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- Kleinere Fehler behoben
Wenn jetzt keine größeren Fehler auftreten ist das die letzte Version der Map
- Minor bugs fixed
If no major errors occur now, this is the last version of the map
Viel Spass / Have fun
[FRS]=Freddy=
How do I play the workshop map, download it and now within the game I play?
thx for your feedback. :)
I take a look at the spawn points.
unfortunately I have not yet succeeded isolating an error
In the server log you find only "player xxxy dropped"
Sometimes you play the map 10 or 20 rounds without a problem
Then, for example, when you change the weapon you crashing to desktop
Very strange
In the last days with the reduced Navmesh the map runs stable on my test-server
But apparently only on my server :(
- Navmesh Test
Have fun / Viel Spass
[FRS]=Freddy=
- Add level Overview
- Various small bugs fixed
- Level Uebersicht hinzugefuegt
- Kleine Fehler behoben
Have fun / Viel Spass
- Corrected Position various models near the sky box
- Displacements fixed
- Position verschiedeber Model in der Nähe der Sky box korrigiert
- Displacements gefixed
Have fun / Viel Spass
[FRS]=Freddy=
The box is just like the same as the other three panzer maps.
But I have noticed that a few models which I have replaced by bulk laterally slightly in the skybox
I will fix it
between 42 and 85 bots? OK!
My server has slightly more than the default setting
38 players, 8 clients and 30 bots.
So I have no problems
AFAIK Is the optimal / maximum number of players 48
ARC (developer) wrote this:
PVP always capped at 32 slots due to UI, maxplayers was 64 due to coop (bots occupies player slots), now the "maxplayers" is capped at 48 (aka 8 players + 40 bots in coop), PVP stays The same 32.
https://gtm.steamproxy.vip/app/222880/discussions/3/624076027586162736/
i played UO too :)
Btw. the server parameters also worked in COD 4 and COD 5 :)
@ DOGMAN
How many clients, more then 6 players ?
We play at the last days with 4-6 Clients, without any mods on my linux testserver.
Wthout any problem, Hmm..
About the nav_mesh, i don't think so because there only applies to bots.
Kewl. I was think'n more about the UO days, but yah, COD4 was one of the last best community versions. Thanks for all of your work, past and present.
....In the old COD days....
Yes i know, I'am a old COD 4 / 5 Mapper ;)
See:
https://youtu.be/C24DJwXSpCw
https://youtu.be/VaFeyG5aISI
https://youtu.be/cuaQXA75dKs
https://youtu.be/fBuA9v4e_QI
http://www.level0soft.com/
Thanks! In the old COD days, mappers would often include a cvar for the server-op to enable/disable features like this depending on preference. Different engine tho' back then; this should work just fine.
I'll wait awhile to check it out, given the CTD reports.
thx for the info.
Can you describe the fault in more detail ?
In which game type does it occur, checkpoint or firefight ?
- Fixed missing models
- Texture bugs fixed
- Bot spawnpoints customized
- Radio sound stop after fire on the Radio
Release version 02b
- Fehler fehlende Modelle behoben
- Textur Fehler behoben
- Bot Spawnpunkte angepasst
- Radio Sounds stoppen durch Beschuss auf das Radio
Thanks for the feedback.
At my test's with the map I had no lags (playing with 4K) and no Errors (missing models)
but I believe it is because there are possible DOI Mod models included.
Is the INS.DOI Mod not present, then it can cause errors. I fix it.
The problem with the bots is also peculiar.
There are enough bot spawns available and at my test's were
more bots in the game than we liked :)
Regarding the radio sounds,
It is a pity that this feature in my maps annoy you, sry but do not get me wrong, I like them so.
So I will not make any changes to the amosphere of my maps.
Regarding the problem with the soundscapes zones and the loudness, I will look at.
@ Daimyo
thanks for your offer, that is very nice. :)
But the nav_mesh is as far as I can judge (nav_edit 1) ok.
Besides, I have to change the map because of the DOI Mod models.
a) Bots were very sporadic about spawning/attacking. Seemed to work better when I tested solo but once we had a few players, they just weren't around much. Given the distances between CPs, made for a lot of boredom in the action department.
b) The radios. They are too loud & annoying in all versions of this map, with the sound zone extending beyond bunkers at times. This one is no different.
c) Console errors. Constant stream of Vertex file errors in the console increases the lag. See image below, may be the cause....lots of blue error blocks later on in the map.
https://imagebin.ca/v/3M7yqHicfKcV