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ScrapyardBob
Beta #3 has been released.

Major changes:


1. Increased the maximum density allowed for the raindrop effect. Server admins can now set the CVar "syb_rain_nodes" to values as high as 25. I do not recommend values above 15 except for very low population servers with very few additional mods. The default density in Beta #3 is slightly higher in Beta #2 which should result in a better looking effect.

Note: The raindrop effect has a slight impact on gamestate size. But no more then it did in Beta #2 for a particular CVar value.

2. Added a special effect that randomly rustles foliage and makes other random noise in the tall pine trees (the sound of snow falling through the branches). This represents the effect of small wildlife making noise or wind causing snow/ice to fall from the upper branches of trees. The effect has minimal effect on CPU load or gamestate. The effect on gameplay is that players will not be 100% sure whether a sound that they just heard was natural or manmade.

Admins can disable the effect using the CVar "syb_rustlenoise". Setting this CVAR to anything other then "1" will disable the sounds (and save a few bytes of gamestate).

3. Finished the Russian spawn area. Russians now have their final buildings, bunkers, trenches, foliage and vehicle locations.

4. Trimmed various entities across the map (ammo spawns, removed 2 BAS spawn poins in each spawn area, etc). With all options enabled, gamestate in Beta #3 is about 250 bytes heavier then in Beta #2 during Base Assault games.

5. There is now a trench on the hill east of G2. In addition, there are a pair of tunnels that connect through to the West Farm Bunker. This gives infantry another way to get from the Farm to G2.

6. Fixing the broken flags in DOM, adding descriptions to the flag locations in DOM.

7. Added CTF support to the map. Since I don't play a lot of CTF, I will be very interested in feedback from clans who do play CTF. Admins will probably want to disable the pak guns for CTF play.

8. Vehicle balance for Beta #3

Vehicle Balance, 64 total entities, max 48 active:

Static weapons (12):
(7) Pak40/Pak45
(5) Mortars

German - Base Assault (9 tanks)
(2) Jagd
(1) StugIII
(3) Panzer IV
(3) Panzer III
(3) Halftracks (3 spawn)
(6) Horches (2 spawn, S Forest, SW Farm, G1, G3)

Russian - Base Assault (9 tanks)
(2) KV1
(2) T34 stock
(2) T34_76
(3) BT7
(2) milk trucks (spawn, R2)
(7) Jeeps (3 spawn, R1, R3, SE Pak45, NE Farm)

Non-BAS gametypes:
- Adds (6) Jeeps/Horches across map
- Removes 10 tanks from spawns, (1) StugIII, (2) Jagd, (2) PanzerIV (2) KV1, (1) T34 stock, (2) T34_76
- Adds (4) light tanks
- Each team has (5) light tanks and one medium tank

9. I desire information on any clans that are running Tuchola or Barbarossa in conjunction with AWE. Please post your AWE config settings or e-mail them to me. Especially important is knowledge about what AWE settings conflict with the After-Hourz vehicle pack.

10. Identified and fixed pak guns that could hit enemy bases.

11. Finished converting about half of the roads from patch mesh to terrain mesh. This will lower the chance of exiting a vehicle and falling to your death (or simply falling through a section of road and getting stuck).

12. Lowered the upper limit of visibility from 9500 to 8500, this will help with frame rates. (There are 3 problem spots that there's nothing I can do with, other then redesigning large sections of the map.)

13. Weapon spawns in the main spawn points are on 5 sec timers instead of 10 sec. Weapons farther away from the main spawn are on slower timers (15/20/30/60 sec).

14. 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. This should help reduce/eliminate lag when entering a new section of the map.

15. Added victory images. It was very difficult to find good images for this as the German flag used in CoD:UO seems to be a "fake" flag. If someone wants to make a better pair of images, please feel free to email them to me in time for Beta #4.

Minor changes:

a. Fixed the bazooka box at the mortar position in the NE (Glacier Pass, Trail A) so that players no longer get stuck.

b. Replaced a few trenches across the map.

c. Hill 13 now has a few more trees and rocks.

d. There's a new trench and trees north of G2.

e. Changed terrain slightly to affect how easy/hard it is to shell long-range across the map. R3 is now lower, G3 is now slightly higher.

f. Ambient noise during snowy / rainy rounds will be increased slightly.

g. Added a few more buildings. Added a few models and decorations inside of buildings.

h. Final addition of foliage across the map.

i. Added flags by the bases.

j. Fixed up the G1 pak gun position to be similar to the G2 pak gun.

k. The SE Farm Mortar now has a greater side-to-side coverage angle

l. SE Bridge pak-45 has greater protection from its sandbags.

m. Removed the wall behind the R1 pak gunner (reduces chance of dying due to splash damage off a wall right behind the gunner).

n. A few more trees in the farm area to obscure sight lines.

Things that didn't make the cut or weren't fixed in time:

- A small terrain glitch by Russian #2. This cropped up yesterday and only shows up in-game (not in the editor). Since it's about 1 pixel wide it doesn't affect gameplay so I won't hold the release because of it.

- The map boundary terrain behind the German spawn is not finished.

- The map boundary terrain south of R1 is not finished.

- The map boundary terrain at the SW Bridge is not finished.

- There are still broken alpha blends and other textures that need adjusting.

- Some fences in the farm area are not finished (because I plan on reworking the terrain).

- I did not have time to rework the overhead map images for Beta #3.

- The inside of treelines still need to be fixed and re-textured to look correct from the "air" (and also to block a difficult-to-abuse exploit that is theoretically possible).
Dozy
QUOTE(ScrapyardBob @ 05/03/06 5:44pm) *

Beta #3 has been released.



Great stuff, please can we have a download link posted, as stated my Mac client will not dl within game. 8(

I love this map!
ScrapyardBob
Download link for Beta #3 (8115KB) - May 3 2006
Dozy
Thank you very much Bob
Mr.Scruff
oh man too many words for Scruff to handle!!!



Bob ,Tuchola is such a great hit man its amazing....i have only been able to play a few times since its always so full!!

the glitches seem to mostly be all fixed?

my hat is off to you

The-Blind-Norwegian
Nice work, Bob!

You can take some days off with your nose in the sky now!

biggrin.gif TBN

Oh You
Love the added bunker/trench/tunnel thing on the German end of the farm, The added weapon spawns are good too, but i wish you would've kept the Mosin down in the russian tunnel, i'm not a big Tokarev fan.

HammaTime
QUOTE(ScrapyardBob @ 05/03/06 4:25pm) *
Download link for Beta #3 (8115KB) - May 3 2006


Always appreciate that link, Scrap. And it should never go without saying that your outstanding, hard work is greatly appreciated!
ScrapyardBob
Beta #1 vs Beta #2 game balance:

Beta #1: 6 days, 117 matches, 19.5/day, 74 min/match
Beta #2: 16 days, 391 matches, 24.4/day, 59 min/match

- Beta #1 has a higher average time per match due to the server settings. The initial settings were 35 min rounds, 60 min overall limit which resulted in a lot of bonus 3rd rounds.

- Beta #2 has been running with 35 min rounds and a 45 min overall limit which typically limits the game to 2 rounds.

- Rounds with fewer players tend to be short rounds, rounds with more players tend towards longer rounds. (Based on anecdotal observations.)

Bases breached:

Beta #1: 1304 (11.1/match), 653 by axis, 651 by allies
Beta #2: 3358 (8.6/match), 1702 by axis, 1656 by allies

- The disparity between 11.1/match and 8.6/match can be explained mostly by the changes in the server settings. There are far fewer 3-round matches during the Beta #2 time period due to config changes. A better metric may be the number of bases breached per hour of play.

Beta #1: 1304 over 6 days = 217/day
Beta #2: 3358 over 16 days = 210/day

- But that makes assumptions that the server was full 24/7, which it isn't. So that's not a good metric either.

- Unfortunately, there's no good way to pull out the number of played rounds. The Base Assault logic reports the intermission and warm-up time periods as "rounds" even though they aren't rounds that get played.

