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How to start map?

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Created 8 years ago
by ZombieSlayer5778
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Hey guys I am a nooby mapper here, and I have created my first map. The only problem is, I don't know how to start it. Any help would be GREATLY appreciated. Thanks!  ;)
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Open console, type either:

Code Snippet
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devmap yourmapname
// or
map yourmapname
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Open console, type either:

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devmap yourmapname
// or
map yourmapname
I don't mean start it that way, I mean how to get your map into a file with all of the stuff in it  :)
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I Am New Into Mapping And All Of That Kind Of Stuff.I Appreciate Every Help Provided!
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I don't mean start it that way, I mean how to get your map into a file with all of the stuff in it  :)
If you mean package the map to share with other people.... check this:
http://ugx-mods.com/wiki/index.php?title=Properly_Package_Your_Map_For_Release

If not,be more specific please.
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I don't mean start it that way, I mean how to get your map into a file with all of the stuff in it  :)

You mean compiling? After you compile map/build mod in Launcher you should be able to just open WaW and play it...
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You mean compiling? After you compile map/build mod in Launcher you should be able to just open WaW and play it...
What do I do with the patch and the .map? When I compile them, all that pops up are errors...
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What do I do with the patch and the .map? When I compile them, all that pops up are errors...

The patch is only needed to be compiled once, for your use. Compile the .map, then the patch. Then you go on to compiling the MOD. A mod has a map in it, and is what contains everything outside of radiant. Scripts etc.
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The patch is only needed to be compiled once, for your use. Compile the .map, then the patch. Then you go on to compiling the MOD. A mod has a map in it, and is what contains everything outside of radiant. Scripts etc.
Shouldn't he compile the patch evertime he uses radiant and makes changes?(just in case)
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Shouldn't he compile the patch evertime he uses radiant and makes changes?(just in case)

For the most part, it's not needed. I am not completely sure when to do it, but f.example when installing Harry's 400fx fix you need to do it. Note that it can fuck up your mod if it contains such as .ff-files :)
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For the most part, it's not needed. I am not completely sure when to do it, but f.example when installing Harry's 400fx fix you need to do it. Note that it can fuck up your mod if it contains such as .ff-files :)
These are the errors I get when I try to compile:

"C:\users\me\AppData\Local\Activation\CodWaW\mods\HumorModTWO\mod.arena.iwd is denied"

That is one of the problems I got, the other ones are similar to this. Then the console tries to copy stuff, but it still doesn't work  :( ???

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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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Shouldn't he compile the patch evertime he uses radiant and makes changes?(just in case)
No coz everytime you compile it your just compiling the same assets in over and over and over

only needs doing once - unless you make changes to your patch zone_source file, which i doubt you ever would

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For the most part, it's not needed. I am not completely sure when to do it, but f.example when installing Harry's 400fx fix you need to do it. Note that it can fuck up your mod if it contains such as .ff-files :)
These are the errors I get when I try to compile:

"C:\users\me\AppData\Local\Activation\CodWaW\mods\HumorModTWO\mod.arena.iwd is denied"

That is one of the problems I got, the other ones are similar to this. Then the console tries to copy stuff, but it still doesn't work  :( ???


Select your entire call of duty directory

right click

properties

untick read only

apply

apply to all files and sub folders

make sure all "applications" in the root/bin folder are set to run in compatibility mode for XP and are set to run as admin

that error is irrelevent btw, its talking about a completely different mod that was never included in the mod tools properly
Last Edit: December 22, 2015, 12:53:37 am by Harry Bo21
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No coz everytime you compile it your just compiling the same assets in over and over and over

only needs doing once - unless you make changes to your patch zone_source file, which i doubt you ever would
Where do the assets go? Because for me, they go nowhere and I just get fucking errors every time.  ???
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Where do the assets go? Because for me, they go nowhere and I just get fucking errors every time.  ???
if youve compiled the patch, then they "already are" compiled into the MAPNAME_patch.ff that is now in root/mods/YOURMOD/

the patch only has things like the dogs in it anyway, barely anything in it, hence why its so small
Last Edit: December 22, 2015, 12:54:49 am by Harry Bo21
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if youve compiled the patch, then they "already are" compiled into the MAPNAME_patch.ff that is now in root/mods/YOURMOD/

the patch only has things like the dogs in it anyway, barely anything in it, hence why its so small
There is one problem with that though: since I get errors every time I compile, it doesn't make the patch.ff file  :(
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There is one problem with that though: since I get errors every time I compile, it doesn't make the patch.ff file  :(
have you actually looked to see if one is made?

anyway it wont do anything until you "build the mod"

and as i already said, that error you posted is 100% irrelevent and can be completely ignored...
Last Edit: December 22, 2015, 01:20:57 am by Harry Bo21

 
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