Roland's RTNP conversion second map fix

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Leo(T.C.K.)
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Roland's RTNP conversion second map fix

Post by Leo(T.C.K.) » Wed Oct 27, 2010 3:35 am

This is additional fix for the Roland's rtnp conversion, only original Unreal players can run it, if you want to run it in UT download this file and rename ryspak to MPUPak:

http://paci.profitux.cz/Redeem-your-Spa ... kUTFix.rar

The new map fix can be found here:
MPFix2.rar
The next part of this post is from the readme, except the additional notes in the end:

This is second additional, original author approved update/fix of the Roland's rtnp conversion found here nowadays:

http://www.rolandunreal.ismywebsite.com/unreal/rtnp.htm

You can rename the maps to originals and overwrite them, or use custom mutators or gametypes like dzmapm, tpmutator, jcoop, etc etc to link the maps together.

The fixes include:

MPDuskFallsF - Scout ship fly sound was put back

MPEldoraS - Skeleton put back, warpzone fix by roland was disabled (as he added additional L shaped corner to make it not teleport players back when stepping through the problematic warpzone, however that turned out as not seeming seamless and it didn't make sense if you paid attention to detail)
instead a new solution was made, the entire end level part was rotated to the same direction as the first warpzone, so online it won't do crap. Also I had to reanimate the mover because the keyframes were at wrong locations. Also a bird added to the first outside area, the bird was originally a bit above the sky so it always fell out of the world.

MPEldoraSb - map is unchanged from roland's version, only skeleton added, added just for backup purposes.

MPGlathriel1S - added skeletons and changed explodingwall, nuff said

MPGlathriel2S - added skeletons again...yawn

MPNaliC2S - added nali skeletons back again...no other change

Fixes provided by Leo(T.C.K.)


Additionaly:
There was also first "test" fix I released for roland's rtnp conversion long ago, which can be found here:

MPfixtest.rar

MPFoundry_f has fixed end button and lava has proper damagetype

MPToxic_f has fixed geometry issue of the L shaped bridge area vents and also has added proper glass above the circular lift area.
MPToxic24 is same just with Nali being put in map for test.

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Leo(T.C.K.)
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Re: Roland's RTNP conversion second map fix

Post by Leo(T.C.K.) » Wed Oct 27, 2010 5:05 am

Mind you this post is just informative stuff for all players generally, not only jackal's coop server, I think the server is using the foundry and toxic fixes already afaik, not 100 percent sure though. It is up to you if you will decide to use the new fixes i described though.

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Re: Roland's RTNP conversion second map fix

Post by Leo(T.C.K.) » Thu Feb 10, 2011 11:35 pm

New and last fix for Roland's maps, Crashsite maps:

MPCRASHSITEFIX.rar

As usual you can just rename the maps to MPcrashsite1 and MPCrashsite2, if you do not want to fiddle with mutators etc.

Here is list of fixes (taken from readme but lol I made a tyop at the mapname in readme, instead of crashsite it was cra****e):

MPCRASHSITE1F: Rebuilt geometry to get rid of annoying HOMs. Added back UpakHealth and fixed it for online play, so if the gametype has inventory set to respawn, it will respawn as well. No SP spawning this time. Fixed elev door mover.

MPCRASHSITE2F: Added respawninghealth and fixed its collision, at the replication station near bridge, just touch the station and it will heal you. Also added back MPPad and positioned scoutship where it should be and fixed some movers and full BSP rebuild,
removed unecessary specialevents and then disabled them for the voice, instead added back the voiceevent class from Upak. Also got rid of the mercenaries repeating sequence, which was really anoying in roland's version.

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