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> Tuchola Forest Beta2 Feedback, Mon Apr 17th
ScrapyardBob
post 04/30/06 5:15am
Post #91


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A closer measure of gamestate for BAS between Beta #2 and Beta #3.

25466 - Beta2
26068 - Beta3 (Apr 25 preview)
25834 - Beta3 (Apr 30 preview)
25771 - Beta3 (Apr 30 preview), +set syb_rustlenoise 0

So the (8) foliage noise threads are very lightweight. And I shaved ~180-240 bytes of gamestate by combining some script_brushmodels in Base Assault.

I've been through the map a few more times, I'm not really finding any spots where I can delete script_models, ammo/weapon spawns or vehicles. There may be ~4 spawn points that I can eliminate from Base Assault to save another 60 bytes.


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ScrapyardBob
post 05/01/06 12:17am
Post #92


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CTF despises me... (and the tutorial really isn't very clear).

Maybe this latest compile will work. CTF is probably the 2nd hardest to setup because of all of the relations between the various elements that need to occur. BAS was actually easy in retrospect (just tedious) with DOM being probably the worst due to the extremely picky nature of the DOM.GSC code.


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Silver
post 05/01/06 10:52am
Post #93


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hole....

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ScrapyardBob
post 05/01/06 1:14pm
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This is the pak gun where the wall is going to be removed from directly behind the gunner. (Too easy for a splash-damage kill.)

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An old picture of the G3 tank scrape.

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A score from the 26th of April with the {MOB} members at the top of the scoreboard.

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Silver
post 05/01/06 1:22pm
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QUOTE(Silver @ 05/01/06 11:52am) *

hole....

?
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ScrapyardBob
post 05/01/06 2:06pm
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Hole noted, not fixed yet. Gonna take another shot at fixing CTF tonight...


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ScrapyardBob
post 05/01/06 2:17pm
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Gamestate precludes doing anything else fancy to the map, especially during Base Assault matches. Which means no big weapons cache (15 bytes of gamestate for every piece of ammo or weapon across the map). No chance of adding destroyable bridges either (which I think would've been sweet). No launching the V2 rockets either.

Still trying to shave a bit more gamestate off but I don't expect to find more then 100 bytes of gamestate that I can recover.

- I'm pretty sure I can whack two spawn locations from each team's central spawn area with ease. That saves 4x15 bytes.

- I've considered removing the 6 spawn points in the basements of the bases, but that means only a single spawn in each base which is tactically limiting.

- Can't cut any vehicles...

- Might be able to cut 2 or 3 more weapon spawns. Those binocs at the radio huts are probably going to be casualties. Each spawn that I delete saves another 15 bytes.

- The two dynamic effects (raindrops and foliage noise) are already tunable with a CVar. I'll rework the GSC code so that those two CVars aren't required for default settings.

...

My kingdom for a 1.52 patch that would raise Gamestate even a little bit (to 48KB)...


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Silver
post 05/01/06 2:30pm
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could you eliminate an area of the map by extending a tree line to cut off alittle of the german 1 area were it ducks out a little?
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ScrapyardBob
post 05/01/06 3:14pm
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?

Might make G1 too easy to defend (the depth of that area SW of G1 allows the Russians to entrench themselves around G1 if the Germans didn't stop them earlier). Somewhat similar to the difficult that Russians have due to the Glacier Pass and Hill 13.


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ScrapyardBob
post 05/02/06 8:47am
Post #100


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For those awaiting CTF on this map... I will be putting v098 up on the test server (70.42.41.170) in an hour or two from now and changing it over to run CTF 24/7.

You've got about 24 hours to get me feedback on the flag locations. I *have* to finalize Beta 3 today and tomorrow due to travel plans next week. (If I don't get Beta 3 out in the next day or two it will be 2 weeks until I can release it.)


One balance thing that might be needed for CTF is to turn off the G2 pak40 and the R2 pak45. This can be done in the server config file by admins, so I'm waiting to see what the feedback is from CTF players.

(CTF isn't something I play a lot of, so I'm at the mercy of feedback from regular CTF players.)


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ScrapyardBob
post 05/02/06 12:34pm
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More gamestate testing (BAS, single-player connected)

25056 beta #1
25493 beta #2
25684 (Apr 27)
25852 (Apr 29)
25734 (May 2)

So I'm about 240 bytes heavier then Beta #2 in the preview versions of Beta #3.

26099 Barbarossa
25504 Smolensk
25491 mp_foy

Slightly heavier then Smolensk, but lighter then Barbarossa in Base Assault.

...

v098 with CTF is up on the test server


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ScrapyardBob
post 05/02/06 11:32pm
Post #102


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Starting the final compile for Beta #3 tonight and I'll type up change notes tomorrow afternoon. Depending on whether the compile works determines whether it will be added to .76 on Wed AM or Thu AM.

There are still a few things I didn't get finished for Beta #3, mostly cosmetic. I'm simply out of time to get those changed made in time for a release this week. There are enough changes in Beta #3 that I'm curious to see what impact they have on balance and gameplay.

Unless there's something obviously broken with Beta #3, Beta #4 won't be until late May. Roughly 3-4 weeks from now.


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Shadow
post 05/03/06 5:47am
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Bob i am not sure yet if this is the best to do at the moment but do you think is worth changing the time limit from 35 min to 40 or 45 ???
Is just because people start to know the map and is a bit harder to blow bases and by the time one team do that ,the time usually is up! (of course that is when the teams are very balanced)
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ScrapyardBob
post 05/03/06 10:35am
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Getting ready to load Beta #3 on .76


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