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 Post subject: [NEW FEATURE] - Support for Custom Maps
PostPosted: Sun Oct 26, 2003 6:59 pm 
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The Maps [127 total]

http://www.runequake.com/maps/temp/small.zip
http://www.runequake.com/maps/temp/medium.zip
http://www.runequake.com/maps/temp/large.zip

The Server

quake.shmack.net:26001

Another long overdue feature:

No more modifying tons of files to get your custom maps to work. Simply modify %custom_lev in the map script (the one that generates map-auto.qc), and you're done!

Some questions you might want answered,

1) Does your new code support sized based levels?

Absolutely! You place your custom maps according to size in the %custom_lev array of the map script. The sizes are small (1-3), medium (4-6), and large (7+).

2) Does it support random? And how about random + sized

Yes and yes! Just like the standard levels!

3) Does your new code keep track of the custom levels played so that the same random or sized based level won't keep repeating?

YES!

4) How many maps can it support?

The default setting is 200 maps, which is more than I've seen any server use.

5) Can you access the level maps by name, like you can with the standard levels?

Yes. And so can the server. You no longer need to type "changelevel blah", just type the map name in the console and poof!

6) Where can I get the code?

The code is still very beta, but you'll be able to test the code on the Dead Zone server,

quake.shmack.net:26001

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Last edited by Slot Zero on Sun Nov 14, 2004 5:13 pm, edited 4 times in total.

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 Post subject: Re: [NEW FEATURE] - Support for Custom Maps
PostPosted: Sun Oct 26, 2003 9:23 pm 
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Slot Zero wrote:
Another long overdue feature:

To quote Lefty, "Indeed!"


Thanks Slot! Yet another very cool update to RuneQuake!
===
PK


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 Post subject:
PostPosted: Fri Oct 31, 2003 9:50 pm 
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Added a custom maps menu. Typing "custom" on the server will give you a list of levels according to size, if available.

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PostPosted: Sat Nov 01, 2003 3:34 pm 
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I have a test server up running custom maps only. So far I've got 90 maps. Most of the maps exist on other Rune Quake servers, but until there is a unified map pak (Baker, this is something you might want to help put together), I'm going to sort all the maps in groups according to level size and make them available that way.

As I add more maps, these files will contain the new maps,

I moved the maps to the very top of this thread in my first message

Eventually the individual maps will be on the ftp server for archive purposes, and in case anyone needs just 1 map and not the entire map collection.

The custom map server is located at:

quake.shmack.net:26001

The server is setup just like port 26000 except that this server only allows custom maps and the rotation is random, not sized based.

**IMPORTANT: If you're getting the error "Z_Malloc: failed on allocation of xx bytes", add -zone 1024 to you command line**

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Last edited by Slot Zero on Sun Dec 14, 2003 10:53 pm, edited 1 time in total.

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PostPosted: Sat Nov 01, 2003 4:07 pm 
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I want to standardize the maps across all mainstream servers RQ + IHOC and maybe even ask the CTF guys. Then it needs a map reference.

It'll be a few of weeks before I can work on it.

My POV on maps + probably yours, Slot:

From past experience --> mostly importantly --- when it gets done, it CANNOT change. Players feel jerked around when everything gets set and then things get altered. Players hate downloading files and that gets triple-compounded when you think you only have to do it once and then everything changes just a little and you have to do it again.

These last couple of sentences dredge up some old HPB experiences and servers where you download the maps (and it takes forvever) and the next week they say "hey, we added some more" and by that time most players hit the road.

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PostPosted: Sat Nov 01, 2003 4:33 pm 
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Baker wrote:
From past experience --> mostly importantly --- when it gets done, it CANNOT change.


Sometimes overlooked maps or newly created ones need to be added. The idea is standardizing the maps so that in the event this happens, players can get updates that complete their downloaded map package (a much smaller download) and new installers wouldn't need the updates because the main package would be complete. I agree that these updates should be kept at a minimum, but there should always be room for expansion.

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 Post subject: Another suggestion
PostPosted: Sat Nov 01, 2003 6:00 pm 
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Most players are either lpb's or are soon to be. Why not add automatic map download like in QW to some new client or is that too hard to do?


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 Post subject: Re: Another suggestion
PostPosted: Sat Nov 01, 2003 7:25 pm 
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Chuck wrote:
Most players are either lpb's or are soon to be. Why not add automatic map download like in QW to some new client or is that too hard to do?


JP mentioned that this feature is already on the Todo list for ProQuake. Do you know any engines that support this already?

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PostPosted: Sat Nov 01, 2003 8:28 pm 
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I know of none that do that at the moment. I hope that that AND some other features that have been kicked around will make it into proquake. That would be great.


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PostPosted: Sun Nov 02, 2003 4:02 am 
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Even if ProQuake eventually does that you will still make the maps avail the old way right? Even I still have visions of d/ling maps and the level changes and you d/ling a dif one. Grrrrr. what a nightmare!!!


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PostPosted: Sun Nov 02, 2003 4:13 am 
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Absolutely Pita!

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PostPosted: Sun Nov 02, 2003 9:56 am 
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JoeQuake supports the .dz format which is "demo zipped". Hopefully if ProQuake adds the auto map download feature that QW has, instead of downloading those huge .BSP files, perhaps it could download zipped BSP files.

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PostPosted: Sun Nov 02, 2003 2:18 pm 
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Now that would be a real time saver!

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PostPosted: Tue Nov 04, 2003 9:08 pm 
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Baker wrote:
JoeQuake supports the .dz format which is "demo zipped". Hopefully if ProQuake adds the auto map download feature that QW has, instead of downloading those huge .BSP files, perhaps it could download zipped BSP files.


That's what Unreal Tournament and games based on that engine do. They also have an "offline map server" feature so the client could be redirected to another server for map downloads. That conserves the bandwidth on the game server.


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PostPosted: Sun Dec 14, 2003 10:57 pm 
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I added 37 more maps to the rotation making a total of 127. The maps are located in my first message. These maps are not part of any map pack, they are just maps included to test the rotatation code. Some of the maps have caused clients to crash, especially with GLQuake.

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PostPosted: Tue Dec 16, 2003 12:21 am 
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Slot Zero wrote:
Some of the maps have caused clients to crash, especially with GLQuake.


Hey Slot? I can crash my quake all by myself thank you.. Can you give me a hint on which ones NOT to touch???


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PostPosted: Tue Dec 16, 2003 7:33 am 
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The HIPxMx maps.

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