Author Topic: Tutorial: Changing BSP version without .map re-compiling  (Read 9463 times)

NewSource

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Tutorial: Changing BSP version without .map re-compiling
« on: May 03, 2016, 05:52:13 pm »
Hi EveryBody!

so this theard is about "How to Change BSP version", exemple bsp version of Quake 3 (also Tremulous OFC) is 46, RtCW - 47.

So we need for edit:

1.Brain without asshands :)
2.Hex Editor

So let's go, step one, open .bsp in any hex editor


So we see here some unknown stuff (well for 99% they is, but for guys like me, this isn't unknown)

So in first line here is 2f, this mean 47, so yes this is RtCW map..


So in 4th byte (or correct me if im totally WRONG) is number of BSP ver
So change they to 2e:



Save and test, btw ofcourse there is no eggs, om/rc nodes and other Tremulous stuff, so you anyway have to build
custom layout, exemple u can look at exists layouts for understand how they is works, and make some own,
so cmds like /viewpos is very usefull..or u can use some New EDGE qvm, which have /spawn cmd, for quicly spawn some teleeggs before "Aliens Win"

Btw, Result:

Undeference

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Re: Tutorial: Changing BSP version without .map re-compiling
« Reply #1 on: May 03, 2016, 10:51:59 pm »
Quote
So in 4th byte (or correct me if im totally WRONG) is number of BSP ver
Pretty sure it's a long
Code: [Select]
2f 00 00 00
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ULTRA Random ViruS

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Re: Tutorial: Changing BSP version without .map re-compiling
« Reply #2 on: May 19, 2016, 03:57:48 am »
D: