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> Tuchola Forest Alpha Testing, feedback thread for alpha testers
ScrapyardBob
post 03/29/06 11:57am
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(Since there are some non-MOB folks testing the map, I'm going to start an alpha testing thread here in the open forum.)

The map is not ready for public testing yet (in case some are wondering) and is on a password protected test server in Chicago. It's still undergoing extensive internal testing and changes. All MOB members are welcome to test (see the MOB Regs forum for server info) and I have also sent server information to a few friends from past clans or people who are excellent at map design.

...

State of the map (v067):

- CNQ is implemented with 13 capture points and 2 bonus objectives (one at each end). The bonus objectives do not work yet. There are 10 spawn points per objective for each team (240 total TDM spawn points for CNQ). Right now the server is running in debug mode which means 8 sec capture times and no need for multiple players in order to test CNQ.

- TDM/BEL need a few more TDM spawn points (ones not used in CNQ) to spread players across the map into areas that aren't used during CNQ.

- HQ will probably be added to the map tonight along with an HQ server-side mod to change some things that are annoying about stock HQ (such as the long 45sec wave time).

- BAS might get implemented this coming weekend.

- About half of the vehicles are usable. I still need to finish (or obtain) collmap files for the rest of the vehicles.

- Some models are not solid. Again, there are collmap files that I need to create (or obtain) in order to keep players from walking through them.

- The bases are not solid... not sure why, but I'll probably address that later this week.

- AFAIK, there are no broken spawn points. Please post feedback if you find one that results in the player being stuck in terrain / models / walls or one where the player falls to the bottom skybox.

- There are still holes in the terrain. Please only report holes on the east side of the river for the time being. The german side (west half) is still a work-in-progress.

- TDM gamestate is 22500 bytes with a single player.

- The russian side of the map is about 90% done with gross features. There are two bunkers that still need to be detailed (creating the interior) in the russian spawn. Also, the 2nd floor of the barn and the russian spawn house need work. The russian tunnel also needs to be finished.

- The german side of the map is about 60% done with gross features. Numerous things still need to be fixed.

- I'm always on the lookout for reports of rocks / terrain where vehicles can get stuck on non-obvious things. (Mostly where the tank gets stuck in the terrain at an odd angle.) Please give loc info or e-mail me screenshots to scrapyardbob@mobclan.com, make sure that screenshots are taken from an angle that makes it apparent where you are on the map.

...

More notes as I think of them.


- There are sections of the road which are textured in an "odd" texture. These sections of road are broken meshwork that needs to be ripped out and replaced. They have hidden potholes that cause vehicles to go screwy and can allow players to fall through. (I feel like PennDoT in the spring, patching potholes everywhere.)

If you find a section of road that is screwy, but is *not* textured with the marker texture, please report it. That means you've found a road section that I don't know is broken or have forgotten to fix.

- CNQ vehicle placement is pretty final on the Russian side of the map. The german vehicles still need to be moved into their final locations.

- I'm not too worried about obviously broken detail (like a line of fences that have not been connected). What I am interested in hearing about are the little things that may be overlooked. (Such as an alpha blend that doesn't look right from a certain angle or a model that looks funny or small gaps in buildings.) Usually, when I find something that I know I want to fix later, I break it in a big way so that it's glaringly obvious that it's broken.


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ScrapyardBob
post 03/29/06 5:37pm
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CoD:UO using the After-Hourz vehicle pack. Basically, if you've played the Barbarossa and/or Smolensk maps you'll have the client-side files required to play Tuchola Forest 1945.

As for organization... it's easy to lose track of how many vehicles I have of the various types unless I'm very careful. I only have 64 total script_vehicle slots (mortars, paks, jeeps, trucks, halftracks and tanks) and I can only have ~48 active in a particular gametype. More then ~50 active vehicles and the CoD:UO server will start crashing during tank battles due to a "max vehicles" error.

I'm hoping that I don't have to trim back to 45 active vehicles...

