Does Nancy Really Have To Go?
zil
Join Date: 2003-06-19 Member: 17514Members, Constellation
<div class="IPBDescription">what about manual editing?</div> I've heard from people that use quark (a level editing tool) that its able to edit entitied properties in compiled .bsps aswell as this if u look near the end of the nancy .bsp u can see all the entities properties. I believe that it would be possible to maually edit the origin properties for info_team starts and set them higher. Then nancy would not need to be left out from 2.0. (i understand that the only thing preventing this is the height of the starting points)
(there u go cwolf <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
(there u go cwolf <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
Comments
on topic: I think it's always worth a try. I love nancy.
Which to me, proves TSA floors arn't cleared for 1+ ton death cows...
well i was taking about editing the .bsp not decompiling it. But it seems that theres lots of other problems such as world objects and there no way to manually edit those
Of course with Devildog's permission, a <i>very</i> patient mapper could recreate Nancy from scratch using the decompiled .bsp as a template.
<a href='http://www.freewebs.com/spacer/ns_nancy2.zip' target='_blank'>Here it is</a> (u may have to copy and paste into the addres bar or use a d/l accelerator)
edit: I just had a wonder through nancy as an onos and i couldnt find many other onos related issues in it. Every where in the map is accesable by an onos except for the vents. There are only one or two places where i couldnt go unless i crouched to get past a doorway but that was it. I really dont see why the map should be excluded from 2.0 now that the spawn height isnt an issue.
edit2:venemous u said that info_locations in 2.0 have changed. I knew this but i thought that the only change was that could be placed at any height instead of at the height where the player would be touching them. They are also recommended to be 8 units high. I thought that all old maps would still work because they be on the right x y position and the 8 units was just a guidline?
regular headcrabs and houndeyes can use the same size clippin box, slaves, soldiers, barneys, scientists could all use the same clipping box, and then theres each of the huge things.
see the benefit of this type of single player experience is that youll never really see the buggy errors in the total size and shape of a slave alien, since youll always be kiling them and not watching them walk through low ceilinged doorways... an online multiplayer game lets use notice every bit of these thiny things...
<i> If there are only 4 hull sizes, how do you account for Baby Headcrabs, Regular Headcrabs, Houndeyes, Slaves, Marines, Gargs, and Gonarchs in regural HL?</i>
AFAIK monsters use a different collision system than players.