![]() |
![]() ![]() |
![]() |
ScrapyardBob |
![]()
Post
#16
|
Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob ![]() |
Headphones!
(Seriously... it's the only way to play when detecting sound = living or dying.) -------------------- |
Lt. Buttfish |
![]()
Post
#17
|
PFC ![]() Group: Forum Member Posts: 13 Joined: February 26th 2006 Member No.: 1614 ![]() |
Yes, the rustling noise is noticeable when I play with headphones.
This isn't so much a suggestion as it is a request. The ambient background noise, the one with the gunfire in the distance-- I'm just a little sick of it. It seems like every map these days uses it. I really like the wind sound effect that is used sometimes. It kind of makes it more eerie when you are walking alone on the map... This is just my opinion. Keep up the good work! |
Hellfighter |
![]()
Post
#18
|
Major General ![]() Group: {MOB} Posts: 2111 Joined: November 15th 2005 From: Quebec, Canada Member No.: 1424 Xfire: hellfighter1x ![]() |
Sorry Bob, I'm pretty dull in giving constructive advice on this most intricate of maps you've developed! I'll just nod to whatever Silver provides input on. He apparently knows every snowflake on this map [and possibly where secret caches of vodka boxes are hidden-> lol that'd be funny actually... Putting healthpacks on booze cases [ if those mods exist!]
Anything ongoing on the bridge blowing fantasy brought up on vent a few times?... if so, maybe the timer required is 5 mins total to set charges.... half the time to defuse.... the 5 minutes could be cumulative rather than depending on a one shot /one person planting deal. This post has been edited by Hellfighter: 05/06/06 10:00am -------------------- ![]() ![]() |
ScrapyardBob |
![]()
Post
#19
|
Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob ![]() |
I'd love to blow up the bridges... but gamestate precludes it. I'm very close to the maximum useful gamestate values and simply can't add any more dynamic elements to the map.
Ambient noise... I'll look through the ambient tracks again. Unfortunately, there's not a whole lot of possibilities that work in conjunction with a winter map on a semi-clear day. -------------------- |
Wulf |
![]()
Post
#20
|
![]() PFC ![]() Group: Forum Member Posts: 15 Joined: January 8th 2006 From: UK Member No.: 1521 ![]() |
Dear Bob... I'll keep this short. You are a mapping master!!! Thank you for many hours of happy gaming.
![]() -------------------- ![]() |
logik |
![]()
Post
#21
|
![]() Sergeant ![]() ![]() ![]() Group: Forum Member Posts: 59 Joined: April 11th 2006 Member No.: 1690 Xfire: logikman ![]() |
we're having MAJOR problems with people trying to connect.
it seems as if anyone with com_hunkmegs < 512 can't connect have any ideas or experienced this yourself? -------------------- ![]() ![]() |
*MoG*^Zur^Pvt.SinsForgivenYC |
![]()
Post
#22
|
Private Group: Forum Member Posts: 1 Joined: May 8th 2006 Member No.: 1746 Xfire: sinsforgiven ![]() |
Hey, I think the map is awesome! I love it when it has the rain effect....really gets good when sneeking around! great job on the map!
|
logik |
![]()
Post
#23
|
![]() Sergeant ![]() ![]() ![]() Group: Forum Member Posts: 59 Joined: April 11th 2006 Member No.: 1690 Xfire: logikman ![]() |
alright i have to rollback to beta 2 until i get some answers... this is seriously f'ing up our traffic
PLEASE re: bob -------------------- ![]() ![]() |
FRANCO |
![]()
Post
#24
|
![]() PFC ![]() Group: Forum Member Posts: 26 Joined: May 8th 2006 From: Sacramento California Member No.: 1743 ![]() |
I was slightly surprised that nobody commented on the noises in gamechat when I was logged in. I guess the effect is extremely subtle and players figure they made the noise themselves. Or else they figure they couldn't find the noisemaker. I dunno what kind of sound setup some of you have, but for me, brush sounds are barely audible when I make them myself. I have NEVER been alerted to another players presence by brush sounds. Of couse, I'm just using two crappy little speakers and my onboard sound card. what kind of setup is required to make the best of these sound effects? You might want to get an audigy 2 zs soundcard and a 5.1 system for your speaker.. NO wonder there are so many people getting it from behind!!!! -------------------- ![]() |
Stickman |
![]()
Post
#25
|
![]() First Lieutenant ![]() ![]() ![]() ![]() ![]() ![]() Group: Forum Member Posts: 115 Joined: October 9th 2005 Member No.: 1374 ![]() |
alright i have to rollback to beta 2 until i get some answers... this is seriously f'ing up our traffic PLEASE re: bob Dunno where Bob is. He'd talked about traveling in the next two weeks, so he may be gone for a bit. I can't help other than to say my hunkmegs are set at 256, and I've never had a problem on the MOB Tuchola server, so it's not explicitly a map problem. Perhaps a conflict with a mod? You run lots of those, right? This post has been edited by Stickman: 05/09/06 1:02pm -------------------- ![]() |
Silver |
![]()
Post
#26
|
![]() Major General ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 6596 Joined: March 30th 2004 Member No.: 680 ![]() |
he is gone think for a week... try trimming back your unk megs to 511
|
logik |
![]()
Post
#27
|
![]() Sergeant ![]() ![]() ![]() Group: Forum Member Posts: 59 Joined: April 11th 2006 Member No.: 1690 Xfire: logikman ![]() |
he is gone think for a week... try trimming back your unk megs to 511 i don't have a problem getting in... it's all the people that have there com_hunkmegs set to less than 512. -------------------- ![]() ![]() |
Silver |
![]()
Post
#28
|
![]() Major General ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 6596 Joined: March 30th 2004 Member No.: 680 ![]() |
that should be set to half of their memory. mine is set to 300 something. send ur IP and ill try to get on
|
ScrapyardBob |
![]()
Post
#29
|
Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob ![]() |
We must've tipped over a limit where the combination Anarchic + Beta 3 causes issues for the folks who haven't increased their hunkmegs settings.
