Ogledow

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Silent_snack

FNG / Fresh Meat
Aug 15, 2011
53
40
0
I got stuck on these sandbags today while driving a tank. When I managed to get unstuck, it would teleport me back to the sandbags.

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xTA7z.jpg

ZGjsq.jpg
 

dazman76

FNG / Fresh Meat
Aug 23, 2011
672
176
0
UK / Stalingrad
That's great, so we extract the CookedPC folder, and OVERWRITE the existing CookedPC folder?

Yes Major - and technically you're merging the folders, not over-writing them :) You can (with Windows) happily paste a folder when a folder already exists with the same name - their contents will be merged together, and any existing files with matching names will be overwritten - once you've confirmed to Windows that it's OK to do that :)

Only the evil thing known as OSX actually replaces existing named folders with ONLY the contents you're pasting in, deleting contents that already exist. I discovered this the hard way when playing with iPhone apps on a Mac Mini :) "That's because you're used to Windows!" shout the Mac users. "Oh shut up, it's the way it should work - if I wanted to delete files I'd have deleted them first" reply the far more logical Windows users :) If you use the terminal in OSX ("mv command"), it actually merges. So the old-school command line is more intuitive than the main GUI - well done Apple, style over substance again :)

Ahem - sorry I seem to have gone off on one there, back to topic! :D
 

Trunk

FNG / Fresh Meat
Aug 27, 2011
30
2
0
Ogledow B4 is available now.

First delete the old map Ogledow_B3 and the file Props_Ogledow.upk (its in the Custom folder)

then download and install the files for B4 and join us!

The link is in the first post in the Ogledow thread in Modding forum

http://forums.tripwireinteractive.com/showthread.php?t=72721[url]http://forums.tripwireinteractive.com/showthread.php?t=72721[/URL]


I have it running on the 50pc server now --

Okay i noticed two things after a short test:

1. You said you removed the walls at Axis spawn, but maybe you should remove those sand textures too.. (that line where the walls used to be)



2. I hope its me but in B4 i dont see any grass anymore :eek:





 

shakenbake

FNG / Fresh Meat
Sep 22, 2011
310
89
0
USA
I just posted on the other thread an issue I seem to be having joining. I will post same text below; was replying to someone from 50pc who had the map running.
I am pretty good at getting around small issues with maps and workarounds but not advanced by any means. So given that, I am having an issue loading the beta4 version (or some other issue I'm not aware of to do with the multiple versions out there?).

*copy of text*
I've just spent over an hour trying to get on to try it.
Joined the 50pc server and automatically downloaded the B3 and B4 versions, both which took forever. At least the first large download was titled B3.
Then at load screen in RO2, it just hung. Had to ALT TAB out to end the game to be able to quit. Have restarted etc, done all the usual "fixes" but can't get it to load and work.
I have not deleted B3 as it autodownloads anyway when I join the 50pc server....but if I wanted to, where would I find it? I have searched all over my Steam folder in the usual places and it is not there?

*EDIT* OK, I've gone back and tried other servers running a posted B3 version and have had to start the download again, so clearly I don't have the B3 version. I have the version you have on 50pc server, which when it downloaded was labelled B3 and the another huge file named Art_Ogledow, but not B4. On any B4 server, including 50pc, with the download I had installed from your server (which you said is running the B4 I downloaded) I cannot join, the game just freezes in the load screen.

I am running a Intel i7, 6 gigs of RAM, the game on a newly installed Windows7 on an SSD drive, GPU is Nvidia GeForce GTX260.

Confused.......

Check out this video I made showing how to add a custom map to your Steam folder...hope this helps.

http://youtu.be/fzDSoWOZgxw
 

Vitzouille

FNG / Fresh Meat
Sep 21, 2011
36
0
0
FRance , Normandie .
B4

B4

very nice work , Six Ten , THX a lot !

we used to play Tanks and infantry coordonned in 8FFS team on RO1 .

so Arad was our fetish Map . what a pity we can't no more go in and out of

the Panzers ! any information about this possibility in the future ?

Ogledow means so good and fun memories , thx again !

Vitz
 

Coopsta

FNG / Fresh Meat
Dec 22, 2011
219
44
0
Hey I found something

Hey I found something

Hey Six_Ten I was just playing last night and I noticed these two walls in the Farm. You can cover behind the concrete one but you can't mantle it, and for the wooden wall you can't do either.

