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Author Topic: Re: community maps fixed for v5.0  (Read 2631 times)

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fleet84

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Re: community maps fixed for v5.0
« on: January 18, 2017, 06:11:22 AM »

most are just fixed versions of the community maps done in the simplest way i know, which is using the program "vide" "pak file lump editor" and taking all the assets of the previous versions of goldeneye source and attaching well everything into the bsp file itself. others are altered to fix minor things like missing assets that can never be found no matter which version and some fixes for the ventilation systems, but all the rest are just the original files themselves stored in the archive folder of bz2.

https://www.dropbox.com/sh/hpuxvuquh4a19jw/AAD9bEE5z6Z3K85WBYm4_vlXa?dl=0
« Last Edit: January 18, 2017, 06:15:53 AM by fleet84 »
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Adrian

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Re: community maps fixed for v5.0
« Reply #1 on: January 18, 2017, 08:37:38 AM »

 Fleet, we appreciate you taking the time to put this together and help consolidate our community content and get it working with v5.0. However, getting a map up and running with the latest build of the game should ultimately be the responsibility of the map's author; I'm currently wrapping up a new revision of Chateau DuClare and will release it soon.

 When updating a map, it's more than simply packing in the missing content. The author might want to update certain assets, tweak the layout, adjust playability, etc. A map is an author's vision; it becomes undermined when old revisions are brought back into circulation. If an author chooses to update and release their map, that is their business.

 It's also worth noting there are soundscape files, music script files and loading screens all linked to the BSP. By adding the _fix suffix to the maps, these links are broken. I hate to lecture, but quality control must be exercised when re-releasing third-party maps; there are many steps involved and plenty of room for things to go awry.

 Also, there are a handful of maps in that archive that didn't need fixing since they were released after v5.0 came out: ge_osiris_a2, ge_hokona_a1, quake_e1m7 and ut_codex_v2

Again, thank you for taking the time and effort to do all of this, but next time at least ask the authors before you go through with it.
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Troy

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Re: Re: community maps fixed for v5.0
« Reply #2 on: January 18, 2017, 09:41:27 AM »

I think he meant well, but I'd have to side with Adrian on this.
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Entropy-Soldier

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Re: Re: community maps fixed for v5.0
« Reply #3 on: January 18, 2017, 02:42:01 PM »

Yeah, we understand where you're coming from but without the proper steps being taken this can cause problems for map authors who want to update these maps down the line, or want them to pass into the halls of history.

It's honestly our fault for not making this clear somewhere on this forum, since the pitfalls of this aren't super obvious.  I've made a post which will hopefully clear things up for people in the future, but obviously it's too late in this case.

I would recommend getting permission from as many of these map's authors as you can to update their maps and keeping the rest for your own personal use.  Don't worry if you can't get permission for all of them, some of these maps have had their day already and are ready to move on.
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mabeenot

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Re: community maps fixed for v5.0
« Reply #4 on: January 18, 2017, 03:52:58 PM »

I for one am very happy to see this. A lot of the community maps from earlier versions of GES are abandonware. I think the responsible thing to do is to always contact the original creator when possible. But so long as you appropriately label a map that you've "unofficially" made changes to, there's no crime committed in providing the community with a functional version of maps that were released under the same free license as GES itself.
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soupcan

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Re: community maps fixed for v5.0
« Reply #5 on: January 18, 2017, 04:14:56 PM »

For one, I can't recall a single map that included a copy of the GNU General Public License, version 3 or later. :)

For another, the code used in GE:S is free software; the artistic assets used in the game are not.

Unless someone explicitly stated that you can use their map for whatever purpose... the least you could do is contact them before using their work.
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fleet84

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Re: community maps fixed for v5.0
« Reply #6 on: January 18, 2017, 05:34:02 PM »

i understand and respect all current comments regarding my post. i for one see the utmost quality that you devs have put in and want to see the same from community as far as quality. i thank you all for the appreciation and will remove my post at developer request. again we are all fans here and i want to see the most enjoyable experience for all
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fleet84

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Re: community maps fixed for v5.0
« Reply #7 on: January 18, 2017, 05:59:17 PM »

on reconsideration the link is now dead
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Multiplayer_X_

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Re: community maps fixed for v5.0
« Reply #8 on: January 19, 2017, 03:24:28 PM »

most are just fixed versions of the community maps done in the simplest way i know, which is using the program "vide" "pak file lump editor" and taking all the assets of the previous versions of goldeneye source and attaching well everything into the bsp file itself. others are altered to fix minor things like missing assets that can never be found no matter which version and some fixes for the ventilation systems, but all the rest are just the original files themselves stored in the archive folder of bz2.

https://www.dropbox.com/sh/hpuxvuquh4a19jw/AAD9bEE5z6Z3K85WBYm4_vlXa?dl=0

YEAH....Fleet be careful passing this around for anyone to use it. If you don't know what you're doing you can OVERWRITE shader files and GUI files that gesource needs to run correctly   I admire your dedication but honestly the best way to fix any map with missing assets is to pack that map INDIVIDUALLY   Adding folders to 5.0 might glitch out newer things in the mod that have been scripted to function differently    Just suggesting brother!   ;)    MultiplayerX
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fleet84

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Re: community maps fixed for v5.0
« Reply #9 on: January 19, 2017, 06:53:22 PM »

i think i need to read everything http://www.tophattwaffle.com/tutorials/ has to teach me before i get too ahead of my self. so it will be a while before attempt to submit anything again
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Entropy-Soldier

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Re: Re: community maps fixed for v5.0
« Reply #10 on: January 19, 2017, 08:19:57 PM »

It's awesome you're looking into making your own stuff!


If you ever find yourself stuck feel free to shoot us a few questions.
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Torn

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Re: community maps fixed for v5.0
« Reply #11 on: January 20, 2017, 02:23:28 AM »

i think i need to read everything http://www.tophattwaffle.com/tutorials/ has to teach me before i get too ahead of my self. so it will be a while before attempt to submit anything again

TopHattWaffle's tutorials are excellent. I used them when I began learning SDK, and his V2 video series is a really comprehensive guide for almost everything you'll need. Can't recommend it enough.
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Re: Re: community maps fixed for v5.0
« Reply #12 on: January 20, 2017, 03:40:06 AM »

TopHattWaffle's tutorials are excellent. I used them when I began learning SDK, and his V2 video series is a really comprehensive guide for almost everything you'll need. Can't recommend it enough.

I second that, these are some of the finest, most detailed tutorials you can find. You've really picked a good resource to start.
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