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logik
so not to jack this thread or anything... but is there a tuchola 4 or final coming?
Zanaduz
QUOTE(logik @ 06/19/06 7:36am) *
so not to jack this thread or anything... but is there a tuchola 4 or final coming?

Yes logik, Bob did say he was going to release a B4 sometime soonish. However, he says that mostly it's just gonna be some cosmetic changes, nothing major to the gameplay.
Osborn F. Enready
I don't know if this is the correct thread to post this, but I think so.



Scrapyard Bob, you have done a superb job on the Tuchola Forest map. Excellent attention to detail, and provision for a wide variety of tactics from infantry to vehicles.

I have only experienced two problems in over 50 plays of the map, and that is falling through the map near the trench by German bunker 2 in any vehicle.

Speaking of vehicles, the tanks are fantastic, as is the playability. Nice addition of the Half-Tracks, and the period accurate tanks.



Great use of space, excellent layout, and overall a DAMN FINE JOB!

smile.gif



Are there any other maps of this caliber being designed?

Are there any mods being done to small arms, for reality purposes?



Long time fan, first time poster.

mobrules.gif

Osborn F. Enready

ScrapyardBob
Amanda - you've probably got a hunkmegs issue. It's one of the downsides of a map as large and complex as Tuchola... I'm pushing CoD:UO to the absolute breaking point of what it's capable of. (If I knew then what I know now, I'd have made it about 25% smaller.)

Interesting that you fall through the map near G2. The usual culprit is road sections that I haven't replaced yet. Other terrain has been good. But if it involves the trench to the south of G2, that is being replaced in the final version.

Also... the tanks aren't accurate for 1945 (oops!). As a few other people have pointed out. The AHz vehicle pack is early-war vehicles (except for the JAGD which is Dec 1944). Rather then get folks talking about how the JAGD wasn't in the early part of the war (I could've placed this map in western Russian in the early war), I went the other way and based the timeline on when the JAGD would've been in the field (early 1945).

Most of the remaining changes are cosmetic. Moving bushes around, finishing treelines that weren't done yet, replacing problem spots. I've gotten about 1 hour done tonight and have about 99 hours left of work.
Silver
BOB!!!
Rommel
QUOTE(ScrapyardBob @ 07/05/06 8:36pm) *
Amanda - you've probably got a hunkmegs issue. It's one of the downsides of a map as large and complex as Tuchola... I'm pushing CoD:UO to the absolute breaking point of what it's capable of. (If I knew then what I know now, I'd have made it about 25% smaller.)

Interesting that you fall through the map near G2. The usual culprit is road sections that I haven't replaced yet. Other terrain has been good. But if it involves the trench to the south of G2, that is being replaced in the final version.

Also... the tanks aren't accurate for 1945 (oops!). As a few other people have pointed out. The AHz vehicle pack is early-war vehicles (except for the JAGD which is Dec 1944). Rather then get folks talking about how the JAGD wasn't in the early part of the war (I could've placed this map in western Russian in the early war), I went the other way and based the timeline on when the JAGD would've been in the field (early 1945).

Most of the remaining changes are cosmetic. Moving bushes around, finishing treelines that weren't done yet, replacing problem spots. I've gotten about 1 hour done tonight and have about 99 hours left of work.


U have done a good work with this map BOB. Thank u

smile.gif mobrules.gif
jeffreyloaf
It's been awhile; time for feedback.

Does anybody else feel that the map is dying? Yes I know from reading the boards that summer is a slow time.

My experience is that very few people want to be german. I; hardly ever; unless there are some good players on the team. And that goes for a lot of MOB members also. But not all!!

Due to map design the russians can pop up right on top of the german spawn.
So many times the german spawn killing gets so bad and lasts a long time and repeats quickly that a lot of people leave the game. The russians don't have this problem.

How to fix. To the left of russian spawn on hill in corner put up a wall or trees or three burning tanks that a good tank and infantry can do some do some camping and spawn killing from. To the right of spawn the same thing. I don't want to turn this into a spawn killing festival. But even it out some.

If you look from russian three to the mortar position there is low wall on left. It needs to be a lot longer and a thin line or scattering of trees and rocks also. So tanks and jeeps can make it around russian three.

In the south forest in the river between the downed glider and the bridge could the german side be made like a cliff or a wall for 'most' of the length and force most of the traffic to cross the bridge. The germans need help here.

Anybody else have any ideas?

Loaf
HarryCaray
The way I see it is this. German spawn is sooo easy to defend. It's hard for Russians to get in unless no one's there. Russian spawn is soo wide open and is very easy to get in even when it's full of people. It mostly depends on the teams. If German is filled with noobs, expect to be spawn killed. If Russian is filled with noobs, expect a fast game. From the Russian spawn its a long way to R1, R2 is easily defend by Axis, as is R3.
Silver
Having trouble getting TF to run with AWE and Mod weapons. Bob if you read this can you drop me a line?

send me a PM... thx
Druid
I wouldn't hold your breath.
1) It will most likey take a rework of Mike's mod, same as it did for another clan wanting to use their version the AWE mod.
2) Don't expect a quick response as he hasn't been on the server or forum in over a month, gaming had to take a backseat to real life for a while.
miked
QUOTE(Druid @ 09/12/06 2:29pm) *
I wouldn't hold your breath.
1) It will most likey take a rework of Mike's mod, same as it did for another clan wanting to use their version the AWE mod.
2) Don't expect a quick response as he hasn't been on the server or forum in over a month, gaming had to take a backseat to real life for a while.


FYI,

One potential difference between this and the other mod is that I have the mod working on local pc and local server with both TF and Barb. It's hanging on boot on the rented server however. It's the hang that makes me think that the issue is not necessarily a problem with TF but with the way that it is being called. On a dedicated server, one would put the mod in a named folder, then make a command line change to exec the mod. On the rented server, this requires a change that must be made by the hosting company rather than the user and the workaround is the dirtier method of just dumping the server mod in the uo folder.

Looking at the AHz stuff, people are running BARB with AHz with a specific awe config. I am able to run Barb and TF on dedicated machines. Do you know what the problems were that other people had, ie. max_gamestate errors, hangs, or what?

miked
Druid
not sure of the specifics, I just know another clan had the same problem.

When you said you had it running local, it that in dedicated mode?
miked
QUOTE(Druid @ 09/12/06 3:26pm) *
not sure of the specifics, I just know another clan had the same problem.

When you said you had it running local, it that in dedicated mode?


command line startup on server, connection from workstation. So dedicated in the sense that I wasn't running the client from the same machine as the server.

I probably should try it under linux but I haven't done that yet. I would guess that many of the hosting companies use linux, but I don't know for sure.


miked
Toggle
I can't load this map. Everytime it finishes with the load in screen, my screen goes black. I have tried turning on nvidia fog on/off. I have tried downloading the map off your server and also in this thread. Any idea whats causing me to get a black screen?
|MM| Toggle
)--S@B0T-->
I got nutton...........sorry.
MyWifesMule
Toggle, try removing the previous beta versions of Tuchola Forest from your uo/ folder. It sounds like the game dosen't know which version of map to load, you don't need the older versions anyway. Hope this helps.
Zanaduz
I haven't seen ScrapyardBob post in a LOOOONNNNGGGG time now, even though nominally he was supposed to have come out with version 4 already. I'd refer you to him regarding the issues you're having with loading up the Forest, but since he's not available, I don't have much to say... Sorry.

Anyways, I'm personally just curious when (or even if) we should expect v4 of the Forest. Hopefully Scrapyard will see this and post to prove he's going to release it soon... *fingers crossed*
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