As mentioned, an exemplary fps-crash can be experienced in "Carbon D", Tefeari. Just load it and go to sensors view. You'd need a hell of a machine ...![]()
As mentioned, an exemplary fps-crash can be experienced in "Carbon D", Tefeari. Just load it and go to sensors view. You'd need a hell of a machine ...![]()
HW ACCESS | Mods and resources for HW, HW-Cataclysm and HW2
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#102
Stewmitch: that should not happen, most of the maps are lag-free please post your system specs.
Aww frak. I forgot it for the most part.
Windows XP Home SP2
Nvidia 256mb gfx
ATI 3ghz processor
1024MB of Ram
Now, I think I may have bollocksed things by using the Original HW multiplayer modes mod ontop of your mappack. I was unaware that the mod included Classic Maps as well...
Tefeari: please tell me if you've tested "Carbon D" in sensors view.
#105
[DP] it should be fine either way, try it again though just for safe measure without the HW multiplayer modes on top of it. Maybe there is a confliction between the two that I was unaware about.
Babbo: Dude... Carbon D is a TWO PLAYER MAP, it's small and should work fine, I remember it being fine myself, but just incase I remember wrong, I'll retest it sometime soon.
Is the number of players a discussion point? Thought we're generally speaking about multiplayer maps.
Thanks for re-testing, and please don't forget the sensors view.
The wait for your results gives me a thrill of joy.
#107
It matters because 2 player maps tend to be simpler, run smoother, and have less objects. Don't be too depressed about the wait, keep in mind that there are 169 more maps to play in the meantime :P
Actually, I'm depressed for my pc's well-being, but generally you're right
... even if 169 isn't that much
(Yes, I'm a real fan.)
#109
Last time I checked there were slight incompatibilities with the asteroids -- but nothing that would cause the game to crash or anything like that.Originally Posted by Tefeari
Download my HW2 mods, maps & tools. link
Username|SF on Gamespy/Xfire/Hamachi/Gameranger
#110
How so? The maps use custom asteroids outside the homeworld classic mod. Also, they were complaining about lag not crashing. O_o
#111
Yes, but I've since modified the asteroids.
#112
#113
I changed the RU values of all the asteroids to 100.
works now... somehow i seemd to have gotten ahold of an older version....
Last edited by adecoy95; 14th Jun 06 at 12:30 PM.
Is it possible to get a regular HW2 reource multiplier for the RU patches. It gets sorta annoying after a while trying to play on these huge maps where u barely get enough RU from a patch to make a hyperspace jump.
#116
Try replacing the resources with the ones from this pack:
http://zatch.no-ip.org/RDN/LegacyMapPack/resource.zip
Also, since Apache is known to have problems with *.zip files, please download this SFV file:
http://zatch.no-ip.org/RDN/LegacyMapPack/resource.sfv
And check it using cSFV:
http://zatch.no-ip.org/RDN/LegacyMapPack/cSFV.exe
There's a chance the *.zip file will be corrupted during the transfer, hence the checking. If you have Internet Explorer or some other browsers, try using those to download the file (if your default browser yields a corrupted file.)
Inside the resource.zip file are several different versions of Tefeari's asteroids, a 1x (default), 2x, 4x, 8x, and 16x multiplier set.
Also, please let me know what your experience is with the *.zip file. E.g. you used so-and-so browser, and the file was/wasn't corrupted.
~
Thanks Zatch! It works great. I used Internet Explorer and the file wasn't corrupted. Just out of curiosity though, could you explain how the .sfv and csfv checker works?
Thanks once again!
Having a sfv to a specific file, helps to check whether your copy of that file is a valid one (which is often not the case, if your copy was generated by a download). It's simply a type of a digital signature.
Put your resource.zip and resource.sfv in one directory. Left double-click on resource.sfv. The result (hopefully an "ok" in green letters) is visible in the status column of the upper window.
By the way. I had this pack on my pc too. Generally, I enjoy these maps very much, but I can't really play them for two main problems: there are never enough RUs and some of these maps tend to kill your gpu (try Carbon-D in sensors view).
