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02-06-2006, 02:00 PM #31
Re: Maps
Please see Gonzo's post about where and how to get them.
Originally Posted by Bonehead
Once you have them downloaded, I would imagine they need to be extracted in the same manner as Wolfsbane's files (so that the maps and mp subfolders extract correctly, with their directory structures intact).
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02-06-2006, 02:32 PM #32
Re: Maps
Yeah, I experienced that, too. They must be running it on a Commodore 64 or something.
Originally Posted by Bonehead
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02-06-2006, 02:59 PM #33
Re: Maps
After going through the BAR weapon profile, I've noticed a couple of things. Maybe we could work with some of these to create some interesting effects (bolded below):
WEAPONFILE\
displayName\WEAPON_BAR\
modeName\\
playerAnimType\bar\
altWeapon\\
AIOverlayDescription\WEAPON_SUPPORTGUNNER\
weaponType\bullet\
weaponClass\rifle\
weaponSlot\primary\
twoHanded\1\
rifleBullet\1\
armorPiercing\0\
semiAuto\0\
boltAction\0\
aimDownSight\1\
rechamberWhileAds\1\
noPartialReload\0\
segmentedReload\0\
wideListIcon\1\
wideKillIcon\1\
flipKillIcon\1\
autoAimRange\0\
slowdownAimRange\50000\
slowdownAimRangeAds\50000\
lockonAimRange\50000\
lockonAimRangeAds\50000\
enemyCrosshairRange\1500\
moveSpeedScale\1\
gunMaxPitch\3\
gunMaxYaw\3\
ammoName\BAR\
maxAmmo\400\
startAmmo\200\
clipName\BAR\
clipSize\20\
shotCount\1\
dropAmmoMin\20\
dropAmmoMax\0\
reloadAmmoAdd\0\
reloadStartAdd\0\
damage\155\
minDamage\120\
meleeDamage\150\
maxDamageRange\15000\
minDamageRange\19600\
locNone\1\
locHelmet\1\
locHead\1.5\
locNeck\1.2\
locTorsoUpper\1\
locTorsoLower\0.7\
locRightArmUpper\0.3\
locRightArmLower\0.2\
locRightHand\0.15\
locLeftArmUpper\0.3\
locLeftArmLower\0.2\
locLeftHand\0.15\
locRightLegUpper\0.4\
locRightLegLower\0.25\
locRightFoot\0.15\
locLeftLegUpper\0.4\
locLeftLegLower\0.25\
locLeftFoot\0.15\
locGun\0\
fireTime\0.11\
fireDelay\0\
meleeTime\0.7\
meleeDelay\0.15\
reloadTime\3.63\
reloadEmptyTime\3.8\
reloadStartTime\0\
reloadEndTime\0\
reloadAddTime\2.33\
reloadStartAddTime\2.33\
rechamberTime\0.1\
rechamberBoltTime\0\
dropTime\0.25\
raiseTime\0.25\
altDropTime\0.5\
altRaiseTime\0\
quickDropTime\0.01\
quickRaiseTime\0.01\
standMoveF\0\
standMoveR\0.6\
standMoveU\-1\
standRotP\0\
standRotY\0\
standRotR\0\
standMoveMinSpeed\80\
standRotMinSpeed\80\
posMoveRate\4\
posRotRate\5\
duckedMoveF\0\
duckedMoveR\0.6\
duckedMoveU\-1.8\
duckedRotP\0\
duckedRotY\0\
duckedRotR\0\
duckedOfsF\-0.5\
duckedOfsR\0.6\
duckedOfsU\-0.2\
duckedMoveMinSpeed\20\
duckedRotMinSpeed\20\
proneMoveF\-55\
proneMoveR\-80\
proneMoveU\-105\
proneRotP\50\
proneRotY\290\
proneRotR\-300\
proneOfsF\0.1\
proneOfsR\1.7\
proneOfsU\0.1\
posProneMoveRate\15\
posProneRotRate\20\
proneMoveMinSpeed\0\
proneRotMinSpeed\0\
hipIdleAmount\50\
adsIdleAmount\2\
hipIdleSpeed\1\
adsIdleSpeed\1\
idleCrouchFactor\0.75\
idleProneFactor\0.25\
adsSpread\0.5\
adsAimPitch\0\
adsTransInTime\0.3\
adsTransOutTime\0.4\
adsTransBlendTime\0.1\
adsReloadTransTime\0.6\
adsCrosshairInFrac\1\
adsCrosshairOutFrac\0.2\
adsZoomFov\80\
adsZoomInFrac\0.42\
adsZoomOutFrac\0.4\
adsBobFactor\2\
adsViewBobMult\0.5\
adsViewErrorMin\0\
adsViewErrorMax\0\
hipSpreadStandMin\6\
hipSpreadDuckedMin\4.5\
hipSpreadProneMin\4\
hipSpreadMax\9\
hipSpreadDuckedMax\8\
hipSpreadProneMax\7\
hipSpreadFireAdd\1\
hipSpreadTurnAdd\0.8\
hipSpreadMoveAdd\10\
