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Beta Map Ogledow

Curious, are they the original shadows in the map or are you using the newer lighting of the new engine?

These are new shadows, I set the terrain lightmap to 4 (it looks awesome at 16, but creates a large number of 2048 x 2048 shadowmaps that have to be rendered when I build, so it takes 20 min, and then it also creates a larger download. At 4 it takes 13 min to build and comes out smaller. When we are done testing and the map is ready for a final version I'll use higher res shadows.

Nope. The map is on our server, but it refuses to load. I'm fully open for ideas and suggestions.

I really love the map. Would be nice to play it online.

I just had the thought that maybe it has to do with the file prefixes: there's a hyphen at the start of the assets file GBS-Ogledow.upk Could part of the problem be that it should be an underscore?

Sixten is there a way to change where the package is meant to be as that might be the reason it's not working on dedicated servers currently.

Maybe that is it. I could try rebuilding it with all assets in the same place. Before I do that does anyone have any information that might help us? Ramm-Jaeger is online, maybe he can drop in.
 
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If we don't get a solution from someone soon, like within an hour or so I will try to push all the assets into the map file. I don't really like to do that, since they then cannot be shared as easily for other maps, but maybe that would work for us for now.

Can one of you server admins try to run the map without including the GBS-Ogledow.upk file at all and see if the map will run? ( I did that in SP on my machine and it ran, the meshes all vanish when you get near them so it looks weird but it might help us narrow down the problem).
 
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Another bug/feedback wave:

1. Buggy doors, can't get through them.

- On this one, you have to go prone to actually go through the door:
http://cloud.steampowered.com/ugc/650999433862122712/5434CAC221028574D75B43015674A8BE94BAC740/

- On this one, you have to crouch to go through, when it seems high enough to be able to just go through it without crouching:
http://cloud.steampowered.com/ugc/650999433862112072/A75F05FFAD8C65CCFA910A9A39F0EEE1105374B1/

2. Can't enter any building. I am guessing you will open them when you will finish the insides of the buildings right?
http://cloud.steampowered.com/ugc/650999433862120334/781C90D584523B8BB759C4260465C0C13618BA98/

3. You can go through some obstacles without colliding with them. It isn't just individuals, it is any of the following models:
- http://cloud.steampowered.com/ugc/650999433862125779/F58F87D5A1A47230FCB5CD97FAA619CB6D5315A4/
- http://cloud.steampowered.com/ugc/650999433862115391/124D3E504552A3290F4CB6FF097137DDA1B33154/

- That one seems like a camper's heaven: http://cloud.steampowered.com/ugc/650999433862127707/6A8C01C7CA8B6B6B2052DFA2BFE2A6529828A41A/
I think there should be some kind of invisible wall just in the middle of the grain stack.

4. Levitating walls on "Hill" :
- http://cloud.steampowered.com/ugc/650999433862114061/BADD569D2017EB2880D80CB381BF6C783DAAEA90/
- http://cloud.steampowered.com/ugc/650999433861988601/B054199EEE7CE28AFEA4C06654D2E9F65B9F5773/

5. Fences
- I found some fences on the "Farm", which seems to have missing textures:
http://cloud.steampowered.com/ugc/650999433862123916/1E4600386F225AFCA67F69174DB80366DDDD33DB/
- Also, I am guessing you will be able to blow up the fences later with grenades?

6. Engineers and Satchel objectives:

What would you think about modifying the map a bit by adding Engineer's class and some walls to blow up? Not saying that the whole map should be razed to the ground, but for example in Ogledow there could be some walls in houses which could be blown up by the satchel charges, purely for tactical purpose.


I know those are cosmetic changes, but that's the most I can do to help you :)
 
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What settings have to change to use env lighting? These are my current settings:

The environment color and intensity.
I suggest you study UDN for all your lighting needs: http://udn.epicgames.com/Three/Lightmass.html

Also, I think the foliage materials should be two sided masked materials, not translucent ones. With translucency you get all sorts of sorting errors when rendering.
And none of the static meshes have ligthmap UV's, making the lighting look really bad on them.
 
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If we don't get a solution from someone soon, like within an hour or so I will try to push all the assets into the map file. I don't really like to do that, since they then cannot be shared as easily for other maps, but maybe that would work for us for now.

Can one of you server admins try to run the map without including the GBS-Ogledow.upk file at all and see if the map will run? ( I did that in SP on my machine and it ran, the meshes all vanish when you get near them so it looks weird but it might help us narrow down the problem).

Ok, I will give that a try. But where should the TE-Ogledow_B1.roe file go? I did place it in rogame\cookedpcserver. I also did try it in rogame\cookedpcserver\Maps\Ogledow_B1. Both caused the server to crash. But should the TE-Ogledow_B1.roe file itself really be on the server? There are no *.roe files of the other maps in the cookedpcserver folder. There are only *.upk files.
 
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Ok, I will give that a try. But where should the TE-Ogledow_B1.roe file go? I did place it in rogame\cookedpcserver. I also did try it in rogame\cookedpcserver\Maps\Ogledow_B1. Both caused the server to crash. But should the TE-Ogledow_B1.roe file itself really be on the server? There are no *.roe files of the other maps in the cookedpcserver folder. There are only *.upk files.


Hang on -- in my maps folder are .roe files. In the server are there only .upk? If so, could it be that you run that instead?
 
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Hang on -- in my maps folder are .roe files. In the server are there only .upk? If so, could it be that you run that instead?

Yes, only *.upk files at server site. I think the *.roe file is only needed at client site (the server itself won't be running around on the map). But in case a client doesn't have the map in question, will the server then try to upload the map to the client? If yes, then the .roe file would be needed too on server site, but only as a source for uploading.
 
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Yes, only *.upk files at server site. I think the *.roe file is only needed at client site (the server itself won't be running around on the map). But in case a client doesn't have the map in question, will the server then try to upload the map to the client? If yes, then the .roe file would be needed too on server site, but only as a source for uploading.

Have you tried to run just the .upk, moving the .roe out of the directory? Maybe it would need to be renamed and just keep the upk extension...
 
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Have you tried to run just the .upk, moving the .roe out of the directory? Maybe it would need to be renamed and just keep the upk extension...

For barracks there are the following files on the server:
- art_barracks.upk
- cd-barracks.upk
- props_barracks.upk
- snd_barracks.upk
- te-barracks.upk

The other maps have the same naming conventions for there files. It looks like we need to rename your .upk file into te-Ogledow_B1.upk. I will give that a try. But it might be that we need those other files too.
 
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