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DOD_1944
08-12-2016 by dimon1052
Hits: 12
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!K_water1d K_brick38 K_brick49 K_brick52 K_ceiling4b K_cement9 K_crate1 K_door21 K_lamp2 K_metal3b2 K_rock6b K_roof10 K_roof15b K_roof2 K_roof6c K_sidewalk1b K_sidewalk2 K_stonew2 K_trenchwood1 K_wallpaper4 K_wood4 aaatrigger ab_roughwater2 abv_beachsand2c abv_box1b abv_stone1c abv_underwater1 bcrate07 bcrate08 clip cr44_armoire cr44_ccrete01 cr44_ccrete02 cr44_clockfront cr44_clockside cr44_gareAfront cr44_gareBsidea cr44_gareBsideb cr44_hangar1 cr44_hangar2 cr44_hangar3 cr44_hangar3win cr44_hangar4 cr44_house004 cr44_house014 cr44_house015 cr44_house015b cr44_house016 cr44_house017 cr44_house018 cr44_house019 cr44_house020 cr44_house021 cr44_house022 cr44_house023 cr44_house025 cr44_house026a cr44_house026b cr44_house030a cr44_house030b cr44_house031a cr44_house031b cr44_house032b cr44_house033a cr44_house033b cr44_house034 cr44_house035 cr44_house038a cr44_house038c cr44_house039a cr44_house039b cr44_house039c cr44_house039d cr44_house053a cr44_house054a cr44_house054b cr44_panel001 cr44_panel002 cr44_panel003 cr44_pavement cr44_pillier cr44_plancher01 cr44_plaquerue cr44_poteau01 cr44_roof01 cr44_roof02 cr44_rubblefl1 cr44_shop001 cr44_treeflat cr44_wall03b cr44_wall06 cr44_wall1 cr44_wall3 cr44_wall4 cr44_wallpap1 cr44_wallpap2 cr_pbc_wall k_doorwtf k_grass11d k_grass11e kl_leetcobble kl_lighttop kl_wutgaet m_woodplanks metal_bord07 pk_dodroof02a sky yellow {K_enforcewire2 {K_fence2 {K_railing4 {cr44_cables {cr44_cables1 {hangwindow1 {hangwindow2 {ladder
DOD_1944
DOD_1944
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08-12-2016 by dimon1052
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Community 17b
Shoutbox
How does porting actually work?
Do you need the rmf for that ( to be able to open it in programs such as hammer )?
You have to edit it anyhow to match the game's properties of the one you're making the port for.
*
04-29-2025 at 10:13 AM
Or can this be done with bspedit?
Or is it dependent on the destination game.
*
04-29-2025 at 10:15 AM
Depends, porting from HL to CS or CS to HL is as easy as changing the entities of the map. I could do that via BSPEdit. It's even easier to convert a HL map for OP4 or vice versa due to many common entities.
04-29-2025 at 11:41 AM
When porting to a completely different game engine, you need to decompile map on one engine, edit it as necessary and recompile to other engine. In most cases this is a tedious task, generally a good mapper would just prefer recreating the map in new engine
04-29-2025 at 12:08 PM
In case of the term "remodeling", you'd need to ask the author what they mean by that, did they edit the BSP and change architecture?
04-29-2025 at 12:09 PM
Anyways deciding on a map author is a non-trivial task. There are also cases where someone who doesn't know how to map drafts a "floor plan" of the map on a piece of paper and someone who can map implements it. So creativity comes from one person and implementation from someone else
04-29-2025 at 12:10 PM
One single input field is not enough to convey all this info, but readme and proper tags searching mechanisms help. I like to see all maps that have Sock's egyptian textures regardless of who author is because those textures look really good as an example
04-29-2025 at 12:11 PM
@FIXXOR: So in case a decompile is done and only the needed functions/entities are changed to make it work in the destination game/module/... as ParaBolt just described, you would still agree to give authorship to the person who recompiled it? As this is, as you said, the one who compiles it.
04-29-2025 at 12:56 PM
We should use the Discus chat that Arkshine setup I think, all old discussion gets preserved there smiley
04-29-2025 at 6:09 PM
@qoLmE not clue about the example given of porting from hl to cs, but I'm porting maps from source to goldsrc and the process is: decompile into vmf, open the vmf in jack, convert the source entities into their goldsrc equivalents, convert and reapply the textures, decompile and recompile the models, fix errors caused by the decompiler, optimize, then finally recompile for goldsrc
04-29-2025 at 6:52 PM
I like to argue that authorship goes to however compiled the map because each new compile is unique I think, you can get a mismatch if you recompile the same map a second time even without any changes, so the game seemingly recognizes each compilation as distinct
04-29-2025 at 6:57 PM
meanwhile you can edit entities alone and not get a mismatch, so in that case I consider that an edit and credit myself as contributor
04-29-2025 at 6:59 PM
btw you can include any additional info you want about a map in a comment under it, since the search filter goes through all comments not just the readme
04-29-2025 at 7:06 PM
can anyone upload de_anubis_csgo? I saw a cs 1.6 server hosting it but couldn't join to grab since it was full smiley
04-29-2025 at 7:59 PM
@FIXXOR: Thanks for the explanation.
P.s.: While going through the byplt-maps, I came across this map and decided to give you credit for it.
You'll probably agree with it, right?
05-01-2025 at 4:26 PM
I only edited the MaxRange on that one in the entity list, I'm technically the "creator" of that version of the map I guess, but it's pretty superfluous accreditation
05-01-2025 at 6:40 PM
in the message field of the game_text entity I left: "Mapped by Spoon & Chris | Infected-Servers.com | Edited to increase Max Range" (this text displays upon launching the map)
05-01-2025 at 6:44 PM
technically you can just edit the maxrange property and not even rename the map since it shouldn't cause a mismatch, so it's a useless edit for any savvy host
05-01-2025 at 6:47 PM
basically entity properties are decided by the entity configuration of the host, you can outright remove entities such as doors and breakables this way and play with someone who has the original version of the map, because removal in this context just means they won't load, they are still stored in the map file
05-01-2025 at 6:54 PM
in the case of the MaxRange property, this just tells the game at which distance from the player's pov the map should no longer be rendered, in-game it will vanishpast that point
05-01-2025 at 7:00 PM
@blackcock: Did you change the author on this and this map?
Seems more like the server name, no?
*
Yesterday at 2:42 PM
@FIXXOR: Highly interesting stuff you're posting here.
Good you kept the build-in screen message as reference to the "actual" mappers.

I didn't knew about max range being a setting that can be embedded in a bsp-file. Thought this was only server sided with the use of the cvar "sv_zmax".
Yesterday at 2:49 PM
Is everybody getting the "500 internal server error" message when trying to download this map on GameBanana?
Probably due to the file being a .7z instead of a .rar smiley
Or if anyone has this map and want to upload here?
*
Yesterday at 4:43 PM
It's not because of 7Z, there are some file server errors
Yesterday at 4:53 PM
Retry after a while when there is less load on website, it should work then
Yesterday at 4:57 PM
Ok I will, thanks for the info.
*
Yesterday at 4:58 PM
smiley
Yesterday at 5:03 PM
Allright boyzzz!
I'm finally done with the byplt-authored maps. Man, this took way longer than I originally hoped it would be.
Before I post the big list there are a few "oddballs" so to speak. In some situations things weren't as clear/straightforward.
Today at 4:25 PM
You can find the thread here or underneeth the shoutbox ( under FORUM ) as long as there are not 10 other threads with newer posts.
Today at 4:30 PM
In that case click on "Show More..." but I'll probably re-post the link here anyway.
Today at 4:31 PM
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