"no"
sounds kind of nasty, like we're refusing and keeping it to
ourselves. The answer is "we can't". The bsp's won't load with
your version of the engine. A lot of the demo map files are either lost,
changed beyond recognition, never checked in, reference textures that don't
exist anymore, or are interim .rmf versions that WC can't read anymore.
The monsters either were never finished, were done with out of date versions of
Max, only work in the demo area, only work on privates builds of the
engine, or got cut and AI code for them is long gone and nasty to try to dig
back out. Our content database also has limits, so when the level
designers are checking in their 1.5MB bsp's once every few days, it doesn't take
long with 115+ files to fill up the database (most maps went through 30-50
iterations) and things need to get flushed. With older content, typically
versions only work with very specific builds of the engine, so we'd have to hunt
through and recover everything in a hopes that just maybe _all_ the different
files still exist somewhere for that date. You have everything we still
have, I spent quiet a while hunting it down to put in the
SDK.
Okay,
I suspect some of us have CD's buried somewhere at home that have really early
builds of the engine. But, looking at it critically is really
embarrassing. You know those school pictures your mom has of you in 2nd
grade wearing that purple and brown velour shirt with you just after losing your
front teeth and you had that really bad haircut your dad gave you?
Remember those pictures? Well, without being very very careful with
getting just the right shot, early versions of half-life look like that, except
that it's also just about to sneeze. Hmm. Okay, maybe "no" is the
correct answer.
-----Original Message-----
From: Biggs [mailto:[EMAIL PROTECTED]] Sent: Monday, December 03, 2001 10:22 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] [OT] question to valve, curious
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- Re: [hlcoders] [OT] question to valve, curio... Chris 'Tal-N' Blane
- RE: [hlcoders] [OT] question to valve, c... Andrew Hefford
- Re: [hlcoders] [OT] question to valv... HoundDawg
- Re: [hlcoders] [OT] question to valv... Tim Holt
- Re: [hlcoders] [OT] question to... Neale Roberts
- Re: [hlcoders] [OT] question to... Andrew Foss
- Re: [hlcoders] [OT] question to valve, curious Nathan Taylor
- RE: [hlcoders] [OT] question to valve, curious James Williams
- Re: [hlcoders] [OT] question to valve, curious Nathan Taylor
- Re: [hlcoders] [OT] question to valve, curious Ken Birdwell
- Re: [hlcoders] [OT] question to valve, curious [DRP]Avatar-X
- Re: [hlcoders] [OT] question to valve, curious Andrew Foss
- RE: [hlcoders] [OT] question to valve, curious Andrew Hefford
- RE: [hlcoders] [OT] question to valve, curious Adrian Finol
- Re: [hlcoders] [OT] question to valve, curious Nathan Taylor
- Re: [hlcoders] [OT] question to valve, curious Nathan Taylor
- Re: [hlcoders] [OT] question to valve, curious Florian Zschocke
- Re: [hlcoders] [OT] question to valve, curious Nathan Taylor
- Re: [hlcoders] [OT] question to valve, curious Florian Zschocke
- Re: [hlcoders] [OT] question to valve, curio... [DRP]Avatar-X