Ultimate Mapping Resource Pack

Ultimate Mapping Resource Pack 2014-11-06

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524
Small issue, but the handful of times I've used your 5cp logic I've noticed the announcer doesn't seem to be triggered on captures. I've seen this happen to a few others who said they used this pack as well.

I'm not seeing what could be causing it though. Any ideas?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
Uh, any announcements in particular? I just checked it out in-game and there are announcements for all five on both teams (standard and final point variations too).
 

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524
I'll have to run around it and double check after work, but I know the center didn't seem to announce anything. If I recall the "final point is being captured" didn't either.

If you want to check out my latest release glassworks, that is what I'm currently having issues with.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
a2? I just checked it out and I heard the announcements. /shrug
Though I'll mention, the center point doesn't announce the first cap because nobody owns it, so there is no one to warn of losing it.

I wonder if it is a dedicated server issue? Maybe try a valve map after gameday?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
After looking over the new MVM maps, I'm curious if the FGD file determines what object classes belong in which of the automatic visgroups, because it would be nice if the altered FGD in this pack could reclassify func_nav_prefer and func_nav_prerequisite (is that one new?) as part of "Game Logic". Right now there's no way to automatically hide them.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
It does determine the auto groups, but I'll have to check again how the grouping works. If I remember correctly the auto group definitions (as well as material exclusions) functioned additively rather than overriding the way entities do.
As it is, the FGDs "include" in the order of tf-abs.fgd -> tf.fgd -> base.fgd and the former overrides the latter when there is a duplicate entry and inherits where there is none so when they add or make a change to entities I have no reason to touch (e.g. bot entities) they will still show up for everyone without me doing anything.
...Which means I couldn't alter the auto groups without turning my FGD into an all-encompassing non-inheriting FGD and maintaining support for every single change they make to entities.

But I'll look into it to see if they made it non-additive.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
...and as soon as I start thinking about checking this today, I realize how silly I was in the post (I should have already gone to bed).
You are asking to ADD something to the auto groups, so additive is fine. I checked it and yes, it still works the way I described, but I can totally do this because the problems are only if you want to change or remove something.
It is done and will be there next update that goes out.

If you'd like to have it now you can do it yourself by adding the following to tf-abs.fgd after the @include line at the top.
Code:
@AutoVisGroup = "Custom"
[
	"Game Logic"
	[
		"func_nav_blocker"
		"func_nav_prefer"
		"func_nav_prerequisite"
	]
]
 

Smileytopin

L1: Registered
Nov 25, 2013
40
17
I'm sorry for asking this, but how would I access the visgroups for the 9 gamemodes? I've spent time searching and found nothing.
 

Reshy

L1: Registered
Dec 18, 2013
2
0
I'm probably dumb but I cannot figure out how to use the new browsers. I tried looking on the user tab but nothing's there...
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
They are maps (VMFs) like any you would make yourself. You have to open them in and then look around for what you want. The default install location (which is the default Hammer will save your maps in, also) is common\team fortress 2\tf\content\mapsrc
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
I'm trying to figure out what this "user tab" even is that he's talking about.
 

Reshy

L1: Registered
Dec 18, 2013
2
0
They are maps (VMFs) like any you would make yourself. You have to open them in and then look around for what you want. The default install location (which is the default Hammer will save your maps in, also) is common\team fortress 2\tf\content\mapsrc

So how does this work with the user tab?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
MRP5_HeaderMain.png

/flails arms in air

Alrighty then. Exactly five years ago on Christmas I released the very first prop library. I thought this would be a good day to throw out a huge update to the pack since I have been doing it slower as of late. I went through my entire list of planned things and stuff that needed looking into or fixing and got it done.
I was even forced to finally write an application that (semi-)automates the process of getting new props into the library because the steampipe change meant Hammer sorts and filters props differently and my old method and records were useless. Now I just hit a few buttons and all I need to do is separate and sort the new props. (no easy task, in and of itself 1 2)

Unfortunately I also had to take an axe to the prop library again, it is now in three parts to prevent Hammer from having an aneurism.

I sifted through almost all of the resources and updated them in some way check the main post for the changelog.

Also check the main post because that got an overhaul too. I drastically shortened it by cutting out a lot of the stuff I am sure nobody cared about reading and brought it up to date and hopefully the new FAQ will quell some of the repeated questions.

There are also two little web pages I made up to deal with what I never quite could within the confines of Hammer. One that lists props that are not suited for the library but I have felt should be easily glanced at. Another that explains the detail sprite markers on my blend thumbnails because it grew too large for my info texture and I was able to actually explain it.
See main post for the links.

Merry Christmas!

/flails arms wildly again
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
As far as the prop library goes, I always felt that a good approach to slimming it down would have been to straight-up remove stuff that we'd have no problem finding in the model browser because its parent directory is so obvious, like all of the Mann Manor stuff and the Chinese signs. Dunno if that would have been enough at this point or not.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
That's true. I have toyed with the idea of making theme and/or map specific libraries, too. As it is, the threshold is somewhere around 1200-1400 props, and while I could cut out a lot of the kind you say, it may still grow too much in the future. I think I will definitely consider a change in pace if one of these sections grows too large, because four would be too far remove from my original desire of "have everything in front of you"
 

henke37

aa
Sep 23, 2011
2,075
515
Maybe you should tweak the installer to just skip the page asking for where the maps should go if those features are unselected. It can't be that hard. And after all, this pack is all about fixing the small things, right?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
Yeah... I should probably make the effort to do that. I originally wanted to but NSIS is... tricky to do things that should be simple and I gave up on it. It is a very coarse language.