- So, the axis vs allies breach quantity is the only useful metric.

Number of plant attempts:

Beta #1: 1588 (13.6/match), 798 by axis, 790 by allies
Beta #2: 4082 (10.4/match), 2074 by axis, 2008 by allies

- Approximately even plant attempts. Russians seem to have a slightly more difficult time keeping Germans out of their bases.

Bases Destroyed:

Beta #1: 975 (8.3/match), 497 by axis, 478 by allies
Beta #2: 2362 (6.0/match), 1166 by axis, 1196 by allies

- Allies turned the tables in Beta #2, destroying slightly more bases then the axis. Unsure whether this was due to more {MOB} members playing on the Allies team then the Axis team.

- It's still a very close thing. A single squad (2-4 players), working together, can have a very large effect on the outcome of the game.

Percentage of plants which succeed:

Beta #1: 61.4% overall, 62.3% for axis plants, 60.5% for allied plants
Beta #2: 57.9% overall, 56.2% for axis plants, 59.6% for allied plants

- One thing that can affect this metric is lone-wolf plants (which usually fail). Some bases are more inviting for attempts by lone-wolf players then others.

- I'm not sure whether the Axis are at a disadvantage. A lot of {MOB} members tend to play as allies which could account for the lower success rate of German plant efforts.
ScrapyardBob
I think I know why (some?) Mac users have trouble with the auto-download (and also why they aren't able to run the map in server mode on their local machines).

I just forgot to try out the possible fix when I created the PK3 file for Beta #3. Hopefully I'll remember for Beta #4.
Silver
not liking the raised height of the R2 had to use it as a tank scrape... was a vital hold for protecting 2... gonna try it again tonight. dont hold me 2 it...

LOVE THE TRENCH AT G2!
BOB U DA MAN!
ScrapyardBob
Pretty sure R2 didn't change height... the major change there was the change/addition of trees at the R2 infantry trench to the W of R2. The flat area between the trench and R2 should still function as a tank scrape looking W towards the Farm.

R3 got lowered, G3 got raised up a bit. Most other changes were inside of treelines and aren't visible.
Silver
we need beta 3 on the match server
ScrapyardBob
Best to PM the High Priest Druid to make sure.

...

FKR is running Tuchola Beta #3 in CTF mode on their #6 server. They've graciously offered to be testers for that gametype. Waiting to see what the feedback is on flag and spawn locations.

...

Fun statistic, when I was creating the "foliage rustling" sound effects.

There are ~1600 pieces of foliage on the map (bushes, white spruce trees and tall pine trees). I sectioned these models as follows (roughly 200 models per thread):

tall pine trees, ~800, split by quadrant (around 200 per quadrant)
white spruce trees, ~400, split into east/west map sections
spikey shrubbery (very narrow at the base, all brown), ~200 shrubs
other shrubbery, ~200 shrubs

Shrubs and bushes can only emit the foliage rustling noise. The noise source is a random distance from the ground level, roughly waist-high.

Short spruce trees only emit the foliage rustling noise. The noise source is also a random distance from the ground, but at a greater height off of the ground.

Tall pine trees can emit foliage rustling noises from various heights. But they also have the 2 snow-shifting sounds (low quality, to be replaced in Beta #4 with better sound) and tree creaks (not installed yet) as the branches rub together due to the weight of the snow and the wind.

So, if you are near multiple types of foliage, you're more likely to experience the random foliage noises. Plus if you are on a boundary between two quadrants, you've got a higher chance of hearing noise.

...

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.

...

The G2 tunnel is proving interesting for the Germans. A boon of they use it. A thorn if they don't. I'd estimate that only half of the playerbase even knows that there are tunnels that connect to the W Farm Bunker.

...

I should probably adjust the attic ladders in the two houses. The holes are a bit small, which makes it tricky to exit the attic. Same thing goes for a few other ladders (KV1 barn and the W Farm Bunker).

...

Need to add HMG brushes to the sides of snowy trenches. Also need to add HMG brushes to numerous crates in the ammo shelters and the W Farm Tunnel.

....

A lot of bunkers need their snowline decals applied (see the R2 bunker for a finished example where the snow meets the side of the bunker). This helps with visual recognition due to the dark wood against the light snow which can be visually confusing. The snowline decals help the eye to pick out where the entrance to the bunker more easily.
Stickman
QUOTE(ScrapyardBob @ 05/05/06 3:00pm) *

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?
ScrapyardBob
Headphones!

(Seriously... it's the only way to play when detecting sound = living or dying.)
Lt. Buttfish
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
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.
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
Dear Bob... I'll keep this short. You are a mapping master!!! Thank you for many hours of happy gaming. emoticonthumbsup.gif
logik
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
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
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
QUOTE(Stickman @ 05/05/06 4:32pm) *
QUOTE(ScrapyardBob @ 05/05/06 3:00pm) *

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
QUOTE(logik @ 05/08/06 10:31pm) *
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?
Silver
he is gone think for a week... try trimming back your unk megs to 511
logik
QUOTE(Silver @ 05/09/06 4:48pm) *
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
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
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
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
grego34
i have the AWE 2.12 setup on my server with no problems. For small groups i have 1 base per team CFG with a 10 shots to kill a base effect setup. I have tripwires,search dead bodies, parachute in game also setup. makes it a little interesting trying to hold one base and after that round the bases change. Also i changed the rank to ever 5 points instead of 10 to change rank. You get artillery quicker. play to 200 points.

Now this server i use is from my PC. Its a small Pc with a 1.2 processor and 376 of ram but the highest ping on my server was 117. I was surprised.. here is my one base CFG

/////////////
// General //
/////////////

// Disable AWE (0 = no, 1 = yes) (default 0)
// Setting this to 1 will disable AWE with a few exceptions:
// 1. Some minor modifications to the grenades. (take damage)
// 2. Some cvars that start with scr_. For example the tank capture time.
//set awe_disable "0"

// Show bomb timer in Search & Destroy (0 = off, 1 = on) (default 0)
set awe_show_sd_timer "1"

// Number of random HQ radios to spawn for maps that normally do not support HQ (default 8)
//set awe_hq_spawn_radios "8"

// Force adding of new radios even if stock ones exists (0 = no, 1 = yes) (default 0)
//set awe_hq_force_new_radios "0"

// Show AWE logo under healthbar (0 = off, 1 = on) (default 1)
//set awe_show_logo "1"

// Show number of alive players in each team (0 = off, 1 = on, 2 = alternate setting) (default 0)
//set awe_show_team_status "0"

// Automaticly try to fix errors in maprotation (0 = no, 1 = yes) (default 0)
// After this has been done the cvar will be set to "0" so that it will only run when you start the server
// or reload your config file.
//set awe_fix_maprotation "0"

// Use random map rotation (0 = off, 1 = on) (default 0)
// See the readme file for an explanation how this works.
set awe_random_maprotation "1"

// Rotate map if server is empty for x minutes (0 = disable feature) (default 30)
//set awe_rotate_if_empty "30"

// Show blip on hud when you hit another player (0 = off, 1 = on) (default 0)
//set awe_showhit "0"

// Show bulletholes on hud (0 = no, 1 = only on headshots, 2 = always) (default 0)
set awe_bulletholes "1"

// Warmup round in roundbased gametypes (to allow players to connect) (0 = off, 1 = on) (default 0)
//set awe_warmup_round "0"

// Disable minefields? (0 = no, 1 = yes) (default 0)
//set awe_disable_minefields "0"

// Limit bases in Base Assault (0 = no, 1 = one base for each team, 2 = two bases for each team) (default 0)
set awe_limit_bases "1"

// Player speed in percent of default speed (default 100)
//set awe_player_speed "100"

// Gravity in percent of the default gravity (default 100)
//set awe_gravity "100"

// Enable first aid kits (0 = no, 1 = yes) (default 0)
set awe_firstaid "1"

// Number of first aid kits to give to each player (default 1)
//set awe_firstaid_kits "1"

