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> Tuchola Forest Beta2 Feedback, Mon Apr 17th
The-Blind-Norwegian
post 04/28/06 8:10am
Post #76


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QUOTE(Cpt.Canuck @ 04/27/06 8:18pm) *
Yes, Silver, for the love of god do not post screeny's of where to line up the 'T' target to shell long range!!!





Just my $0.02. I'm likely not going to be able to play much more anyway, but Tuchola was definitely a blast.


No playing? R u getting married or what, Cpt.Canuck?

unsure.gif T-B-N


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ScrapyardBob
post 04/28/06 11:19am
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Other notes to myself:

- Need to add a few 3-sided shelters in the farm areas (outbuildings that would be used to shelter livestock, typically open on one side with a sloped roof and a feed trough inside). These can be placed in spots where infantry need more cover and are low on framerate impact.


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Silver
post 04/28/06 3:28pm
Post #78


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QUOTE(ScrapyardBob @ 04/28/06 12:19pm) *

Other notes to myself:

you ever gonna answer them notes? you know what they say when you answer yourself right?

your never alone! tongue.gif
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ScrapyardBob
post 04/28/06 3:58pm
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- Giving up on the idea of making the kerosene lanterns red-tinted, the models don't look right with red light falling upon them.

- Added a trench on the opposite hill (east side) at G2, there is also a pair of tunnels that connect underneath to the W Farm Bunker.


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Stickman
post 04/28/06 9:40pm
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QUOTE(ScrapyardBob @ 04/28/06 4:58pm) *

- Added a trench on the opposite hill (east side) at G2, there is also a pair of tunnels that connect underneath to the W Farm Bunker.


Cool! It was a little hard going up the middle to G2 on foot. This has interersting possibilities!

Looking forward to playing this new version!

(Goes to check out test server)

Wow! That's some trench! I forsee many a pak vs sniper duels there. I also forsee the germans being a little more hesitant to come charging over the hill from the spawn. This is definitely going to be interesting!




This post has been edited by Stickman: 04/28/06 9:50pm


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ScrapyardBob
post 04/28/06 10:54pm
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- Added victory images (such as they are). Pretty nigh impossible to find the fake(?) german flag used in-game in place of the german swastika flag. Closest that I found was "War Ensign 1935-1938 (Germany)" (a.k.a. de1935~w.gif), but I would have to move the Iron Cross from the upper left field down into the center to replace the swastika. (Yes, I refuse to simply put a swastika flag in...)

- Added more VCLOG data (about 25%), mostly filling in gaps not yet VCLOG'd as well as adding VCLOG data to newly added areas since Beta #1.

- Fixed a few more odds-n-ends.


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ScrapyardBob
post 04/29/06 12:32am
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Things left to do before beta #3:

- Finish CTF... I might finish this tomorrow... maybe... if I can decipher it... That new trenchline near G2 makes it a better place to put a CTF flag then before, so I'm happier now with that flag location.

- Finish converting all that road mesh from patch meshes to terrain mesh (ugh ugh ugh... I might have time to watch the entire LOTR extended edition while I do this...).

- Replace the trench on the S side of G2.

- Pin back the treeline on the S side of G2 or cut a hole in the middle of the treeline to allow infantry through.

- Double-check gamestate growth.

- Add those 3-sided shelters in the farm area

- Add three more craters, somewhere...

...

I doubt that I'll get all that done in time for a Monday release, so it may be mid-week until I release Beta #3.

I'm looking forward to Beta #3 as well. I think it fills in some gaps where things were a bit bare. You're going to see a lot of new trees in places where visual detail was pretty low and infantry were a bit too exposed.

The new trench at G2 is going to work both ways for offense/defense. If the Germans use it, G2 gets stronger, but if they don't watch it, it allows Russian infantry easier access to the base.




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ScrapyardBob
post 04/29/06 12:43am
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- Gotta redo the in-game maps for Beta #3...


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ScrapyardBob
post 04/29/06 1:45am
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- Adding a CVAR called "syb_rustlenoise" which controls the random foliage rustling noise. This CVAR defaults to "1" and creates the threads which randomly make foliage noises (and other random noise) across the entire map. Setting this CVAR to anything other then "1" will disable the sounds (and save a few bytes of gamestate).


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ScrapyardBob
post 04/29/06 10:16am
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- Cutting some redundant ammo spawns to save gamestate.

- Shaving off some gamestate in BAS by combining script_brushmodel entitites.

- Trying to track down a flare error that cropped up last night.


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Stickman
post 04/29/06 2:57pm
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Here's a suggestion, Bob: On the map, show path networks with dashed lines; maybe a double dashed line for the tank paths. Sa it stands now, one can see where there are networks of paths, but not where the paths themselves are. Especially counteintuitive is that on the map, trails are covered in trees, and areas inside "walls" show up as bare areas.
I'd be willing to do this if you think it's a good idea, but don't have the time. Let me know.


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ScrapyardBob
post 04/29/06 3:24pm
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Yes, I need to texture the inside of treelines with something (which is doable now that portals are finalized). This also will fix an exploit that is currently an issue (but unknown to most folks) where a treeline that is taller on one side then the other allows players to shoot through in one direction but not the other.

Dotted or dashed paths would work. I have the tools, I'll just have to do it when I make the maps for Beta #3.


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Unterofficer Sandy
post 04/29/06 6:54pm
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just wanted to say great maps... both forest and barbarossa. Glad to see APC's, and different tanks. keep it up, any new maps on the way?


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oNe
post 04/29/06 7:26pm
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I got stuck today here are the screens...don't ask me where it was exactly. I know I jump on the cans and crates there and bam got stuck.





mobrules.gif



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ScrapyardBob
post 04/29/06 9:26pm
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Good find, oNe. I had already moved the barrel in Beta #3 but I'll re-arrange the boxes slightly to prevent that from happening.

...

Dunno what the After-Hourz crew is up to (well... I have rumors), they're the ones that made Barbarossa and Smolensk (and a few others) as well as the vehicles. Pretty sure they're not mapping for CoD:UO anymore. I know at least one of them is very busy in real-life and doesn't have time to play currently.

I'm personally not planning on doing another map for CoD:UO any time soon. This one has consumed 3 months of my life so far (30-60 hours per week) and I have other things I want to do with all that time this summer (such as playing my map)! There are a few other members who have talked about starting up their own mapping projects.


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