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News!Tuchola Forest statistics
Stats for the week:
http://8.9.4.75/Barb2_7day_stats/index.html 448 breached 599 plants 329 destroyed (55%) 282 defused For just Tuesday: 216 planted (107 allied bases planted, 109 axis bases) 101 destroyed (47%, 48 allied bases, 53 german bases) 45% chance of an allied base being planted and destroyed 49% chance of a german base being planted and destroyed ... Pretty even, eh? posted by Wuphon's on Wednesday, April 19, 2006 Tuchola Forest Beta #2
I'm on-target for a release of Beta #2 on Monday morning. This beta fixes some game balance issues and other things that were identified during Beta #1. There are still some outstanding issues that won't be corrected in time for Monday, so they have been tabled until Beta #3.
README_ADMINS_TucholaForest.txt README_TucholaForest.txt CHANGES_TucholaForest_Beta2.txt Download link Download link for beta #2 mp_uo_tuchola_b1.zip (7436KB) - Apr 17 2006 posted by Wuphon's on Sunday, April 16, 2006 CoD:UO - Restarting server due to numSnapshotEntities wrapping
Here's the error message that occurs when you run a server 24/7 without rotating to a different map. The only way to avoid this error is to either:
1) Rotate to a different map every few hours 2) Restart your server daily and hope that you don't hit the error before the next restart 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 on our test server, it might be good to restart the server daily. An alternate solution is to create an "intermission" map that only stays loaded for 5 minutes after every 10-15 rounds. posted by Wuphon's on Saturday, April 15, 2006 Tuchola Forest - Beta #1 thoughts
Did some testing on the paks, there are a few that had a few extra degrees of elevation added or removed for beta2.
I'm 90% sure it's possible to shell long-range across the map using tanks. So long as you have to move the tank out of its starting position, I'm not going to interfere with those firing solutions. Naturally, the G3 tank scrape will probably figure prominently in the german firing solutions. ... Watched a few more spawn rape situations tonight. I have some ideas as to what the Russians need to get out from under that sort of situation. I study spawn rape situations very closely when they occur to see what the defenders try to do to escape. I think the Germans are covered. They have 5 spawn buildings, arranged in a circular fashion. Each building has anti-tank rounds and it's not immediately obvious that you've spawned in those locations. Two or more Russian tanks can hold down the German spawn for about 2-3 minutes before they'll get pushed out. That's about right in my book and the Germans aren't dying as soon as they spawn. Challenging, but not frustrating. Russians need a few more trenches, plus I need to finish the two bunkers. Maybe a few more bushes at the corners of buildings / rocks / walls. Even with an unfinished spawn area, the Russians manage to push Germans out in a few minutes. Russian spawn rape is a bit more frustrating then challenging at the moment so I need to tilt it slightly to be more favorable to Russians. ... I'll probably move the R2 pak gun about 10 meters to the south (other side of the road). That will let me put foliage at the current position, letting Russian infantry slip the corner easier without being seen while going for a defuse. The current R2 pak45 is also too vulnerable (gunner is too easily killed). I think I fixed all of the angles on the other pak guns. ... v092 might go up on the test server on Friday/Saturday. This will be an incomplete preview version of beta2 changes just to make sure everything is working properly while I finish the other things that need to be fixed for beta2 release. (Beta2 will probably release on Mon/Tue. Things are balanced enough that I don't feel the need to rush the release.) I'll be putting v092 up so that I can get some feedback on the G1 changes (moved things around in the G1 area). ... I'll probably swap one of the KV1s for a stock T34. Russians need one more fast-moving tank for offense. I'm unsure whether to give the Russians an additional T34 in exchange for one of the milk trucks, but I'm probably going to go ahead and do it for beta2 and see what happens. That will give a vehicle balance during BAS of: German (2) Jagd (1) StugIII (3) Panzer IV (3) Panzer III (3) Halftracks Russian (2) KV1 (3) T34 stock (2) T34_76 (3) BT7 (2) milk trucks And 12 jeeps / horches spread across the map. We might even want to take away one tank per side and put 2 more jeeps/horches in. The initial tank rush on a full server is a sight to behold, 4-7 tanks all moving forward in a pack. ... Adding (2) FG42s to the map. Server admins will need to disable this weapon if they don't want it available to players. Both FG42s are in non-obvious locations away from the main spawn areas and are on thirty second respawn timers. I was tempted to make them on 