// Amount of health that can be recovered with a first aid kit (default 25)
// A random value of 0 to 14 will be added to this value
//set awe_firstaid_health "25"

// Delay in seconds between being able to use the next first aid kit (default 10)
//set awe_firstaid_delay "10"

// Score to give to a player for succesfully patching up a teammate (default 1)
//set awe_firstaid_score "1"

// Drop health on death (0 = no, 1 = yes) (default 1) (not for UO)
// I've commented this out since it uses the same cvar as the built in cvar in UO.
//set scr_drophealth "1"

// Fix map exploits in some UO maps (0 = no, 1 = yes) (default 1)
//set awe_fix_map_exploits "1"

/////////////////////////
// Gametype pretending //
/////////////////////////
// This cvar is usable if you want to pretend that one custom gametype is another
// Useful if you run custom gametypes but find that people have problems finding
// your server in the browser list.
//
//Examples of gametype pretending...
//
//set awe_pretend_gametype_actf "ctf"
//set awe_pretend_gametype_htf "ctf"
//set awe_pretend_gametype_rsd "sd"
//set awe_pretend_gametype_dem "sd"
//set awe_pretend_gametype_ad "dom"
//set awe_pretend_gametype_lts "tdm"

/////////////////////
// Damage blocking //
/////////////////////
// The following cvars are used to prevent abuse cause by players throwing grenades or satchels among their
// teammates and then switch to spectator or to the other team to avoid being punished for teamkilling

// Block damage caused by spectators (0 = no, 1 = yes) (default 1)
//set awe_block_damage_spectator "1"

// Block damage caused by someone who switched teams within the last seconds (0 = no, 1 = yes) (default 1)
//set awe_block_damage_team_switch "1"

////////////////
// Shellshock //
////////////////

// Shellshock (0 = no, 1 = yes) (default 1) (not for UO)
// I've commented this out since it uses the same cvar as the built in cvar in UO.
//set scr_shellshock "0"

// Deathshock (0 = no, 1 = yes) (default 0)
//set awe_deathshock "0"

/////////////////////
// Next map voting //
/////////////////////

// Vote for the next map from 5 random candidates (0 = no, 1 = yes) (default 0)
// NOTE! Enabling this will disable random maprotation and the next map/gametype messages
//set awe_map_vote "0"

// Timout for voting in seconds (min 10, max 180) (default 30)
//set awe_map_vote_time "30"

// Make last alternative an option to replay the same map (0 = no, 1 = yes) (default 0)
//set awe_map_vote_replay "0"

//////////////////////
// Server/Clan logo //
//////////////////////

//
// !!IMPORTANT!! For advanced users only, follow those steps to change the text displayed
//
// 1. Rename the mod filename by addin an unique extension.
// For example rename z_awe_svr_customlogo.pk3 to z_awe_svr_myclanlogo.pk3
// (Without this step players with local AWE installations may not be able to connect to your server.)
//
// 2. Open your renamed .pk3 file with WinRAR (or WinZip)
//
// 3. Open /server_logo/_awe_server_logo.gsc with your favourite text editor.
//
// 4. Change the text between the quotationmarks
//
// 5. Save your changes
//
// 6. Use your renamed version of z_awe_svr_customlogo.pk3 _INSTEAD_ of the original version.
//
// 7. Also change the cvar below to "1"
//

// Show server/clan logo 0 = off, 1 = under compass, 2 = centered) (default 0)
//set awe_show_server_logo "0"

///////////////
// Obituarys //
///////////////

// Show obituarys? (0 = no, 1 = yes, 2 = extended) (default 1)
set awe_obituary "2"

// Show large death obituarys for the killed player? (0 = no, 1 = yes) (default 1)
set awe_obituary_death "1"

////////////////////
// Vsay functions //
////////////////////

// Enable functions by binding keys to vsay commands
// Example bind x "vsay AWE DW" will allow weapons drops with the x button

// Enable weapon drop with "vsay AWE DW" (0 = no, 1 = yes) (default 1)
//set awe_vsay_drop_weapon "1"

// Enable health drop with "vsay AWE DH" (0 = no, 1 = yes) (default 0)
//set awe_vsay_drop_health "0"


//////////////////////////////
// Unknown Soldier handling //
//////////////////////////////

// Make them reflect friendlyfire (0 = no, 1 = yes) (default 1)
// (This will stay effective until the next map even if they change their name.)
//set awe_unknown_reflect "1"

// Rename them automaticly (examples below)
// Player will get one of those names + a random number between 0 and 999.
// (They will still be threated like unknowns by the methods below and the friendlyfire reflect above.)
//set awe_unknown_name0 "I wear ladies underwear"
//set awe_unknown_name1 "Brad Pitt is sooo cute."

// Override message to display to renamed players, set it to "none" to disable the message completely
// set awe_unknown_rename_msg "none"

// Use a method to pester them (default 0)
// (Changing their name will stop this)
// 0 = do nothing
// 1 = make them drop their weapon
// 2 = force to prone and drop weapon
// 3 = keep them in shellshock
//set awe_unknown_method "0"

//////////////////
// UO Sprinting //
//////////////////

// UO sprinting (0 = no, 1 = yes, 2 = unlimited, 3 = override defaults) (default 1)
//set awe_uo_sprint "1"

// The cvars below is only used if awe_uo_sprint is set to "3"

// UO sprint time in percent of original time (default 100)
//set awe_uo_sprint_time "100"

// UO sprint recover time in percent of original time (default 100)
//set awe_uo_sprint_recover_time "100"

// UO sprint speed in percent of original time (default 100)
//set awe_uo_sprint_speed "100"

/////////////////////////////////////
// AWE Sprinting //
// (activated with the USE button) //
/////////////////////////////////////

// Enable AWE sprinting (0 = off, 1 = while standing, 2 = stand and crouch, 3 = stand, crouch and prone) (default 0)
// NOTE! Enabling this in UO will disable the built in UO sprinting.
//set awe_sprint "0"

// Enable hud (0 = off, 1 = on, 2 = alternate mode(reuses a commonly used shader)) (default 1)
//set awe_sprint_hud "1"

// Enable hud hint (0 = off, 1 = on) (default 1)
//set awe_sprint_hud_hint "1"

// Sprint speed increase in percent (default 60)
//set awe_sprint_speed "60"

// Max sprint time in seconds (default 3)
//set awe_sprint_time "3"

// Max recover time in seconds (default 2)
// Total recover time for a full recover will be this time + the maximum sprint time
//set awe_sprint_recover_time "2"

////////////////////////
// Dead body handling //
////////////////////////

// Disable bodies (0 = no, 1 = yes, 2 = play smoke fx) (default 0)
set awe_no_bodies "0"

// Burning bodies for players killed by flamethrower (0 = no, any number = time to burn in seconds) (default 5)
//set awe_burning_bodies "5"

// Searchable bodies (0 = no, any number = time to search in seconds) (default 1)
// NOTE! A random delay of 0 to 1 second will be added to the time above.
set awe_searchable_bodies "1"

// Allow healthpacks to be found (0 = no, 1 = yes) (default 1)
set awe_searchable_bodies_health "1"

//////////////
// Laserdot //
//////////////

// Laserdot transparency (0 = disabled, 1 = solid) (default 0)
//set awe_laserdot "0"

// Size of dot (default 2)
//set awe_laserdot_size "2"

// Color (default 1,0,0)
//set awe_laserdot_red "1"
//set awe_laserdot_green "0"
//set awe_laserdot_blue "0"

//////////////////////
// Welcome messages //
//////////////////////

// Delay (in seconds) between welcome messages (default "1")
set awe_welcome_delay "10"

// Welcome messages that are displayed to new players
set awe_welcome0 "Welcome to Greg's server!"
set awe_welcome1 "It runs AWE 2.12"
set awe_welcome2 "my web site--> www.grego34.com"
set awe_welcome3 "my chat site-->www.chatarea.com/Grego34sportsgames"

/////////////////////
// Server messages //
/////////////////////

// Delay between server messages in seconds (default 30)
//set awe_message_delay "60"

// Show next map and/or gametype as first message (0 = no, 1 = only map, 2 = lite, 3 = normal, 4 = extra) (default 2)
set awe_message_next_map "2"

// Loop messages (0 = no, 1 = yes) (default 1)
//set awe_message_loop "1"

// Show messages for each player, idealy use this when message looping is turned off (0 = no, 1 = yes) (default 0)
//set awe_message_individual "0"

// Server messages
// There is no limit, the message system will start over
// automaticly when the last message has been displayed.
set awe_message0 "^3This server runs ^6AWE ^52.1 beta (http://www.awemod.com)"
set awe_message1 "^3Tripwires can be placed by going prone with at least two grenades."

