[Unofficial] Obsidian Conflict Map Pack (0.5.0)

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Neico
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Re: OC Map Pack?

Post by Neico »

this is a bug in the map itself, beanbrains forgot to include that texture into the bsp
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Re: OC Map Pack?

Post by Xaymar »

Ok i think i can release first 2 versions of it:
Unmodified BSP(no .res files yet): http://fastdl.levelnull.de/ObsidianConf ... k_0_1_2.7z
Modified BSP: -

Working on the res files for all included maps. Sadly most of the maps do not include any material/model info so that mAn has problems finding what is needed, and what not.

Edit: Modified Pack has modified paysan and hydra.
Edit2: Server's machine seems to have crashed. Will prob be back up in a few hours.
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Re: OC Map Pack?

Post by Shana »

Wait, how are they modified? do both packs have the bsp files with the same name but one is modified and one isn't? if so I have to ask you to remove the modified ones and leave the map files untouched, any change you do to them, and if its just packing content in bsp will result in an conflicting map error, and i don't want a mess of people/servers ending up having 2 versions of the same map file.
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Re: OC Map Pack?

Post by Neico »

that's what I said earlier also, I don't get why you did it anyways
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Re: OC Map Pack?

Post by Xaymar »

side effect of mAn. Haven't found the switch to disable that option but it at least creates backups.
Server's Machine is still down though, can't update the packs.

Edit: back up. Will work on the unmodified pack
Edit2: and back down again.
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Re: OC Map Pack?

Post by Xaymar »

Okay, got the .res files packed in. This time as .zip though, because 7z says "Can not allocate the needed Memory" when it reaches those resource files.

Download from uploaded.to
Download from fastdl.levelnull.de (Can be under heavy load, use only if ul.to is not working)
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Re: OC Map Pack?

Post by fug4life »

Ello, sorry I havent got back to you, haven't forgotten what I said I'd do.
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Re: OC Map Pack?

Post by Xaymar »

Working on updating the .res files, do you think you can send me the _modify file/s until 27.11? (Contact me through Steam, Link is in Signature)
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Re: OC Map Pack?

Post by fug4life »

Which modify files are you after and for which maps, please list them.

Also I joined your server's steam group
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Re: OC Map Pack?

Post by Xaymar »

Mostly Lobby maps for now. I'll get the Mapshot vtf+vmt for you.
  • oc_archive
  • oc_lobby
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Re: OC Map Pack?

Post by fug4life »

Here's a link to the old mappack, in it is an oc_archive modify text along with various other stuff, you'll obviously need to redo all the door enteries to suit your mappack.

http://filesmelt.com/downloader/obsidia ... ck_new.rar

To avoid conflicts, I recommed you install the mappack to a temporary location, not your obsidian folder!

The oc_lobby modify file is already in your mod folder (maps\cfg\oc_lobby_modify.txt).
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Re: OC Map Pack?

Post by Xaymar »

I wish i could download it... http://filesmelt.com/notfound . And yeah, noticed that oc_lobby_modify.txt is already there a minute after i posted.
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Re: OC Map Pack?

Post by fug4life »

