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App Suggestion/Request

Posted: Thu Sep 06, 2007 12:46 pm
by CaptainPoopface
Right now, applying a patch overwrites the characteristics of the clean map with those of the modded map, in entirety.

It would be nice if we could patch a clean map with parts of different other maps. For example, patch only the player spawns from one map, then patch only the weapons and models from another, the bipeds from another, etc., without overwriting anything else. It could be implemented such that the aspects to include in the patch are specified at patch creation, or the patch is created normally and the aspects to be applied are specified by the user at patch time, perhaps by a list of tags and checkboxes.

It would also be very attractive if the partial patches could be compatible across different source maps. So you could inject your player spawns from Headlong into Ascension, for example. I know some resources have different directory paths, and these could either be corrected and internalized(?) by the partial patcher or simply left incompatible for patching maps other than the source map.

Among other things, this would make fixing player spawns and team spawns very easy. You could just make a partial patch with a dozen spawns lined up in organized rows at X=0, Y=0, Z=30, with team spawns clearly grouped and separated. Then apply that patch to any mod you like, and it's a simple click and drag in the BSP Viewer to set your dozen spawn points. Or if you have some elaborate weapon mods that you want in several maps, e.g., for map packs or weapon rebalancing, you could make one partial patch for the weapons and apply it to as many maps as you want.

I don't have the knowledge to create this app, so it will have to be someone else's project. If you're interested or you think it's a good idea, please post here.

Posted: Thu Sep 06, 2007 1:04 pm
by xzodia
while its a good idea and sounds feasible, in practice it would be rather difficult / take an awful lot of work...

Posted: Thu Sep 06, 2007 1:14 pm
by shade45
Yeah it does sound like a good idea but I think in this situation it is alot easier to copy and paste the chunks from map to map using entity or h2g.

Posted: Thu Sep 06, 2007 3:00 pm
by OwnZ joO
shade45 wrote:Yeah it does sound like a good idea but I think in this situation it is alot easier to copy and paste the chunks from map to map using entity or h2g.
Exactly my thought on it, this would be a pain to program, when it's really much easier to just copy and overwrite chunks.

Posted: Thu Sep 06, 2007 3:43 pm
by Unilat
Not only this, but if you checked the weapon tag and one weapon referenced a model that is not in the map you are transferring to, then it suddenly becomes broken.

Posted: Thu Sep 06, 2007 3:57 pm
by Prey
Unilat wrote:Not only this, but if you checked the weapon tag and one weapon referenced a model that is not in the map you are transferring to, then it suddenly becomes broken.
Well in that case the app would internalise the model, or failing that just leave it and continue. Capt' did mention that in his post, actually.

It's an interesting idea..not something I have the time to do (my plate's full >_>), but there are other able members of the community.. The only thing I can see becoming a problem though is just how specific it gets: 'weapons from one map and vehicles from another?', or 'BR from this map, frag grenade from this map and warthog from this one?'.. and of course the issue of an increased size in patches...