Prevent standard maps from being loaded?

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Talthos
 
Posts: 23
Joined: Fri Dec 01, 2017 9:39 am

Prevent standard maps from being loaded?

#1

Post by Talthos » Thu Oct 18, 2018 4:02 am

Rather, I'm trying to get a deathmatch map pack to work properly with my server, but my attempts to do so through Zandronum and Doomseeker have been less than fruitful; specifying the map names only leads to the server loading the standard Doom 2 maps, since they share the same file names.

Is there a way to enforce loading maps 'only' from a specific wad file?

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Empyre
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Location: Garland, TX, USA

Re: Prevent standard maps from being loaded?

#2

Post by Empyre » Thu Oct 18, 2018 3:24 pm

It sounds like either your wad is not loading or Zandronum cannot run your maps. When you said it has the same file name, does that mean you put your maps in a file named doom2.wad?
"For the world is hollow, and I have touched the sky."

Talthos
 
Posts: 23
Joined: Fri Dec 01, 2017 9:39 am

Re: Prevent standard maps from being loaded?

#3

Post by Talthos » Thu Oct 18, 2018 3:57 pm

Empyre wrote:
Thu Oct 18, 2018 3:24 pm
It sounds like either your wad is not loading or Zandronum cannot run your maps. When you said it has the same file name, does that mean you put your maps in a file named doom2.wad?
My apologies, I already figured out the issue and fixed it. Now I just need to figure out why my other server's map rotation configuration with custom maps keeps throwing an error when I reach the end of the custom map list (which kicks everyone off the server), then loading MAP01 for Doom 2.

Talthos
 
Posts: 23
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Re: Prevent standard maps from being loaded?

#4

Post by Talthos » Thu Dec 06, 2018 3:30 am

I take it no one knows the cause of the other problem, relating to the server error?

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Empyre
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Location: Garland, TX, USA

Re: Prevent standard maps from being loaded?

#5

Post by Empyre » Thu Dec 06, 2018 5:07 am

Please show us your MAPINFO and your server's map list. Maybe I or somebody else could still figure out the problem.
"For the world is hollow, and I have touched the sky."

Talthos
 
Posts: 23
Joined: Fri Dec 01, 2017 9:39 am

Re: Prevent standard maps from being loaded?

#6

Post by Talthos » Tue Dec 11, 2018 2:55 am

Empyre wrote:
Thu Dec 06, 2018 5:07 am
Please show us your MAPINFO and your server's map list. Maybe I or somebody else could still figure out the problem.
Okay, this is the MAPINFO:
https://www.dropbox.com/s/tvx6xp6dr2wrl ... .Maps?dl=0

And the contents of the MAPINFO, for good measure:

Code: Select all

map EDAY01 "Hangar"
{
//titlepatch "CWILV00"
next = "EDAY02"
secretnext = "EDAY02"
sky1 = "TSKY1", 0.1
cluster = 1
//par = 60
music = EDMU01
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
ExitPic = "INTER1"
Gravity = 400
}


map EDAY02 "Nukage Processing"
{
//titlepatch "CWILV01"
next = "EDAY03"
secretnext = "EDAY03"
sky1 = "TSKY1", 0.1
cluster = 1
//par = 90
music = EDMU02
Intermusic = EDAYINT
ExitPic = "INTER1"
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
Gravity = 400
}


map EDAY03 "Communications Center"
{
//titlepatch "CWILV02"
next = "EDAY04"
secretnext = "EDAY04"
sky1 = "TSKY1", 0.1
cluster = 1
//par = 120
music = EDMU03
Intermusic = EDAYINT
ExitPic = "INTER1"
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
Gravity = 400
CheckSwitchRange
}

map EDAY04 "Life Support Facility"
{
//titlepatch "CWILV03"
next = "EDAY05"
secretnext = "EDAY06"
sky1 = "TSKY1", 0.1
cluster = 1
//par = 120
music = EDMU04
Intermusic = EDAYINT
ExitPic = "INTER1"
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
Gravity = 400
}

map EDAY05 "Marine HQ"
{
//titlepatch "CWILV04"
next = "EDAY06"
secretnext = "EDAY06"
sky1 = "TSKY1", 0.1
cluster = 1
music = EDMU05
Intermusic = EDAYINT
ExitPic = "INTER1"
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
Gravity = 400
}

map EDAY06 "Nuclear Power Plant"
{
//titlepatch "CWILV05"
next = "EDAY07"
secretnext = "EDAY07"
sky1 = "TSKY1", 0.1
cluster = 2
//par = 150
//sucktime 1
music = EDMU06
Intermusic = EDAYINT
ExitPic = "INTER1"
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
Gravity = 400
}