/////////////////////
// Team overriding //
/////////////////////

// Override allied team ("random", "american", "british", "russian") (default "")
// Will not have any effect on most of the UO maps since they are not comptible with this feature.
//set awe_team_allies ""

// Swap teams for each round in roundbased gametypes (0 = do not swap, 1 = swap) (default 0)
//set awe_team_swap "0"

///////////////
// Rain/Snow //
///////////////
// Rain/Snow will only show for players with the clientside mod installed
// Rain will only work on non winter maps and snow will only work on winter maps

// Chance in percent that there will be rain (default 0)
//set awe_rain "1"

// Chance in percent that there will be snow (default 0)
set awe_snow "100"

// Cold breath effect in winter maps (0 = no, 1 = yes) (default 0)
set awe_cold_breath "1"

////////////////////
// Fog overriding //
////////////////////
//
// Those settings should be always be tuned for each map.
// See fog.cfg for some examples.
// Only use cfog OR efog, NEVER use both for a map.
//

// String containing CullFog information (default "none")
// set awe_cfog "none"
//
// cfog is used like this
// set awe_cfog "A B C D E F"
// A = chance in percent for fog to be overridden
// B = Fog distance
// C = Fog distance2, if set to anything but 0, the fog will fade between distance and distance2
// D = Fog color, red intensity (min 0, max 1)
// E = Fog color, green intensity (min 0, max 1)
// F = Fog color, blue intensity (min 0, max 1)

// String containing ExpFog information (default "none")
// set awe_efog "none"
//
// efog is used like this
// set awe_efog "A B C D E F"
// A = chance in percent for fog to be overridden
// B = Fog density
// C = Fog density2, if set to anything but 0, the fog will fade between density and density2
// D = Fog color, red intensity (min 0, max 1)
// E = Fog color, green intensity (min 0, max 1)
// F = Fog color, blue intensity (min 0, max 1)

/////////////////////////////////////////////////////////////////////
// Painscreen, bloodyscreen and helmet popping (not for Merciless) //
/////////////////////////////////////////////////////////////////////

// Show painscreen (0 = off, other value = intensity in percent) (default 0)
set awe_painscreen "80"

// Show blood splatter on screen (0 = off, 1 = on) (default 0)
set awe_bloodyscreen "1"

// Pop helmets (0 = off, other value = chance in percent that helmet will pop) (default 50)
//set awe_pophelmet "50"

// Pop heads (0 = off, other value = chance in percent that head will pop) (default 0)
//set awe_pophead "0"

// The following cvars controls which things trigger the pophead code (0 = off, 1 = on) (default 1)
//set awe_pophead_bullet "1" // rifles, snipers and turrets
//set awe_pophead_melee "1" // Melee
//set awe_pophead_explosion "1" // Explosions

// Taunts (0 = disabled, 1 = enabled) (default 0)
set awe_taunts "1"

////////////////////////////////////
// Painsounds (not for Merciless) //
////////////////////////////////////

// 0 = no painsounds, 1 = painsounds (default 1)
//set awe_painsound "1"

/////////////////////
// Realism options //
/////////////////////

// Bleeding (not for MC) (0 = no, 1 to 100 = points to bleed) (default 0)
// Picking up a healthpack will stop bleeding
set awe_bleeding "25"

// Drop weapon on hand or gun hit (not for MC) (chance in percent 0-100) (default 0)
set awe_droponhandhit "10"

// Drop weapon on arm hit (not for MC) (chance in percent 0-100) (default 0)
//set awe_droponarmhit "0"

// Weapon drop on death? (0 = no, 1 = yes, 2 = drop all weapons) (default 1)
//set awe_dropondeath "1"

// Trip on leg hit (chance in percent 0-100) (default 0)
//set awe_triponleghit "0"

// Trip on foot hit (chance in percent 0-100) (default 0)
//set awe_triponfoothit "0"

// Disable crosshair (0 = don't disable, 1 = disable, 2 = enable) (default 0)
//set awe_no_crosshair "0"

//////////////////
// MG42 options //
//////////////////

// Disable all MG42s in the map (0 = no, 1 = yes) (default 0)
//set awe_mg42_disable "0"

// Spawn extra MG42s at random spawnpoints (0 = no) (default 0)
// Set to the number of extra MG42s you want.
//set awe_mg42_spawn_extra "0"

////////////////////
// PTRS41 options //
////////////////////

// Disable all PTRS41s in the map (0 = no, 1 = yes) (default 0)
//set awe_ptrs41_disable "0"

// Spawn extra PTRS41s at random spawnpoints (0 = no) (default 0)
// Set to the number of extra PTRS41s you want.
//set awe_ptrs41_spawn_extra "0"

//////////////
// Tripwire //
//////////////

// Enable tripwires (0 = no, 1 = yes, 2 = don't count teamkills, 3 = don't trigger on teammates) (default 0)
set awe_tripwire "3"

// Tripwire for each team (in DM this number will be doubled) (default 5)
//set awe_tripwire_limit "5"

// Display warning for teammates (0 = no, 1 = yes) (default 1)
//set awe_tripwire_warning "1"

// Time needed to place a tripwire (default 3)
//set awe_tripwire_plant_time "3"

// Time needed to pickup/defuse a tripwire (default 5)
//set awe_tripwire_pick_time "5"

///////////////////////////////
// Remote detonable satchels //
///////////////////////////////

// Enable remote detonable satchels(0 = no, 1 = yes) (default 0)
set awe_satchel "1"

// Remote detonable limit for each team (in DM this number will be doubled) (default 5)
//set awe_satchel_limit "5"

// Time needed to place a satchel (default 3)
//set awe_satchel_plant_time "3"

// Time needed to pickup/defuse a tripwire (default 5)
//set awe_satchel_pick_time "5"

//////////////////////////////////////
// Turret options (MG42s & PTRS41s) //
//////////////////////////////////////

// Enable mobile turrets (0 = no, 1 = yes) (default 0)
//
// !!!ATTENTION!!! This is a great feature but it can cause client crashes with a PunkBuster violation as a result.
// It's likely more stable on LAN games.
// If players are disconnected with PB violation errors like "Losing Key Packets", try disable the mobile turrets.
//
//set awe_turret_mobile "0"

// Disallow primary weapons while carrying an turret (0 = no, 1 = yes) (default 1)
//set awe_turret_penalty "1"

// Recover turrets if player is killed in a minefield (0 = no, 1 = yes) (default 1)
//set awe_turret_recover "1"

// Time needed to place a turret (default 2)
//set awe_turret_plant_time "2"

// Time needed to pickup a turret (default 1)
//set awe_turret_pick_time "1"

////////////////////////////////////////
// Turret spawning at fixed positions //
////////////////////////////////////////
// This one needs a little work from the serveradmin.
// Start a map with awe_debug set to 1.
// Make sure you spawn a bunch extra MG42s.
// When you place a turret in position that you wish to use,
// use it and write down the values that appear.
// Use those values in your config as showed in the examples below.