60 or 120 second respawn timers, but leaning them up against a tree works just as well. Added two more flame throwers to the map. That brings the total count to (4). All are on 30-sec respawn timers. They should be fairly evenly spread across the middle of the map. Pretty sure I've fixed the pak40s / pak45s. Widened a few of the new semi-covered fox-holes. I did add 2 or 3 more satchel spawns, but I don't remember where. Moved some more rocks and trees around in the G1 area. Russians can now assault the SW bridge easier, but Germans can still defend it. If the Russians take the SW Bridge, they should now be able to hold it. ... Other, future changes (probably in beta2) - Going to rework the terrain around the bases to make it slightly easier to jump through the window openings of a breached base. - As Hammatime pointed out in the strategy thread, G3 is probably the strongest German base. (G2 runs a close second due to spawn proximity.) Fairly easy to defend (but it's beatable). I do have some tricks up my sleeve that make make life more difficult for the Germans on that side. I plan on adding treeline paths through the two treelines ESE of G3 (Hill 83 area). That will allow Russian infantry yet another route to infiltrate and harrass the defenders at G3. - For right now, I'm only going to give the Russians one extra T34 (exchange for a KV1). I think I'm making enough other balance changes to the map and I want to see how it shakes out in Beta2. - Fixed a few more sections of road that exhibited the "pothole" effect. (Players falling through the roadway and dying.) - Fixed a bit of the Farm area fencing. (Trying to remember what else I fixed this week...) ... v092 will be going up on the test server (70.42.41.170) in a few minutes. This is a preview release for beta2 but is not-quite-ready-for-primetime. I'll be doing at least 2 more internal revisions this weekend before I begin prepping a beta2 release. ... I'll try to make sure and look at that snowdrift. The old-style trench there also causes issues and needs to be replaced with the style near G3. ... 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. ... 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. ... - 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. ... 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. ... 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. posted by Wuphon's on Thursday, April 13, 2006 Tuchola Forest - Beta #1 mapsTuchola Forest Beta #1 Download
Download link (contains 2 READMEs for players/admins):
tucholaforest_beta1.zip Note: The PK3 that you download from the server also included these two README files. Or you can look at the following two links. README_ADMINS_TucholaForest.txt README_TucholaForest.txt CHANGES_TucholaForest_Beta2.txt CHANGES_TucholaForest_Beta3.txt ... We've found one piece of treeline that is missing the clips (near the German spawn, North road leaving the spawn, right side). The following server-side mod fixes the issue until I can fix it in Beta2. z_svr_tucholabeta1fix.zip posted by Wuphon's on Wednesday, April 12, 2006 Tuchola Forest stationary guns
There are (7) paks on the map, one for each base and the Russians get a bonus pak that guards the SE bridge.
G1 pak40 - Currently sitting naked on the hilltop. It will probably get a fortification similar to the G2 pak40. Artillery or snipers can easily wipe out this defensive position. Tough to flank, but I plan on allowing infantry to sneak the S wall from the river to the pak position. I'm still evaluating what all is going to happen around G1. G2 pak40 - This is a tougher one to silence, but there are quite a few spots where Russians can snipe the gunner. G2 has a wide front to cover, so a simultanous attack from both flanks would allow one team or the other to get a side shot on the gunner. I may add one or two trees to obscure it's coverage area, but that also works against attackers (as the pak40 gunner can fire blindly). G3 pak40 - Probably the toughest of all. Attacking this pak position head on is suicidal. It should either be softened up with arty, or use snipers to take care of the gunner. I may lower the wall in front of the pak40 slightly to make the pak easier to hit. Infantry scouts can also sneak up the north wall, through the V2 launch area without being seen. This gets you behind the pak position where you can kill the gunner (or a tank in the tank scrape on top of the hill). The power of G3's pak is balanced by the issue that Germans have a tough time re-taking this hill. Once you drive the Germans off of this hill, you should be able to hold it against German reinforcements. We'll see how it plays out over the next week. R1 pak45 - A bit naked on the hill above R1. Vulnerable to snipers on Hill 13 or at the radio shack in the Hill 17 area. The Hill 13 mortar position can also be used to drop rounds onto the gunner's head. R2 pak45 - This gun used to sit on the bunker roof where the mortar