Quote:
Originally Posted by Powerlord
Even if all of the models/sounds/materials were embedded in the map: TF2 uses a different round structure, different weapon structure, hell... even different spawn point entities than CS:S does.
|
To explain more of what powerlord says:
Games have a tendency to crash when entities that do not exist are loaded.
i.e. CS:S JB maps have a ton of weapons spammed around the map, most of which you could just pull out.
Most of this you could just use Stripper: source to fix. BUUUUUT:
A. CS:S uses buttons that you have to +use to use. (could have a plugin fix that.)
B. TF2 needs a resupply box (right?) i haven't looked at much of the TF2JB code
Actually thinking about it, if all the required files were compiled into the map, or individually downloaded, it could technically be possible because tf2 will default a gamemode if the 'so-called' round structure entities did not exist.
And if you were to use stripper source to add in the entities for the supply lockers, and just replace the info_spawn_terrorist with info_spawn_whateverz it would work.