E424853A39DB8F926C55BB15541D9710B310FFD1
 

Extension7

FNG / Fresh Meat
Jun 22, 2010
1,766
323
0
East Coast USA
www.createphpbb.com
I had not problems with the map, except for those untextures stairs posted above, the cover nodes and everything not working in certain areas, and the fences/sandbags not being destructable.

I know you don't know how to do that, but I could really help making the sandbags destructable and the fences too.
 

darkstar703

FNG / Fresh Meat
Oct 7, 2011
9
0
0
Hi!

Just checked out the map (bAbykAte)! Couldn't find any bugs or flaws though (perhaps at Ogledow, up in the barn, if you look out of the hole in the roof you eventually land on the roof if leaning too close).

Weapon loadout seems fine to me!

Hope there will be a few more guys on tonight! Looking forward to the final release!

Good job!
 

Six_Ten

FNG / Fresh Meat
Mar 12, 2006
1,382
400
0
aztecmod.darkesthourgame.com
I had not problems with the map, except for those untextures stairs posted above, the cover nodes and everything not working in certain areas, and the fences/sandbags not being destructable.

I know you don't know how to do that, but I could really help making the sandbags destructable and the fences too.

I would appreciate your help in making the fences and sandbags destructible. I've tried repeatedly, and I can get it to work in my offline version of the map, but not in multiplayer.
 

Shadowbreak

FNG / Fresh Meat
Sep 20, 2011
2
0
0
Hi there I really like the open spaces in this map and the foliage for one to hide in the grass. Though I think the roads need more debris/cover. Here are some things I found

2011-12-23_00007.jpg


Can't deploy on the windows of the ruin's 2nd floor

2011-12-23_00002-1.jpg


Missing texture in the town, near the sandbags.

Keep fixin' away
 

r5cya

FNG / Fresh Meat
Jan 17, 2011
6,047
445
0
San Bruno, California
great work on the map, six-ten! i noticed you put sanbagk at the side entrance of the ogledow basn. the one closest to farm. how come? easier than fixing the :can't get through the doorway" bug? just wondering.

i only got a chance to play for a bit last night on b4. i noticed that you still can't deploy on the sand bags in front of the hill. well you can, but only in certain spots. i'll look around harder for more next time.

keep up the awesome work!:D
 

Six_Ten

FNG / Fresh Meat
Mar 12, 2006
1,382
400
0
aztecmod.darkesthourgame.com
great work on the map, six-ten! i noticed you put sanbagk at the side entrance of the ogledow basn. the one closest to farm. how come? easier than fixing the :can't get through the doorway" bug? just wondering.

i only got a chance to play for a bit last night on b4. i noticed that you still can't deploy on the sand bags in front of the hill. well you can, but only in certain spots. i'll look around harder for more next time.

keep up the awesome work!:D

Yep. At least for this version I wanted that to no longer be an issue so we can look for other stuff to fix while I decide how to solve it permanently. I've been (and the bots are) able to deploy on most of the sandbags on hill. I'll watch for it in game and see if I can improve it.
 

Amizaur

FNG / Fresh Meat
Aug 18, 2006
275
3
0
45
Gdansk, Poland
The game on this map is very, very different than on stock "Gumrak" :). It's also quite different from any other ROx1 map, even original Ogledow (which was boring pure-tank map).

Short ranges, poor visibility, LOTS of buildings/trees/foliage/fenses so it's extremly hard to spot enemy tanks while they are not moving. Not a type of map I like for tanks, but and interesting experience anyway:).
It's also extremely hard to spot anything when moving, hard to spot when buttoned (optics/periscopes only), and almost impossible when moving buttoned :).

You can spot something that accidentally got in your sights, but the situational awarnes - the MOST important thing in real life - is really really poor :) - as it should be, when moving buttoned in a tank.

And you have to button if you are not in the middle of a field, because the enemy infantry would kill you (unbuttoned tak commander) quickly the other case :). They will kill you and your whole tank anyway by very powerfull satchel charges / AT grenades if you come close to something (like buildings) because they are almost impossible to spot from moving buttoned tank - again, just as they should. They can also kill you from AT-Rifles which is - well - not needed here (lot's of oportunities to use AT grenades) and non-realistic as we all know (overmodelled AT rifles damage/penetration capabilities).

Pure tanks force would loose to pure AT infantrym force on this map :).

Now after playing a bit here, at last on "normal" (non Gumrak ;) ) map against human tankers, after getting some feeling in maneuvering, spotting, shooting, dueling, on different ranges - here are some things that are annoying for me... game issues, not map issues:

An average "tank duel" is several penetrations of each other, killing crewmembers and damaging stuff and the winner is the more "resistant" one, or just more lucky one, not the one who makes first succesfull hit & penetration.

