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> [MAP] Berghof Assault (Alpha 3)
Matéos
post Dec 15 2016, 10:00 AM
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Good morning,

I'm looking for people to test a map ^^'

Screens: http://imgur.com/a/Um0JX

Download: https://www.dropbox.com/s/kkicoxou8u2s8nb/B...ult_A3.pk3?dl=0

Waypoints are available on Assembla OB repo (right clic, Save target as): https://app.assembla.com/spaces/omnibot/sub...on/commits/3224

If you're using Edge or it doesn't work, direct links:
http://svn.assembla.com/svn/omnibot/Enemy-...ghof_assault.gm
http://svn.assembla.com/svn/omnibot/Enemy-...ssault_goals.gm
http://svn.assembla.com/svn/omnibot/Enemy-...hof_assault.way

Currently reported/fixed stuff: http://forum.splatterladder.com/index.php?...ost&p=86870

Thank you!

This post has been edited by Matéos: Dec 15 2016, 08:48 PM


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Nico'x
post Dec 15 2016, 11:24 AM
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QUOTE (Matéos @ Dec 15 2016, 10:00 AM) *
Good morning,

I'm looking for people to test a map ^^'

Screens: http://imgur.com/a/Um0JX

Download: https://www.dropbox.com/s/kkicoxou8u2s8nb/B...ult_A3.pk3?dl=0

Waypoints are available on Assembla OB repo: https://app.assembla.com/spaces/omnibot/sub...on/commits/3224

Thank you!


Looks good man!

Good work, thanks cheers.gif

Nico
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Wolf Enstein
post Dec 15 2016, 02:41 PM
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I uploaded your map to our "Silent" server, in order to test it, Mateos, but it failed to show up in the "map" options gruebel.gif .



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keMoN
post Dec 15 2016, 03:41 PM
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When I wrote "I like the forest atmosphere. Very cozy" in Gitter after looking at the screenshots, I had absolutely no idea.
This map is an actual and real forest. It's amazing. No FPS issues, no nothing. And here I was always thinking that is not possible in ET. Well, you proved me (and maybe others as well) wrong.
Allies starting from a forest camp with tents and a cozy camp fire and Axis starting from an supply convoy which had an accident and the main objective well placed in the middle. Everything you need to tell a proper story.
Great work. I literally can't describe how happy I am to see a real forest in ET. So many sneak attack routes and ambushes.



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Matéos
post Dec 15 2016, 08:22 PM
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Thank you!

Current things changed:
- Moved a bit a tree so its leafs don't leak through a wall;
- Added an unidirectional clip patch mesh in front of the rock to prevent TJ;
- Fixed a whole in front of the Bunker, Allied-side, a bit east.

Trees passing through tents (would require to move them away, angle wouldn't help; that would make an unrealistic hole in the middle of the forest, as if Allies had cut some trees in the night for their tents x)), fallen tree not touching the wall (enough surface touching the ground, enough to hold it and prevent it from rolling from real life point of view), briefing too long for the interface were also reported but will not change ^^'

Far plane clip with fog really helped for the performances, otherwise FPS would be abyssal ^^'


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Matéos
post Dec 15 2016, 08:54 PM
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QUOTE (Wolf Enstein @ Dec 15 2016, 02:41 PM) *
I uploaded your map to our "Silent" server, in order to test it, Mateos, but it failed to show up in the "map" options gruebel.gif .


For me it is listed in any of the 3 single map modes (Objective, stopwatch and LMS) in the Host menu?


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macbeth
post Dec 15 2016, 08:57 PM
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wolfy u sure was a pk3 u added in your etmain folder?

http://enemyterritory-stuff.net/files/file...hof_assault_a2/






This post has been edited by macbeth: Dec 15 2016, 08:58 PM


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Wolf Enstein
post Dec 15 2016, 09:04 PM
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QUOTE (macbeth @ Dec 15 2016, 10:57 PM) *
wolfy u sure was a pk3 u added in your etmain folder?

http://enemyterritory-stuff.net/files/file...hof_assault_a2/



Yeah, Kate, on both servers. It's no big deal, thanks for your help grin.gif .