map EDAY07 "Staging Area"
{
//titlepatch "CWILV06"
next = "EDAY08"
secretnext = "EDAY08"
sky1 = "TSKY1", 0.1
cluster = 2
//par = 120
Map07special
music = EDMU07
Intermusic = EDAYINT
ExitPic = "INTER1"
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
Gravity = 400
}

map EDAY08 "Lab Complex Entrance"
{
//titlepatch "CWILV07"
next = "EDAY09"
secretnext = "EDAY09"
sky1 = "TSKY1", 0.1
cluster = 2
//par = 120
music = EDMU08
Intermusic = EDAYINT
ExitPic = "INTER1"
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
Gravity = 400
}

map EDAY09 "Bio Labs"
{
//titlepatch "CWILV08"
next = "EDAY10"
secretnext = "EDAY10"
sky1 = "TSKY1", 0.1
ExitPic = "INTER1"
cluster = 2
//par = 270
music = EDMU09
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
Gravity = 400
}

map EDAY10 "Portal Testing Labs"
{
//titlepatch "CWILV09"
next = "EDAY11"
secretnext = "EDAY11"
sky1 = "TSKY1", 0.1
cluster = 3
//par 90
ExitPic = "INTER1"
music = EDMU10
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
Gravity = 400
}

map EDAY11 lookup "Return to Earth"
{
//titlepatch "CWILV10"
next = "EDAY12"
secretnext = "EDAY12"
sky1 = "SKY2MO", 0.1
cluster = 4
//par = 210
ExitPic = "INTER2"
music = EDMU11
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
}

map EDAY12 lookup "Roadblocks"
{
//titlepatch "CWILV11"
next = "EDAY13"
secretnext = "EDAY14"
sky1 = "SKY2MID", 0.1
cluster = 4
//par = 150
ExitPic = "INTER2"
music = EDMU12
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
}

map EDAY13 lookup "Industrial District"
{
//titlepatch "CWILV12"
next = "EDAY14"
secretnext = "EDAY14"
sky1 = "SKY2YELO", 0.1
cluster = 4
//par = 150
ExitPic = "INTER2"
music = EDMU13
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
}

map EDAY14 lookup "Warzone"
{
//titlepatch "CWILV13"
next = "EDAY15"
secretnext = "EDAY15"
sky1 = "SKY2NO", 0.2
cluster = 5
//par = 150
ExitPic = "INTER2"
music = EDMU14
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
}


map EDAY15 lookup "Twisted Neighborhood"
{
//titlepatch "CWILV14"
next = "EDAY16"
secretnext = "EDAY16"
sky1 = "SKY2RED", 0.1
cluster = 5
//par = 210
ExitPic = "INTER2"
music = EDMU15
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
}

map EDAY16 lookup "Dead Streets"
{
//titlepatch "CWILV15"
next = "EDAY17"
secretnext = "EDAY31"
sky1 = "SKY2NI", 0.1
cluster = 5
//par = 150
ExitPic = "INTER2"
music = EDMU16
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
}

map EDAY17 lookup "Final Destination"
{
//titlepatch "CWILV16"
next = "EDAY18"
secretnext = "EDAY18"
sky1 = "SKY2NIE", 0.1
cluster = 5
//par = 420
ExitPic = "INTER2"
music = EDMU17
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
}

map EDAY18 lookup "Eye of the Storm"
{
//titlepatch "CWILV17"
next = "EDAY19"
secretnext = "EDAY19"
sky1 = "SKY2MO", 0.1
cluster = 6
//par = 150
ExitPic = "INTER2"
music = EDMU18
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
}

map EDAY19 lookup "Push (WIP)"
{
//titlepatch "CWILV18"
next = "EDAY20"
secretnext = "EDAY20"
sky1 = "SKY3", 0.2
cluster = 7
//par = 210
ExitPic = "INTER3"
music = EDMU19
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
}

map EDAY20 lookup "The Tower"
{
//titlepatch "CWILV19"
next = "EDAY21"
secretnext = "EDAY21"
sky1 = "SKY3", 0.2
cluster = 7
//par = 150
ExitPic = "INTER3"
music = EDMU20
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
}

map EDAY21 lookup "At Hell's Gate (WIP)"
{
//titlepatch "CWILV20"
next = "EDAY22"
secretnext = "EDAY22"
sky1 = "SKY3", 0.2
cluster = 8
//par = 240
ExitPic = "INTER3"
music = EDMU21
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
}

map EDAY22 lookup "Blood Swamp"
{
//titlepatch "CWILV22"
next = "EDAY23"
secretnext = "EDAY23"
sky1 = "SKY3", 0.2
cluster = 8
//par = 180
ExitPic = "INTER3"
music = EDMU22
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
}

