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How to make a map list?

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  • #16
    I forgot to talk about the loading levels in order issue. Yeah, you need to know how to compile quakec, but it turns out I gave you the stuff you need. In the file I sent you, in the src folder, there is a file called client.qc. If you open it as text, do find (or scroll) to get to GotoNextMap. There should be a page of stuff that looks like this:

    Code:
    		else if (mapname == "soedm1")
    			nextmap = "soedm2";
    		else if (mapname == "soedm2")
    			nextmap = "soedm3";
    		else if (mapname == "soedm3")
    			nextmap = "soedm4";
    		else if (mapname == "soedm4")
    			nextmap = "soedm5";
    		else if (mapname == "soedm5")
    			nextmap = "soedm6";
    		else if (mapname == "soedm6")
    			nextmap = "soedm1";
    The way it works is that every map name in the if line causes the next line to be loaded. That is, soedm2 will cause soedm3 to be loaded. Since soedm6 causes soedm1 to be loaded, it will loop around.

    You can put in your own six levels into this loop, but be sure to keep every " and ) and ; the same or else you can't compile. To compile, run the batch file in the source folder. I assume you copied the soe folder and put my new stuff in it, so you shouldn't have to do anything but start playing.

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    • #17
      you can also make an .ent file with a trigger_changelevel in it out in the void somewhere (steal a door's "model" field and set the origin field to something rediculously high).
      you can point to the next map that way even with most closed-source mods.
      unfortunately you'd need to do this for each and every map. which sucks. but hey, options are options, right?

      this following paragraph thing will probably be completely irrelevent, but in the interests of completeness...
      the vanilla quakeworld qc code has a map rotation mechanism using localinfo.
      localinfo map1 map2
      localinfo map2 map3
      localinfo map3 map1
      you get the idea. that list of commands can then be in your server.cfg file, along with a 'map map1' command to kick everything off properly.
      many qw mods have since moved to a different system, still based on localinfo, so that a map can appear twice in the rotation, or to use maps randomly instead of a fixed rotation. such systems typically use numbers instead of the previous map, but you'd have to consult each individual mod's documentation. some of them have external tools to generate a list for you.
      Some Game Thing

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      • #18
        Thanks for the info Zop and Spike. Very helpful.

        Is there a way to make the maps load randomly from a list after each one ends? And possibly not repeat and load the same map again until all of the maps have been played at least once in a sitting?

        I'm not familiar with .ent files at all at the moment.

        Edit*
        I suppose I could use the source from frikbot to add mapcycle to dmsp2?

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