Help - Search - Members - Calendar
Full Version: Tuchola Feedback - Beta1
{MOB} Forums > Call Of Duty UO Discussion Forum > COD:UO General Discussion
Pages: 1, 2
ScrapyardBob
Looking at the Russian spawn, here are the preliminary plans:

1) There are two, unfinished, bunkers in the Russian spawn area. One on the E side of the T-intersection, the other on the SW side of the intersection. One of those bunkers will move closer to R2, the other will move closer to R1.

2) I'll probably add a single allied BAS spawnpoint inside the ammo shelter right by R1.

3) I'll probably add a single allied BAS spawnpoint inside the small shack along the little road between the spawn and R2. I'll also add an ammo spawn and satchel spawn inside there.

4) The Pak45 at R2 will move 20m S, across the road, to the middle of the stone wall.

5) I will add a few more stone walls around the edges of fields on the Russian side of the map.

6) I will be adding a few more trenches to allow infantry to get along the edges of fields without being spotted. (But also without blocking the flow of vehicles.)

7) Shell craters that are moderately deep in the fields to give infantry a place to belly up.

8) A few more foxholes and boulders.
ScrapyardBob
...

Starting in Beta2, the raindrop effect will be back. Right now it stops working if more then 15 players are online. (I goofed up a math calculation)

In order to reduce the risk in case the raindrops causing lag or crashing the server, there will be a server-side CVar added so that you can control the number of raindrops. Setting "syb_rain_nodes" to a value between 0 and 10 allows you to control the max # of raindrops visible for each player on the server. Good values are probably 1, 2 or 3. You can also disable the raindrop effect by setting "syb_rain_nodes" to zero. (This information is also in the ADMIN README file inside the PK3 and ZIP files.)

...

I still have not fixed DOM, that may not get fixed until Beta3. I might try implementing CTF in time for Beta3.

I need to remember to add flags to the bases... oops.
logik
question... is it possible to add a flowing water sound to all points of the river without adding too much strain?
ScrapyardBob
I've been considering it (river sound). It would be useful to make it a bit noisier at the river.
ScrapyardBob
- Removed trees and foliage throughout the map (trying to reduce my model quantity) to make up for new foliage that was added elsewhere.

- Added a few more rocks along the North Road near the North Bridge.
Dozy
Just to say that I love this map, even though I'm still lost in it. I thought Barb was good but this is..... well it just is!

Many thanks! dribble.gif
ScrapyardBob
Many thanks to everyone who's been willing to play a "beta" map.

It's tough to make a forested map where players don't get lost.
ScrapyardBob
Getting closer to beta #2. v094 (another preview version) will be up on the test server (70.42.41.170) sometime tonight.

- Finished detailing (preliminary) the interior of the Farm house and the Russian spawn house.

- Finished one of the russian spawn bunkers (actually, it's a new one).

- Moved a few things around like the R2 pak45.
ScrapyardBob
Got the exact error message when the server crashed tonight (it had been up four around 1818 minutes, 30 hours). It only appeared in the client-side console.

Restarting server due to numSnapshotEntities wrapping.

I'll research this in a bit to find out the reason behind it.
ScrapyardBob
http://svn.icculus.org/quake3/trunk/code/s...v=2&view=markup

CODE
// this can happen considerably earlier when lots of clients play and the map doesn't change
if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) {
SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" );
Cbuf_AddText( "vstr nextmap\n" );
return;
}


Since this happens about every 30-48 hours, it might be good to restart the server daily.

An alternate solution might be to double-up the map in the mapRotation string so that the server thinks the map is rotating. (I'll try adding the map twice in mapRotation to see if that fixes the issue.)
logik
we haven't had this problem... do you only have the one map in your sv_maprotation ?
ScrapyardBob
Aye, we only have a single map entry in the rotation string (going from memory):

"gametype bas map mp_uo_tucholaforest_beta1"

Since MOB's Tuchola Forest server has been rocking all week, we're hitting that snapshot limit about every day or two. I changed the config file on the server to double-up on the map list.