map EDAY23 lookup "Stronghold"
{
//titlepatch "CWILV24"
next = "EDAY24"
secretnext = "EDAY24"
sky1 = "SKY3", 0.2
cluster = 9
//par = 150
ExitPic = "INTER3"
music = EDMU23
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
}


map EDAY24 lookup "House of the Hell Nobles"
{
//titlepatch "CWILV23"
next = "EDAY25"
secretnext = "EDAY25"
sky1 = "SKY3", 0.2
cluster = 9
//par = 150
ExitPic = "INTER3"
music = EDMU25
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
}

map EDAY25 lookup "Necropois (WIP)"
{
//titlepatch "CWILV26"
next = "EDAY26"
secretnext = "EDAY26"
sky1 = "SKY3", 0.2
cluster = 9
//par = 330
ExitPic = "INTER3"
music = EDMU17
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
}


map EDAY26 lookup "Dis (WIP)"
{
//titlepatch "CWILV25"
next = "EDAY27"
secretnext = "EDAY27"
sky1 = "SKY3", 0.2
cluster = 9
//par = 300
ExitPic = "INTER3"
music = EDMU24
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
}



map EDAY27 lookup "Cathedral  (WIP)"
{
//titlepatch "CWILV21"
next = "EDAY28"
secretnext = "EDAY29"
sky1 = "SKY3", 0.2
cluster = 8
//par = 150
ExitPic = "INTER3"
music = EDMU26
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
}


map EDAY28 lookup "Sacrificial Grounds (Placeholder)" //Unused
{
//titlepatch "CWILV27"
next = "EDAY29"
secretnext = "EDAY29"
sky1 = "SKY3", 0.2
cluster = 10
//par = 420
ExitPic = "INTER3"
music = EDMU28
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
}


map EDAY29 lookup "Lavafalls (WIP)"
{
//titlepatch "CWILV26"
next = "EDAY30"
secretnext = "EDAY30"
sky1 = "SKY3", 0.2
cluster = 9
//par = 330
ExitPic = "INTER3"
Intermusic = EDAYINT
music = EDMU21
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
OutsideFog = "80 00 00"
}


map EDAY30 lookup "Devil's Domain"
{
//titlepatch "CWILV29"
next = "EndGame3"
secretnext = "EndGame3"
sky1 = "FIRESK00"
cluster = 10
ExitPic = "INTER3"
//par = 180
	allowmonstertelefrags
music = EDMU29
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
}

map EDAY31 lookup "Hollywood Holocaust"
{
//titlepatch "CWILV15"
next = "EDAY32"
secretnext = "EDAY32"
sky1 = "SKY2NI", 0.2
cluster = 5
//par = 200
music = "STALKER"
}


map EDAY32 lookup "Red Light District"
{
next = "EDAY17"
secretnext = "EDAY33"
sky1 = "SKY2NI", 0.2
cluster = 5
Intermusic = EDAYINT
//par = 200
music = "DTOLL"
}


map EDAY33 lookup "Wolfenstein"
{
//titlepatch "CWILV15"
next = "EDAY17"
secretnext = "EDAY17"
sky1 = "SKY2WOLF"
cluster = 65
//par = 200
music = "DUTY"
Intermusic = EDAYINT
FALLINGDAMAGE
MONSTERFALLINGDAMAGE
}
And the custom server commands I use instead of a formal 'playlist':
Map List.PNG

What's really weird, is that this setup used to work without problems. I only started having trouble within the last few months or so.
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User avatar
Empyre
Zandrone
Posts: 1316
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

Re: Prevent standard maps from being loaded?

#7

Post by Empyre » Tue Dec 11, 2018 10:32 pm

Try changing the first line before all those +addmap lines to +sv_maprotation true instead of false.
"For the world is hollow, and I have touched the sky."

Talthos
 
Posts: 23
Joined: Fri Dec 01, 2017 9:39 am

Re: Prevent standard maps from being loaded?

#8

Post by Talthos » Fri Dec 14, 2018 10:05 pm

Empyre wrote:
Tue Dec 11, 2018 10:32 pm
Try changing the first line before all those +addmap lines to +sv_maprotation true instead of false.
If I do that, the normal level exit on EDAY16, will lead straight to the EDAY31 secret level, without requiring me to actually use the secret level exit on EDAY16. Excluding the line doesn't seem to fix the issue, either.

As I said, this setup used to work without issues before.

User avatar
Empyre
Zandrone
Posts: 1316
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

Re: Prevent standard maps from being loaded?

#9

Post by Empyre » Mon Dec 17, 2018 5:01 am

Here's another idea: Using Slade (or XWE, if you must), make a new wad and copy the MAPINFO from the maps wad into that wad. In the copy of MAPINFO, change the entry for the 30th map so the next map is the first map, instead of engdgame3. Then, load that new "patch" wad after the maps wad of the server.
"For the world is hollow, and I have touched the sky."

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