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macbeth
post Dec 16 2016, 09:13 AM
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i just tested it on our other server and did a FULL server restart first
the map been loaded

Dec 16 2016 at 09:03ETberghof_assault<a href="http://et.splatterladder.com/?mod=serverinfo&idx=760434" target="_blank">Ets| Silent 0.9.0 SNIPE...- 30 secs -> Details

http://enemyterritory-stuff.net/files/file...t_a3-waypoints/








This post has been edited by macbeth: Dec 16 2016, 09:23 AM


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Wolf Enstein
post Dec 16 2016, 03:47 PM
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QUOTE (macbeth @ Dec 16 2016, 11:13 AM) *
i just tested it on our other server and did a FULL server restart first
the map been loaded



I did the same, Kate, on both of our servers, (ETPub/Silent), but when I set the server to "single map objective" it doesn't appear in either server maplist depp.gif :



gruebel.gif


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macbeth
post Dec 16 2016, 04:23 PM
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QUOTE (Wolf Enstein @ Dec 16 2016, 03:47 PM) *
QUOTE (macbeth @ Dec 16 2016, 11:13 AM) *
i just tested it on our other server and did a FULL server restart first
the map been loaded



I did the same, Kate, on both of our servers, (ETPub/Silent), but when I set the server to "single map objective" it doesn't appear in either server maplist depp.gif :



gruebel.gif


wolfy this happen when u have to many maps in your et/main folder

C:\Program Files\Wolfenstein - Enemy Territory EtsKate\etmain

clean here some maps pk3
myself i try to keep only the maps we have in the rotation

but u can still have this map in the objectivecycle.cfg
example in second line
so just do !nextmap to can have the map loaded so u dont have to wait to long


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Wolf Enstein
post Dec 16 2016, 04:54 PM
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Thanks, Kate, I'll mention this to Dogster and see what he says thanks.gif .


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Matéos
post Dec 16 2016, 05:58 PM
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I've tested locally with silEnT 0.9.0, map was liste in Host menu and through the silEnT list once local server was started

The too many maps tip works when you have a map like most or all the maps starting by A or B aren't listed, but here clearly Berghof would be in the middle...

If it is in etmain as a PK3, after a server restart, it should be there... You did not get a ZIP containing the PK3 I hope? ^^' Like, some software which would be 'compressed' the download on its own... Wild guess but there's no other explanation to my mind


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Sage
post Dec 18 2016, 02:16 AM
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QUOTE (Matéos @ Dec 15 2016, 12:00 PM) *


Hey mate!

I ran it on local and seemed very cool. The mg facing downhill almost made me feel like the king to crab it. Really good idea to make the tree fall too and all that tight forest was really nice.

With that short distanced fog you should never hit FPS problems. There were not too long distances anyway so it does not matter and was not noticeable. cheers.gif

Only one thing that got me worried is that bots can see through any alpha textures, that may make it hard time for human players. But aslong as you don't make the bots wonder around too much in the forest and place all the goals inside the base it should not matter. And also don't forget to set the max view distance for the bots in waypoints (probably you did, I did not check).
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Matéos
post Dec 18 2016, 06:01 PM
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QUOTE (Sage @ Dec 18 2016, 02:16 AM) *
Hey mate!

I ran it on local and seemed very cool. The mg facing downhill almost made me feel like the king to crab it. Really good idea to make the tree fall too and all that tight forest was really nice.

With that short distanced fog you should never hit FPS problems. There were not too long distances anyway so it does not matter and was not noticeable. cheers.gif


Thank you! grin.gif

QUOTE (Sage @ Dec 18 2016, 02:16 AM) *
Only one thing that got me worried is that bots can see through any alpha textures, that may make it hard time for human players. But aslong as you don't make the bots wonder around too much in the forest and place all the goals inside the base it should not matter. And also don't forget to set the max view distance for the bots in waypoints (probably you did, I did not check).


Yeah, in the beginning I was even excluding making waypoints for it due to this; Their max view is limited to 2000 units (roughly the fog/farplanedist distance), and the path mapping is straight.
You can use fir trees' trunk to hide from these wall-hackers ;)


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