reina roja export (a template for creating your next world!)
Posted: Sat Aug 20, 2005 12:45 am
a few have been asking if i'm contemplating redoing reina roja, and others have expressed an interest in trying to clone it. so....
http://www.graphicsdesign.org/reina.zip
here's pretty much every file associated with reina that isn't a model or texture, including a number of full backup .isl files you can try. some are from just before launch, others are from just after (last days of january leading up to february. the starter isls are right there in the main folder, the rest are in the \Backups folder).
a few notes:
1] i highly reccomend importing the data\TractorServerBilling.lst into your world.
that billing file will set it up so that the first few players are sarkozy, chirac and the other guy, so that you can set your gov buildings to them. otherwise if you set them all to jehova, it screws with the way the teamplay settings are assigned, and it's just a big mess and the economy winds up being rather insecure. you may have to delete a few players from the billing file depending on how old it is. your best bet is to just sit there for a few minutes typing *showbill 0, *showbill 1, *showbill 2, until you run out of entries. that way you'll know what slots the NPCs are on, and if there's any random players that had a peek early on that you need to *wipe before going live.
note you'll also want to look in data\sounds on your client install for sound files that begin with rb_, rbb_, rr_ etcetera. those are most of the gun/helicopter/etc sounds. i think a few of them might also have the word phong in them. fooli made a few laser sounds :]
the main difference really in this compared to live reina is the bdat, since this is set to the brutally hard mode the world first opened with. mostly just upping the amount produced by the base buildings should speed up the econ tolerably enough that folks don't get too bored.
also the weapons changed a touch... i used the same weapon script for reine, except just increased a lot of the damage. i remember there was one or two really significant changes that i hadn't realized were just flat out bugs on reina, but i've since forgotten what they are. test it out, mileage may vary, etc etc.
that and weapons have changed a bit since i wrote that. no clue if it'll still work.
likewise with the settings. those were all known to work as of february. i could still land on the planet fine as of a few weeks ago with them, so it's probably still /mostly/ valid settings. but obviously stuff like the new bounce mode would need to be compensated for.
also check the maps folder. you could try doing *loadmap day1, which should load the towns and gov buildings and all that from the day we opened.
if you have any problems loading the bdat, there's a bdatexport.txt, which is the flatfile version. it should probably still be valid though.
2] ...er...something else.
anyway post any questions here and if i've got time and they aren't too irritating i'll give a try and answerin
http://www.graphicsdesign.org/reina.zip
here's pretty much every file associated with reina that isn't a model or texture, including a number of full backup .isl files you can try. some are from just before launch, others are from just after (last days of january leading up to february. the starter isls are right there in the main folder, the rest are in the \Backups folder).
a few notes:
1] i highly reccomend importing the data\TractorServerBilling.lst into your world.
that billing file will set it up so that the first few players are sarkozy, chirac and the other guy, so that you can set your gov buildings to them. otherwise if you set them all to jehova, it screws with the way the teamplay settings are assigned, and it's just a big mess and the economy winds up being rather insecure. you may have to delete a few players from the billing file depending on how old it is. your best bet is to just sit there for a few minutes typing *showbill 0, *showbill 1, *showbill 2, until you run out of entries. that way you'll know what slots the NPCs are on, and if there's any random players that had a peek early on that you need to *wipe before going live.
note you'll also want to look in data\sounds on your client install for sound files that begin with rb_, rbb_, rr_ etcetera. those are most of the gun/helicopter/etc sounds. i think a few of them might also have the word phong in them. fooli made a few laser sounds :]
the main difference really in this compared to live reina is the bdat, since this is set to the brutally hard mode the world first opened with. mostly just upping the amount produced by the base buildings should speed up the econ tolerably enough that folks don't get too bored.
also the weapons changed a touch... i used the same weapon script for reine, except just increased a lot of the damage. i remember there was one or two really significant changes that i hadn't realized were just flat out bugs on reina, but i've since forgotten what they are. test it out, mileage may vary, etc etc.
that and weapons have changed a bit since i wrote that. no clue if it'll still work.
likewise with the settings. those were all known to work as of february. i could still land on the planet fine as of a few weeks ago with them, so it's probably still /mostly/ valid settings. but obviously stuff like the new bounce mode would need to be compensated for.
also check the maps folder. you could try doing *loadmap day1, which should load the towns and gov buildings and all that from the day we opened.
if you have any problems loading the bdat, there's a bdatexport.txt, which is the flatfile version. it should probably still be valid though.
2] ...er...something else.
anyway post any questions here and if i've got time and they aren't too irritating i'll give a try and answerin