-Vemork approach- final release, new pictures!

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LOD-terrain... are you a believer?

Amen brother! Halleluja!
5
26%
LOD-terrain is the work of the devil... the DEVIL I tell you!
3
16%
Well... I use it sometimes, but it takes a loony like Bjarne to cover the whole grid with it... and get away with it...
11
58%
LOD? What is that? A new drug?
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Total votes: 19

Bjarne BZR
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Post by Bjarne BZR »

Release candidate 1 is out!
Readme wrote:>>>>>>> CHANGES IN VERSION RC1 <<<<<<<
- Added a new scouting ability using binoculars. If you see an
enemy through the binoculars and press "fire" and "hit"
them, they will start to glow ( Allies blue, Axis red).
This simulates that a scout has sighted an enemy and radioed
his location to the rest of the squad. The glow is removed
after 10 seconds, simulating the rising uncertanty of of old
information.
- Reworked the terrain, making the map shorter and a bit less
confusing to navigate. Reduced the amount of long
"corridors" that you couldn't get out of ( evil sniper
advantage ).
- Added some old stone ruins 2/3 into the map ( seen from the
allies point of view ) to provide a new center of battle.
- Recalibrated the spawn points. Moved Allied forward and Axis
backward. Added one "scout" spawn point on each side
( These 2 spawns can almost see each other at map start ).
- Reworked the cloud layer to make it look better.
- Recalibrated the farplane distance ( Less fog ).
- Changed load screen image and inserted a separate image for
the status screen.
- Added a "The Hunt"-style breach message when the allies pass
the stone wall ( the wall is also new ).
- Moved some allied spawns under the terrain to above the
terrain.
Get it and see what you think ( you have to be at least one guy in each team to scout each other, because you can only scout out enemys ).
Here are some screenshots and explanations of the scouting fuctionality:
http://www.planetmedalofhonor.com/rjuka ... t_mod.html

So: last chance to chnge anything in the map before it goes Version 1.0!
Get it now!
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Serph
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Post by Serph »

I'm not so keen on the scouting feature...

even though above the tree line it is likely that they used wood...
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Post by Bjarne BZR »

Serph wrote:I'm not so keen on the scouting feature...
OK, why? Give me specifics.
Serph wrote:even though above the tree line it is likely that they used wood...
OK, they actually did use wood, but the house was left about 50-70 years ago and most of the wood has rotted away ( The house is not bombed, just deserted a long time ago ). Feel better now? :wink:
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lefty35
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Post by lefty35 »

This would be great if I could find a server that played this map! I really like the scouting feature. :) Good job.
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Post by Serph »

im not sure bjarne id really have to try it out with someone first... I'm just not so in favor of it.. Im not sure yet, maybe its because i havent had my coffee yet.
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Kalti
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Something else for a change...

Post by Kalti »

Following the development of this map has me decided to pick up my own icy map again... but I'm facing some slight complications as I would like to 'force' weather effects through the map script (if at all possible) cause I need snow to grant for some 'cover'

Besides the snow I would like the spawn areas to be protected by Bot snipers due to the fact spawning is done in the open...

Can't tell you to much, but it's done the same way this map started out...

Btw. the whole tagging idea seems great ! Put it in !
Last edited by Kalti on Mon Aug 04, 2003 7:19 pm, edited 1 time in total.
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Post by dzwcleetus »

I tried to run this on my server over the weekend but it crashed. Every time the round ended, the server crashed. I suspect it has something to do with BuzzGoodies (which i'm using for spawn invulnerability) and this map being incompatible, but it's the only map I've found that to be true with. The map looks really nice though. I wanted to run it. :(
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Post by Bjarne BZR »

Actually dzwcleetus, it fails when developer and logfile is set to 0 on the server... still dont know why, still debuging... but set developer and logfile to 1 and you will be fine.

( Yep, ugly, but it works until I figured out what is wrong )
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Post by Bjarne BZR »

OK, jv told me whats wrong: /forum/viewtopic.php?t=4601

If this removes the error ( no reason to think it won't ) I'll have a version 1.0 out in a day or 2 :D
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Post by Bjarne BZR »

Allright! All errors are eradicated! I released the first official version today 8-)

Version 1.0 is here!

( New pics in the first post of this thread )

I have a dedicated server ( one of our 3 clan servers ) running the map exclusively:

ToTAL[#1] at: 213.242.172.14:12203

Version 1.0 will run on this server starting tomorrow, 7:th of august, 2003. ( It currently runs version RC1 that does not have a functional scouting modification )
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Post by Serph »

can i host it for download file planet being gay for me.. not sure if it the only one and i can give direct link i also have like massive bandwidth as i am paying for my service, business pro package blah blah blah so people will download fast ...

neways checking out the server now !
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Post by Serph »

OTHER THAN the 180 ping :( its great i was in alone though :( lets organize a time tomorrow any time after 4 pm EST to go play :D

how bout it everyone?
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