I'm not sure if the red "hit" lines (showing on the small tank picture in left bottom corner), are showing properly the bearing of the incoming round. Often I would swear that there is absolutely no-one (either tank or AT rifle) at the bearing of the "hit" line. I was being targeted from other directions. Sometimes the line showed "hit" from left-rear, and the crewman shouted "right side had been hit". I'm not sure if it shows right or not. Maybe it does, maybe I'm just blind in finding who is shooting me. More observations needed.

Also, it would be nice if when the last crewman dies in a tank, the tank did not blow up almost instantly, but rather was left on map (empty) at least for 30 more seconds - the shooter should not know the tank is dead-crewed.
How could he ? In real life a tank would just stop "responding" but stay there. You would still shoot at it untill it blows up or catches fire, because you don't now if it's still dangerous or not :).

On the other hand, it _usually_ took one-two rounds to set a T-34 on fire from 75mm gun, or even blow it up completly. It probably took _USUALLY_ just one AP-HE penetration to force the wounded crew to evacuate the (burning or not) tank. I would say that it would be closer to real thing (and less frustrating) if it was possible to achieve:

- about 25% chance on average for tank blowing up on penetration. At least when penetrating the hull, which contains fuel tanks and ammo.
- about 25% chance for setting the tank on fire (and the crew partially killed/wounded and escaping),
- about 25% no one is killed but tank is damaged and evacuated, so knocked-out
- about 25% that nothing important was damaged and either no one killed, or someone killed but the crew will contunue fighting.

The real statistics are probably somewhat different, but the above would be much closer to reality than what is happening now. Some things above (crew evacuating from a damaged tank or a tank set on fire and abandoned) are impossible currently in the game, so they would have to be replaced with either killing whole crew (and lefting the empty tank on a battlefield for 30 more seconds) or damaging it in a way that it can't shoot back (and is smoking badly).

I wish the tanks actually had a "burning" state in the game... after penetration it would start burning slowly and you would know it's "safe" and knocked-out. It would burn for 30s and blow up then.

Currently in game a single penetration has I suppose about 10% chance of knocking-out the tank (exploding it or damaging in a way it can't shoot back). On average I need to achieve 4-5 penetrations to kill a tank.
Untill that, the tank would shoot back at me and often penetrate me too, damage or even kill before I manage to kill him.

It's more like fighting in previous "era", in (usually) thin skinned tanks with 30-50mm guns, pure AP-shot ammo. Like T-26 vs early PzIII or Valentine or something like that. Those tanks - I suppose - in fact could "absorb" few penetrations, damaging the interior and wounding/killing the crew before they had to be abandoned (disabled or on fire). The shock and psychological effect of small calliber, pure-AP penetration had to be much smaller too.

But IMO rather not in PzIv long / T-34 era, with much more powerfull 75mm AP-HE ammo.


Six_Ten - thanks for making first non-Gumrak map ;) that one can actually play tanks on it and see how they work in game and be satisfied :).
 
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Andrew Blake

FNG / Fresh Meat
Dec 6, 2011
680
200
0
First I would say, good job it's very nice map:) Brings back the old RO1 feeling, had around 30 people on tonight.

Please add a covernode on the broken roof/wall in the barn in objektive C. The one facing the german spawn. Sorry forgot to take a pic.
 

Six_Ten

FNG / Fresh Meat
Mar 12, 2006
1,382
400
0
aztecmod.darkesthourgame.com
Hope this map makes it to multiplayer soon!

I am starving for some new old maps.

It is in multiplayer right now. Go to the very first post in this thread, READ THE DIRECTIONS, and download the file from the first link, then follow the instructions to install it, and join us online!

If you need help installing, ask here.
 

puggy

FNG / Fresh Meat
Sep 2, 2011
151
10
0
www.brothersclan.co.uk
Thanks Six_Ten for the excellent work. Have installed B4 on a test server, will have it running in the rotation on our TE server tomorrow.

Major drawback at the moment is lack of redirect for downloads. Can anyone from TWI confirm the release date for this?
 

Frostedfire

FNG / Fresh Meat
Nov 21, 2010
1,055
153
0
oz
wrt hit direction - I thought that was just where it had been hit, and not where it had been hit from eg AT shooting at a rear section of the tank to get a better angle or something