// Example that adds two MG42s to mp_depot
// set awe_turret_x0_mp_depot "112"
// set awe_turret_y0_mp_depot "461"
// set awe_turret_z0_mp_depot "102"
// set awe_turret_a0_mp_depot "138"
// set awe_turret_w0_mp_depot "mg42_bipod_duck_mp"
// set awe_turret_x1_mp_depot "-417"
// set awe_turret_y1_mp_depot "1922"
// set awe_turret_z1_mp_depot "147"
// set awe_turret_a1_mp_depot "-90"
// set awe_turret_w1_mp_depot "mg42_bipod_prone_mp"

//////////////////////
// Spawn protection //
//////////////////////

// Number of seconds that a spawned player is protected (0 = off) (default 0)
set awe_spawn_protection "5"

// The allow range to move before spawn protection is turned off. (default 50)
//set awe_spawn_protection_range "50"

// Hud element indicating protection (0 = off, 1 = small, 2 = LARGE) (default 1)
//set awe_spawn_protection_hud "1"

// Headicon indicating protection (0 = off, 1 = on) (default 1)
//set awe_spawn_protection_headicon "1"

// Drop weapon if shooting someone while spawnprotected (0 = no, 1 = yes) (default 0)
//set awe_spawn_protection_dropweapon "0"

// Disable weapon while spawnprotected (0 = no, 1 = yes) (default 0)
//set awe_spawn_protection_disableweapon "0"

/////////////////
// Parachuting //
/////////////////

// Parachute players (0 = disabled, 1 = once for each round/match, 2 = always) (default 0)
set awe_parachutes "2"

// Only attackers parachute (0 = no, 1 = yes) (default 1)
set awe_parachutes_only_attackers "0"

// Protect parachuters from damage? (0 = no, 1 = yes) (default 1)
// Setting this to 0 also leaves the weapons enabled while parachuting.
set awe_parachutes_protection "0"

// Limit altitude (0 = no limit) (default 1700)
// Some maps like mp_ship have a really high sky and not using a limit could mean
// parachuting for 30 seconds or more before landing.
set awe_parachutes_limit_altitude "1000"

// Customized settings for gametypes (examples)
//set awe_parachutes_hq "2" // Always parachute in HQ
//set awe_parachutes_mc_hq "2" // Always parachute in HQ (Merciless)
//set awe_parachutes_only_attackers_hq "0" // Both teams parachute
//set awe_parachutes_only_attackers_mc_hq "0" // Both teams parachute (Merciless)

//set awe_parachutes_only_attackers_dm "0" // Both "teams" parachute in DM
//set awe_parachutes_only_attackers_mc_dm "0" // Both "teams" parachute in DM (Merciless)

////////////////////////////
// Tracers and skyflashes //
////////////////////////////

// Number of ambient tracers (0=off) (default 0)
//set awe_tracers "0"
//set awe_tracers_delay_min "5"
//set awe_tracers_delay_max "15"

// Number of ambient skyflashes (0=off) (default 5)
//set awe_skyflashes "5"
//set awe_skyflashes_delay_min "5"
//set awe_skyflashes_delay_max "15"

///////////////////
// Ammo limiting //
///////////////////

// Unlimited ammo (0 = no, 1 = yes, 2 = yes + unlimited clip) (default 0)
//set awe_unlimited_ammo "0"

// Unlimited grenades (0 = no, 1 = yes) (default 0)
//set awe_unlimited_grenades "0"

// Unlimited smoke grenades (0 = no, 1 = yes) (default 0)
//set awe_unlimited_smokegrenades "0"

// Minimum ammo in percent of max ammo for weapon (default 100)
//set awe_ammo_min "100"

// Maximum ammo in precent of max ammo for weapon (default 100)
//set awe_ammo_max "100"

// For example, if a certain weapon have a max ammo of 360, this setup will give
// the player a randomized ammo of 180(50%) to 270(75%)
// It will be applied for all weapons except grenades and panzerfausts.
//set awe_ammo_min "50"
//set awe_ammo_max "75"

////////////////////
// Weapon options //
////////////////////
// This variables allow you to force specific weapons regardless of what the player choosed in the weapon menu
// By default this cvars are set to be empty which means it will not force weapons.
// If you set a variable to "none", that weapon slot will be disabled.
//
// For example:
// set awe_grenade_type "none"
// will make all players spawn without grenades.
//
// You can override this settings for each team.
// For example:
// set awe_secondary_weapon "panzerfaust_mp"
// set awe_secondary_weapon_russian "fg42_mp"
// will give all teams a Panzerfaust as secondary weapon except the russian team which will get a FG42.
//
// Example 2:
// set awe_secondary_weapon_american "bar_mp"
// set awe_secondary_weapon_british "bren_mp"
// set awe_secondary_weapon_german "mp44_mp"
// set awe_secondary_weapon_russian "fg42_mp"
//

//set awe_primary_weapon "" // Valid values:
//set awe_secondary_weapon "" // "m1carbine_mp" "m1garand_mp" "thompson_mp" "bar_mp" "mg30Cal_mp"
// "enfield_mp" "sten_mp" "bren_mp" "springfield_mp" "sten_silenced_mp"
// "mosin_nagant_mp" "ppsh_mp" "mosin_nagant_sniper_mp" "svt40_mp" "dp28_mp"
// "kar98k_mp" "mp40_mp" "mp44_mp" "kar98k_sniper_mp" "gewehr43_mp" "mg34_mp"
// "fg42_mp" "panzerfaust_mp" "bazooka_mp" "flamethrower_mp" "panzerschreck_mp"
// "none"
//
// awe_secondary_weapon also takes the following options:
// "select" - Select the secondary weapon from the menu
// "selectother" - Select the secondary weapon from the other teams menu
// "disable" - Disable the secondary weapon slot
// "random" - Choose a random weapon
// "randomother" - Choose a random weapon from the other team

//set awe_pistol_type "" // Valid values
// "colt_mp" "luger_mp" "tt33_mp" "webley_mp"
// "none"

//set awe_grenade_type "" // Valid values
// "fraggrenade_mp" "mk1britishfrag_mp"
// "rgd-33russianfrag_mp" "stielhandgranate_mp"
// "none"

//
// Normally in roundbased gametypes you can pickup a secondary weapon and if you're alive when the round ends
// you will keep that weapon. If you want to awe_secondary_weapon to force/disable a weapon in that situation,
// you'll have to set this variable to 0.
// (0 = don't keep, 1 = keep picked up weapon) (default 1)
// Note! To disable the keeping of a secondary weapon you also have to set awe_secondary_weapon to "none"
//set awe_secondary_weapon_keepold "1"

//set awe_smokegrenade_type "" // Valid values
// "smokegrenade_mp" "flashgrenade_mp"
// "none"

// Allow Silenced Sten as a selectable weapon for the british team (0 = no, 1 = yes) (default 1)
set scr_allow_sten_silenced "1"

// Allow FG42s as a selectable weapon for the allies (0 = no, 1 = yes) (default 0)
//set scr_allow_fg42_allies "0"

// Allow FG42s as a selectable weapon for the axis (0 = no, 1 = yes) (default 0)
//set scr_allow_fg42_axis "0"

// Make Bazookas, Panzerschrecks and Flamethrowers selectable from weapon menu (0 = no, 1 = yes) (default 0)
// (Requires clientside mod on the clients)
set scr_allow_ft_allies "1"
set scr_allow_rl_allies "1"
set scr_allow_ft_axis "1"
set scr_allow_rl_axis "1"

/////////////////////
// Weapon limiting //
/////////////////////

// Sets the maximum number of weapons for each type and team (0 = no limit) (default 0)
// A weapon that has reached the limit will automaticly be removed if dropped.
//
// !!IMPORTANT!! Do NOT use weapon limiting if you run Behind Enemy Lines(bel/mc_bel).
//
//set awe_rifle_limit "0"
//set awe_boltrifle_limit "0"
//set awe_semirifle_limit "0"
//set awe_smg_limit "0"
//set awe_assault_limit "0"
//set awe_sniper_limit "0"
//set awe_lmg_limit "0"
//set awe_ft_limit "0"
//set awe_rl_limit "0"
//set awe_fg42_limit "0"

// !! NOTE !! Enabling limiting of bolt and/or semi rifle will disable the rifle limit

