Ns Maps V1 In V2

mOusE1mOusE1 Join Date: 2003-07-16 Member: 18209Members
<div class="IPBDescription">plz, answer me...</div> Hi, this is my first topic in ns.org forum... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

I just wanna know if maps from version 1 work in version 2 of Natural Selection... ok?

Thanks for all.... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • ShaskShask Join Date: 2002-12-18 Member: 11083Members
    yeh the should..if not then ill do this to a monkey <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--::]mOusE[::+Aug 7 2003, 07:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (::]mOusE[:: @ Aug 7 2003, 07:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hi, this is my first topic in ns.org forum... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    I just wanna know if maps from version 1 work in version 2 of Natural Selection... ok?

    Thanks for all.... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    *shrugs* no idea, i don't see why not, try testing them.

    The only thing i can see that would be that the maps aren't compiled with the new hull sizes (noteably the Onos hull) so a lot of Onos stuck issues could occur, including, but not exclusive to, even evolving to an Onos could get you stuck in the floor. As i said, test them.
  • 343_guilty_spark343_guilty_spark Join Date: 2003-06-18 Member: 17462Members
    Try, it's the only way to find out.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin--::esuna::+Aug 7 2003, 02:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (::esuna:: @ Aug 7 2003, 02:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The only thing i can see that would be that the maps aren't compiled with the new hull sizes (noteably the Onos hull) so a lot of Onos stuck issues could occur, including, but not exclusive to, even evolving to an Onos could get you stuck in the floor. As i said, test them. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    nshulls.txt hasn't changed in a long time, so there are no Onos issues, because its hull is exactly the same, they just resized the model to fit the hull...

    The maps are backwards compatible, you just have to build the new minimap and do a HLTV view of the map.

    btw, monster_furniture no longer works to put models, instead try to use cycler_weapon
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--Mendasp+Aug 7 2003, 08:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Aug 7 2003, 08:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--::esuna::+Aug 7 2003, 02:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (::esuna:: @ Aug 7 2003, 02:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The only thing i can see that would be that the maps aren't compiled with the new hull sizes (noteably the Onos hull) so a lot of Onos stuck issues could occur, including, but not exclusive to, even evolving to an Onos could get you stuck in the floor. As i said, test them. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    nshulls.txt hasn't changed in a long time, so there are no Onos issues, because its hull is exactly the same, they just resized the model to fit the hull...

    The maps are backwards compatible, you just have to build the new minimap and do a HLTV view of the map.

    btw, monster_furniture no longer works to put models, instead try to use cycler_weapon <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Hmm, i was lead to believe that the Onos hull had changed for NS2... oh well. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    They should work...

    Ensuna...help me...I need, hammer help... I'm gonna go find a tutorial. Hey, did you guys know ensuna was a <i>guy?</i> Ya, me neither, until I played with him a couple days ago.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The maps are backwards compatible, you just have to build the new minimap and do a HLTV view of the map.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    ok forget HLTV if you want but how does your average server op compile a new minimap? or is it something we have to wait for the map creator to do?

    <b>ChromeAngel:</b> If your listening could you add a column in your maps database to show us if the map is 2.0 ready ?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--QuoteBegin--eaglec+Aug 9 2003, 03:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eaglec @ Aug 9 2003, 03:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ok forget HLTV if you want but how does your average server op compile a new minimap? or is it something we have to wait for the map creator to do?

    <b>ChromeAngel:</b> If your listening could you add a column in your maps database to show us if the map is 2.0 ready ? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    To build a minimap turn cheats on and issue the console command buildminimap and it will cretae a new minimap sprite (this will take about a minute).

    I could add a field to the map details for version compatability, but the map authors would still have to enter the information. It seems to me this might come under the heading of "construction notes" for which there is already a field. Or is this something we need to see on the listings pages?

    So long as a map was compiled with the ns hulls then it should be compatible with V2, however not everyone did this. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I just wanna know if maps from version 1 work in version 2 of Natural Selection... ok?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    they work but in some cases there are too many errors.
    example ns_bast: cause the ns team made the hives larger there is a problem with the enginerrom hive. if build behind the hive at the engine, you will not be able to climb out of this place without help. the hive is to big. unstuck doesnt work here. maybe you have the ability to build movement chambers. or the server features the lerklift plugin. or an admin slaps you out of this place. otherwise... bad luck! because the ranges of turrets and chambers has changed, there might be some unforeseenable problems. try and test it.
  • MasterShakeMasterShake Join Date: 2003-04-20 Member: 15699Members
    <!--QuoteBegin--Mendasp+Aug 7 2003, 08:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Aug 7 2003, 08:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nshulls.txt hasn't changed in a long time, so there are no Onos issues, because its hull is exactly the same, they just resized the model to fit the hull... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Are you sure? I specifically remember playing around in a map that I hadn't yet compiled as 2.0. Whenever evolving to onos, I would come out of the egg solidly stuck into the floor. There was nothing special about the floor, just your typical perfectly flat variety. It happened absolutely 100% of the time. /stuck didn't work, and building a movement chamber didn't work because flayra so humbly took away the functionality in 2.0c.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    <!--QuoteBegin--ChromeAngel+Aug 9 2003, 10:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Aug 9 2003, 10:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I could add a field to the map details for version compatability, but the map authors would still have to enter the information. It seems to me this might come under the heading of "construction notes" for which there is already a field. Or is this something we need to see on the listings pages? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I'd like to be able to filter out all the non 2.0 maps. I think authors that are proud of their creations will be happy to add this field and it will save me time when selecting the next map to add to our server.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin--MasterShake+Aug 10 2003, 06:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MasterShake @ Aug 10 2003, 06:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Mendasp+Aug 7 2003, 08:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Aug 7 2003, 08:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nshulls.txt hasn't changed in a long time, so there are no Onos issues, because its hull is exactly the same, they just resized the model to fit the hull... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Are you sure? I specifically remember playing around in a map that I hadn't yet compiled as 2.0. Whenever evolving to onos, I would come out of the egg solidly stuck into the floor. There was nothing special about the floor, just your typical perfectly flat variety. It happened absolutely 100% of the time. /stuck didn't work, and building a movement chamber didn't work because flayra so humbly took away the functionality in 2.0c. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yes I'm sure, because I compiled my map with the 1.0 hulls and it works perfectly with 2.0 without stuck issues, and, if you look at the file, well, it's exactly the same one.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    What ChromeAngel and others said about the hulls is exactly correct. The hull sizes didn't change in 2.0. What did change was the collision code which totally breaks if the map wasn't compiled with the correct NS hull sizes.

    This was the problem with ns_nancy; it was compiled with the standard HL hull sizes and the source is no longer available to recompile it.

    Max
Sign In or Register to comment.