hipSpreadDecayRate\6\
hipSpreadDuckedDecay\1.1\
hipSpreadProneDecay\1.2\
hipGunKickReducedKickBullets\0\
hipGunKickReducedKickPercent\0\
hipGunKickPitchMin\35\
hipGunKickPitchMax\70\
hipGunKickYawMin\-30\
hipGunKickYawMax\30\
hipGunKickAccel\1000\
hipGunKickSpeedMax\500\
hipGunKickSpeedDecay\16\
hipGunKickStaticDecay\20\
adsGunKickReducedKickBullets\0\
adsGunKickReducedKickPercent\0\
adsGunKickPitchMin\35\
adsGunKickPitchMax\70\
adsGunKickYawMin\-30\
adsGunKickYawMax\30\
adsGunKickAccel\1000\
adsGunKickSpeedMax\1000\
adsGunKickSpeedDecay\100\
adsGunKickStaticDecay\2\
hipViewKickPitchMin\60\
hipViewKickPitchMax\65\
hipViewKickYawMin\-70\
hipViewKickYawMax\60\
hipViewKickCenterSpeed\1700\
adsViewKickPitchMin\60\
adsViewKickPitchMax\65\
adsViewKickYawMin\-70\
adsViewKickYawMax\60\
adsViewKickCenterSpeed\1700\
swayMaxAngle\3\
swayLerpSpeed\4\
swayPitchScale\0.1\
swayYawScale\0.1\
swayHorizScale\0.12\
swayVertScale\0.1\
swayShellShockScale\5\
adsSwayMaxAngle\2\
adsSwayLerpSpeed\5\
adsSwayPitchScale\0.1\
adsSwayYawScale\0.1\
adsSwayHorizScale\0.1\
adsSwayVertScale\0.09\
fightDist\720\
maxDist\600\
aiVsAiAccuracyGraph\BAR.accu\
aiVsPlayerAccuracyGraph\\
reticleCenter\\
reticleSide\gfx/reticle/side_skinny_xenon.tga\
reticleCenterSize\3\
reticleSideSize\6\
reticleMinOfs\0\
hipReticleSidePos\0\
adsOverlayShader\\
adsOverlayReticle\none\
adsOverlayWidth\220\
adsOverlayHeight\220\
gunModel\viewmodel_bar\
handModel\viewmodel_hands_cloth\
worldModel\xmodel/weapon_bar\
idleAnim\viewmodel_bar_idle\
emptyIdleAnim\\
fireAnim\viewmodel_bar_fire\
lastShotAnim\viewmodel_bar_fire\
rechamberAnim\\
meleeAnim\viewmodel_bar_melee\
reloadAnim\viewmodel_bar_reload\
reloadEmptyAnim\viewmodel_bar_reload_empty\
reloadStartAnim\\
reloadEndAnim\\
raiseAnim\viewmodel_bar_pullout\
dropAnim\viewmodel_bar_putaway\
altRaiseAnim\\
altDropAnim\\
quickRaiseAnim\viewmodel_bar_pullout\
quickDropAnim\viewmodel_bar_putaway\
adsFireAnim\viewmodel_bar_ads_fire\
adsLastShotAnim\viewmodel_bar_ads_fire\
adsRechamberAnim\\
adsUpAnim\viewmodel_bar_ADS_up\
adsDownAnim\viewmodel_bar_ADS_down\
viewFlashEffect\fx/muzzleflashes/heavy_view.efx\
worldFlashEffect\fx/muzzleflashes/heavy.efx\
shellEjectEffect\fx/shellejects/rifle.efx\
lastShotEjectEffect\\
pickupSound\weap_bar_pickup\
ammoPickupSound\weap_bar_ammopickup\
fireSound\weap_bar_fire\
fireSoundPlayer\weap_bar_fire_plr\
lastShotSound\\
lastShotSoundPlayer\\
meleeSwipeSound\melee_swing_large\
rechamberSound\\
rechamberSoundPlayer\\
reloadSound\weap_bar_reload_not_empty_npc\
reloadSoundPlayer\weap_bar_reload_not_empty\
reloadEmptySound\weap_bar_reload_npc\
reloadEmptySoundPlayer\weap_bar_reload\
reloadStartSound\\
reloadStartSoundPlayer\\
reloadEndSound\\
reloadEndSoundPlayer\\
altSwitchSound\\
raiseSound\weap_bar_raise\
putawaySound\weap_bar_putaway\
noteTrackSoundA\\
noteTrackSoundB\\
noteTrackSoundC\\
noteTrackSoundD\\
hudIcon\gfx/icons/hud@bar.tga\
modeIcon\\killIcon\gfx/icons/hud@bar.tga\
fireRumble\bar_fire\
meleeImpactRumble\melee_heavy\
I'd be interested in checking out what "armor piercing" bullets do. Also, it might help to balance some of the higher-capacity automatics by experimenting with (increasing) their reload times. Also also, what if we increased the recoil for some of semi-auto? If you've ever tried to fire three shots from a Garand in one second, you know the second two shots will be nowhere near accurate. Maybe we could simulate this a little better in the game.