// Rifles: M1 Carbine, M1 Garand, Nagant, SVT40, Kar98k, Gewehr43, Enfield
// Bolt Rifles: M1 Carbine, Nagant, Kar98k, Enfield
// Semi Rifles: M1 Garand, SVT40, Gewehr43
// SMG: Thomson, Sten, Sten Silenced, PPSh, MP40
// Assault: Bar, Bren, MP44
// Snipers: Springfield, Scoped Nagant, Scoped Kar98k
// LMG: MG34, DP28, 30Cal
// FT: Flamethrower
// RL: Rocket Launchers (Bazooka & Panzerschreck)
// FG42: FG42

//////////////////////
// Grenade settings //
//////////////////////

// Override the default number of grenades (0 = don't override, other value = number of grenades) (default 0)
set awe_grenade_count "3"

// Randomize number of grenades (0 = no, 1 = minimum 1 grenade, 2 = minimum 0 grenades) (default 0)
// If awe_grenade_count is used it will use that as the max number, otherwise it will
// use the weaponbased grenade count as max number of grenades.
//set awe_grenade_count_random "0"

// Chance in percent that a warning will be shouted when a grenade is thrown (default 100)
set awe_grenade_warning "50"

// A grenade warning will only be shouted if a team mate is within this range (default 500)
set awe_grenade_warning_range "500"

// Override the default number of smoke grenades (0 = don't override, other value = number of grenades) (default 0)
set awe_smokegrenade_count "2"

// Randomize number of smoke grenades (0 = no, 1 = minimum 1 grenade, 2 = minimum 0 grenades) (default 0)
// If awe_smokegrenade_count is used it will use that as the max number, otherwise it will
// use the weaponbased grenade count as max number of grenades.
//set awe_smokegrenade_count_random "0"

// Override the default number of satchel charges (0 = don't override, 1 = spawn with one satchel charge) (default 0)
//set awe_satchel_count "0"

// Sticky nades and satchels (Attachable with melee button) (0 = no, 1 = yes, 2 = yes and also attachable to players) (default 0)
set awe_sticky_nades "1"

// Fuse time for sticky grenades (default 4)
set awe_sticky_nades_grenade_fuse "4"

// Fuse time for sticky satchels (default 6)
set awe_sticky_nades_satchel_fuse "6"

// Show cooking progress bar (Not for UO) (0 = no, 1 = yes) (default 1)
//set awe_show_cooking "1"

/////////////
// Mortars //
/////////////

// enable ambient mortars. 0 = off, 1 to 10 = number of mortars to use (default 3)
set awe_mortar "0"

// Use random mortars instead of player tracking (0 = no, 1 = yes) (default 0)
//set awe_mortar_random "0"

// Use earthquake near mortar explosion (0 = no, 1 = yes) (default 1)
//set awe_mortar_quake "0"

// prevent the mortars from hitting players. (0 = deadly, 1 = safe) (default 1)
//set awe_mortar_safety "1"

// minimum delay between a mortar's firing cycle (seconds) (default 20)
//set awe_mortar_delay_min "20"

// maximum delay between a mortar's firing cycle (seconds) (default 60)
// the actual delay is a random value between _min and _max,
// and is independant for each mortar.
// i.e. with _min = 20, _max = 60, each mortar will wait randomly
// from 20 to 60 seconds between firing rounds.
//set awe_mortar_delay_max "60"


////////////////////////////////////////////////////////
// Anti Teamkilling (on by default, but only reflect) //
////////////////////////////////////////////////////////

// Maximal allowed teamkills (0 = turns function off) (default 3)
set awe_teamkill_max "3"

// Number of teamkills before recieving a warning. (default 1)
//set awe_teamkill_warn "1"

// Punishment method for teamkillers (default 0)
// 0 = disabled
// 1 = Use random punishment
// 2 = kill
// 3 = blow up
// 4 = drop weapon, force to prone and shellshock for 15 seconds
set awe_teamkill_method "3"

// Reflect damage after reaching max teamkills (0=no, 1=yes) (default 1)
//set awe_teamkill_reflect "1"

// Message to display to a player reaching max teamkills.
// set awe_teamkill_msg

//////////////////////////////////////
// Anti Teamdamage (off by default) //
//////////////////////////////////////

// Maximal allowed teamdamage (0 = turns function off) (default 0)
//set awe_teamdamage_max "0"

// Team damage before starting to warn. (default 0)
//set awe_teamdamage_warn "0"

// Punishment method for teamdamagers (default 0)
// 0 = disabled
// 1 = Use random punishment
// 2 = kill
// 3 = blow up
// 4 = drop weapon, force to prone and shellshock for 15 seconds
//set awe_teamdamage_method "0"

// Reflect damage after reaching max teamdamage (0=no, 1=yes) (default 1)
//set awe_teamdamage_reflect "1"

// Message to display to a player reaching max teamdamage.
// set awe_teamdamage_msg

///////////////////////////////////
// Anti camping (off by default) //
///////////////////////////////////
// Maxmal allowed camping time in seconds. (0 = turns function off) (default 0)
//set awe_anticamp_time "0"

// Time that the player will be marked for camping in seconds. (default 90)
// Settings this to 0 makes the mark stay until killed.
//set awe_anticamp_marktime "300"

// Punishment method for campers (default 0)
// 0 = mark on compass
// 1 = Use random punishment
// 2 = kill
// 3 = blow
// 4 = drop weapon, force to prone and shellshock for 15 seconds
//set awe_anticamp_method "0"

// Interval in seconds between random messing with camper (0 = turns function off) (default 0)
// Randomizes between tripping, 5 seconds shellshock and painsound.
//set awe_anticamp_fun "0"

// Message to display to a player that survived while being marked.
// set awe_anticamp_msg_survived

// Message to display to a player that died while being marked.
// set awe_anticamp_msg_died

////////////
// Stukas //
////////////

// Number of stukas (0 = turned off) (default 0)
// (Actual number is awe_stukas + 0 to 2 extra (randomized))
//set awe_stukas "0"

// Percent chance that a stuka will crash (default 20)
//set awe_stukas_crash "20"

// Make stuka crashes safe for players (0 = no, 1 = yes) (default 0)
//set awe_stukas_crash_safety "0"

// Earthquake on stuka crash (0 = no, 1 = yes) (default 1)
//set awe_stukas_crash_quake "1"

// Time in seconds that a crashed stuka will stay (default 30)
//set awe_stukas_crash_stay "30"

// Delay between stukas (default 500)
//set awe_stukas_delay "105"

// Map specific examples
//set awe_stukas_mp_brecourt "3"
//set awe_stukas_mp_carentan "2"

////////////////
// C47 planes //
////////////////

// 0 = no C47 planes, 1 = C47 planes flying by (default 0)
//set awe_bombers "0"

// delay between each squadron of C47 planes (default 300 seconds)
//set awe_bombers_delay "240"
//set awe_bombers_delay_sd "90" // Need to set this lower or the planes will never show in SD.

