LoL they make it theirself but it's not really hard,, i should make your own too keep a good name on those forums, but you're the one who choose,,
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No, they did not, however tell me your client version. I'll create a gamemap.dat and include all the required files. So you can use it on your client, you'll just have to redistribute it to your players in a patch.Quote:
Do you know if the early clients had it?
Can't you just replace the older one with one from a newer client?Quote:
No, they did not, however tell me your client version. I'll create a gamemap.dat and include all the required files. So you can use it on your client, you'll just have to redistribute it to your players in a patch.
If your using tq binaries etc, you'd have to add all the info into cq_map. Basically too much hassle unless your running actual source files.
Really, depends how big of a distance between the versions is.Quote:
Can't you just replace the older one with one from a newer client?
Basically, the gamemap.dat specifies which map files to load, if you completely replace the gamemap.dat, then its going to be trying to load map files which don't exist. Which won't really cause many problems other than an error in the debug log that the file couldn't be found. You can add the ones you want but unless you add them all then your going to get errors.Quote:
Well I didn't mean replacing map folders I meant replacing the gamemap.dat and then adding the map files you need.
Well an extra entry in the debug log won't do any harm and you could always use dummy files right?Quote:
Basically, the gamemap.dat specifies which map files to load, if you completely replace the gamemap.dat, then its going to be trying to load map files which don't exist. Which won't really cause many problems other than an error in the debug log that the file couldn't be found. You can add the ones you want but unless you add them all then your going to get errors.
So, yeah you can do what you said, just it's not very practical.
-I seem to write an essay in response to just about everything, LOL
Well, as you know the gamemap file is binary, and the structure as follows:Quote:
Well an extra entry in the debug log won't do any harm and you could always use dummy files right?
//edit How do you edit the gamemap.dat anyway?
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.IO;
using System.Text;
using System.Windows.Forms;
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void button1_Click(object sender, EventArgs e)
{
List<string> Maps = new List<string>();
if (File.Exists(@"C:\Users\Administrator\Documents\Visual Studio 2010\Projects\WindowsFormsApplication1\WindowsFormsApplication1\bin\Debug\GameMap.dat"))
{
FileStream FS = new FileStream(@"C:\Users\Administrator\Documents\Visual Studio 2010\Projects\WindowsFormsApplication1\WindowsFormsApplication1\bin\Debug\GameMap.dat", FileMode.Open);
BinaryReader BR = new BinaryReader(FS);
uint MapID;
uint MapLength;
string MapName;
MapID = BR.ReadUInt32();
MapLength = BR.ReadUInt32();
MapName = BR.ReadString();
Maps.Add(MapLength + " " + MapName + " " + MapID);
BR.Close();
FS.Close();
TextWriter TW = new StreamWriter("Gamemap.txt");
foreach (string maplist in Maps)
{
TW.WriteLine(maplist);
}
MessageBox.Show("Done");
TW.Close();
}
else
{
MessageBox.Show("File not found!");
}
}
private void button2_Click(object sender, EventArgs e)
{
MessageBox.Show("Under construction.");
}
}
}