RS KitaJima

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PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
The name was never an issue before people started adding versionx, but it helps server operators not have to stop their server and editing stuff. I only kept the name because of the recent sdk patches, there'll be longer time between updates otherwise and name change isn't really a hassle
 

®omano

Grizzled Veteran
May 14, 2009
4,196
218
63
France
www.hellsoldiers.tk
It is actually the contrary, people started to not add version number in files recently (see steam workshop maps a lot don't have version number in name now), which cause lot of trouble, especially to server admins you are right, but also to people who downloaded version xx of a map, but they couldn't join server without redownloading map again.. because it was same map name, and different file.
As far as I remember custom maps always had version number in filename (since RO1 but even on older games), each version was a new number, and it is not for no reason.. Just my 2 cent now take it or not :)
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
yea but no one is really playing customs atm, so for this instance it's ok i'll give the server admins who do bother to upload my map an easier time
 
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G_Sajer

FNG / Fresh Meat
Sep 4, 2011
2,389
132
0
Minnesota
:)

It's going pretty well guys. The maps are coming in slow, but there is public participation almost round the clock on Crucible. The customs are getting enough attention maintain a decent position on GameTracker. The work is well appreciated. Dont forget, there is significant public activity at night that we don't see in this these time zones.
 

Paulchen Panzer

FNG / Fresh Meat
Dec 14, 2012
442
0
0
Hamburg
www.44id.de
The idea with the landingboats is pretty cool and very impressing. At my first try i did not realize that the boat will start automatically and i thought i`m lost in the boat after i entered it. so i did detonate myself with a grenade. I thought it was a issue at your end...lol. But the sound from the boats seems to have a fade in/out volume issue when you reach the beach. Maybe cause their action is done??? Don`t know exactly. I`m glad to have the correct Wood textures back.
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
when the A objective is captured it seems to disable the engine sound. Takes 40 seconds at the start to give time for people joining the server
 
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G_Sajer

FNG / Fresh Meat
Sep 4, 2011
2,389
132
0
Minnesota
:D


Your amtrack work is splendid. Everything seems to work as it should.
The concept is at least as good as the Russian beach assault in RO1.
Very nice example of atmospherics.

Thank you.
 

®omano

Grizzled Veteran
May 14, 2009
4,196
218
63
France
www.hellsoldiers.tk
I was really excited at first but I feel it need something to be better. The concept is great but first, not everyone spawn in these boats there are a lot on the beach from start (bot don't understand how to get inside boat too :D they sometime fall inside but I'm sure it is random walk that make them fall inside), second the motor sound is far too loud from my point of view, and people who played it with me felt the same, some made an ALT TAB during the trip to the beach :D to stop the sound :D

If it is possible, but I'm pretty sure it is not, using the boats MG would be pretty cool, or at least being able to mount a player MG somewhere can be cool too (that would need some crates to get higher inside).

It is a first experience as I only tested once locally, and once online with some people.