(We broke my test server multiple times last week... oops! I think we've caught all the serious game-crashing errors. One bug was in the stock CoD:UO code. There's a deep down bug in CoD:UO TDM which can occur and cause the server to crash under certain circumstances.)


PS: If I count correctly, Barbarossa/BAS runs with 8 paks, 1 mortar, 3 HTs, 2 trucks, 7 russian tanks, 8 german tanks, 4 russian jeeps, and 4 german jeeps. That's only 37 vehicles. Smolensk runs BAS with 45 vehicles. But CNQ on Smolensk is 55 vehicles. When we got the max vehicle error, it was with a 54 vehicle setup on Tuchola Forest, so I'm really hopeful that 48 is low enough.


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Cpt.Canuck
post 03/29/06 7:18pm
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QUOTE(ScrapyardBob @ 03/29/06 5:37pm) *


PS: If I count correctly, Barbarossa/BAS runs with 8 paks, 1 mortar, 3 HTs, 2 trucks, 7 russian tanks, 8 german tanks, 4 russian jeeps, and 4 german jeeps. That's only 37 vehicles. Smolensk runs BAS with 45 vehicles. But CNQ on Smolensk is 55 vehicles. When we got the max vehicle error, it was with a 54 vehicle setup on Tuchola Forest, so I'm really hopeful that 48 is low enough.



Russians have 6 jeeps (1 each by R1 and R2, plus the 4 surrounding R3/spawns). Germs have 5 jeeps (probably forgot the 1 by G2?). Noob. cussing.gif





tongue.gif biggrin.gif


QUOTE(ScrapyardBob @ 03/29/06 6:31pm) *
A second copy of v067 is up on the server now. Changes:

- fixed some collision maps

- the Panzer III and Panzer IV tanks are now useable

- fixed the tank scrape at the west edge of the farm area


Oh, is this still pass only Bob?