now is (it was way overpowered there). Shouldn't be too many complaints about this pak other then it's tough to stay alive while using it. (I may put a wall next to it.) So far, the R2 pak dosn't get a lot of use and may need some assistance. R3 pak45 - Sniper bait. Also mortar bait if you use the Glacier Trail mortar position (which is specifically designed to hit that pak45 position!). SE Bridge pak45 - Helps the russian's hold the Southeast Bridge (a worthwhile cause for the Russians). More of a nasty surprise then a defendable position. ... Of the seven paks, the G3 is probably the worst. The G1 pak will become less effective over time as I detail the area around G1. G3 is pretty much set, other then possibly lowering the hill in front of the pak40. posted by Wuphon's on Tuesday, April 11, 2006 Game Monitor for the Tuchola ServersKnown issues in the current alpha test
Known issues in v081:
- There are sections of road that are colored incorrectly. That indicates that the road mesh is buggy and that I know about it. (Which means that vehicles go wonky as you drive over that section and that players can fall through or get stuck.) If you find a section of road that is buggy, but is textured with the road texture, please let me know. - The only known hole in the terrain is at the Southwest Bridge. There shouldn't be any other terrain holes in playable areas. - Edges of the map are not finished. - Inside of the Farm House is not finished. - Second floor of the Russian spawn area barn is not finished. Nor is the interior of the Russian spawn house or the tunnel beneath the house. There are two bunkers in the Russian spawn that still need detailed. - The G1 pak40 gun is not entrenched in fortifications yet. - Most treelines are missing their interior foliage. - The fence lines on the east side of the river in the Farm area are not finished. - I probably need one or two more satchel spawns. - The red lighting inside the bases is still being tuned (and toned down). - It currently rains in the basement of the bases... it is not indicative that the 100 year flood is imminent. - There may be a few places on the map with too much detail. posted by Wuphon's on Friday, April 07, 2006 Tuchola Forest Public Alpha Testing
The map is to the point that I'm comfortable letting everyone play on it. Just be warned, the map is NOT final. There ARE glitches and bugs and things that aren't quite right. The server can and will go down without notice whenever I'm ready to put new changes upon the server.
Please check this thread frequently if you start playing on the test server as I will make periodic announcements of current bugs and upcoming changes here. Please do not host this map elsewhere. I make changes to it on a daily basis and you will see new versions up on the server on most days. Please wait until the public beta before hosting this map on servers other then my testing server. ETA for the public beta is 2-3 weeks, depending on how this phase of alpha testing goes. Server IP Address: 70.42.41.170 - This IP should be live in another 2-3 hours, I'm currently configuring the new server. - There is no password. Everyone is welcome to come and play. - I will post a private slot password for the MOB/Regs folks to use. - I'm taking a hands-off approach to policing the server, but if there is disruptive gameplay, I reserve the right to wield a very large ban stick. I would prefer to spend my time working on the map rather then babysitting players. - If you find a glitch, tell us in this thread or e-mail the demo file to me. Current version on the server is v081 (v082 will go up on the server late Thursday or sometime Friday). You will want to periodically remove old versions of the PK3s as we update to new filenames on the server. Currently implemented gametypes are: BAS / CNQ / BEL and HQ. The server is configured to run BAS on alternate games (so BAS -> CNQ -> BAS -> BEL -> BAS -> whatever -> BAS). I'm still working on DOM and CTF support. posted by Wuphon's on Thursday, April 06, 2006 Tuchola Forest - DRAFT of the ADMIN README
DRAFT of the ADMIN README
------------------------------------------------------------ Tuchola Forest 1945 - Multiplayer map for CoD:UO ALPHA TESTING VERSION 000 - APR 6 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. ------------------------------------------------------------ ALPHA TESTING NOTES: Since this is an alpha test version, please do not host this on public clan servers. Revisions will be happening on a daily basis and you will be constantly chasing your tail trying to keep up with the latest alpha version. It is best for everyone if you come to the Tuchola Forest Alpha Test server to play with other alpha testers. 