Muttrah Streetnames

General discussion of the Project Reality: BF2 modification.
Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: Muttrah Streetnames

Post by Solid Knight »

Why not just put GPS navigation in the cars?

I don't think the labels would be too cluttered as you could make it so you have to zoom in to read the names.
hx.bjoffe
Posts: 1062
Joined: 2007-02-26 15:05

Re: Muttrah Streetnames

Post by hx.bjoffe »

Nice work, both of you.
Solid Knight wrote: I don't think the labels would be too cluttered as you could make it so you have to zoom in to read the names.
I think i've agreed to this before.
@bsurd
Posts: 353
Joined: 2008-03-18 12:52

Re: Muttrah Streetnames

Post by @bsurd »

great job. I must make some prints now :-)
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Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Muttrah Streetnames

Post by Alex6714 »

:D Awesome.

"Sir we have a 10-14 on 4th ave just off muttrah way, will need assitance and extra units"

"Roger that charlie 4"

*wosssssh wosssshh BOOM BOOM*
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
space
Posts: 2337
Joined: 2008-03-02 06:42

Re: Muttrah Streetnames

Post by space »

I don't see why you cant add it as a minimap yourself - the file size would be the same so Im sure it wouldn't create any pb problems ( make a backup just in case though )
The minimap file is in the level client zip. Its in the "hud" folder and is called "ingamemap"
llPANCHOll
Posts: 233
Joined: 2007-11-12 21:37

Re: Muttrah Streetnames

Post by llPANCHOll »

spacemanc wrote:I don't see why you cant add it as a minimap yourself - the file size would be the same so Im sure it wouldn't create any pb problems ( make a backup just in case though )
The minimap file is in the level client zip. Its in the "hud" folder and is called "ingamemap"
I am sure this would be frowned upon... "Altering client files"
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space
Posts: 2337
Joined: 2008-03-02 06:42

Re: Muttrah Streetnames

Post by space »

llPANCHOll wrote:I am sure this would be frowned upon... "Altering client files"
The file would be the same - you would basically be changing the colours on the minimap, and Im not sure that pb could detect that - i might be totally wrong though - maybe someone else knows, or maybe you could try it Pancho? ( make sure you back up the file though obviously )
daranz
Posts: 1622
Joined: 2007-04-16 10:53

Re: Muttrah Streetnames

Post by daranz »

spacemanc wrote:I don't see why you cant add it as a minimap yourself - the file size would be the same so Im sure it wouldn't create any pb problems ( make a backup just in case though )
The minimap file is in the level client zip. Its in the "hud" folder and is called "ingamemap"
I'm no PB expert, but I'm pretty sure that if it does any checks on the map files, they go beyond a simple size check... And if you altered the minimap and put it back in a map's zip file, you'd alter the checksum of the entire thing.
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Clypp
Posts: 2148
Joined: 2006-07-17 18:36

Re: Muttrah Streetnames

Post by Clypp »

spacemanc wrote:I don't see why you cant add it as a minimap yourself - the file size would be the same so Im sure it wouldn't create any pb problems ( make a backup just in case though )
The minimap file is in the level client zip. Its in the "hud" folder and is called "ingamemap"
This will absolutely cause problems. When .75 came out the servers started checking levels files for the first time and this caused me to have to reload since I was testing my maps at the time. You can do it to test, but make a copy of the client.zip file first. Even if you are playing a different level PB still checks every level. It's a serious pain.
space
Posts: 2337
Joined: 2008-03-02 06:42

Re: Muttrah Streetnames

Post by space »

But how would pb check the colours on a .dds file? Im not saying that it cant - but some one should try -it would only take 5mins. Id try it myself, but tbh Im not too bothered about street names on the minimap personally.
Salah ad Din
Posts: 560
Joined: 2007-01-03 15:15

Re: Muttrah Streetnames

Post by Salah ad Din »

spacemanc wrote:But how would pb check the colours on a .dds file? Im not saying that it cant - but some one should try -it would only take 5mins. Id try it myself, but tbh Im not too bothered about street names on the minimap personally.
Try looking at a picture file with a hex editor. If you change the colors, this output will be different. Or somesuch in that direction.
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daranz
Posts: 1622
Joined: 2007-04-16 10:53

Re: Muttrah Streetnames

Post by daranz »

spacemanc wrote:But how would pb check the colours on a .dds file? Im not saying that it cant - but some one should try -it would only take 5mins. Id try it myself, but tbh Im not too bothered about street names on the minimap personally.
That's what checksums are for. You can do it on any sort of arbitrary data, but as soon as you change one bit of the data file the checksum changes drastically.

Correct me if I'm wrong, but during the "Verifying client data" phase of loading a map, BF2 actually calculates md5 sums of all relevant files and compares them with what they actually should be.
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Clypp
Posts: 2148
Joined: 2006-07-17 18:36

Re: Muttrah Streetnames

Post by Clypp »

It actually does the scan in the background in these particular files and will kick you 10-20 minutes into a round. Even rezipping the original file back in does not always work since the zip settings will affect the hash.
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