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We’ve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:


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Forum Rules

CHANGES
  • Items changed, or highlighted for future attention, on 20 July 2013 are highlighted in yellow.

Global Rules
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    5. Linking to posts on other forums related to ANY of the above, whether you are the originator or not, without exception.[/COLOR]
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Netiquette: Written text has no inflection, and, as such, you should be careful how you write your messages as interpretation will vary from person to person. Please take advantage of the built-in emoticons to add such expression to your words. Please remember the golden rule: to treat other forum users the way you would like to be treated. Please use common courtesy, and enjoy using Red Orchestra's forums
[COLOR=darkred]Offensive material
The following is a list of some things that MAY be considered "offensive" by the moderators and the team. This is NOT an exclusive list and it does depend very much on context.

Crossing the line into "offensive" territory is likely to get you asked to change your name, sig or avatar or to withdraw/delete posts. This will be done politely by the moderators. If you refuse to comply further action WILL be taken once started, ultimately leading to banning from the forums.

A key point: please attempt to use your brains. What is mild humour to you may well be deeply offensive to others. While we have no intention of acting as politically-correct "thought police", we are on the lookout for those things that can cause offense and, in some cases, are actually still illegal in some jurisdictions.
  1. Names recalling notorious war criminals or personalities.
  2. Names recalling atrocities and war crimes in general, or units with particularly odious histories.
  3. Use of obscenities and expletives.
  4. Blatant racism, mysogynism or many other "ism"s.
  5. Use of symbolism and regalia recalling Nazism or Fascism; this does not include pics of soldiers who happen to have such symbols on their uniform, unless we feel this has been done to provoke. Please note that many Nazi symbols (including the Swastika) are still illegal in Germany and other countries and considered deeply offensive by many Europeans.
  6. Use of symbolism and regalia recalling Stalinism.
  7. On both the previous two, the moderators' views on the intention and impact of use of such symbols will be final - not yours. Please be understanding if you are advised to change something.
  8. In general, if a sig/avatar represents your allegiances in-game and is clearly "in part", it is likely to be fine; if the moderators feel you are trying to demonstrate unpalatable political allegiances, or to use it in an attempt to ridicule or provoke others you WILL be asked to change it. RO is NOT the place to make any extremist political statements of any kind.

Examples:
So people get the idea, some examples that would be considered offensive, numbered as above:
  1. "Hitler", "Beria"
  2. "NKVD Blocking Detachment", "Einsatzgruppen"
  3. This one should be pretty obvious...
  4. So should this - and it includes calling all Germans "Nazis" and all Soviets/Russians "Commies". It got boring 50 years ago, so stop it.
  5. Use of swastikas, fasces, SS-runes and so on for the Axis.
  6. There is actually very little overt symbolism from the Stalinist era; the hammer-and-sickle isn't offensive per se.

A simple rule-of-thumb: many Europeans find Nazi symbolism of any sort offensive; many Americans still find Soviet symbolism offensive. Engage your brain before using.




Final Note: this is NOT open to debate, so please do NOT start whining and moaning if a moderator asks you to change something. They will advise at first, giving reasons, then, if you take no notice, they will step up the pressure through to banning.
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VNTE_HoaLu

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  • VNTE_HoaLu

    Hi All!

    I made this account a while ago in anticipation of posting my map info earlier but here I am now.

    Introducing a fictional battle taking place in North Vietnam (as the U.S. did not directly involve itself with a major invasion into North Vietnam to avoid bringing Chinese military into the fighting), in the Ancient Capital of Hoa Lu in Ninh Binh Province.
    The US stages a mission with a small force to secure this tourist location and make an effort to rescue any Republic of Vietnam sympathizers and political prisoners in the measure.
    The PAVN are notified by spies of the planned invasion in advance and implement a lock-down on all travel and issue a defensive action measure and put all civilians to work on building defenses, by which for some who refused to work or were suspected of treachery, were neutralized or "sent away.
    --------
    [IMAGES IMAGES IMAGES]
    https://imgur.com/a/Q3SCr

    VNTE-HoaLu is a Territories map that is out of the normal boundaries of the real war meant to be implemented for Multiplayer Campaign (if Tripwire chooses to involve North Vietnam). I still have to add to it, but it is currently a 5 point map that is a nigh-geographically definite recreation of a real world location. 1:1.
    The caps of A - E (to G?) are as follows:

    (A) Town - The US descend from the mountain onto capturing the small town sitting by the Sao Khe River. They either approach from the jungle or flank around through the open timber field.

    (B) Gateway - The Gateway of Hoa Lu sits across from a river with dense vegetation on both sides. The US and PAVN may pick off targets while sitting in pockets of the riverbanks or try to control the advance on the fortified bridge.

    (C) Market Road - This once vibrant marketplace for tourists and grocers has been violently thrown into chaos after an overwhelming PAVN military force came in response to invasion threats. It is a maze of overturned merchandise and hastily made defenses. One can discover that some things went wrong along the way...