You, or Zatch, could you please give me an idea what Zatch's "Try replacing the resources with the ones from this pack" means? (Is it simply a directory change which improves all legacy maps?)
#119
Thanks Zatch. I really appreciate it.
Babbo, they're replacement resource folders that multiplies the asteroid RU values by a given integer.
Also, please stop complaining about Carbon-D, I checked it myself and it does around 10fps on my computer in sensor view, but that's still playable and will be playable (and better) for a number of people.
There are many alternative maps you can choose to play instead even if your computer cannot run that one map.
If I get some extra time I'll see about making a 'lite' version of it, but don't count on it for a while, I'll have to find my old scripts for it.
Last edited by Tefeari; 20th Jun 06 at 11:54 PM.
#120
Tefeari got it right, it's a simple matter of replacing your existing "resources" folder (contained in the Map Pack) with one from the *.zip file I uploaded. I included a "1x" folder also, in case you decide to go back to the original RU amounts.
@Tefeari: You're welcome! And if you do find your old (decompiled) scripts, please post them again (I know you did once before, but I misplaced them.) I'd like to look at some of the "laggy" ones and see what I can do to amend it (beyond just removing some chunk of the resources -- I'm sure there's something else at work.)
Tefeari, sorry, you got it wrong: these should have never been complaints, I was just wondering which pcs you're using. - I'll try the RU-folder-work-around, thanks.
#122
My specs are the following:
3 ghz P4
1024mb PC2700 Ram
256 Geforce 6800 GT OC
The RU bit are alternative scripts that change the resource values in the asteroids.
Thank you Tefeari, the mine are: 3.2P4, 1GB Ram and a new Radeon X850XT (change from 9800Pro). After some experience (and endless driver fiddling), now I know and understand, that I simply expected too much from this card. (The testing of Carbon-D fell exactly in this period). - As mentioned, I'll try the RU changes. And - if I haven't done that before - thanks for your work.
Do any of these maps have differnt backgrounds than just the stock HW2 backgrounds? Because all the ones I've played have the same backgrounds with different resource layouts and map size, which isn't very exciting.
#126
Yea... It's very easy to edit, and if you have a suggestion on a bunch of maps for backgrounds feel free to give them.
There are only 12 some map backgrounds to choose from anyway, so I never thought that the use of them would really make things much more exciting. Keep in mind the amount of time required to look at each map individually and judge what kind of background they should get and multiply that by 170x.
I need some help with the instalation of Legacy. I unzipped the folder, and plopped it into my Homeworld2/data folder. But the maps never showed up! I've tried taking each map file out into the data folder and that didnt work either.
help?
Well I just wanted to see some new backgrounds that aren't the stock 12 already in Homeworld 2. I personally think it's more exciting with better backgrounds. Just a plain star field would be cool (I have some of the Warlords maps that I managed to extract and use in other mods). Mainly what I'm looking for in maps is the background. But that's probably just me. For now, I'll be playing on Alderaan Graveyard till something cooler comes out.
#129
Reven: When you extract the map pack into the data folder, you should see that you have a resource folder, a ui folder, a credits folder, and a leveldata folder at least.
The maps should be in the data/leveldata/multiplayer/deathmatch
folder not in the Data folder directly.
Very few people judge a map by it's background : P, and the whole area of custom backgrounds is still so unrefined that the idea of making 20, let alone 170+ is just silly.
Nat, backgrounds and maps are completely seperate skills and packaging. And, they're easy enough to make - grab the HW2BGTool, some nasa photos, gaussian blur em, and stick em in.
-Stefan-
Yeah, it still isnt working. The maps are there, I also made a new folder in the data folder leveldata/multiplayer/deathmatch and put the map files there. Still no luck....
Last edited by Reven; 24th Jul 06 at 11:20 AM.
#132
If you use winzip or something, just open the ZIP and press "Extract" then go inside the data folder and press ok.
Or put the zip in the data folder, right click it and press 'extract here'.
