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Starting a new map, what ways?

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Created 12 years ago
by marpolsdofer
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When I start a new map do I do it this way http://ugx-mods.com/wiki/index.php?title=Setting_up_a_new_map
or
do I just go in to launcher, convert, compile, and then radiant?
If I do the later what file do I pick? Is there a difference between Barebones, Bessie, MP_Barebone, and Payload?
or
Is there some other way I am to be doing it like creating file name, selecting files, do some other steps, then radiant or change name after the map is made?

Thanks for the help.
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To set up the files needed for your map to compile and run you need to either follow that tutorial or use a Script Placer.

Do not pick any of the example maps you named as they are examples and not something that would be your own to compile. Use either the setting up map wiki topic to set it up manually or the script placer linked above to create the files automatically.
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When I use the script placer and pick say sniperbolt or blank, do I overwrite the data or not?
I plan on making a few very basic maps over the few weak and wondering is it going to keep asking to overweight the file and then what happens after I do that? Is it going to over wright the file that I overwritten previously and be gone?
or click no/yes but backup?

Post Merge: July 02, 2014, 06:48:25 pm
When I use the script placer and pick say sniperbolt or blank, do I overwrite the data or not?
I plan on making a few very basic maps over the few weak and wondering is it going to keep asking to overweight the file and then what happens after I do that? Is it going to over wright the file that I overwritten previously and be gone?
or click no/yes but backup?
Last Edit: July 02, 2014, 06:48:25 pm by marpolsdofer
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Mapper Has released one or more maps to the UGX-Mods community.
It will create a new map. but if you use a name that already exists, it will overwrite the .map file.
The sniperbolt map is kind of a tutorial where you can look up different basic things so I'd recommend that you make one for the start.
If you want to make your own map however, you should create a blank map.
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When I create a map either way (blank or sniperbolt) on script placer it ask me to overwrite  3 files I just say No then after its done at the end it says failed to change something may not work and it say it for 3 different files.

Seems like when I convert the files I get 2 errors every time. Something about cant find mp unit test and the other sp unit test . Both in in raw map or dev raw maps

 Then when I compile them I get five errors each have a different set of numbers. Saying something pathnod path (set of numbers) is in solid

What if I want to delete the map or maps? Do I do that from the script placer or in launcher?
When I was trying do search file name for removal on scrip placer I got a bunch of files. I don't know if all of them was part of the map, of another, or mixed. So I just removed it from launcher ("delete map") but don't know if that was the correct way.
Is it possible just go in to the file manually, find it, and delete it?
Last Edit: July 02, 2014, 11:46:24 pm by marpolsdofer
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+1 to off-topic reply -DBZ

lmao. Too funny.

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When I create a map either way (blank or sniperbolt) on script placer it ask me to overwrite  3 files I just say No then after its done at the end it says failed to change something may not work and it say it for 3 different files.

What 3 files?

Quote
Seems like when I convert the files I get 2 errors every time. Something about cant find mp unit test and the other sp unit test . Both in in raw map or dev raw maps

This is normal.

Quote
Then when I compile them I get five errors each have a different set of numbers. Saying something pathnod path (set of numbers) is in solid

Shouldn't be a big deal. The numbers represent the grid origin of the pathnode(x, y, z). Copy the numbers and in radiant go to misc>go to position and paste the numbers. It'll take you to the location where the nodes are at.

Quote
When I was trying do search file name for removal on scrip placer I got a bunch of files. I don't know if all of them was part of the map, of another, or mixed. So I just removed it from launcher ("delete map") but don't know if that was the correct way.
Is it possible just go in to the file manually, find it, and delete it?

Deleting it from launcher would delete the map file, not the scripts as far as i'm aware. The UGX script placer supposedly does.







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What 3 files?

This is normal.

Shouldn't be a big deal. The numbers represent the grid origin of the pathnode(x, y, z). Copy the numbers and in radiant go to misc>go to position and paste the numbers. It'll take you to the location where the nodes are at.

Deleting it from launcher would delete the map file, not the scripts as far as i'm aware. The UGX script placer supposedly does.

Well now I am not getting them anymore so I can not duplicate the results. I don't remember much but I think they was to a cretin map file.
 It was talked about earlier.  It would ask my to overwrite with option -yes, no, and yes but backup.

When I deleted from the launcher and opened the game the map names was still there under mods so maybe I will have to track down each file the script placer makes and delete each and see if that works .
I also had 2 other maps that I am unsure if they are to be there.
HumorModTwo, I thought I deleted that when I was setting everything up?
usermaps, I did not create it nor did I download it. I think maybe this was part of the files I was to overweight?

Also when I create a map and go in to launcher I see two names one with the "name" and the other "name_patch" but yesterday I did not see this but yesterday I was not changing the script placer setting (just used blank map no sniperbolt, left other at default.
When I click the one with just the name it has compile lights, bsp, paths, reflextions and the other has non of that.
Then under the mod when the game is open I only see one name.
So what one am I to build from? Is there is difference?

Last Edit: July 03, 2014, 03:00:09 am by marpolsdofer
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Well now I am not getting them anymore so I can not duplicate the results. I don't remember much but I think they was to a cretin map file.
 It was talked about earlier.  It would ask my to overwrite with option -yes, no, and yes but backup.

When I deleted from the launcher and opened the game the map names was still there under mods so maybe I will have to track down each file the script placer makes and delete each and see if that works .
I also had 2 other maps that I am unsure if they are to be there.
HumorModTwo, I thought I deleted that when I was setting everything up?
usermaps, I did not create it nor did I download it. I think maybe this was part of the files I was to overweight?

Also when I create a map and go in to launcher I see two names one with the "name" and the other "name_patch" but yesterday I did not see this but yesterday I was not changing the script placer setting (just used blank map no sniperbolt, left other at default.
When I click the one with just the name it has compile lights, bsp, paths, reflextions and the other has non of that.
Then under the mod when the game is open I only see one name.
So what one am I to build from? Is there is difference?
You don't need to track down files. If it was finding your mod folder then you didn't delete all the files that the script placer showed when you typed in your mapname in the delete map search box. It will delete all directories and files that match the mapname which includes the mod folder.

The humormod and usermaps folders are mods installed by default. They can be safely deleted from your mods folder. If you don't have mod specific map checked in launcher for whatever map you may create it will then re-create the usermaps folder and place your map specific files inside, but for now yes it can be deleted as we do not use it for zombiemode.

Inside the compile level tab as you said you have two entries, "mapname" and "mapname_patch". Both contain files required to execute zombie mode. The difference is the main .ff contains the actual map, which is why it has much more checks ticked on the side. You should have BSP, lights, paths, reflections, and build fast files checked for the main entry. Then you should have only build fast files checked for the patch.
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Make sense to me. I just don't want to delete a file that I needed.

If took me took me around 3 day to download my new copy from steam, download all the mod tools, and install everything.
The internet is extremely slow here so a mess up and downloading stuff over again would be a pain.

 
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