"gametype bas map mp_uo_tucholaforest_beta1 gametype bas map mp_uo_tucholaforest_beta1"

Hopefully that fixes the issue.
ScrapyardBob
http://8.9.4.75/Barb2_7day_stats/index.html

Some interesting stats for the base assault.

Percentage of bomb plants which succeed: 63% This compares with stock maps (63%) and Barbarossa (56%). Note: The Tuchola Forest server is currently configured for a 20 sec plant time instead of the stock 15 seconds.

On Tuchola Forest, the kills by body part also matches up fairly evenly with the Barbarossa and Stock Maps server. Things seem to be fairly balanced, infantry vs tanks. Kills with bazookas and panzerschrecks account for 10% of the total.

Arty and satchel kills are a little low, only about half of the stock/Barbarossa server. That could be map unfamiliarity, difficulty in attaining artillery rank, or simple experience with knowing where to drop the arty for best effect.
ScrapyardBob
v094 is up on the test server, getting closer to a beta2 version. There's still a bit more detail clean-up that I want to try to get done before a beta2 release.
Dozy
QUOTE(ScrapyardBob @ 04/16/06 12:14pm) *

v094 is up on the test server, getting closer to a beta2 version. There's still a bit more detail clean-up that I want to try to get done before a beta2 release.


Just a coupla points, managed to get on the server whilst empty just now ( helps for orienteering!), discovered that I could climb onto the R Gaaz milk float, but would drop through the tarp cover into the truck rear rather than stand on it, could also jump out the same way. As there was noone around I was unable to discover if I could travel as passenger with ability to shoot from the rear that way. Is this me being dumb or an exploit?

Finally when you put Beta2 up please post a map direct dload url as my Mac OS X COD UO client always refuses to do map or mod downloads. ( yes what a pain ....).

Cheers & Happy Easter!
ScrapyardBob
When I created the collision map for the milk truck, I did not make the canvas area solid. I'm curious to see if this leads to exploits (being able to see through the canvas, for instance). If it does, then I'll revisit the collision map. (I didn't feel that it was realistic to get on top of a thin canvas roof, which is why you fall through into the bed of the truck.)

Riders in vehicles like halftracks, trucks or on the back of tanks cannot use their weapons.


Dozy
I agree with your reasoning re canvas

I cannot see through the canvas. Im sure that I am not "riding" in the truck ( ie enter with "F" key) as driver/passenger or in the rear. I can move around the rear under the canvas and shoot outward. I do not know if I can travel in a moving truck this way, Ill try to find someone who will help me test this, but you know what its like in a game!
HammaTime
QUOTE(Dozy @ 04/16/06 7:29am) *

Finally when you put Beta2 up please post a map direct dload url as my Mac OS X COD UO client always refuses to do map or mod downloads. ( yes what a pain ....).


Additionally, I've verified that Mac users can't open the map on their computer via the console command /devmap or /map

Doing so causes an application crash. This is unique to this map. Anyone know a work-around for this problem?

Scrap, can you post the command for identifying location on a map? I've heard a lot of people saying "Help, I've fallen and I can't get up!" (yes, always with that familiar old lady voice). I'd like to have them record their location and post it here for you.
logik
just an fyi all you have to do in your sv_maprotation is:

"gametype bas map mp_uo_tucholaforest_beta1 map mp_uo_tucholaforest_beta1"
jeffreyloaf
Could you move the tree, next to the pak at R3; at the scrape a bit. Its branches get get in the way for some of the angles no mater what tank I use.

Could you put a few smoke and gernade drops around the map?

Can the arty start drop happen a little sooner/faster?

Also the south forest doesn't feel right. Maybe bunch up the trees some for shooting lanes or vee them with a long leg like the letter "L". (There aint no places to fade away or hide jeep by the edge of the map).


