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Author Topic: Use 2.5 map on 2.6 game  (Read 2691 times)

mingohh

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Use 2.5 map on 2.6 game
« on: March 15, 2015, 08:17:43 pm »
Hi All

Im new member from Denmark, so partend my English.

after a lot of reading of scource files, as some now the mansion1 map has bugs, so before making alters to 2.6 is there some coding
in the source file of 2.6 that prevent a copy from 2.5 to 2.6 to get rit of bugs.

Reguards to all, Theres making this a awsome game 

Offline DarkRain

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Re: Use 2.5 map on 2.6 game
« Reply #1 on: March 18, 2015, 06:14:27 pm »
Yes the maps have different versions, more exactly the maps were compiled with different BSP versions, in theory if you take the map sources from 2.5 and compile it with the 2.6 ufo2map it should load, of course I can not guarantee that it will work — maybe some changes to the map layout will prevent the old maps to be assembled with the 2.6 RMA (Random Map Assembly) — or that the bugs will be gone as they might be an issue with the map compiler or with the game itself (you don't mention what the bugs are so I would not know)

mingohh

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Re: Use 2.5 map on 2.6 game
« Reply #2 on: March 25, 2015, 12:04:12 pm »
HI Cap

OK I have to study the Radient difference between the maps Thanks

Will give it a go

Regards
Newbie

mingohh

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Re: Use 2.5 map on 2.6 game
« Reply #3 on: March 26, 2015, 11:31:01 am »
Hi

Sorry forgot to mention that in map: mansion I got Black tiles and cant move underground from the Buildings near firebird.

But saw in the map code that tere is 2 line diffenrent between the ] bracket but only one at other map coding
is this one reasion  there are Black tiles on mansion map what about the non movement tiles

Offline ShipIt

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Re: Use 2.5 map on 2.6 game
« Reply #4 on: March 27, 2015, 06:33:33 am »
I can´t tell about the black squares. Would need at least a pic to. Most often this is a renderer problem, caused by intel graphic devices or graphic drivers in general.

The unusable squares are caused by a attempt to speed up map assembling, see http://ufoai.org/bugs/ufoalieninvasion/issues/5351 (need to log in to be able to read comments). Unfortunately Duke (the pathfinding & map assembling code guy) somehow was drawn into the void.