I assume map makers pack their .kv files into the bsp itself as well as
radar image, loading screen stuff, etc. Maps downloaded from workshop
should never conflict with anything that is on a server, they have
unique ID. They either have kv file packed in or it's missing.
-ics
Absurd Minds kirjoitti:
How would you do a kv file for a workshop map? Would it still just be
named map_name.kv? What if there is a workshop map and a regular map
with the same name? How does it distinguish?
On Sat, Aug 17, 2013 at 12:08 PM, ics <[email protected]
<mailto:[email protected]>> wrote:
Yes, only the files that you want to change go there. Basically
you can also insert custom maps into
/csgo/custom/somedirhere/maps/ like Valve suggested over TF2 when
Steampipe came to it but i just still put them under /csgo/maps
myself.
-ics
Absurd Minds kirjoitti:
I think he's saying that's where the kv files go, but the map
file stays in its normal location.
On Sat, Aug 17, 2013 at 12:01 PM, Charalampos Galanis
<[email protected] <mailto:[email protected]>
<mailto:[email protected] <mailto:[email protected]>>> wrote:
Do this require clients to download de_nuke again? Just because it
is located on a different path? Duplicate maps should be avoided ,
I think.
Στις 17 Αυγ 2013 6:55 μ.μ., ο χρήστης "ics" <[email protected]
<mailto:[email protected]>
<mailto:[email protected] <mailto:[email protected]>>> έγραψε:
>
> I think you need to put them under
csgo/addons/putsomefoldernamehere/maps/ instead of csgo/maps
>
> Otherwise the data from vpk will be loaded. Could be also that
the models aren't allowed to change on default maps.
>
> -ics
>
> Charalampos Galanis kirjoitti:
>>
>> Hello !!
>>
>>
>> I just want to replace the models on nuke on my server ,
created de_nuke.kv file and put on maps folder.
>>
>> But still , I see the default balkan and sas models.
>>
>> Anyone to tell me what to do ?
>>
>> Do valve hardcoded the models there , in order not to be
changeable or the .kv files are just obsolete?
>>
>>
>> Thanks!
>>
>>
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>
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