supplydepot2 etpro mapscript

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nihilist
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Post by nihilist »

Ran this in a scrim on 2 full rounds of SupplyDepot this evening.

Asked both teams to take the flag, set default spawn and not take it back. All players (7 v 7 ) spawned correctly.

No random abusive comments about spawning back at all.
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mortis
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Post by mortis »

Place these in your /Wolfy/etpro/etpromapscripts folder. They seem to be working perfectly.

SupplyDepot http://www.bsdterritory.com/img/Mortis/ ... pot.script

SupplyDepot2 http://www.bsdterritory.com/img/Mortis/ ... ot2.script

--Mortis
Radea
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Post by Radea »

Threshold wrote:Actually the second version was not done by the Orginal Author...

Someone might need the BSP to do something with it but I'm not 100% sure..
They were both released by ginc of 20ID. Don't tell me I'm wrong because I was on vent with him when he released the 2nd version. ;p

Anyhow, ginc said that if sd2 didn't fix it he has absolutly no idea what causes the spawnbug. He also said that if anyone wants the source to the map and thinks they can fix it, all they had to do was ask him.

#20id gamesurge
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mortis
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Post by mortis »

I have been corresponding with him via email. The email listed in his readme was out of service, but I found his admin email. I have no doubt that we can assemble a final final version, for those who want it.
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Threshold
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Post by Threshold »

They have a fix for it.

http://www.et-center.com/?page=news&id=987#comments


Right now it's for ETPRO only but I think Marko is trying to get with Ginc to get a Final version out.
Mat3k
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Post by Mat3k »

Well, it seems to work, so devs, do you think it could be included in the next etpro release?
>>steven!
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Post by >>steven! »

Mat3k wrote:Well, it seems to work, so devs, do you think it could be included in the next etpro release?
there is no need if marko and ginc r releasing a new version of the map
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mortis
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Post by mortis »

The purpose would be to make supplydepot and supplydepot2 compliant, even in the absence of 'new' versions of the pk3. :D

Shrubmongers will either have to use a new pk3 or else bundle the script in its own pk3 to remove the spawn exploit.

Etpro users could gain the benefit of a 'patch', even when running legacy versions of the map.

I have obtained official permission from the author to go ahead and bundle new pk3s for supplydepot. So don't sweat it Marko, your supplydepot3.pk3s are free and clear :lol:

--Mortis
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Post by >>steven! »

eh

does that mean u r going to release new versions of both maps (as they should be treated as 2 different maps) or going to patch the 2 :S.

ps we dont care about etmain or shrub; we only care about etpro
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mortis
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Post by mortis »

I am suggesting that we do both; etpromapscripts solve all legacy map issues under etpro and new pk3s for future use.

New pk3s help non-etpro users and people who use etpro but not etpromapscripts (a rather small porportion of the users). I don't personally like to use pk3s because of client drops/disconnects/crashes...but I understand the need for them at times.

Most players will gripe about downloading the new pk3s, so that is why i propose a legacy solution for most etpro server operators....

--Mortis
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Post by >>steven! »

hmmm i just think with a new pk3 and modified entry pic; atleast ppl will know what version they r playing on;

or is this possible thru mapscripts
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mortis
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Post by mortis »

Ultimately, a new pk3 is the simplest and most reliable method to verify script integrity, but that raises a good point. I imagine that the competitive leagues may adopt a new pk3 with the fixed script in order to verify compliance.

Any unscrupulous team could create an etpro script to modify features of a map, and as far as i know it would be unverifiable by non-admins. Obviously it would require some level of scripting expertise to pull off this sort of exploit, but it is plausible....

Do any of the Etpro experts know if there is a way to confirm the legitimacy of any particular etpro map script?

--Mortis
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hiro
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Post by hiro »

mortis wrote:Place these in your /Wolfy/etpro/etpromapscripts folder. They seem to be working perfectly.

SupplyDepot http://www.bsdterritory.com/img/Mortis/ ... pot.script

SupplyDepot2 http://www.bsdterritory.com/img/Mortis/ ... ot2.script

--Mortis
good work mortis and all involved! :thumbs:
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mortis
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Post by mortis »

After extensive testing, I have discovered the following:

The supplydepot mapscript works perfectly.
The supplydepot3-ladder version works perfectly

The supplydepot2 mapscript has some new unknown bug that is causing the improper spawns, I will fix it.
The supplydepot3-ramp.pk3 has the same issue, as it uses the same script.

So, try the regular supplydepot map and see if that works correctly for you. It should. DO NOT use supplydepot2 until I fix the bug.

--Mortis
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mortis
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Post by mortis »

A portion of the spawn entries were commented out in supplydepot2....causing the odd behavior. I have fixed the bug and now both scripts are working and tested on my home server....

Known good scripts found here:

SupplyDepot http://www.bsdterritory.com/img/Mortis/ ... pot.script

SupplyDepot2 http://www.bsdterritory.com/img/Mortis/ ... ot2.script

Thanks to those who identified the supplydepot2 bug and alerted me to its presence....

--Mortis
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