    (D) Dugout - One of the more sophisticated defenses built in anticipation of the attack, the US can choose to either traverse the route adjacent to Point C or trudge through across the river bank to this fort.

    (E FINAL) Den Vua Dinh Tien Hoang - One of the two temples and palaces built to honor notable Kings of ancient Vietnam. King Tien Hoang who founded the Dinh dynasty was the first Emperor of a unified Vietnam after defeating the Chinese colony occupying the North. The US attackers must brave the dense and claustrophobic compound of the palace or flank around the marsh or the mud field to secure the temple courtyard.

    -------

    OTHER POINTS I may add if file size and other factors allow it:

    (F) Swamp - A transition point to G in a wooded swamp area.

    (G FINAL) Mountain Camp - A labor camp for mining limestone with a deep dark cave where light fails to distinguish friend or foe and shots in the dark are targets to be fired back at.
    -------

    What do you think? I have been working on this first map of mine ever since the summer and learning the Editor, which brings me to what I need to ask to get this map online: What are the steps I need to take to publish this map and bring the file size from 762mb to something that I know is smaller when I bake and compress it, and what are the steps that I might be missing as a new map maker? Right now I don't know how to get my .roe from MyGames/Unpublished folder to Published so I can test what it's like out-of-Editor.
    So far I have done:

    Manual Map Distance Culling
    Lighting/LM Importance Volume
    One spawn for each team
    Objective A - E transition
    Ladder Volumes
    NX Forcefield (idk if it's working correctly)
    Out of Bounds distances

    I am also submitting this to the Mapping contest so I am cramming the necessary changes in there too, as I think there are few. Thanks for viewing my post and giving the advice I need in advance!

  • #2
    On the top toolbar of the SDK the button furthest to the right. Should be an image of an arrow and flame. That's the cook button. That will Cook it and put it in published. Make sure you have built paths and lighting first of course.

    Comment


    • #3
      could you improve the lightning? Like in jungleraid 11 , danang, or spearhead3

      Comment


      • #4
        Originally posted by Lemonater47 View Post
        On the top toolbar of the SDK the button furthest to the right. Should be an image of an arrow and flame. That's the cook button. That will Cook it and put it in published. Make sure you have built paths and lighting first of course.
        Yeah, i'm aware of that button and process. My paths are up-to-date, but my lighting is broken on BSPs on my map so I am baking those now and then I assume that it'll be completely up-to-date. The other problem is draw batches and I don't know if that's related to lighting but what are they and is the fix re-building lighting with the BSPs? Along with this when I do attempt to bake the map it only offers to bake two packages - ENV_Rocks and the UH1H Helicopter (paraphrasing), so when I go to my folders it's only a Static Mesh folder with these packages in it.

        Comment


        • #5
          Originally posted by powerbits View Post
          could you improve the lightning? Like in jungleraid 11 , danang, or spearhead3
          Are you saying improve the lighting like shadow darkness/depth or light color?

          Comment


          • #6
            Originally posted by IceFuse View Post

            Are you saying improve the lighting like shadow darkness/depth or light color?
            Contrast colour, some maps have sort of a orange filter... the latest lightning looks high contrast

            Comment


            • #7
              Originally posted by powerbits View Post

              Contrast colour, some maps have sort of a orange filter... the latest lightning looks high contrast
              Okay, I may look into that, thanks! Is it related to Light Bloom or Environment Color, if you know about that?

              Comment


              • #8
                Originally posted by IceFuse View Post

                Yeah, i'm aware of that button and process. My paths are up-to-date, but my lighting is broken on BSPs on my map so I am baking those now and then I assume that it'll be completely up-to-date. The other problem is draw batches and I don't know if that's related to lighting but what are they and is the fix re-building lighting with the BSPs? Along with this when I do attempt to bake the map it only offers to bake two packages - ENV_Rocks and the UH1H Helicopter (paraphrasing), so when I go to my folders it's only a Static Mesh folder with these packages in it.
                Map is now baked! ...but my character can't spawn in and the game won't start after I open it and load it. 762 -> 280 mbs sounds enough to keep adding to it all.
                Last edited by IceFuse; 10-08-2017, 10:58 PM.

                Comment


                • #9
                  Make sure map is properly named VNTE- or VNSU-
                  Looking at your last post it seems maybe you saved some stock upks? "ENV_Rocks and the UH1H Helicopter " Dont save these and if you did, delete them from your unpublished folder. When you click the cook button and it asks you to save, check NO then the cooking process should begin. A command window will open and normally takes less than a minute to cook. The map should then appear in the same directory as you saved it in unpublished, but will now also be in Published Folder.

                  Once in Game, use the command "open VNTE-mapname" to launch the map.

                  Also, please join us on the modding discord, you will get much more help there:
                  https://discord.gg/J3HgYH
                  Support Custom Maps and Mods

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