Code: Select all

//This mapadd has two main parts you can configure.The first part is to configure the security door that allows or denies access to a further 60 mapselect doors (door numbers 121-180) to configure you can change the four digit keycode to your liking, in the block of text under "targetname" "keypad_%i_case", I've added // (notes) at the end of the lines that are configureable. To configure the security door openable or locked requiring the four digit keycode; in the block of text under TargetName "keypad_%i_door" you need to change the value of the "spawnflags" a value of "5136" will allow the door to be openable and no value at all will allow the door to be locked requiring the four digit keycode, Again I've added // (notes) to the line which needs to be configured. The second part is to configure what map doors are breakable and then what map door corresponds to the whatever given mapname. You will see that I have already included Obsidianv.123 official maps for you to follow the pattern up to 180 just make sure you maintain the structure of the text as you add. 
oc_archive
{
    Remove
    {
        TargetName
        {
         "keypad_%i_case" {}
            }
    }
    Add
    {
        "logic_case"
        {
            "targetname" "keypad_%i_case"
            "Case01" "0"
            "Case02" "1"
            "Case03" "2"
            "Case04" "3"
            "Case05" "4"
            "OnCase01" "keypad_%i_compare,SetCompareValue,2,0,-1" // Value,2 is the first number of the keycode change to any value from 0-9
            "OnCase02" "keypad_%i_compare,SetCompareValue,4,0,-1" // Value,4 is the second number of the keycode change to any value from 0-9
            "OnCase03" "keypad_%i_compare,SetCompareValue,1,0,-1" // Value,1 is the third number of the keycode change to any value from 0-9
            "OnCase04" "keypad_%i_compare,SetCompareValue,2,0,-1" // Value,2 is the fourth number of the keycode change to any value from 0-9
            "OnCase05" "keypad_%i_accept,PlaySound,,0,-1"
            "OnCase05" "keypad_%i_door,Open,,0,-1"
            "OnCase05" "keypad_%i_case,InValue,0,0,-1"
            "OnCase05" "keypad_%i_correctcounter,SetValueNoFire,0,0,-1"
            "origin" "174 495 -256"
        }
    }
    Modify
    {
         ClassName
        {
            "worldspawn"
            {
                "mapversion" "519"
            }
        }
        TargetName
        {
            "keypad_%i_door"
            {
                "spawnflags" "5136" //To toggle the door openable by players add the value 5136, to lock the door simply remove the value 5136
            }
        }
	ClassName
	  {
			"logic_auto"
			{
				"OnMapSpawn" "wall_map01,Disable,,0,-1"
				"OnMapSpawn" "door_map01,SetHealth,1000,0,-1"
                                          }
		}

		Targetname
		{
			"text_map01"
			{
				"message" "ep1_oc_broken_escape_01"
			}
			"trigger_map01"
			{
				"OnTrigger" "server,Command,changelevel ep1_oc_broken_escape_01,5,1"
			}
        }
    }
SpawnItems
{
    "weapon_pistol" "1"
    "weapon_grapple" "1"
    "item_battery" "1"
    "item_cloak" "1"
    "item_ammo_pistol_large" "3"
    "weapon_healer" "1"
    "weapon_crowbar" "1"
}
"SoundCache"
{
    "Base_BASE"		"1"
    "Base_CSS"		"1"
    "Base_HL2"		"1"
    "Base_EP1"		"1"
    "Base_NPC"		"1"
    "Base_NPCEP1"		"1"
    "Base_LC"		"1"
}
}
Save as oc_archive_modify.txt in notepad.

The best way to add doors quickly is to copy paste this:

Code: Select all

                                          "text_map*"
			{
				"message" "*"
			}
			"trigger_map*"
			{
				"OnTrigger" "server,Command,changelevel *,5,1"
			}
Where I've added an * you need to add either the door number or the mapname, I'm sure you'll figure it out.

Code: Select all

"OnMapSpawn" "wall_map*,Disable,,0,-1"
"OnMapSpawn" "door_map*,SetHealth,1000,0,-1"
And again here you'll need to replace * with the corresponding number to allow the doors.

Hope that helps!
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'She has zero tolerance for idiots'.

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Re: OC Map Pack?

Post by fug4life »

Here's how my old outdated one looked, just to give you an idea...
► Show Spoiler
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Re: OC Map Pack?

Post by fug4life »

Oh the first part of text is just for the keypad where you can add a pin number to allow the door to be locked for the other 60 doors to be accessable, basically I gave it so if you wanted to seperate 60 maps you can give your admins the pin number. And you can change the pin as you wish in the modify.

Door by default is unlocked.


If I were you I'd start by filling oc_lobby, and leave one door that'll mapchange to oc_archive and then continue adding more there, its just oc_lobby is more organised when sorting out the campaign maps (hl2,ep1 etc)
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

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