MP The Breakout Released

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  • imported_Whiskey
    Member
    • May 2007
    • 3325

    #16
    Originally posted by StoneCold313
    Well yeah. I put the .IWD file to this "Extreme" folder that i have in the Mods folder. And with ModWarfare launched it really didn't like that i tried to open the map...
    Right, that won't work. If you're going to run the ModWarfare mod, then all the map files (including .iwd) need to be in the specifically-named map folder, inside the usermaps folder.

    If you put the .iwd file in your "Extreme" mod folder, then you need to launch the "Extreme" mod to access the map.

    A good (I think) rule of thumb is to put the .iwd file in all of the specific mod folders. But be aware that right now, if you have too many .iwd files in a mod folder, you'll get a file/sum mismatch error. Hopefully 1.6 will also address that. In the meantime, I've created a "temp" folder inside of each mod folder I have, and I move .iwd files back and forth from those temp folders as needed.

    As you can see, it's a bit of a pain in the @$$ at the moment but you can get things to work eventually.

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    • StoneCold313
      Member
      • Jul 2007
      • 2198

      #17
      Originally posted by Whiskey
      Right, that won't work. If you're going to run the ModWarfare mod, then all the map files (including .iwd) need to be in the specifically-named map folder, inside the usermaps folder.

      If you put the .iwd file in your "Extreme" mod folder, then you need to launch the "Extreme" mod to access the map.

      A good (I think) rule of thumb is to put the .iwd file in all of the specific mod folders. But be aware that right now, if you have too many .iwd files in a mod folder, you'll get a file/sum mismatch error. Hopefully 1.6 will also address that. In the meantime, I've created a "temp" folder inside of each mod folder I have, and I move .iwd files back and forth from those temp folders as needed.

      As you can see, it's a bit of a pain in the @$$ at the moment but you can get things to work eventually.
      This was actually the first time i dl:ed the map by myself and placed it where it belongs. I usually just join the server and let it do all the work..

      Comment

      • Maffski

        #18
        Thanks for all the positive feedback guys :)

        Version 2 is ready *touch wood* and being tested and I'm hoping for a mid-week release, providing no new errors rear their ugly heads, but things look ok so far.

        Changes that have been made include the following:-

        1:- SD spawn positions and bombs moved slightly and foliage tweaked to make line of sight between the two spawns much more restricted.
        2:- Sabotage bombs moved to the prison and barracks ends.
        3:- Several more gaps in the fence included and they are now much more easily visible due to a distinct foliage pattern where the gaps are, I also made them easier to get through.
        3:- Added visual aids to the tunnels to make navigating them easier
        4:- A few minor cosmetic changes at the barracks end.
        5:- Tweaked rocks a bit to avoid being able to get inside them.
        6:- Small tweak to ladders to make them easier to get off of.
        7:- Added an alternate route into/out of the barracks.
        8:- Some lighting tweaks for the indoor and underground areas.

        New version will have a different and shorter filename and will come shipped with the stripped down iwd file.

        Anyway, if anyone has any further feedback having played a bit please let me know sooner rather than later so any needed fixes can be included.

        Maff

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