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> Tuchola Forest PUBLIC Alpha Test, feedback and news
ScrapyardBob
post 04/07/06 1:31pm
Post #16


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Server crashed... (not sure when):

******* script runtime error *******
pair has unmatching types 'undefined' and 'int': (file 'maps\mp\gametypes\bas.gsc', line 3152)
count -= 1;
*
called from:
(file 'maps\mp\gametypes\bas.gsc', line 3147)
self.objective waittill("trigger", other);
*
************************************
cvar set com_errorMessage script runtime error
(see console for details)
********************
ERROR: script runtime error
(see console for details)
********************
----- Server Shutdown -----
Sending heartbeat to coduomaster.activision.com
==== ShutdownGame ====


...

I'll restart and look into why this occured. Probably a bug in how I setup the triggers for Base Assault.


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ScrapyardBob
post 04/07/06 3:44pm
Post #17


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The latest guess is that it's not something I did wrong in the map, but a bug in the BAS.GSC that rears its head whenever you run the server in "developer 1" mode.

...

I'll be adding DOM in v083, probably in another hour or so I'll be putting v083 up on the server.


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ScrapyardBob
post 04/07/06 5:44pm
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v083 will be up in about 15 minutes

- Added support for DOM (Domination), but the vehicles are not balanced yet
- Changed HQ to only last 20 minutes


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FeezyWeezy
post 04/07/06 6:20pm
Post #19


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Maybe something to look at biggrin.gif
I will make a screenshot of that water, if I can refind it biggrin.gif






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HammaTime
post 04/07/06 10:19pm
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Hey Scrap,

Discovered an odd problem. I downloaded the map and tried to bring it up via console: /map mp_uo_tucholaforest_083 and it crashed the COD UO application. I didn't have a problem doing this with your earlier maps, I think the problem started with 075 ... at least that was when I first noticed it.

This is probably not worth your consideration as I'm on a Mac and now that I've downloaded the map, I can join the server and play ... I just can't roam around on the local version of the map (go figure!).

I successfully spawned inside a base during BA. By the way, I LIKE the rain inside the blown bases. I know you weren't happy with it, but it adds to the feeling that the upper part of the base has been destroyed. Great little details inside the bases, by the way. Those red lights surprised me!




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ScrapyardBob
post 04/08/06 12:38am
Post #21


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Were you loading the map in deathmatch mode? I notice that the DM intermission spawnpoint displays oddly (not sure why) which may be causing a graphics glitch.

I'll move that intermission spawn around to a new spot, see if that fixes the error in v084 and later.

(You may also want to /devmap instead of /map to look at the map.)

I still plan on fixing the rain issue inside the base =). At least, so it only rains down the pipe and the stairs.


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ScrapyardBob
post 04/08/06 1:49am
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Things that will probably change in v084:

- Opened up the middle road as it exits the east side of the farm towards the Russian #2 area. (Already working on this.) Adding a trench line inside of the new trees and placed a rock that should give Germans a shot at R2 with a bit of cover for a tank.

- Also planning to chop a section of treeline up in the HIll 13 area. The road will still be U-shaped, but vehicles will be able to take a slightly shorter route across the middle of the U. (Planned.)

- Will probably open up the west road out of the farm area (slightly). It's too tight of a bottleneck through there.

- The treeline southwest of G3 may be modified a bit (to be more open for infantry movement).

- The treeline on the west side of the road that leads south out of the German spawn may get trimmed back.

- I may eliminate the treeline on the southwest side of the North Bridge. Or allow infantry to slip from the middle field up to the North road easier.

- I may add an infantry route to get from the Hill 75 tank scrape to the top of Hill 83 by going through the treeline.


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HammaTime
post 04/08/06 10:20am
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QUOTE(ScrapyardBob @ 04/08/06 1:38am) *
Were you loading the map in deathmatch mode? I notice that the DM intermission spawnpoint displays oddly (not sure why) which may be causing a graphics glitch.

I'll move that intermission spawn around to a new spot, see if that fixes the error in v084 and later.

(You may also want to /devmap instead of /map to look at the map.)


/devmap gave me the same crash

I'm simply booting the app, pulling down the console and entering the devmap command. Odd.
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grego34
post 04/08/06 11:43am
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Playing BAS, found a hole where the allies spawn inside a bunker.. Instead of walking out through the trench go left and you will see a open area and u can look up and see the inside of a barn. Also in tha that above barn i walked out the back door and i fell through a hole. i will send u the screen shots


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grego34
post 04/08/06 12:04pm
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here is the screenshots of the bunker that has a wall missing and above it is a barn that i fell through walking out the back door playing a few nights back. BAS was the game we were playing.IPB ImageIPB Image


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ScrapyardBob
post 04/08/06 12:26pm
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Thanks. That tunnel is not finished yet. It will eventually connect up to the first floor of that spawn house.

It's a bit like whack-a-mole, I've got a huge list and I'm slowly chipping away at it. The "pothole" sections of road mesh are taking a lot of time to fix which is preventing me from finishing other small details like the tunnel or inside of buildings. (Although the road mesh fix is so tedious that I sometimes break off and detail the interior of a building for fun.)

...

v085 will probably go up on the server later this afternoon. Changes include more fixes to road mesh (mostly on the Russian half of the map) and opening up the area on Hill 13 (near the SE Bridge).


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CommanderChoth
post 04/08/06 12:41pm
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Yea bob, it's those danged picky tiny details that you'll never see, but you can be sure that someone will find them!
I don't think I have emphaized enough how much I love the map, it's amazing, esp that rain!


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grego34
post 04/08/06 2:54pm
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yeah--whack a mole--Just like how you killed me the other nite--LOL biggrin.gif really nice setup you have here..and i am amazed on the detailing.. Good work Bob. i have setup my own server to play and learn the map. big and fun mobrules.gif


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ScrapyardBob
post 04/09/06 12:26am
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The skybox seems to be dependent on what you have your General Textures set to under Graphics options. Low/Normal and you will see seams, at High/Extra the seams are no longer visible.

I may experiment with some other sky textures now that I can replicate the issue.


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FeezyWeezy
post 04/09/06 4:15pm
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Today the server had massive lagspikes, I dont know what was going on but everyone had trouble with it...maybe the server in NY?



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