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> Tuchola Forest PUBLIC Alpha Test, feedback and news
ScrapyardBob
post 04/09/06 7:35pm
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Probably... it's a new server in a new data center so they may not have gotten all of the bugs worked out yet. It also looks like we're sharing the box with 2-3 other heavy users, so they're probably seeing lag as well. (Tuchola is pulling 13% CPU, those other heavy users are pulling 35%, 30% and 15%.)

...

It will be a day or two until I get v087 out the door. Q3Map is tossing an error that nobody seems to know what it is. I spent all day today trying to track it down.


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ScrapyardBob
post 04/09/06 7:51pm
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Fixed the lighting warning message and we have some theories why it's happning. It will be a few hours before I know for sure if it is fixed.

...

As for the server... I need to get the map to "beta" status so that I feel more comfortable about asking someone else to host it. After all, early in the testing we crashed the test server (well, *our* copy of the server software, it had no effect on the other servers on the box) on a daily basis.

I may also inquire about getting moved to a less active server in NYC.


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ScrapyardBob
post 04/09/06 9:24pm
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v087 changes

- Added a foxhole at the South Bridge (to complement the one at the Southwest Bridge). Infantry now have a place to hide while guarding those bridges, although those foxholes are probably deathtraps.

- Moved rocks and trees around in the South Forest. A team with advance scouts warning of an armor column coming up the south flank could easily setup a nasty ambush in the South Forest.

- Removed a few trees across the entire map to help with frame rates.

Dunno if v087 will go up on the server. Depends on whether it lights properly.


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Blinky
post 04/10/06 7:46am
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Hi Bob!

Played last night BA on Tuchola and found problem on G3 bunker. You can get to the downstairs when base is breached to plant a bomb but you cant get out. Floor of breached bunker is somehow blocking the stairs.


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ScrapyardBob
post 04/10/06 9:06am
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Notes for v089 and later:

- I'll look at the G3 issue, I know we've planted and destroyed G3 before

- Re-adjusted the spawn points for CNQ, you should now spawn a little closer to the action in all circumstances

- Fixed some more road mesh

- Added a foxhole at the R3 pak gun

- Moved a few vehicles around (mostly German half-tracks)

...

I will probably promote the map to beta1 status on Wed/Thu of this week. Once I start the beta cycle, updates will be about once a week until we stop finding bugs. The map is pretty stable now and it's mostly just clean-up work all around that doesn't have to be done ASAP to fix a gameplay issue. So I can work on detail for a week, release the new beta, then work on some more detail (and newly found bugs) while we playtest the beta.


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ScrapyardBob
post 04/10/06 9:30am
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The G3 issue was a broken piece of terrain mesh... (G1 and G2 were also affected, but to a lesser degree). It'll be fixed when v089 goes up on the server around lunchtime.


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jeffreyloaf
post 04/10/06 5:32pm
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Quick question.

Is it me or do the mortars all or almost all shoot to the right?

Loaf


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ScrapyardBob
post 04/10/06 6:39pm
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Yes, mortars are designed so the shells drift to the right. (Per the After-Hourz website.)

Notes for v090:

- Fixed ALL of the broken road mesh that I know about (and I hope we dont find any other broken patches)


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ScrapyardBob
post 04/10/06 7:29pm
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v090 will be known as Beta1 and will be up on the servers in the AM.


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ScrapyardBob
post 04/11/06 7:50am
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Download link (contains 2 READMEs for players/admins):

tucholaforest_beta1.zip

Note: The PK3 that you download from the server also included these two README files.


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=R@W= Vero
post 04/11/06 10:16am
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Guess i should have checked down here first flamethrowingsmiley.gif , laugh.gif
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ScrapyardBob
post 04/11/06 2:39pm
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We've found one piece of treeline that is missing the clips (near the German spawn, North road leaving the spawn, right side). The following server-side mod fixes the issue until I can fix it in Beta2.

z_svr_tucholabeta1fix.zip

We had to kick one player today for 20 minutes for ignoring our warnings not to abuse the glitch.

DOM also seems to be broken, I'll have to research why DOM hangs up the server.


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