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 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 ------------------------------------------------------------ SERVER REQUIREMENTS AND NOTES: 1) THE AFTER-HOURZ VEHICLE PACK IS REQUIRED TO BE ON THE SERVER 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 your players have ever played any of the AHz maps like Ardennes 1944, Barbarossa or Smolensk then they will probably already have the vehicle pack PK3 installed on their machines (z_ahz_vehicles.pk3). The vehicle pack provides a wide variety of tanks (making more interesting battles) as well as a working mortar. I will NOT be releasing a version of Tuchola Forest that uses ONLY stock vehicles. (Thanks for asking, but it would require weeks of game testing to ensure that play is still balanced. Plus, the stock Russian/German heavy tanks are *SLOW* and do not perform well on a map of this size.) 2) In order to reduce gamestate issues, I recommend that you remove any unneeded PK3s from the server. Each unused PK3 adds to the gamestate and can lead to gamestate crashes during heavy player loads. If you encounter a gamestate crash, I will want a copy of your server console log showing the crash error as well as information on what PK3s you have installed and how many players were connected. 3) I'd strongly recommend that you download and install the Conquest gametype server-side mod. Conquest is a linear version of DOM that requires that teams seize and hold objectives as they progress across the map. Spawn points will change depending on which objective is currently being fought over. It works well as a replacement for standard TDM as it funnels players into smaller sections of the map. Gameplay tends to be very intense and fluid. 4) Players may need to increase their "hunkmegs" settings if they get that error. This can be done by: (press the tilde key "~") Type this into the console: /seta com_hunkmegs "256" 5) Please do NOT modify the contents of the PK3. There are some unscrupulous server admins out there who remove the splash image from the PK3 and replace it with one emblazoned with their clan tags. Please alert us if you find server admins who resort to low down tricks like this so that we can make fun of them. ------------------------------------------------------------ GAMETYPES: BAS, BEL, CNQ, HQ, TDM (Future revisions will probably add support for CTF and DOM.) ------------------------------------------------------------ FEATURES: 1) Random weather engine The Tuchola Forest GSC file has a random fog / weather engine. This will result in a randomly picked ambient sound, fog distance and optional rain effect at the start of each round. Some rounds will be crystal clear visibility (around 10000u max distance) while others will be foggy and rainy with very poor visibility. We believe this will add another dimension to the gameplay on Tuchola Forest. The downside is that it will make no-fog hacks slightly more difficult to detect in the Punkbuster screenshots. The current settings for the weather engine are as follows: 5% chance of super-clear weather. Little / no background noise. Fog distance of 9000u-10000u. Framerates will drop a bit as you can see farther then normal. 65% chance of moderate weather. A slight more noisy background with fog distance of 6000u-9000u. 20% chance of rain. Ambient sound will be a light drizzle (making it easier to sneak through bushes without being heard). Fog distance will be between 4000u and 6000u. 10% chance of snow. Ambient sound will be blowing wind and fog distance is 4000u to 6000u. Note: I do not have a working snow effect yet. ------------------------------------------------------------ COMMENTS ON GAMETYPES (AND SUGGESTED SETTINGS): 1) BASE ASSAULT (BAS) Tuchola Forest was envisioned as a Base Assault map during planning stages (with secondary support for CNQ). It is the primary reason that the map was created and should be well suited for Base Assault. Due to the size of the map, you may wish to change the bomb plant time to 30 seconds instead of the default 15 seconds. Base Assault runs very well using stock settings. I'd suggest a round time of 30-45 minutes to give each time multiple chances to mount an offensive. 2) BEHIND ENEMY LINES (BEL) BEL has been a great way to encourage testers to explore the map and look into nooks and crannies that would otherwise be overlooked in other gametypes. I know that it's not a popular gametype, but we found that it works rather well. The best players are those who use jeeps to chase down and corner the allied players even if they don't personally get the kill. We use the following to load the BEL gametype in our sv_maprotation string: exec bel_large.cfg gametype bel map mp_uo_tucholaforest_077f In our bel_large.cfg file, we have the following settings: scr_rank_ppr "5" scr_artillery_first_interval "30" scr_artillery_interval "30" scr_artillery_interval_range "30" set scr_bel_alivepointtime "30" // One point every 30 seconds, default 10 set scr_bel_scorelimit "40" // Scorelimit, default 50 set scr_bel_timelimit "30" // Time limit, default 30 set scr_bel_positiontime "6" // Position update frequency, default 6 sec set scr_bel_respawndelay "0" // Respawn delay, default 0 set scr_bel_showoncompass "1" // Show allied positions on the compass Rounds will end after 20-30 minutes. The aggressive points-per-rank means that players get artillery strikes at 20 points instead of the standard 40 points. The short interval on artillery drops ensures that allied players cannot simply hide somewhere (as axis players will have plenty of artillery to flush them out with). Tanks work fine in BEL. They are more of a liability then a help against fast-moving allied players who are running away in jeeps. The 10-second default respawn has no real impact on gameplay. Most tanks will end up sprinkled around the map as allied/axis players kill each other and change places. 