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After compiling a saved map, the older version of the map is being loaded in the game unless I restart the entire game


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Hello everybody,
I used to dabble in JA mapping a long, long time ago. 

Recently I replayed the game and got an idea for a singleplayer story-driven mod and started reading up on Singleplayer Modding.

I made a test map in gtkRadiant (1.6), saved it, compiled it using the Bsp Menu, and ran the game (I'm using Steam). 
In the console, I typed "devmap testmap" and it loaded up the map ("map testmap" also works).

Afterwards, I made a change to the floor texture, saved, compiled and typed the command in the console again (devmap and map), but it seems to load the map with the previous floor texture.

Only when I relaunch the game it loads in the updated map when I type the command in the console.

I've noticed in video tutorials that a relaunch of the game is not necessary to load the updated map, so I'm wondering what could I be doing wrong.

Any insights will be appreciated,

Thanks!

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8 hours ago, mrwonko said:

Try devmapall, I think that's supposed to reload all resources.

That did the trick, thank you! 👏

Some additional information, I'm now using OpenJK (it seems to act exactly the same).
When running OpenJK's multiplayer exe, "devmap" works fine and loads the updated map, but doesn't show the cutscene (understandably).
When running the singleplayer exe, "devmap" doesn't load the updated map, but using "devmapall" as MrWonko suggested does load the updated map. 

Time to do some more reading and modding.

mrwonko likes this
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I sometimes encountered the same problem as you did, and the best option was changing a map to some small one for a moment (like /devmap mp/duel1) and then again into /devmap mymap. Try that too in the future.

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I've encountered this issue as well and only with OpenJK installed. The thing is that original JA and OpenJK sometimes use different folders for Saved Games and some other files. Thus it's possible to use both saves and different maps. This explanation isn't very accurate, but it might help you understand what might be the problem.

In order to avoid this (and for dozens of other reasons) it's best to make test versions of your map before compiling the final one. I test certain scenes and scripts on test01, test02, etc. while the versions of the map itself include smth like dg_city_v1.map (dg_city_v1.bsp), dg_city_v2.map (dg_city_v2.bsp), etc. Making backup maps is also a good thing to do.

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