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BSP Compat - Make maps compatible with your mod


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XINLEI
me too
Join Date: Jun 2011
Location: Colombian Coffee storage
Old 02-10-2012 , 21:45   Re: BSP Compat - Make maps compatible with your mod
Reply With Quote #11

I don't understand your first point, (it's my first time using orpheu, although i know what is this). So here's the GetEntityInit file.

Meanwhile i'll test the second point, thanks for respond.
Attached Files
File Type: txt GetEntityInit.txt (577 Bytes, 256 views)

Last edited by XINLEI; 02-10-2012 at 21:45.
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joropito
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Old 02-10-2012 , 22:50   Re: BSP Compat - Make maps compatible with your mod
Reply With Quote #12

Quote:
Originally Posted by XINLEI View Post
I don't understand your first point, (it's my first time using orpheu, although i know what is this). So here's the GetEntityInit file.

Meanwhile i'll test the second point, thanks for respond.
Which engine version are you using?
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 02-11-2012 , 04:20   Re: BSP Compat - Make maps compatible with your mod
Reply With Quote #13

Don't know how you have found your windows signature, but it's totally wrong.

It should be :
Code:
[0x55,0x8B,"*",0xA1,"*","*","*","*",0x53,0x56,0x57,0x33,"*",0x85,0xC0,0x7E]
and for listenserver
Code:
[0xA1,"*","*","*","*",0x53,0x55,0x56,0x57,0x33,"*",0x85,0xC0,0x7E]
Also, I think your plugin need to be more complete, you should allow something so it will be easy to configure easily keyvalue of this entity.
For example, in his case, it should write amoury_entity, but this entity alone doesn't make sense.
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Last edited by Arkshine; 02-11-2012 at 12:24.
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joropito
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Old 02-12-2012 , 11:41   Re: BSP Compat - Make maps compatible with your mod
Reply With Quote #14

Signatures updated. Thanks Arkshine.

Also, this plugin is just to help to keep entities in the map and then you can handle on your own.

In my example for tfc maps, you can keep spawnpoints (if not, it will be a useless map).

I know the case of armoury (or weaponbox) and other entities. FM_KeyValues should be used to to convert some keys to another but is not the point of this plugin. I prefer to keep it simple.

For example I'm working on 2 gameplays using maps from older HL1 mods. With this plugin I'm able to load the maps, convert the entities but in each mod plugin I'm handling the properties of each custom entity.


Some tip:

I was changing some custom trigger in a map to another trigger. There's must be the same class base because you can loose information.

Quote:
trigger_relay is CBaseDelay
trigger_teleport is CBaseTrigger

Renaming some CBaseTrigger to CBaseDelay will loose origin information.
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Last edited by joropito; 02-12-2012 at 11:42.
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Hyper Nova
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Join Date: May 2012
Old 05-24-2012 , 14:07   Re: BSP Compat - Make maps compatible with your mod
Reply With Quote #15

I have problems
GetEntityInit get never called
( im using windows )

I even tested this GetEntityInit hook on my code but it just get not called.

Last edited by Hyper Nova; 05-25-2012 at 05:29.
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joropito
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Old 05-25-2012 , 20:04   Re: BSP Compat - Make maps compatible with your mod
Reply With Quote #16

Hello Hyper

Check if you're using latest engine version from steam
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SyluxLockjaw100
Senior Member
Join Date: Jul 2010
Location: Novaya Russia
Old 05-27-2012 , 00:30   Re: BSP Compat - Make maps compatible with your mod
Reply With Quote #17

Very nice! Now I can play wstland3 (TFC map) on my CZ,thanks joropito.

edit: When I played on a map that doesn't belong to the game,I can't join the terrorist team,it says the T team is full?

Last edited by SyluxLockjaw100; 05-27-2012 at 05:04.
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joropito
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Old 05-28-2012 , 09:06   Re: BSP Compat - Make maps compatible with your mod
Reply With Quote #18

Quote:
Originally Posted by SyluxLockjaw100 View Post
Very nice! Now I can play wstland3 (TFC map) on my CZ,thanks joropito.

edit: When I played on a map that doesn't belong to the game,I can't join the terrorist team,it says the T team is full?
You have to rename classname for entity spawnpoints. In TFC, such entities has other names than in CS.
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Slow_Learner
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Join Date: Dec 2016
Old 12-02-2016 , 08:17   Re: BSP Compat - Make maps compatible with your mod
Reply With Quote #19

Has anyone used this with Day Of Defeat. I tried to us it and I never spawned in the map. I was using a CS map.

My bsp_compat.ini

info_player_start:info_player_allies
info_player_deathmatch:info_player_axis

Not sure what I am doing wrong.
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Old 12-05-2016, 06:54
joropito
This message has been deleted by joropito. Reason: wrong thread haha
Slow_Learner
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Join Date: Dec 2016
Old 12-07-2016 , 09:27   Re: BSP Compat - Make maps compatible with your mod
Reply With Quote #20

I am not sure if I need to do something more.

My amxmodx log looks like it is switching the spawn points.

My bsp_compat.ini file


Code:
info_player_start:info_player_allies
info_player_deathmatch:info_player_axis
Log file

Code:
L 12/07/2016 - 07:46:53: [bsp_compat.amxx] [BSP Compat] Adding fix info_target for custom
L 12/07/2016 - 07:46:53: [bsp_compat.amxx] [BSP Compat] Adding fix info_player_allies for info_player_start
L 12/07/2016 - 07:46:53: [bsp_compat.amxx] [BSP Compat] Adding fix info_player_axis for info_player_deathmatch
L 12/07/2016 - 07:46:53: [bsp_compat.amxx] [BSP Compat] Fixing info_player_deathmatch to info_player_axis
L 12/07/2016 - 07:46:53: [bsp_compat.amxx] [BSP Compat] Fixing info_player_start to info_player_allies
Any help would be greatly appreciated.
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