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Author Topic: Relic map EIR hotfix by Bonte  (Read 17568 times)
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DeadlyShoe Offline
EIR Veteran
Posts: 470


« Reply #40 on: February 20, 2008, 09:30:30 pm »

Noone will play non-moduled maps. Ever. I've asked.
« Last Edit: February 22, 2008, 01:26:22 pm by DeadlyShoe » Logged

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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #41 on: February 22, 2008, 11:54:20 am »

I'll talk to fl- about this and about the possibility to remove a lot of the 'useless' vCoH maps from the EiR map list, but I think right now he has his hands full with 2.0 so it might have to wait untill then Wink.
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Bonte Offline
EIR Veteran
Posts: 1234


« Reply #42 on: February 23, 2008, 10:01:35 am »

Quote
'useless' vCoH maps from the EiR map list

cant we just have this added to the module so i can test it before 2.0 then u can deal with the damn clutter when 2.0 comes out...
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #43 on: February 23, 2008, 10:11:29 am »

Get all of them fixed and bundle them into a single EiRMapFix.sga first.
(This way it can easily be added and removed later on)

Drekplaats doesn't really need fixing, it works fine. Wolfheze on the other hand should be fixed, the spawn points should be moved in opposite corners so players no longer spawn really close to eachother.

The Scheldt can be left & abandoned for all I care, it's a horrible map which won't work with EiR due to the poor design.
« Last Edit: February 23, 2008, 10:14:09 am by Unkn0wn » Logged
Bonte Offline
EIR Veteran
Posts: 1234


« Reply #44 on: February 23, 2008, 10:14:18 am »

all 3 of the ones i worked on are in a single sga if you read the first post...i went against putting more than 3 per pack tho cause that would make for outragous file size..but i guess adding wolfheze to it would be to hard...ill add wolfheze tonight...

archive.34 = EuropeInRuins\Archives\eirmapfix
« Last Edit: February 23, 2008, 10:16:45 am by Bonte » Logged
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #45 on: February 23, 2008, 10:17:12 am »

Adding 2 more maps (Wolfheze, Vire River Valley) won't make it an outragous file size.
Just make sure they're all properly done from start so users never have to bother re-downloading the pack just because you messed something up that requires a hotfix.

If needed, put the single SGA in a Zip/Rar file or .exe file to compress the size further.
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Bonte Offline
EIR Veteran
Posts: 1234


« Reply #46 on: February 23, 2008, 10:18:35 am »

k ill add them tonight..
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #47 on: February 23, 2008, 10:22:51 am »

Be sure to doublecheck all 5 maps are working fully, have everything properly added to the .sga and have the actual fix working (Both technical & gameplay wise). I'll ask fl- to add this to the .module with the next batch of maps, if any. Probably sometime next week.

It will not be incorperated in the mappack, due to file size.
« Last Edit: February 23, 2008, 10:25:40 am by Unkn0wn » Logged
Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #48 on: March 12, 2008, 02:14:10 pm »

What is the status of this project?
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