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PostPosted: 03 Feb 2013 01:34 
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Location: Crystal River, Florida USA
For anyone interested...

Directly from the included readme:
Quote:
This edited version of Counter-Strike's "Canyon Siege" map ("cs_Siege.bsp") fixes a problem with the hostage rescue zone when playing with AI bots in the game in Counter-Strike: Condition Zero.

Many times a counter-terrorist AI bot will lead the hostages to the rescue zone (located at the entrance of the tunnel), and stand directly in the middle of the rescue zone (blocking the hostages path to the rescue zone). The hostages will not walk into the rescue zone (saying things such as "We're so close!"), resulting in the round finally ending in a win for the terrorists (if there are any terrorits alive when the round ends).

Optionally, a second edited version of the map is also included that removes the DSP sound EAX reverb effects from the map (along with the hostage rescue zone fix mentioned above). Note that this version works for both Counter-Strike, as well as Counter-Strike: Condition Zero.

The following model-based map entity has been changed from:

{
"model" "*76"
"classname" "func_hostage_rescue"
}

...to the point-based map entity:

{
"origin" "978 704 1"
"classname" "info_hostage_rescue"
}

...in both versions of the map that fixes the hostage rescue zone problem.

Lastly, the following map entities have also been removed:

"classname" "env_sound"

...which were configured for the following reverb effects room types:

"roomtype" "0" = Off (Disable All Filters)
"roomtype" "3" = Metal Medium
"roomtype" "17" = Concrete Small
"roomtype" "18" = Concrete Medium
"roomtype" "19" = Concrete Large
"roomtype" "22" = Big 3
"roomtype" "24" = Cavern Medium

...in the version of the map that removes the DSP sound EAX reverb effects from the map (along with the hostage rescue zone fix mentioned above).
Readme (also included in the ZIP) -> http://jasonwilliams400com.startlogic.c ... emover.txt

The ZIP -> http://jasonwilliams400com.startlogic.c ... emover.zip

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Rich ¥Weeds¥ Nagel
http://www.richnagel.net
http://steamcommunity.com/id/RichNagel
http://steamcommunity.com/groups/SwampBuzzardsClan
http://jasonwilliams400com.startlogic.c ... er_Strike/


Last edited by Rich Nagel on 23 Apr 2013 18:21, edited 1 time in total.

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PostPosted: 03 Feb 2013 12:05 
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Joined: 25 Mar 2010 19:07
Posts: 8285
The only reason I hate siege is the CTs had to run for like three hours just to get to the building. If they compressed the map a bit, it would have been great. But yes, room types were kind of neat, but ended up just being really annoying in most maps. It would never switch back to room_type 0 on the next map.

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PostPosted: 03 Feb 2013 15:23 
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Quote:
It would never switch back to room_type 0 on the next map.
A lot of the time it doesn't switch back after dieing and respawning either, quite annoying.

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Rich ¥Weeds¥ Nagel
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http://steamcommunity.com/id/RichNagel
http://steamcommunity.com/groups/SwampBuzzardsClan
http://jasonwilliams400com.startlogic.c ... er_Strike/


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PostPosted: 23 Apr 2013 18:22 
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Joined: 16 Jun 2012 12:33
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Location: Crystal River, Florida USA
P.S. New version linked above (added a fix for the hostage rescue zone as detailed in the edited version of my first post in this message thread).

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Rich ¥Weeds¥ Nagel
http://www.richnagel.net
http://steamcommunity.com/id/RichNagel
http://steamcommunity.com/groups/SwampBuzzardsClan
http://jasonwilliams400com.startlogic.c ... er_Strike/


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PostPosted: 23 Apr 2013 18:44 
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Joined: 16 Jun 2012 12:33
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Location: Crystal River, Florida USA
P.P.S. Screenshot of the original CS:CZ CT bot hostage rescue zone problem (although not related to regular CS16):

http://steamcommunity.com/sharedfiles/f ... =128011808

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Rich ¥Weeds¥ Nagel
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http://steamcommunity.com/id/RichNagel
http://steamcommunity.com/groups/SwampBuzzardsClan
http://jasonwilliams400com.startlogic.c ... er_Strike/


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PostPosted: 23 Apr 2013 19:17 
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Joined: 25 Mar 2010 19:07
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Lol I never ran into that problem. Of course I only played seige about three times and don't think I ever managed to rescue the hosties...

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