3) CONQUEST (CNQ): http://www.after-hourz.com/cod/ This map makes a very good CNQ map. If your players have not played CNQ, but they enjoy games like TDM / DOM then you should give CNQ a trial run for a week. Due to the fluid and ever-changing objectives in CNQ, campers will earn fewer points then players who are actively trying to take and defend objectives. One note is that you will find CNQ gameplay to be a very intense TDM. Everyone is fighting over two spots on the map (the current objective and the previous objective) so there is a lot of combat. Long round times are probably not a good idea, especially if you are doing a "best of 3" configuration. Our sv_maprotation line (adjust as needed): exec cnq_large.cfg allow_tanks 1 gametype cnq map mp_uo_tucholaforest_077f Contents of the cnq_large.cfg file: scr_rank_ppr "20" set scr_tank_respawn_wait "90" scr_artillery_first_interval "60" scr_artillery_interval "90" scr_artillery_interval_range "30" // CNQ (v3) // http://www.after-hourz.com/cod/cnq.php // http://www.after-hourz.com/cod/cnqadmin.php set scr_cnq_scorelimit "300" // scorelimit, default is 500 set scr_cnq_timelimit "50" // timelimit, in minutes set scr_cnq_roundlength "30" // round length, in minutes (CNQ 3.0 only) set scr_cnq_winlimit "2" // limit of number of rounds won (CNQ 3.0 only) set scr_cnq_roundlimit "3" // set the maximum number of rounds per game (CNQ 3.0 only) set scr_cnq_startrounddelay "20" // time before a round begins, in seconds (CNQ 3.0 only) set scr_cnq_respawn_wave_time "10" // time interval between wave spawns, in seconds (CNQ 3.0 only) set scr_cnq_captime "30" // default capture time, if not specified by the mapper, in seconds (CNQ 3.0 only) set scr_cnq_clearscoreeachround "0" // whether to clear player scores between rounds (CNQ 3.0 only) // set sv_log_damage "0" // turn off logging of damage (keeps log file size reasonable) set scr_cnq_player_objective_points "2" // Points to award player for achieving objective set scr_cnq_team_objective_points "10" // Points to award team for achieving objective set scr_cnq_player_bonus_points "5" // Points to award player for achieving bonus objective set scr_cnq_team_bonus_points "100" // Points to award team for achieving bonus objective set scr_cnq_defend_score "1" // Points to player for defending an objective from capture (CNQ 3.0 only) set scr_cnq_campaign "0" // Set Conquest to run in "campaign mode". Winners of current CNQ map will be attackers on the next map. set scr_debug_cnq "0" // whether to run Conquest is debug mode, allowing a single player to play on their own 4) HEADQUARTERS (HQ) Headquarters works moderately well on a map of this size. We have attempted to make sure that all of the radio spawns are in the middle third of the map area with spawn points in the middle half of the map. This keeps players closer to the new radio locations but you are still at the mercy of the HQ spawn algorithm. (In HQ, players will spawn near teamates, but if all teammates are dead then everyone will spawn at the opposite side of the map.) I recommend installing the server-side mod (user_svr_hq151a.zip - Mar 31 2006) that allows you to configure additional CVars for HQ. See the following URLs for details on that server-side mod: http://www.iwnation.com/Forums/index.php?showtopic=21158 http://www.modsonline.com/Forums-top-18862.html Tanks should probably not be used during HQ. The HQ gametype has a bug that allows tanks to respawn as soon as they tank respawn timer runs out (default of 10 sec) before the tank that was at that position is destroyed. If you do use tanks on an HQ map, you should make sure to set the tank respawn value to a large value (120 or even 300 seconds). Heavy tanks are not recommended We call for HQ using the following sv_maprotation string: exec hq_large.cfg allow_tanks 0 gametype hq map mp_uo_tucholaforest_077f The contents of hq_large.cfg are as follows: scr_rank_ppr "15" scr_artillery_first_interval "45" scr_artillery_interval "90" scr_artillery_interval_range "30" set scr_tank_respawn_wait "240" //HeadQuarters Default Description set scr_hq_timelimit "30" set scr_hq_scorelimit "900" set scr_hq_zradioradius 50 // default 50u, max Z distance for capture/neutralize