(I'm out of town until at least Friday) -------------------- |
ScrapyardBob |
![]()
Post
#30
|
Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob ![]() |
Copy of the README file from the ZIP file (also inside the PK3 file). Until I get home I can't check what my com_hunkmegs value is set to for the systems that I use to test the map:
------------------------------------------------------------ Tuchola Forest 1945 - Multiplayer map for CoD:UO BETA TEST VERSION 3 - MAY 3 2006 (scrapyardbob@mobclan.com) ------------------------------------------------------------ NO PART OF THIS PROJECT FILE, MAP .BSP, CUSTOM TEXTURES, LOADING SCREENS, IN-GAME MAPS OR ANY OTHER CONTENT MAY BE ALTERED IN ANY WAY FOR ANY PURPOSE WITHOUT MY EXPRESS CONSENT. ANY SUCH ACTION WILL CONSTITUTE A VIOLATION OF INTELLECTUAL COPYRIGHT. THE CUSTOM SOUNDS INCLUDED INSIDE OF THE PK3 MAY NOT BE USED IN OTHER PROJECTS. THEY ARE LICENSED AND COPYRIGHTED WORKS. ------------------------------------------------------------ BETA TESTING NOTES: Please leave any and all feedback / bug reports in the {MOB} forums. You can find the latest feedback thread at: http://www.mobclan.com/forums/upload/index.php?showforum=73 If you have screenshots or demo files of problem areas, please e-mail them to scrapyardbob@mobclan.com. Please be sure to include enough contextual information in your screenshot (rather then focusing tightly in on the problem area) so that I can locate these spots in the map. Locational information (using the console, type /viewpos) is also extremely helpful. Bugs that might warrant a screenshot: - Messed up textures - An abnormally high vert/tri count (/cg_drawFPS 2) - Terrain holes - Exploitable glitches (get in behind the treelines, inside of models, or other exploits) - Other things that are too complicated to describe in the forums - Please use /viewpos in the console to get coordinates if possible If you need help recording demos, see: http://www.mobclan.com/forums/upload/index...?showtopic=7047 The latest information about test changes can be found at: http://www.mobclan.com/forums/upload/index.php?showforum=73 You will want to periodically delete old Tuchola Forest PK3s from your Call of Duty: United Offensive install folder. This can easily be done by searching your hard drive for "mp_uo_tuchola*.pk3" files. ------------------------------------------------------------ CLIENT REQUIREMENTS AND NOTES: 1) THE AFTER-HOURZ VEHICLE PACK IS REQUIRED ON YOUR MACHINE This map requires that the server and any players have the After-Hourz vehicle pack on their machines. You can find the AHz vehicle pack at: http://www.after-hourz.com/cod/BarbVehicles.php If you have played maps like Ardennes 1944, Barbarossa or Smolensk then you will already have the necessary PK3 installed on your machine (z_ahz_vehicles.pk3). If you want more accurate vehicles for 1945, please show me a better vehicle pack that includes the full variety of vehicles (light / medium / heavy tanks plus halftracks, mortars and stationary weapons). The After-Hourz vehicle pack was chosen because it provides a full spectrum of choices for the players, whether they want to lumber around in a heavy tank or us a small and fast light tank. 2) If you encounter the "hunkmegs" error, use the following to increase your hunkmegs setting: (press the tilde key "~") Type this into the console: /seta com_hunkmegs "256" ------------------------------------------------------------ CREDITS: The After-Hourz vehicles and the Conquest gametype were developed by the After-Hourz crew (and known associates). They are a great resource to the CoD:UO mapping community. Slyk has been invaluable at answering technical questions that I've had for my first public mapping project. In addition, I've learned a lot about mapping and portalling by closely examining how Slyk constructed his Barbarossa and Smolensk maps. A big thanks to everyone at {MOB} who were willing to help test the map when it was still in an unfinished state. Even though gametypes like HQ / BEL are not their favorite gametypes, they never complained but slogged through and helped me to find bugs, errors and gameplay issues. Without alpha testers, the map would never have been as balanced or fine-tuned as it is today. TODO: Add "mention list" based on everyone who gave feedback / ideas in the alpha testing / preview threads. ------------------------------------------------------------ THIS MATERIAL IS NOT MADE OR SUPPORTED BY ACTIVISION. END FILE -------------------- |
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 10/12/25 12:47am |