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Forum » Welcome to the [FHSW] Europe Community! » Mapping » Bring back the old maps! (m) (Road to Rome, Secret Weapons of WW2 & FHSW-maps)
Bring back the old maps! (m)
mardukDate: Sunday, 2015-10-04, 12:30 PM | Message # 161
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Thank you endless!!

This is a gaming community. People come here to relax. If you start an argument you will get kicked.

Quid pro quo.

Marduk aka Postduk
 
XenanabDate: Sunday, 2015-10-04, 12:35 PM | Message # 162
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Maybe today people want to join who didn't already download the last mappack a week ago.
Could you also provide a complete mappack with the levels which have been successfully tested last week Radio?

Also thanks for the Ocean Town file.
 
mardukDate: Sunday, 2015-10-04, 12:41 PM | Message # 163
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Yes, Xenanab, what we need is ONE mappack with the newest files.
This mappack should be found very easily on the mainpage so everybody can download it without reading this thread.
It has to be straightforward!


This is a gaming community. People come here to relax. If you start an argument you will get kicked.

Quid pro quo.

Marduk aka Postduk
 
Stefan1990Date: Sunday, 2015-10-04, 12:49 PM | Message # 164
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a installer also would be nice
 
XenanabDate: Sunday, 2015-10-04, 12:49 PM | Message # 165
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Wait wait wait!
I just checked the single Ocean Town file and the lightmaps are completely bugged.
Radio, the Ocean Town_001 update file is still needed in order to run it with normal lightmaps wacko

Please just add the old files to the mappack again. The download link is still on the mainpage. Ocean Town.rfa + Ocean Town_001.rfa


Message edited by Xenanab - Sunday, 2015-10-04, 12:53 PM
 
RADIOSMERSHDate: Sunday, 2015-10-04, 1:00 PM | Message # 166
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Quote Xenanab ()
Please just add the old files to the mappack again. The download link is still on the mainpage. Ocean Town.rfa + Ocean Town_001.rfa
That is very strange. I simply unpacked Ocean_Town.rfa and Ocean_Town_001.rfa after that in the same directory.

Updated full mappack (still the same link as New_Mappack.zip):
https://drive.google.com/open?id=0By17mLYB7EvqeVFqejlnQ2E4UzQ

Btw, I edited my message in chat.


Message edited by RADIOSMERSH - Sunday, 2015-10-04, 1:03 PM
 
crazygameloverDate: Sunday, 2015-10-04, 1:36 PM | Message # 167
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I thought we weren't going to include imphal, blacknight, and merville?
 
wewakDate: Sunday, 2015-10-04, 1:44 PM | Message # 168
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Trois Points-1944 still needs a different name to the original, on the last test people without the fix could still join with floating buildings.
 
XenanabDate: Sunday, 2015-10-04, 2:08 PM | Message # 169
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There might be now the broken version of Ocean Town on the server
 
Mr_JDate: Sunday, 2015-10-04, 4:35 PM | Message # 170
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Sorry about being grumpy but I'm not really sure if that's kind of good idea to have your testing sessions on main server.
 
Stefan1990Date: Sunday, 2015-10-04, 4:41 PM | Message # 171
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i also think its better to test the maps on a other server.
 
starking018Date: Sunday, 2015-10-04, 6:17 PM | Message # 172
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With this latest version of The_Attack_on_Carentan-1944 the server loads it fine, but the game client can't load it. It crashes at the end of the loading.

Quote RADIOSMERSH ()
Quote
The other flag marked "3" is actually not capturable after "2".

That's because at least 2 players are needed to cap it, as well as 4th flag.

No, I think there was a cage around it and I couldn't get in, even after I had captured the first flag "3". I hope this is fixed now.

Quote RADIOSMERSH ()
Maybe you can upload it to your server, as it is an _001.rfa file, thus server restart is not required?

I don't think it works like that. Better have one file per map.

I don't think it is a good idea to bother all the players with anything before the mappack is complete and tested. That means not testing the maps on the main server at times when there are usually players on the server playing and not asking them on the homepage to download test versions, which they will later have to replace.


Air Troll a.k.a. starking018
 
crazygameloverDate: Sunday, 2015-10-04, 8:41 PM | Message # 173
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I made some minor updates to Operation Lilliput: https://drive.google.com/file....sharing

Changes:
-Increased capture time on flags to 7 seconds (was 2 seconds before)
-Added one static Type 88 75mm at Buna Mission
-Added one towable Type 88 75mm at Lagoon

I now know how to add additional spawners, so I can make a lot more changes for balancing purposes if need be.


Message edited by crazygamelover - Monday, 2015-10-05, 0:23 AM
 
Endless_NamelessDate: Sunday, 2015-10-04, 9:14 PM | Message # 174
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I'll setup a second server tomorrow with only the mappack maps in the rotation.

My Youtube Channel
aka eYe.ris
 
XenanabDate: Sunday, 2015-10-04, 10:01 PM | Message # 175
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There are a few thing I ask you eYe to care about when setting the map list:

The old Eagles Nest must be deleted as it messes around in the map rotation.

Ocean Town has to be from the original download link on the mainpage: Ocean Town.rfa + Ocean Town_001.rfa
-> https://drive.google.com/file/d/0By17mLYB7EvqUU9pRmk2QUVkc2c/view
 
Stefan1990Date: Monday, 2015-10-05, 4:48 PM | Message # 176
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pleas dont post hundrets of versions! cry
 
Endless_NamelessDate: Monday, 2015-10-05, 5:15 PM | Message # 177
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Yes, we only need to confirm that the map works. Fine tuning we can do later via ssm.

Map server is up: 5.9.54.21:14568 (same IP as the main server, just a different port)


My Youtube Channel
aka eYe.ris
 
Mr_JDate: Wednesday, 2015-10-07, 6:57 PM | Message # 178
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@Radiosmersh: you've got green light to convert Westerplatte and Grodno, if you still wish to do that.
 
mardukDate: Wednesday, 2015-10-07, 9:08 PM | Message # 179
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I have the following suggestions to improve some of the maps:

Foy_classic: Opel Maultier (Nebel) should have a wintercamoflage
Eagles Nest: -Pzfaust150 instead of Pzfaust60 as German spawnkit
-camoflaged Wespe
-no vanilla Shermans
-Pershing for Allies
-remove flag E6
Road to Ramelle: -River should be dead zone. Otherwise is the area that Axis has to defend too wide.
-add some MG 42's kits. One at each flag.
Zveroboy: -remove heavy tanks. It is not logical to use heavy tanks in such a terrain. Rather add some amphibious vehicles.


This is a gaming community. People come here to relax. If you start an argument you will get kicked.

Quid pro quo.

Marduk aka Postduk
 
starking018Date: Wednesday, 2015-10-07, 9:29 PM | Message # 180
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Quote marduk ()
Eagles Nest: -Pzfaust150 instead of Pzfaust60 as German spawnkit


I think axis already have plenty of stuff that make them pretty effective at killing allied tanks. But still, I think allies can do well without better tanks (Pershing). If we step it up to that level (Pzfaust150), the lighter tanks are becoming more and more obsolete and weak on the map.

E6 flag is good for allies to be able to spawn close to the battle (the parachute spawn).

Quote marduk ()
Zveroboy: -remove heavy tanks. It is not logical to use heavy tanks in such a terrain. Rather add some amphibious vehicles.


I don't know about that, but just bear in mind that "Zveroboy" literally means "beast killer" and it is a nickname for SU-152 and similar tanks that can kill the German "beasts" (tiger, elephant, etc.) so the heavy tanks must have been in the original idea for the map.


Air Troll a.k.a. starking018
 
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