Recompiling with linux data...

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d3StR0Y3r

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I'm not exactly sure if this is the best place to put this thread but I guess it applies... anyway I run a linux half-life 2 deathmatch server and I was having a problem where I couldn't run several custom maps I'd like to without getting a segmentation fault.

I did some research and I believe that the maps where compiled without the linux data included, but I have no idea how to put it in. I tried decompiling the map with vmex and then opening it in hammer and rebuilding it but it doesn't compile at all. It throws like 1000 errors.

Is there a tool that can add linux data to compiled bsps? If not, does anyone know how the linux data is stored? I may be able to write an app to do so for those linux lovers out there.
 
I dont think you can do that without actually having the vmf (original map "blueprint") and then re-compiling that with linux stuff avalible.

I for one never understood the point of disabling that... thats like denying a load of people access to your map... stupidity in my opinion...
 
Single-player maps don't need the linux data, so removing it can reduce filesize.
 
Unarmed,

They don't need the linux data because it is only used for dedicated linux server-side information. When you load the map in singleplayer, this data is not required since it's only hosting you and a bunch of scripted npcs.

Hope that answered your question.
 
Does anyone know of a good map decompiler besides vmex for Half-Life 2?

When I decompile the maps and open them in Hammer I get a lot of "bounds out of range", "duplicate planes", and "node with unbounded volume" errors.

If there isn't a better map decompiler, is there a tool that can fix these errors?
 
Now I know that.

And I dont think there is any decompiler out there that would do the job for you.
 
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