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.
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.
Can't you just replace the older one with one from a newer client?
Can't you just replace the older one with one from a newer client?
Really, depends how big of a distance between the versions is.
5017 -> 5200
Is obviously a huge distance, and would cause a lot of problems, regarding missing map files and you would basically have to add the whole map folder from the new client. Which I suppose you could do, but my memory tells me that the map folder is rather large size, I wouldn't like distributing that via a patch =D.
I'd much prefer to just add the ones I need, you can basically do that though, just add the gamemap.dat, then follow the debug log in the CO2 folder and add the files that are missing. I did the same thing when I wanted the icecrypt maps in my 4351 source
Well I didn't mean replacing map folders I meant replacing the gamemap.dat and then adding the map files you need.
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
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 an extra entry in the debug log won't do any harm and you could always use dummy files right?
SO Basically, as your reading it, write it to a new file using BinaryWriter, just increment TotalMaps by one, and then write the map info for the new map to it.
Now that we're on this topic anyway, I tried to make something that reads the gamemap.dat and writes it to a text file but I kinda failed (I really suck at coding)
Code:
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.");
}
}
}
But since I don't know how to loop through the gamemap.dat it failed.