original vision (all weapons you assigned now appear) without re-compiling the map. All I needed to do is to replace the mapinfo file with this:

Code:
title Treasure Island Version 2
description An abandoned island, holding a glowing secret.
author sev
cdtrack 16
has weapons
gametype dm 30 20
gametype tdm 50 20 2
gametype lms 9 20
gametype arena 10 20
gametype dom 500 20
gametype rune 200 20
gametype kh 1000 20 3

settemp_for_type all g_new_toys 1
settemp_for_type all g_new_toys_autoreplace 0

Since you are the canonical source of this map, could you update it and re-release it? I don't want to add a new version, which creates even more confusion.


Problem of re-compiling

I understand you don't have the environment anymore, so perhaps somebody else can help figure out how to successfully compile it.

The compilation generates a working map, without the error this time:
Code:
Mod_Q3BSP_LoadFaces: surface 2 (texture env/treasureisland_v2/tisky_rt) has no vertices, ignoring
I'm guessing the new version of NetRadiant fixed that.

However, when loaded in the game, some textures are missing.

This is from your original bsp:

.png   expected.png (Size: 158.44 KB / Downloads: 102)


This is from my bsp:

.png   missing_texture.png (Size: 153.92 KB / Downloads: 102)



Here's my NetRadiant log (sorry log too big for post size). Note that there are some errors like: Texture load failed: "textures/desertfactory_wood/wood01", which is strange, since I do have xonotic-20150113-maps-mapping.pk3 in the proper place.
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#6
Keep in mind that this map was compiled for Nexiuz, with an old version of NetRadiant.
It isn't surprising that there are now issues with missing textures and models.

(07-05-2015, 02:45 AM)BuddyFriendGuy Wrote: I found a variable to enable your original vision (all weapons you assigned now appear) without re-compiling the map.

You are overestimating my original intentions.
I simply put in weapons that I liked at the time, though that might not have been the best idea.

As a simple fix, I made a patched version, with standard weapons.
(seeker>grenadelauncher and hlac>electro)

To avoid issues with missing textures, I also included:
textures/desertfactory_wood/wood01
textures/desertfactory_wood/wood02
textures/desertfactory_stone/sand01.tga
textures/water/water0.tga

See if that works better (EDIT updated version):
http://www.mediafire.com/download/dm4sg5...d_v2r1.pk3

Thanks to Mario for the hint about the ent file.
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#7
(07-05-2015, 05:45 AM)sev Wrote: See if that works better:
http://www.mediafire.com/download/645m01...d_v2r1.pk3

Thanks to Mario for the hint about the ent file.

Thanks, @sev and @Mario, it works!

@sev, could you also update your .mapinfo -- "type" is obsolete and should now be "gametype".

(07-05-2015, 05:45 AM)sev Wrote: Keep in mind that this map was compiled for Nexiuz, with an old version of NetRadiant.
It isn't surprising that there are now issues with missing textures and models.

Old maps are such a rich resource for us so if we can figure out how to compile them, new mappers can then re-use them. I try to (slowly) hunt down the problem, one by one.

May I know whether you managed to recompile the map (with Nexiuz setup)? Or you just patched it with @Mario's ent approach?

(07-05-2015, 05:45 AM)sev Wrote: To avoid issues with missing textures, I also included:
textures/desertfactory_wood/wood01
textures/desertfactory_wood/wood02
textures/desertfactory_stone/sand01.tga
textures/water/water0.tga

According to this commit, some of the shader files got renamed, and I wonder whether you can just use the updated name and make use of the official release data.
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#8
(07-05-2015, 07:32 PM)BuddyFriendGuy Wrote: May I know whether you managed to recompile the map (with Nexiuz setup)? Or you just patched it with @Mario's ent approach?

I just patched it.


(07-05-2015, 07:32 PM)BuddyFriendGuy Wrote: According to this commit, some of the shader files got renamed, and I wonder whether you can just use the updated name and make use of the official release data.

Keep in mind that a shader is not the same as a texture.

A texture is the actual image data (tga/jpg/png).

A shader is simply a description of a texture.
It can be used for special effects like transparency or light effects.

The desertfactory textures are not part of the official data anymore.
Hence there is no point in adding or using the old shaders,
because they reference invalid textures.

To avoid empty surfaces, I included all the textures that are used
by Treasure Island, but are not included in standard Xonotic anymore.
This way, anyone can play it without having to deal with legacy packages.
Reply

#9
(07-06-2015, 05:03 AM)sev Wrote: I replaced the previous version:
http://www.mediafire.com/download/zd7hy9...d_v2r1.pk3

Thank you! Perfect now!

(07-06-2015, 05:03 AM)sev Wrote: Keep in mind that a shader is not the same as a texture.

A texture is the actual image data (tga/jpg/png).

A shader is simply a description of a texture.
It can be used for special effects like transparency or light effects.

Thanks for the explanation. It's very clear now.

(07-06-2015, 05:03 AM)sev Wrote: The desertfactory textures are not part of the official data anymore.
Hence there is no point in adding or using the old shaders,
because they reference invalid textures.

To avoid empty surfaces, I included all the textures that are used
by Treasure Island, but are not included in standard Xonotic anymore.
This way, anyone can play it without having to deal with legacy packages.

I found the following files, among others, in xonotic-20150113-nexcompat.pk3, which is included in the official release. I wonder whether the .dds can somehow be used instead of .tga.

dds/textures/desertfactory_wood/wood01.dds
dds/textures/desertfactory_wood/wood02.dds
dds/textures/desertfactory_stone/sand01.dds
dds/textures/water/water0.dds
scripts/nexcompat-water.shader
scripts/nexcompat-desertfactory.shader

That said, I do think including those textures, as you did, is a good idea. It makes a map file more useful for others.
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#10
The dds files from the nexcompat package are compressed very aggressively, causing
a loss of quality. On top of that, there is little open-source support for that format.
The Xonotic build tools seem to run a windows program through wine to create them.

Anyway, including uncompressed files might be a bit of an overkill.
So I converted all images to jpg and all soundfiles to ogg.

The pk3 is now about 6 MB smaller, without a noticable loss of quality:
http://www.mediafire.com/download/dm4sg5...d_v2r1.pk3

Additionally, here is a source package which includes
all the sourcefiles of the textures, models, and sounds:
http://www.mediafire.com/download/5j9nlr...ources.zip
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