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Posts in this topic
ScrapyardBob   Tuchola Forest Alpha Testing   03/29/06 11:57am
ScrapyardBob   Current CNQ locations (v067 and later) #1 RUSSI...   03/29/06 1:37pm
ScrapyardBob   Current Vehicle Balance (Max of 48 entities for ea...   03/29/06 2:31pm
Cpt.Canuck   Lookin' forward to seeing some reviews... ...   03/29/06 4:25pm
Mr.Scruff   wow bob u got some serious skill. and its all orga...   03/29/06 4:58pm
ScrapyardBob   CoD:UO using the After-Hourz vehicle pack. Basica...   03/29/06 5:37pm
Cpt.Canuck   PS: If I count correctly, Barbarossa/BAS runs w...   03/29/06 7:18pm
ScrapyardBob   A second copy of v067 is up on the server now. Ch...   03/29/06 6:31pm
ScrapyardBob   So Barb/BAS is 40 vehicles. Thanks! My memor...   03/29/06 10:29pm
Silver   MAP IS AWESOME!!!   03/30/06 12:21am
ScrapyardBob   (grins at Silver) My number one Tuchola Forest fan...   03/30/06 2:04am
ScrapyardBob   - Added some trees to the German spawn area. This...   03/30/06 2:33am
ScrapyardBob   Mmm, gotta love compile errors. I'm trying to...   03/30/06 8:06am
ScrapyardBob   ... Found the bug in HQ.GSC (and TDM.GSC) that ...   03/30/06 8:25am
ScrapyardBob   More changes coming in v069 (or later) - The ge...   03/30/06 1:06pm
ScrapyardBob   More v069 notes - Cleaning up the treelines. Add...   03/30/06 6:33pm
ScrapyardBob   - Got a partial vclog finished. That lag / hitch ...   03/30/06 8:59pm
ScrapyardBob   v070 Removing some of the HQ radio spawns. Mostl...   03/31/06 1:34am
Silver   I look fwd to playing this map more then anyother....   03/31/06 9:04am
ScrapyardBob   For HQ, I have the following points setup right no...   03/31/06 10:20am
ScrapyardBob   For those curious, you can read the nitty gritty o...   03/31/06 11:47am
ScrapyardBob   We'll have to see how fast the Jagd is compare...   03/31/06 12:07pm
ScrapyardBob   Nice, v070f compiled cleanly. Upcoming changes in...   03/31/06 5:57pm
ScrapyardBob   Tossing v071 up on the server in the next 15 minut...   03/31/06 8:51pm
ScrapyardBob   Note for Feezy, that crashed plane at the Southwes...   04/01/06 12:44am
FeezyWeezy   Here is the screenshot of the wierd thingy bob.   04/01/06 1:25am
ScrapyardBob   Reworked the HQ spawns... there are now only 29 sp...   04/01/06 1:55am
ScrapyardBob   ... The company that I rent the server from is cl...   04/01/06 2:35am
ScrapyardBob   (Figures that they'd move me to another server...   04/01/06 2:50am
Sgt. Thomas   Awsome job Scrapy, keep up the good work. I love t...   04/01/06 8:43am
Lord Lipton   playing CNQ there was my favorite, my computer jus...   04/01/06 11:31am
ScrapyardBob   During testing it's important that we play as ...   04/01/06 12:41pm
ScrapyardBob   ... Specific Feedback Requests a. What do yo...   04/01/06 12:51pm
ScrapyardBob   More upcoming changes (v074): - Fixed the bonus...   04/01/06 3:55pm
ScrapyardBob   - Loosened up the capture radius on a few of the C...   04/01/06 4:52pm
ScrapyardBob   v074 is up on the server   04/01/06 5:08pm
ScrapyardBob   HQ definitely plays better without tanks. Nowhere...   04/02/06 1:11am
ScrapyardBob   v075 is up on the server. This is a final lightin...   04/02/06 9:30am
ScrapyardBob   Current map rotation: hq_large.cfg ...   04/02/06 10:12am
Silver   im not so sure to add all the smoke to the ruined ...   04/02/06 10:29am
ScrapyardBob   Pity that the (Russian?) BA10 doesn't work or ...   04/02/06 11:06am
Silver   Pity that the (Russian?) BA10 doesn't work or...   04/02/06 12:04pm
ScrapyardBob   At the farm area: - The two mortar positions are ...   04/02/06 11:21am
ScrapyardBob   Tank explosions are a server-admin function. Simi...   04/02/06 1:19pm
ScrapyardBob   Base Assault *might* be working in v076. I seem t...   04/02/06 8:37pm
ScrapyardBob   Well, the 2 minute bomb timer works... but is extr...   04/03/06 12:44am
ScrapyardBob   Upcoming v077 notes: - Moved the R3 pak gun. R...   04/03/06 11:34am
Silver   Upcoming v077 notes: - Moved the R3 pak gun. ...   04/03/06 1:45pm
FeezyWeezy   bob, check: http://www.mobclan.com/forums/upload/i...   04/03/06 2:49pm
ScrapyardBob   Yeah, I'm experimenting with various intensiti...   04/03/06 4:07pm
ScrapyardBob   The test server is in the process of being moved t...   04/03/06 8:17pm
Silver   The test server is in the process of being moved ...   04/03/06 10:05pm
ScrapyardBob   The pak position at G3 is now dug-in and protected...   04/03/06 11:06pm
ScrapyardBob   Definitely spent a lot of my "detail budget...   04/03/06 11:45pm
ScrapyardBob   Changes in v079 - Cleaned up as many broken model...   04/04/06 9:22pm
ScrapyardBob   The PK3 now weighs in at 6.4MB (the DDS in-game ma...   04/05/06 1:49am
ScrapyardBob   DRAFT of the player README file (this file will be...   04/05/06 10:35am
ScrapyardBob   DRAFT of the ADMIN README -------------------...   04/05/06 11:16am
ScrapyardBob   <---- (climbing the wall waiting for the server...   04/05/06 12:35pm
ScrapyardBob   (climbs the wall and starts pacing on the ceiling)...   04/05/06 6:14pm
ScrapyardBob   No more posting in this thread. I'll be posti...   04/06/06 1:54pm


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