set scr_hq_radioradius 120 // default 120u, max X-Y distance for capture/neutralize set scr_hq_wavetime 30 // default 45 sec per respawn wave set scr_hq_radiomaxhold 8 // default 6 "waves", max waves held before radio blows up, should be around 3-5 minutes set scr_hq_radioneutraltime 8 // default 8 sec set scr_hq_radiocapturetime 20 // default 10 sec set scr_hq_radiospawndelay 60 // default 30 sec, time before next radio appears 5) TEAM DEATHMATCH (TDM) I do not recommend running Tuchola Forest in TDM mode. The map is rather large and players will have trouble finding other players to kill. Instead, you should consider using the HQ / BEL / CNQ gametypes which are all objective-based TDM. Objective-based games will automatically funnel players into smaller areas of the map leading to more kills and more action. We did not test the map in TDM mode, use at your own risk (although there's not much that could go wrong since BEL worked). ------------------------------------------------------------ CREDITS: Please see the other README file. ------------------------------------------------------------ THIS MATERIAL IS NOT MADE OR SUPPORTED BY ACTIVISION. END FILE posted by Wuphon's on Wednesday, April 05, 2006 Tuchola Forest - DRAFT of the player README file
DRAFT of the player README file (this file will be located inside the PK3 as well as inside the release ZIP)
------------------------------------------------------------ Tuchola Forest 1945 - Multiplayer map for CoD:UO ALPHA TESTING VERSION 000 - APR 6 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. ------------------------------------------------------------ ALPHA TESTING NOTES: Since this is an alpha test version, please do not host this on public clan servers. Revisions will be happening on a daily basis and you will be constantly chasing your tail trying to keep up with the latest alpha version. It is best for everyone if you come to the Tuchola Forest Alpha Test server to play with other alpha testers. 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 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 ------------------------------------------------------------ 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). 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. ------------------------------------------------------------ posted by Wuphon's on Wednesday, April 05, 2006 Tuchola Forest v079
Changes in v079
- Cleaned up as many broken models as I know about. Hopefully there are no more models that you can hide in or shoot through (mostly ruined tank models). - Changed the way the portals are done. This may impact framerates (for good or ill). - Still need to close up a few more terrain holes. ... Trying to decide whether we have a clean enough version to start more open testing... We might be close to that point. I don't think I'm ready for a public beta yet, but I may remove the password from the test server sometime in the next week. Before that, I need to (at a minimum): - Make sure all those terrain holes are patched - Fix all of the broken pieces of road. - Detail the interior of the Farm house - Detail the interior of the four buildings in the Russian spawn and the tunnel under the spawn ... The PK3 now weighs in at 6.4MB (the DDS in-game maps are 500KB each and I have 3 of them at the moment). unsure.gif There are a few performance trouble spots. They'll be more noticable during rounds where the visibility is extra clear. Most of the fixes to those trouble spots will involve getting rid of detail. Problems that are blockers for a public beta: - Terrain holes (I think there's only one hole left) - Map edges not quite finished - Broken road mesh (the pothole syndrome) - Buildings that are not detailed inside - Fence lines that have not been connected - Alpha blends that have broken and display in weird ways - Treelines that are missing the interior trees (which is most of them) - Misc cleanup work in numerous places (smoothing out any angular terrain) That's about 2-3 weeks worth of work to get all of that done ... I've been debating all night as I've mucked with the map some more. Assuming that v079 compiles properly overnight and that I don't find any major flaws, I'll be setting up the Test server in open mode (no password) on Wed/Thu. I'm just waiting for EscapedTurkey to finish moving my server from Chicago to NYC (ETA is sometime Wednesday). At that point, we'll have entered the second phase of alpha testing. w00t2.gif ... The planned rotation is as follows for gametypes during the second phase of alpha testing: BEL - 30 minutes BAS - 35 minute rounds, best of 3, 60 min limit (ends after 2 stalemate rounds) HQ - 30 minutes BAS - (same) CNQ - 30 minute rounds, best of 3, 50 min limit BAS - (same) If/when I add CTF, it will interleave between BAS rounds similar to the above pattern. Same thing goes for DOM, which I think will work well with this map. I want to heavily test BAS since that gametype requires