You must be doing something wrong, you dont need to do anything other than what I just said
If you use winzip or something, just open the ZIP and press "Extract" then go inside the data folder and press ok.
Or put the zip in the data folder, right click it and press 'extract here'.
You must be doing something wrong, you dont need to do anything other than what I just said
I use winRAR. And that is pretty much what I do. ( well, not exactly. I extract the folder in my "E" hardisk, then copy-paste the extracted folder in the data folder. I doubt that would make a problem, it works fine for DoW extractions...)
#134
Try extracting it to the actual folder directly, you still might be doing something wrong...
#135
I'm curious on something, has anyone actually tried the BIG or GRM1 format for this map pack? Does it work? =p, I actually never tested them. I see a bunch of people downloading it though and no one ever complained, so I assume it does.
@Tefeari
Did you compiled the level files, i'd like to edit other level files and don't know how to decompile them.
- by HomerDOHSimpson (last seen at page 5 :loco: )
#137
http://www.tefearimpor.com/files/ has all the versions of the map pack I ever released. The uncompressedlevels.zip there will have the decompiled maps your looking for.
170 maps thats so cool
#139
I'm glad so many people have appreciated this mod. If anyone expresses any interest I may made a lite-version (for slower computers) soon..
Can this be used for the Complex Mod? I only ask because after unpacking it on the data folder nothing happens and I can't see any 170 new maps on skirmish type games.
#141
It should work fine. Try using the -overridebig command (or whatever it is) in the shortcut still but it should also work without it (I think).
Make sure you extracted it correctly.
do you have a version that uses the defualt resources?
EDIT read back a few pages and found some links but they dont work!![]()
#143
Why do you want one that uses default resources?
And which link are you refering to that is broken?
because i dont wanna find patches of asteroids that wont even build a ship, great maps, but id like to try them without the old school resources
the links on page 8 that zatch posted.
#145
Thanks, I forgot Zatch had put those out there and I'm sorry I never mirrored a copy on my servers. I believe I had a copy on my computer and I've posted that copy so you can get it here. It looks as if it should work fine.
I'll contact Zatch in the meantime and make sure he never put out a patch any newer than this one.
I must say, you have uber downloading speeds for the map pack.
#147
I've checked and the version I posted is the same as Zatch's. I'll mirror it on the original post and I hope you all enjoy it.
Knare: Thanks, but I just use webhostingbuzz.
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EDIT: Alright, nevermind what I posted earlier, I was able to figure out a solution on my own (for once). I used unfBig to decompile Complex55.big, then merged the files from the already uncompiled map pack with the decompiled complex 5.5 files, then re-merged them. This didn't work at first, but then I did it again with a little difference. Instead of leaving the map files where they were, I moved them into the complexlevels folder (which is in the multiplayer folder). After re-compiling it, it worked!
(lengthy+descriptive for anyone else who has this problem)
Ignore this --> Ok, so I realize Flex1 said this already, but I'm having a similar problem with Complex 5.5. I've tried using -overrideBigFile, made sure all the files are in the right places, tried the .big version (with the -legacymappackv20.big command), but I can't seem to figure out what's wrong. The maps don't appear in player vs. cpu or multiplayer, and I'm dumbfounded as to why it doesn't work. Any suggestions?
EDIT: Ok, I just tried something...
I changed -legacymappackv20.big to -mod legacymappackv20.big, and when placed in front of -mod Complex55.big, it crashed-to-desktop. After swapping them around, it loaded fine, but there were no maps
I still don't know how to get around this...
Last edited by simpl1; 26th Mar 07 at 8:28 PM.
#149
I'm sorry, I'm confused. Did you find a solution or not? If your going to put in so many edits try to date them XD.
Ah, yes I did. Sorry about that, but I don't normally do that many edits... I can give you more detailed directions as to how I went about it if you want. The lower text after the "ignore this --->" were previous edits (if I knew how to do a line/strike through them, I would have).
And here I thought other people were weird when they edited theit posts 3+ times within 2 hours....
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