What else in there sounds interesting? I haven't even looked at the grenade weapon profiles yet.
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02-06-2006, 03:03 PM #34
Re: Maps
There is a directory structure maintained within the main ZIP file. On the server's hard drive, is there a maps folder right below the main CoD2 folder? If so, then you can unzip directly into the main CoD2 folder as long as you preserve directory structure. Assuming that, everything will unzip to where it should.
Originally Posted by Bonehead
Regarding the download size, if we can get everything to work AND these maps are fun to play, maybe we could host them here on the TG site for faster downloads.
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02-06-2006, 03:36 PM #35
Re: Maps
Another couple of things we might try:
- Correct the "M1A1 Carbine" so that it actually says "M1 Carbine" in the game. I know this is a nitpick, but the M1A1 Carbine was actually the paratrooper version of the regular M1 Carbine; it had a folding metal stock instead of the normal wood buttstock as seen in the game (see this link for some screenshots from "Saving Private Ryan" that include good coverage of some M1A1 Carbines).
- Possibly add in the M2 Carbine, which was introduced in October of 1944. The M2 Carbine was essentially an M1 Carbine modified to fire either semi-auto or full-auto, and it had a 30-round magazine. Maybe we could have a full-auto-only version of the M2 Carbine available on certain maps that correspond to the timeframe around the Battle of the Bulge and after.
- Clean up the other weapon names (again, nitpicks, but they bother me
) as well.
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02-06-2006, 03:45 PM #36
Re: Maps
Thanks, Bonehead!
Originally Posted by Bonehead
Those maps should support Team Deathmatch as well, but don't quote me on that.
So you're able to connect to the server and play those maps without any problems? If so, does WRM still work as it should?
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02-06-2006, 04:32 PM #37
Re: Maps
Try giving 'em a shot on the WRM server, if you've got a few minutes. You should be able to just unzip them there, and things should work okay. If there are problems, you can always just delete those maps from the server.
Originally Posted by Bonehead
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02-06-2006, 04:39 PM #38
Re: Maps
Curious. Is that a repeatable phenomenon?
Originally Posted by Bonehead
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02-06-2006, 04:45 PM #39
Re: Maps
I'm at work, but should be home in a few hours.
Originally Posted by Bonehead
Does that unbinding happen every time you step into the game with a "converted" map, every time you actually load a "converted" map, or just that one time?
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02-06-2006, 04:48 PM #40
Re: Maps
Awesome. Thanks, Bone -- you are the man!
And by the way, I believe from Gonzo's link there are a couple of different "converted" map packs available. If this batch works out, maybe we can add some of those others (with any needed tweaks
) in as well.
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02-06-2006, 05:38 PM #41
Re: Maps
o yah we are all having fun doing this..im not sure what strag is posting about but we are working hard. lol
that sounds like a good idea trooper.
-Vulcan
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02-07-2006, 01:30 AM #42
- Join Date
- Dec 2005
- Posts
- 58
Re: Maps
At HR's web site there is a Map Pack, and then 2 other seperate maps to download.
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02-07-2006, 11:04 AM #43
Re: Maps
After playing some of the larger maps last night, I'd say most (if not all) could work well in HQ mode. As such, I'd like to try to get the Radio spawns inserted ASAP. One thing that would help greatly with this is a console command that displays your current coordinates within the game. Does anyone know if such a console command exists? I've done a few Google searches, but all the websites I've found so far are blocked by Websense. If anyone can find info on this, it'd be a huge help.
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02-07-2006, 01:15 PM #44
Re: Maps
I'll check some mapping forums. I just gotta wait until I get home to do it.
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02-07-2006, 11:56 PM #45
Re: Maps
Got it. Okay, to run your game in Super Duper Developer Mode, create a shortcut for CoD2 with this in the "Target" line:
"C:\Games\Activision\Call of Duty 2\CoD2SP_s.exe" +set thereisacow 1337 +set developer 1 +set sv_cheats 1 +set monkeytoy 1
Once in-game, make sure you enable the Console in the Game Options. Then, you can invoke the "Super Console" using Shift+~ (the "regular" Console is invoked using only the ~ key). There are many console commands available, but most seem to work only in singleplayer (go figure
). A very useful one for finding your location on a map is viewpos. You can type that in when you're in the Super Console, and your position within the map will be displayed in x-y-z format. Using this, we'll be able to retrieve coordinates from within maps and place HQ Radios at any locations we desire.
More to come.
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