I've done this before, but I can't remember exactly how I did this. I want to change entities in a map, but in a way that the client does not have to download a new map.
Examples of this being done are as follows:
1. The original 3wave ctf mod was server side only, and added keys as flags and more weapons around the bases. Clients didn't need to download anything, simply connect to a ctf server, and the original id1 maps have now become ctf maps.
2. At some point someone decided it would be a good idea to have a rocket launcher on DM1, so it was added in clanring mod. If you goto DM1 from vanilla quake, you'll find no RL. But if you connect to a CRMOD server and warp it to DM1, you'll find it.
Anyway, I know this involves creating a END file (which can be done from Adquedit). And I know it involves editing the ENT file. I'm just not sure if there's something else that needs to be done, like import the ENT file back into the BSP file (also can be done using Adquedit).
Will this change the BSP file so that the server and client side don't match? I'm not sure.
Examples of this being done are as follows:
1. The original 3wave ctf mod was server side only, and added keys as flags and more weapons around the bases. Clients didn't need to download anything, simply connect to a ctf server, and the original id1 maps have now become ctf maps.
2. At some point someone decided it would be a good idea to have a rocket launcher on DM1, so it was added in clanring mod. If you goto DM1 from vanilla quake, you'll find no RL. But if you connect to a CRMOD server and warp it to DM1, you'll find it.
Anyway, I know this involves creating a END file (which can be done from Adquedit). And I know it involves editing the ENT file. I'm just not sure if there's something else that needs to be done, like import the ENT file back into the BSP file (also can be done using Adquedit).
Will this change the BSP file so that the server and client side don't match? I'm not sure.
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