the most balancing and it's the most important gametype for this map. I may also lay CNQ in more frequently as that gametype is another one that takes a lot of work to balance properly. ... Comments on game server settings BAS - standard rank / arty settings, tank respawn of 60 sec BEL - arty after 20 points, game over at 40 points (someone who stays alive for 20 minutes), arty 30 sec after spawn with 30-60 sec waves (aggressive arty). Tank respawn of 10 seconds. CNQ - arty at 40 points (maybe 60 for arty rank), standard timing on arty, the 13 objectives are 10 points each, bonus objectives are 100 points, round ends at 300 points or 30 minutes. Tank respawn of 3 minutes. HQ - arty at 60 points, 60 sec after spawn with 60-90 sec waves, game over at 900 points (15 minutes of "held" time), no tanks allowed in HQ (or respawn on tanks of 5 minutes with only light tanks available) ... Other notes: - The area around G1 really isn't finished. I'm waiting to see how it plays out. - R3 is a bit bare as well, especially the location of the pak45. posted by Wuphon's on Tuesday, April 04, 2006 Readme for Tuchola Forest alpha testing
README file for Tuchola Forest
------------------------------------------------------------ Tuchola Forest 1945 - Multiplayer map for CoD:UO ALPHA TESTING VERSION 081 - APR 6 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. ------------------------------------------------------------ ALPHA TESTING NOTES: Since this is an alpha test version, please do not host this on public clan servers. Revisions will be happening on a daily basis and you will be constantly chasing your tail trying to keep up with the latest alpha version. It is best for everyone if you come to the Tuchola Forest Alpha Test server to play with other alpha testers. 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 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_tucholaforest_*.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). 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 posted by Wuphon's on Monday, April 03, 2006 Tuchola Forest v077 notes
Upcoming v077 notes:
- Moved the R3 pak gun. Right now, it's exposed but I plan on putting it inside a defensive works at that intersection. - Moved the Glacier Pass mortar. It won't reach R3, but it can at least cause havoc for the R3 pak gun and the defensive trench that will be around the R3 pak gun. - Added the 6th mortar. It's along the SE road. This mortar can shell the Hill 17 Radio Shack along with shelling R1 (not sure if it reaches the R1 pak gun). Basically, this mortar is a reward for the Germans if they take and hold the SE road U-bend. (Russians should be preventing germans from getting past the Southeast Bridge...) - Bleed through from the red lights in the bottom of the bunkers is driving me batty. I have yet to find a way to block that light from lighting up the surrounding snow from below. posted by Wuphon's on Monday, April 03, 2006 Tuchola Forest - v074 and v075
More upcoming changes (v074):
- Fixed the bonus objectives in CNQ. The instruction (hint text) on the bonus objectives should be a bit clearer. - Added the 3 ammo dump shelters (2 in the german spawn, 1 in the russian spawn) to serve as objectives for CNQ. I still have to dress it up a bit, but the majority of the decorations are in place for the german ammo dump. ... v075 is up on the server. This is a final lighting compile (so the trees and models will cast shadows). As a result, the ambiance should be very different from what you normally see (forested areas will have more shadows). The big part of v075 is that the ruined bases are now solid and you can get down into the basements. I'm still working on making the shelves below solid (the horizontal pieces are solid by default, but the vertical pieces allow bullets/grenades through). I'm going to make the vertical pieces solid as well, but leave the very bottom (where the four poles are) as non-solid to weapon fire. The best example of the solid shelf vertical bits is the Russian #2 base. This is different then mp_foy or mp_uo_barbarossa. On those maps, the vertical sides of the shelves are non-solid and allow gunfire. This (to me) is counter-intuitive and should be fixed. If I can't see the stairs, you shouldn't be able to bounce a grenade off my chest or shoot me in the head. (Now you'll have to shoot my feet, or come around the side of the shelf.) I've used a metal weapon clip texture for the sides of the shelves. The sparks from bullets will make it very obvious that you're hitting the sides of the shelves instead of the player hiding behind. posted by Wuphon's on Sunday, April 02, 2006 Tuchola - misc notes for Apr 1
During testing it's important that we play as many gametypes as possible. So we'll be running multiple gametype rotations throughout the testing phase. Part of my README for the server admins will be suggestions on what settings seem to work well for various gametypes on this map.
