The new ECE maps show up in the Chaos map list, but the old onslaught maps that came with UT2004 that have been edited to use the new onslaught vehicles do not show up in the Chaos map list.
If I quit Chaos and open up UT2004 without Chaos loaded, then the maps show up in the map list. But when I reload Chaos, the maps don't show up in the list. For example, I want to play ONS-Torlan-ECE map. (I forget the exect name) But only ONS-Torlan shows up and only uses old original vehicles. I want to use the old onslaught maps with new vehicles that came with ECE upgrade.
Is there a file I should copy over from UT2004/system folder to the Chaos folder so that it will see these redone maps in the map list?
Thanks.
ECE maps don't show up in Chaos map list
So far I don't know how to get them to show up.
However, just fyi, this mutator-
http://www.ataricommunity.com/forums/sh ... did=414912
will allow you to use ECE vehicles in all your maps, not just the ones that are missing from your map list. So you can use then in custom maps as well, or VCTF maps, and works in Chaos CTF as well.
IMO the new vehicles work better in some maps than others (no surprise I guess). I think they rock in SubMagma, and LonesomeGlen-SE, but not so much in MilitaryFort, for example. (But that's Ok, cause if a server admin wanted to, you can apply mutators to only certain maps in your map list.
)
Anyway, not exactly what you asked, but might scratch the itch anyway.
And then there's at least 2 new maps that have them already placed - both are pretty good too.
http://www.ataricommunity.com/forums/sh ... did=415329
and this Bahama Brawl aint bad, if you got some sunglasses (it's on a rather bright beach)
http://www.unrealplayground.com/mapper.php?id=291
However, just fyi, this mutator-
http://www.ataricommunity.com/forums/sh ... did=414912
will allow you to use ECE vehicles in all your maps, not just the ones that are missing from your map list. So you can use then in custom maps as well, or VCTF maps, and works in Chaos CTF as well.
IMO the new vehicles work better in some maps than others (no surprise I guess). I think they rock in SubMagma, and LonesomeGlen-SE, but not so much in MilitaryFort, for example. (But that's Ok, cause if a server admin wanted to, you can apply mutators to only certain maps in your map list.

Anyway, not exactly what you asked, but might scratch the itch anyway.
And then there's at least 2 new maps that have them already placed - both are pretty good too.
http://www.ataricommunity.com/forums/sh ... did=415329
and this Bahama Brawl aint bad, if you got some sunglasses (it's on a rather bright beach)
http://www.unrealplayground.com/mapper.php?id=291
jlove,
there is no file that you can copy to correct for this that I know of. They just preload their ONS mut that list thier maps twice with a different name to reflect the ECE muts.
BTW Mel was able to get our code to have the vehicles interact like our weapon spawning does as far as which will appear in the map. So you can soon have our vehicles swap out with Epic vehciles, your can have them rotate (ie a manta spawns then a hoverboard, then a mantna, then a hover, then a hover, then a manta,ect)..or you can just use Epic's vehicle.
there is no file that you can copy to correct for this that I know of. They just preload their ONS mut that list thier maps twice with a different name to reflect the ECE muts.
BTW Mel was able to get our code to have the vehicles interact like our weapon spawning does as far as which will appear in the map. So you can soon have our vehicles swap out with Epic vehciles, your can have them rotate (ie a manta spawns then a hoverboard, then a mantna, then a hover, then a hover, then a manta,ect)..or you can just use Epic's vehicle.
Jb
Ok I found out why. It was a issue due to the way we had to re-write the code that displays the maps. We had to do this because our CTF version supports both vCTF and CTF maps. Epic followed along the same lines that we did and hardcoded in a tweak to get the original ONS maps with new vehicles to show. So I added in their hack to our version and ta-da all working. This will be in our PR3.51 patch.
Jb