// The following variables can be used to override the calculated position of where the C47 planes spawn.
// awe_bombers_altitude // altitude for bombers (Z)
// awe_bombers_distance // distance for bombers (Y)

// For the stock maps it works fine with the altitude position except in mp_dawnville where the
// planes, parachutes and skyflashes get an altitude around 700 where they should get 1500.
// I recommend overriding the altitude for mp_dawnville by adding this to your config file:
set awe_bombers_altitude_mp_dawnville "1500"

// Same goes for the distance of the planes. If the planes can't be seen the effect will not be played,
// so for some maps it's recommended to override the default starting distance.
set awe_bombers_distance_mp_brecourt "-9000"
set awe_bombers_distance_mp_pavlov "4000"
set awe_bombers_distance_mp_ship "-7000"

/////////////////////////////
// Override ranking system //
/////////////////////////////

// Points recieved for achiving goals
//set awe_br_points_objective "5" // Achieving an objective
//set awe_br_points_teamcap "1" // How many points to the team
//set awe_br_points_cap "2" // Capping a flag
//set awe_br_points_assist "1" // Assisting a cap
//set awe_br_points_defense "2" // Killing enemy in flag zone
//set awe_br_points_kill "1" // Getting a kill
//set awe_br_points_teamkill "-3" // Killing someone on your own team
//set awe_br_points_suicide "-1" // Killing yourself
//set awe_br_points_dying "0" // Getting killed
//set awe_br_points_reversal "0" // Other team taking a flag

// Points need to reach each rank
set awe_br1 "5"
set awe_br2 "10"
set awe_br3 "15"
set awe_br4 "20"

// Ammo load outs for rank 0
//set awe_br0_gunclips "4"
//set awe_br0_pistolclips "2"
//set awe_br0_grenades "3"
//set awe_br0_smokegrenades "2"
//set awe_br0_satchelcharge "1"

// Ammo load outs for rank 1
//set awe_br1_gunclips "4"
//set awe_br1_pistolclips "3"
//set awe_br1_grenades "3"
//set awe_br1_smokegrenades "2"
//set awe_br1_satchelcharge "1"

// Ammo load outs for rank 2
//set awe_br2_gunclips "5"
//set awe_br2_pistolclips "3"
//set awe_br2_grenades "3"
//set awe_br2_smokegrenades "2"
//set awe_br2_satchelcharge "1"

// Ammo load outs for rank 3
//set awe_br3_gunclips "5"
//set awe_br3_pistolclips "4"
//set awe_br3_grenades "3"
//set awe_br3_smokegrenades "2"
//set awe_br3_satchelcharge "1"

// Ammo load outs for rank 4
//set awe_br4_gunclips "6"
//set awe_br4_pistolclips "4"
//set awe_br4_grenades "3"
//set awe_br4_smokegrenades "2"
//set awe_br4_satchelcharge "1"

/////////////////
// Base health //
/////////////////

//set scr_bas_basehealth "xxxxx" // 700 * ? (how many shells to destroy bunker)
default is 7000 (10 hits)

//Examples:
//set scr_bas_basehealth "10500" // would require 15 hits ..
set scr_bas_basehealth "7000" // would require 10 hits ..

//////////////////////////
// Jeep/Tank respawning //
//////////////////////////

// Jeep respawning time in seconds(default 5)
set scr_jeep_respawn_wait "5"

// Tank respawning time in seconds(default 10)
set scr_tank_respawn_wait "10"

// Time to capture enemy tanks (milliseconds) (default 15000)
set scr_tank_capture_time "15000"

//////////////////////
// Damage modifiers //
//////////////////////
// NOTE1: Grenades have increased damage by default as always in AWE but can be restored to stock damage by setting the dmgmod cvar to 100.
// NOTE2: Flamethrowers damage cannot be reduced much but they can be made a little weaker by setting the dmgmod to 50% or lower.
// : And estimate would be that it reduces the flamethrowers to somewhere around 50-75% of the stock damage.
// : To make the flamethrower weaker than that you can use the awe_flamethrower_hitrate cvar (se below).

// American
//set awe_dmgmod_m1carbine_mp "100"
//set awe_dmgmod_m1garand_mp "100"
//set awe_dmgmod_thompson_mp "100"
//set awe_dmgmod_bar_mp "100"
//set awe_dmgmod_springfield_mp "100"
//set awe_dmgmod_fraggrenade_mp "183" // Default in AWE is 183%
//set awe_dmgmod_colt_mp "100"
// American United Offensive
//set awe_dmgmod_mg30Cal_mp "100"

// British
//set awe_dmgmod_enfield_mp "100"
//set awe_dmgmod_sten_mp "100"
//set awe_dmgmod_bren_mp "100"
//set awe_dmgmod_mk1britishfrag_mp "183" // Default in AWE is 183%
// British United Offensive
//set awe_dmgmod_webley_mp "100"
//set awe_dmgmod_sten_silenced_mp "100"

// German
//set awe_dmgmod_kar98k_mp "100"
//set awe_dmgmod_mp40_mp "100"
//set awe_dmgmod_mp44_mp "100"
//set awe_dmgmod_kar98k_sniper_mp "100"
//set awe_dmgmod_stielhandgranate_mp "183" // Default in AWE is 183%
//set awe_dmgmod_luger_mp "100"
// German United Offensive
//set awe_dmgmod_gewehr43_mp "100"
//set awe_dmgmod_mg34_mp "100"

// Russian
//set awe_dmgmod_mosin_nagant_mp "100"
//set awe_dmgmod_ppsh_mp "100"
//set awe_dmgmod_mosin_nagant_sniper_mp "100"
//set awe_dmgmod_rgd-33russianfrag_mp "183" // Default in AWE is 183%
// Russian United Offensive
//set awe_dmgmod_tt33_mp "100"
//set awe_dmgmod_svt40_mp "100"
//set awe_dmgmod_dp28_mp "100"

// "Common" weapons
//set awe_dmgmod_fg42_mp "100"
//set awe_dmgmod_panzerfaust_mp "100"
// "Common" weapons United Offensive
//set awe_dmgmod_flamethrower_mp "50" // Default in AWE is 50%
//set awe_dmgmod_bazooka_mp "100"
//set awe_dmgmod_panzerschreck_mp "100"
//set awe_dmgmod_satchelcharge_mp "100"

// Turrets and tanks
//set awe_dmgmod_mg42_bipod_duck_mp "100"
//set awe_dmgmod_mg42_bipod_prone_mp "100"
//set awe_dmgmod_mg42_bipod_stand_mp "100"
//set awe_dmgmod_PTRS41_Antitank_Rifle_mp "100"
// United Offensive
//set awe_dmgmod_30cal_tank_mp "100"
//set awe_dmgmod_50cal_tank_mp "100"
//set awe_dmgmod_elefant_turret_mp "100"
//set awe_dmgmod_mg34_tank_mp "100"
//set awe_dmgmod_mg42_tank_mp "100"
//set awe_dmgmod_PanzerIV_turret_mp "100"
//set awe_dmgmod_sg43_tank_mp "100"
//set awe_dmgmod_sherman_turret_mp "100"
//set awe_dmgmod_su152_turret_mp "100"
//set awe_dmgmod_flak88_turret_mp "100"
//set awe_dmgmod_mg42_turret_mp "100"
//set awe_dmgmod_mg50cal_tripod_stand_mp "100"
//set awe_dmgmod_mg_sg43_stand_mp "100"
//set awe_dmgmod_sg43_turret_mp "100"
//set awe_dmgmod_t34_turret_mp "100"

// Flamethrower hitrate, used to set the chance i percent that a flamethrower damage will occur (default 100)
// Setting it to "50" should roughly remove 50% of the damage done by flamethrowers.
//set awe_flamethrower_hitrate "100"
blink.gif
ScrapyardBob
I know the one box that I test with uses a hunkmegs setting of only 128, but that's not running the AX mod... but it will be late-week until I can even sit down and start troubleshooting the issue.

Could be the new sound effects or possibly simply the size of the BSP file (due to the additional VCLOG that was added in beta #3).


...

On the upside, MOB's Tuchola Server is now #27 on game-monitor's ranking (used to run at #52 when it was no time-limit Barbarossa).
logik
QUOTE(ScrapyardBob @ 05/15/06 6:57pm) *
On the upside, MOB's Tuchola Server is now #27 on game-monitor's ranking (used to run at #52 when it was no time-limit Barbarossa).


congrats biggrin.gif
Silver
problem/glitch with G3

bob can you pm me your email I cant add the demo
ScrapyardBob
I looked at my com_hunkmegs setting tonight. Mine is only set to 256. However, I have 2GB of RAM on the game PC. So... I dunno. I know that back when I was playing the Smolensk map, I had to raise my com_hunkmegs from 128 to 256 (even with the 2GB of RAM).

My other PC uses a com_hunkmegs setting of 128 and never had an issue taking screenshots. (But that PC has 3GB of RAM.)
Stickman
QUOTE(ScrapyardBob @ 05/20/06 1:02am) *
I looked at my com_hunkmegs setting tonight. Mine is only set to 256. However, I have 2GB of RAM on the game PC. So... I dunno. I know that back when I was playing the Smolensk map, I had to raise my com_hunkmegs from 128 to 256 (even with the 2GB of RAM).