Loaf
Dozy
QUOTE(Dozy @ 04/16/06 12:58pm) *

I do not know if I can travel in a moving truck this way, Ill try to find someone who will help me test this,


El bueno finally drove the truck after several tries at asking for help, I slid out the back like a greased banana. So my bad, its no problem.
ScrapyardBob
Fixed a few more things for beta2.

The position command is: /viewpos

Hamma, are you able to open maps like Broadsword or Smolensk?
Cross of Iron
Just an idea bob,noticed that you can neal down in some of the trenches and armour can run over the top of you ,and you won`t die.

So caould we get some sticky bombs on the map ,to plant on the undercarriage of tanks if we are in this situation?

Also get the V2 rockets to fire PLEASE...................... biggrin.gif

ScrapyardBob
That's up to Druid whether he wants to add AWE to the server (for the sticky bombs and tripwires).

Even so, it may be best to wait until late-beta or even final release. That way I'm more comfortable that the map is balancing correctly for stock settings.
HammaTime
QUOTE(ScrapyardBob @ 04/16/06 5:05pm) *
Hamma, are you able to open maps like Broadsword or Smolensk?


Haven't tried Broadsword, but was able to open the different flavors of Smolensk (betas and final).

One other very minor request. The progress bar for loading the map is nearly invisible against the white snow of the image. If you cropped the image so it didn't extend below the progress bar, it would be more readily apparent. Had someone who thought the server had frozen as they didn't see the progress bar.

As far as balance is concerned, I'm getting the sense that it is a lot easier to infiltrate German bases and spawn on foot than it is Russian side. Does anyone else share my opinion? I find it very easy to sneak behind bases and near spawn on foot when a Russian, but I've had a heck of a time doing that on Russian side. Gaps on German side of the map where you have to sprint with no cover are very small. Gaps on Russian side are larger, increasing the likelihood that you'll be spotted and hunted. The disadvantage seems most acute in the middle of the Russian map. Compare the sprint distances if you take the middle road out of the farm towards R2 with the gap from southside exit from farm between G1 and G2. A few more trees/trenches to assist the infiltrators on Russian side might help balance, but I'm anxious to hear if others share my sentiment.


QUOTE(Dozy @ 04/16/06 2:34pm) *

El bueno finally drove the truck after several tries at asking for help, I slid out the back like a greased banana. So my bad, its no problem.


I watched Jack set up a terrific sniper/mg position from the back of an abandoned ice cream truck last night while we were defending G2. It was, without a doubt, the best use of that piece of crap vehicle that I've see to date.
logik
sorry about the kick bob... as you can see our server is pretty busy so anyone who is AFK for too long gets the boot (unless on a private slot which i'll hook you up with if you want it for screening purposes wink.gif )

anyway, the round went 2:17

here's a couple screens

http://halo.anarchic-x.net/images/screens/shot0095.jpg
http://halo.anarchic-x.net/images/screens/shot0096.jpg
ScrapyardBob
Not exactly sure how the player got stuck in screenie #95, but I'll move the one box in the likely position.

No biggie on the kick, I need to finish a few things for Beta2's release. 2:17 eh? And to think that I'm going to be increasing the R3 defensive positions.

German side definitely has denser cover for infantry. I'll keep adding a few more rocks and trees on the Russian side (in beta 3).

Good point on the progress bar being washed out by the background. Not something I had thought of.
logik
no one was actually stuck in 95... i was just showing you the time in the bottom left corner... hope to see that beta 2 in the morning. biggrin.gif
ScrapyardBob
Ah, thought it was a spot where someone could get stuck. fartnew2.gif

Started the compile for beta2, will know in a couple of hours whether it worked. I got sidetracked tonight trying to find a german iron-cross flag so I could make my victory images. As a result, I didn't get as much done as I wanted to on cleaning up some more detail work.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2026 Invision Power Services, Inc.