[Q4] kat_q4dm1 pr1.2

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

[Q4] kat_q4dm1 pr1.2

Post by Kat »

UPDATE

The map is now available for any one that wants it from the following linkewink

http://www.quake3bits.com/htm/maps/kat_q4dm1.htm

[lvlshot]http://www.quake3bits.com/images/maps/k ... _dm1_3.jpg[/lvlshot]

===================================
This is a finished map but I updated the version submitted to the VIAcga comp to make it 1.2 compliant, as well as including the 'addon.conf' file for auto downloading.

The reason for posting is to do a last minute check of the new system before going 'live' with the file. I've checked the file locally and it works but just need to double check it loads correctly on other machines.

If you've got the original VIA map you'll probably need to remove it as that's not fully 1.2 compliant.

download from here c.8.5 MB

Once the file checks out (or not) I'll add some file mirrors.

Ta in advance.
Last edited by Kat on Mon May 29, 2006 4:00 pm, edited 1 time in total.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

I am experiencing some weird problems with your pk4 file.

When I try to compile Oak Bots for it via runBotAAS mp/k + Tab-key for file name completion, nothing happens.

Q4 does not recognize that file name. Even though the maps\kat_q4dm1<...>.map file exits in the pk4 in the q4base\ folder.

Same happens with default Q4 commands like map.

Very strange.


Just did some more testing with vanilla Q4. After doing a dir maps/mp/, suddenly map mp/kat_... was in "path".

Q4 path and file checking not in real time?

(Sorry probably has nothing to do with your map)

Edit: Mods, e.g. fs_game <moddir> game will not show map names via file name completion it seems. You can manually type the full file name though by hand. Hrumpf.
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

You mean when you checked in VQ4 that map listed, but running a mod it wasn't?

Are any other custom maps doing the same thing (that have not been optimised for OakBot)?

I've not played or tested any map in none vQ4 so I don't what's going on with regards to that odd behaviour. The map hasn't been 'optimised' for Oakbot so would need to go through their modification process I guess, pretty much the same way as any mod specific content has in the past; iirc Q3 maps needed tweaks to make them compliant with various mods so it wouldn't supprise me to find this for Quake 4.

Right now all that matters is for the map to load properly into vQ4, everything else can be fixed/tweaked afterwards; got to get the base file working first.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

You map can beloaded via Create Server without any problem, AFAICT.

The other map that has the exact same problems, also compiling for Oak Bots is the one wviperw recently released. Will not show up in file name completion either.

I am presently asking at the Oak Bots forum if someone has had this problem.

What makes it strange, many maps that are a lot *less* professional in looks have no problems with Oak Bot compiles. Very strange.
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roughrider
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Joined: Mon Jul 22, 2002 7:00 am

Post by roughrider »

kat, will mirror your map once complete for q&a's.
:P
Team *A51* Q3 & QL
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

roughrider wrote:kat, will mirror your map once complete for q&a's.
:P
okey dokey ;)
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roughrider
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Joined: Mon Jul 22, 2002 7:00 am

Post by roughrider »

hehe ;)
Team *A51* Q3 & QL
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