Alright, its cooking now. I'll test it then if it works I'll upload B8.
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Changes for Ogledow Beta 7
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Just off the top of my head for now:
Sometimes you can set up an mg or PTRS in the ruins window. (it is still sketchy, but works better than before)
Added some more covernodes in various parts of map.
Some bushes move when you run through them. (I did that for wheatfields too, but there are just too many polys to do it, so unless I figure out how to do that efficiently they are static and unmoving). I had all of them able to move, then discovered that tank shells (are they SM actors and bullets aren't?) collide with them but bullets don't. I left some in because they're cool and its useful to see where the enemy is sometimes. The ones I left in are spaced far enough that they won't interfere with tank battles often.
All wooden fences can be destroyed by running over with tank or shooting with HE shells. Telegraph poles can be run over. Removed wires completely.
Terrain sand and grass textures distribution is pretty sweet. Working on the masking only, so they tile still.
Replaced BSP buildings with custom static meshes. (by the way if you couldn't enter them in RO Ogledow you won't be able to here.)
Rebuilt and remapped a number of the old static meshes for lightmapping and made new textures, spec, and normal maps. Shutters for instance look better.
More cover and mantling locations.