My other PC uses a com_hunkmegs setting of 128 and never had an issue taking screenshots. (But that PC has 3GB of RAM.)


Were this most anyone but you, Bob, i would say:
"You should change your hunkmegs setting to half your system memory for better performance"

However, as it IS you, Bob, I assume you have a good reason you haven't done so. I, for one, would like to know what it is. Are you just making sure Tuchola runs well on lower settings, or am i missing something about the whole hunkmegs issue?

ScrapyardBob
Other then when I played on Smolensk back in February and first encountered the issue, I never had a reason to increase my hunkmegs from 128 to anything higher. Smolensk forced me to raise it to avoid the hunkmegs warning.

I'm not sure why 256 works for some people but not others.
Leonsio
Maaan. I just accidentally erased all my previous comliments to the CREATORS of the map. Sucks.

It's awesome anyway. Adds another 40% to my "Stoly".



Yes. See you all in the paths!
ScrapyardBob
Well, after a few busy weeks of real work, I'm finally caught up. I plan on starting work on Beta #4 (which is basically a release candidate for final). It will be mostly cosmetic work:

- I may publish a test copy of Beta #3 that attempts to address the hunkmeg situation if I can find out what causes it. This may involve wiping out large swaths of foliage or may simply require turning off the random foliage option in a config file.

Plans for Beta #4:

- Fixing the interior of treelines to block any remaining exploits.

- Finish detailing the treelines (some treelines are missing the taller, interior tree graphics)

- Fix the missing terrain on the borders (SW Bridge, R1 area and G Spawn area)

- Fix the fences that are in the E Farm area. I've decided not to re-shape the terrain around the NE Farm Bunker (which is why those fences were not fixed in Beta #3).

- Find any floating bushes or trees.

It will probably take me 2-3 weeks to clean all of this up and make sure that I'm getting as close to final as I can get it. Other then the hunkmegs issues, I haven't heard any major, game-breaking, complaints about beta #3.
ScrapyardBob
Looking at the 14 days of log files from the release of Beta #3 until I changed the time limit to 45 minutes (from 35 minutes). Specifically, log file 05042006_0629 to 05182006_0629.

First up is the search for "ExitLevel: executed" which gives me a count of the number of matches played over the 14 days. There are 315 occurences which is 22.5 matches/day or around 64 minutes/match. It's not possible to get round lengths because the log files don't differentiate between intermission rounds and actual rounds within a match.

Next, I search for ";bas_breached" to find the # of times bases are breached, broken down by the number of lines containing ";axis;" which are lines where an axis team member breached an allied base. Repeat this for ";bas_planted" and ";bas_destroyed".

2189 bases breached, 1087 by axis, 1102 by allies
2727 plant attempts, 1359 by axis, 1368 by allies
1515 bases destroyed, 722 by axis, 793 by allies
56% success, 53% for axis plants, 58% for allied plants

So that shows a very slight bias towards allies on the map.
ScrapyardBob
Next up is the past 8 days (05192006_0629 to 05262006_0629) which covers 5/18 to 5/25 after the time limit was changed to 45 minutes/round. Some of the log file sizes look funky, so the match length estimate might be a bit "off".

159 matches over 8 days = 72 min/matches

Looking only at the last 4 days of log files

97 matches over 4 days = 59 min/round

Whee, a big amount of wiggle room in those numbers... onward to the more solid numbers.

...

1566 bases breached, 745 by axis, 821 by allies
2000 plant attempts, 964 by axis, 1036 by allies
1193 bases destroyed, 535 by axis, 658 by allies
60% success rate, 55% for axis plants, 64% for allied plants

Hmm... definitely a bit more bias towards the allies over the past week of gameplay.
HarryCaray
I found that after you die and when the timer is counting if you select a new gun you can respawn before the timer finishes. When you respawn the timer will still be on your screen counting down.
stealth
tuchola=best map ever!!!!!!!

is there still more to add to tuchola cause i noticed its still a beta but its still rocks!!

w00t2.gif w00t2.gif





[-MSO-]Stealth

Amanda Hugginkiss

Well, I chatted with Scrapyard Bob in game about my problems with this map...

First off, I use a DP G4 macintosh with 1 GB of RAM and a pretty decent video card...I have NO issues with ANY of the other maps and didn't have an issue with the second Beta of THIS map.

I seem to lock up every 10 minutes or so with memory allocation errors...

Could THIS be the "hunkmegs" error that I read about??

I thought Bob had a fix to this...do I need to do the "/seta com_hunkmegs "256" trick??

I'd REALLY like to get this figured out...

Thanks!
Lord Lipton
QUOTE(Amanda Hugginkiss @ 06/08/06 2:55pm) *

Well, I chatted with Scrapyard Bob in game about my problems with this map...

First off, I use a DP G4 macintosh with 1 GB of RAM and a pretty decent video card...I have NO issues with ANY of the other maps and didn't have an issue with the second Beta of THIS map.

I seem to lock up every 10 minutes or so with memory allocation errors...

Could THIS be the "hunkmegs" error that I read about??

I thought Bob had a fix to this...do I need to do the "/seta com_hunkmegs "256" trick??

I'd REALLY like to get this figured out...

Thanks!


still never figured out if your a guy or girl, hugginkiss. i think goosedown has a thing for you either way

wink.gif
Amanda Hugginkiss
All will be revealed if/when I get approved to be a [Reg]...


biggrin.gif biggrin.gif biggrin.gif
HarryCaray
Let's break it down.

Amanda Hugginkiss (A-Man-To-Hug-And-Kiss)

Either it's a women looking for A-Man-To-Hug-And-Kiss
Or a Man looking for A-Man-To-Hug-And-Kiss (If so consult Lipton)

Also it can be a Man that is both Huggable and Kissable

After the test with beakers and stem cell experiments I have concluded it's a man.

Now let's go have some Hot Dicken Cyder.
)--S@B0T-->
QUOTE(Amanda Hugginkiss @ 06/08/06 9:34pm) *
All will be revealed if/when I get approved to be a [Reg]...


biggrin.gif biggrin.gif biggrin.gif


Actually, a good, solid, informative introduction is part of the induction process on the road to becoming a {MOB}[Regs].

Amanda Hugginkiss
QUOTE()--S@B0T--> @ 06/09/06 8:16am) *

QUOTE(Amanda Hugginkiss @ 06/08/06 9:34pm) *
All will be revealed if/when I get approved to be a [Reg]...


biggrin.gif biggrin.gif biggrin.gif


Actually, a good, solid, informative introduction is part of the induction process on the road to becoming a {MOB}[Regs].



Ah...I sent that to the "recruitment" e-mail.

OK, here goes...I have been playing CoD since it came out and MOHAA before that. I was in an English Clan for a short time ( The [V2] Clan for MOHAA), but couldn't really devote too much time because of my family and what not. I'm an old fart (42) and yes, I'm a guy...I HAD anoother moniker for a while, but I was told to change it a while ago on a different server (don't worry, it wasn't hateful or racist).

I've been playing on the MOB servers for a VERY long time, and was prettty proficient at the Bar.b server during the first Beta edition (I could blast the crap out oof tthe bases from the PAK guns...LOL).

I don't have enough time in my life to devote as a full time member, but I'd like to be able to get on the servers whenever I have a free moment. I alsso don't mind policing the servers when I can to get rid of all the asshats wwho "talk smart" and ruin the games for alll of us...we don't need a bunch of punks ruining our games.

I'm not a "gun nut", but I AM a WW2 re-enactor and DO have a few WW2 uniforms (US and Russian), a Garand, Mosin-Nagant Rifle and a Victory Revolver and my re-enacting unit has a Sherman tank...

Here's our website:

www.30thhrs.org

How's that??

cool.gif cool.gif cool.gif
)--S@B0T-->
Quite nice actually. Nice to meet you, and welcome!

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