supplydepot2 etpro mapscript
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- mortis
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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
SupplyDepot http://www.bsdterritory.com/img/Mortis/ ... pot.script
SupplyDepot2 http://www.bsdterritory.com/img/Mortis/ ... ot2.script
--Mortis
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. ;pThreshold 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..
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
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.
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.
- mortis
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The purpose would be to make supplydepot and supplydepot2 compliant, even in the absence of 'new' versions of the pk3.
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
--Mortis
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
--Mortis
- mortis
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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
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
- mortis
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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
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
good work mortis and all involved!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
- mortis
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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
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
- mortis
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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
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