I want to accomplish something exactly like L. Duke's cs_italy's chicken 'fix' v2, but in a map other than italy. What does L. Duke's cs_italy's chicken 'fix' v2 do?
Quote:The missing chickens from cs_italy were found and rescued by the Counterterrorists in cs_chickenrun. Now they've been upgraded and returned to their home in the market of cs_italy.
These high quality, realistic chickens are in the same place as they were in the cs_italy 1.6 version and act the same way too.
This new version cs_italy is only required on the server. Clients will be able to connect and play using their original copy of cs_italy in the Valve Steam cache. (A few small model/texture files for the chicken will be downloaded on connection.)
I want to do that, but for a different map, say... de_vegas_css. Aside from a .res that sends the new models/materials to clients, the only change is in the SERVER'S version of the .bsp file.
I assume he had to somehow manually modify the entity table in the BSP to have the new enitities spawn when the server loads the map, and then when clients connect, all entities existing on the server are automatically created on the clients.
I think he manually edited the entity table, because for this to work the clients must miss-identify the server's modified version of the map as the original.
Does anybody know the steps involved in adding something like this to a map?
SM Sith Lord
You have to modify the bsp with EntSpy remembering to not optimise so it doesn't change the checksum, then the filesize will be the same. Clients won't have to download the changed map as it tricks them into thinking it's the same, but the changes made to the server-side map will still be seen.
Freakin awesome, you are getting some points my friend.
Hmm, I hope that file size thing isn't too much of an issue. Otherwise adding too many new entities could change the file size enough to be noticed. :D