Maybe during beta testing I'll run a more limited map set. BEL - is already mostly tweaked. But it's a blast to play and gives testers excuses to dive into all the nooks and crannies on the map. BEL also serves double-duty as testing for TDM (although I don't recommend that folks play TDM on a map of this size... but some folks might). HQ - We'll have to see how this plays out over the next few days. I've eliminated the tanks and shortened the max-hold time by 2/3s. And I changed the spawn points to be in the middle half of the map (not on the ends). It should be a vastly better experience now. CNQ - Still needs tweaked, mostly spawn point locations and jeep/tank locations. I'm curious whether folks think the 25 minute rounds are too long or too short. The server is setup with a 25 minute round limit and a 40 minute overall limit, best of 3 rounds format. (Unless the first two rounds run over 40 minutes, in which case CNQ will end in a tie.) Personally, I find that back-to-back 25 minute rounds are about right. CNQ tends to be very brutal and intense fighting. Less then 25 minutes and you won't have time to push the objective back and forth more then twice. If I can get the bonus objectives working, I think I'll set it so that the round ends if the bonus objective gets touched twice. (Making it worth 150 points or so with a 400 point limit.) The thing with the bonus objective is: - The bonus objective does not appear on the player's compass. Meaning they have to search around a bit while looking for something that they're not sure what they're looking for. - The bonus objective is an instant-click switch. So a suicidal attacker can run in and click the switch and get the bonus points. However, once clicked it can't be clicked again for another 5 minutes. I'm tempted not to put in bonus objectives at all.... except that they offer a way to end the round early because one team or the other got pushed all the way back to their spawn. A 24/7 CNQ server is probably a bit much. I think it will need to be split as CNQ/BAS to give players a more relaxing game inbetween the intense CNQ fighting. ... I still haven't a clue where to put CTF flags. Anyone have ideas? One idea is at the German #2 and the Russian #2. ... Other notes for upcoming releases: - Added an ammo box up on Glacier Pass at the mortar. - Added a small trench in the South Forest, with anti-tank ammo (30 sec respawn). - Added a kar98k spawn in the german spawn area. This allows players who want to use the portable MG to pickup a backup weapon rather then having to scrounge for one. - Added a mosin spawn in the russian spawn area. Same theory, give the portable MG folks a chance to pickup a rifle before they leave the spawn. - Added lamps inside most bunkers. - Added some portable MG brushes on top of the wooden defensive walls. There are still a lot of walls that need these brushes added (so that you can setup portable MGs on them). - More rocks and bushes in various spots. - All ruined tanks / vehicles should now have smoke effects (plumes of smoke rising from the wrecks). - Moved trees and rocks around in the South Forest again. I'm trying to get "clumps" of trees / rocks with more open areas in between. posted by Wuphon's on Saturday, April 01, 2006 Tuchola Forest - v072
v072 is up on the server
- Finished adjusting the HQ spawn points and the TDM/BEL spawn points - Turned off vehicles in HQ. - Changed the default CNQ starting objective. The old starting goals were the Russian Ammo Dump (for the germans) and the Southeast Russian Base (for the Russians). I've changed the starting objective to be two spots farther away. Now the Germans will be attempting to take the South Radio Shack at the start of the round while the Russians attempt to take the Southeast Bridge at the start. posted by Wuphon's on Saturday, April 01, 2006 |