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#1
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Ogledow ////////////////////////////////////////////////////// Extract the zip file with folder structure. Players: Territory version: On Steam Workshop and http://dl.dropbox.com/u/17291871/Ogl...layerfiles.zip Server Files (unless you're a server admin you dont need this one): http://dl.dropbox.com/u/17291871/Ogl...erverFiles.zip This is a work-in-progress. Please post any observations about the map in this thread. It forms the basis of my to-do list. *********************** After today all previous versions are unplayable and no longer supported. Please delete them before joining a game or downloading the files. If you try to play without having deleted earlier versions you will crash your game. Don't bug me about it. *********************** Notes: Added the original map's Russian spawns near the Farm and Hill. The first time those objectives are lost, the corresponding spawn is gone for the duration. Added trees and bushes for cover and to encourage flanking of buildings. All buildings can be entered. Half of them need new uvmapping so some textures look stretched. Currently bots cannot see through glass so break a window if you want them to fire from them. Windows can be broken out by everything from melee and small arms on up, window frames can be destroyed by grenades on up, allowing ingress and egress (climb up, you usually have to crouch first). Occasionally the frame will be blown up but the glass remains intact. I have an idea how to fix that in Kismet, but for now just hit the glass and it'll go. For some reason AP shells still don't break stuff. If you want to cause havoc in the environment with a tank, use HE. Open doors by walking near them.
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NEMO ME IMPVNE LACESSIT Last edited by Six_Ten; 11-03-2012 at 03:56 PM. |
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#2
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Mantling is done with covernodes. You have to place them everywhere on the map.
Also: Screens!
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#1 Bonzai charger |
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#3
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For the first beta I wanted to get a simple basic map working. For the next iteration I'll add more features. I want to make sure that teams load, objectives work, etcetera before getting fancy.
Here are some screenshots.
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NEMO ME IMPVNE LACESSIT Last edited by Six_Ten; 12-09-2011 at 08:17 PM. |
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#4
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I would love to test this map
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Deadbolt You gotta decide whether you're a wolf, or a sheep. |
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#5
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First post is updated with download information.
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NEMO ME IMPVNE LACESSIT Last edited by Six_Ten; 12-10-2011 at 04:16 PM. |
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#6
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This looks like fun, I'd love to try it out. If you have dropbox, this might be the most efficient way for distribution just by making a shared folder with the latest version of the map.
Last edited by Pockets; 12-09-2011 at 08:39 PM. |
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#7
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Good idea. Uploaded to Dropbox.
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NEMO ME IMPVNE LACESSIT Last edited by Six_Ten; 12-10-2011 at 04:18 PM. |
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#8
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Wow! Great job! I just got done driving around the map in both tanks and I'm really looking forward to playing it in multi-player. It'll be fun to see how this map plays out with no
.'s. I got a steady 40+ FPS which is pretty much on-par with my experience on the official maps. Would you like any feed-back? p.s. How large (in UU's) is the map?
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...no, no, you've got the wrong map there, this is Stalingrad...You wouldn't have had much fun in Stalingrad, would you... |
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#9
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The file structure is somewhat different in the server.
If someone could tell me what to put where, I'd upload it to the server and see what happens. (if playing it multi-player is possible). I got a rock steady 62 frames everywhere on the map (I run with vsync on).
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My qualifications: http://forums.tripwireinteractive.co...postcount=1764
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#10
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I'll give it a go on a server however I am yet to workout how to get the redirect working properly. Also the server file folder structure is different to a local machine it appears all the map info just sits in the cookedpcserrver folder. There seems to be no folder structure so i am goign to stick both the *.roe and the *.upk in that folder on the server.
I ported a fair few RO maps so they would work in DH. Didn't need to do anything special to get the mantling working for those converts. Was it easy to convert Ogledow over to RO2 ? Last edited by Cat_in_da_Hat; 12-09-2011 at 10:33 PM. |
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#11
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Thanks Six_Ten for the clear instructions, works well on my end.
How does one add ai bots to games opened up from the console? I would like to do some 'target practice' Now, back to exploring the map
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Klagt nicht! Kämpft!
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#12
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We have a winner
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#13
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Awesome! Just tested here and it looks great for some CA action if TWI fixes the tank AI issue, but if they don't it might be great for some long range infantry action. Can't wait to play it on a full 64 player server!
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#14
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anyone had any luck getting it working on the server. I find it keeps crashing the server when it tries to load the map.
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#15
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Deffs gonna give it a try
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#16
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1. where's my clown car?
2. where's my ? ![]() jk, looks fantastic, we'll have to try it out once twi finishes their carrier/halftrak as well
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#17
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Play the map with bots. The result is HILARIOUS.
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#18
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I get this error when trying to start with the maps in the cookedpcserver folder
[0000.11] Error: Error, Ambiguous package name: Using 'C:\UserFiles\MattB\179\ROGame\CookedPCServer\cust om\GBS-Ogledow.upk', not 'C:\UserFiles\MattB\179\ROGame\CookedPCServer\GBS-Ogledow.upk' [0008.85] Log: Shader platform (RHI): PC-D3D-SM3 |
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#19
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ok got past the above error but it seems the cookedpcserver folder does not want to have folders off it with any files in them.
Tried to set up cookedpcserver/Custom/GBS-Ogledow.upk but the server won't start. |
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#20
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can you remind me how to add bots?
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