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Old 07-19-2008, 10:56 AM   #11

jayceon515's Avatar
Default Re: How to fix Basrah for online play

Quote:
Originally Posted by [R-DEV]Rhino View Post
If you give me the new sky.con ill shove it in
Sure thing

Code:
Lightmanager.init
Lightmanager.skycolor 0.588235/0.647059/0.694118
Lightmanager.ambientcolor 0.670588/0.745098/0.945098
Lightmanager.sunColor 0.913726/0.862745/0.662745
Lightmanager.sunSpecColor 0.952941/0.956863/0.890196
if v_arg1 == BF2Editor
LightSettings.TerrainSunColor 0.75/0.75/0.75
LightSettings.TerrainSkyColor 1.00/1.00/1.00
LightmapSettings.waterSunIntensity 0.8
else
terrain.sunColor 0.75/0.75/0.75
terrain.GIColor 1.00/1.00/1.00
terrain.waterSunIntensity 0.8
endIf
Lightmanager.staticSunColor 0.68/0.62/0.55
Lightmanager.staticSpecularColor 0.96/0.96/0.89
Lightmanager.staticSkyColor 0.79/0.79/0.79
Lightmanager.singlePointColor 0.92/0.91/0.89
Lightmanager.sunDirection -0.458512/-0.817348/-0.348868
Lightmanager.enableSun 1
Lightmanager.effectSunColor 0.94/0.93/0.89
Lightmanager.effectShadowColor 0.63/0.62/0.58
Lightmanager.defaultEffectLightAffectionFactor 1
Lightmanager.hemilerpbias 0
hemiMapManager.setBaseHemiMap Levels/operation_full_clip/groundhemi 0.000000/0.000000/0.000000 2048.000000 500.000000
Lightmanager.treeAmbientColor 0.85/0.87/0.88
Lightmanager.treeSunColor 0.48/0.64/0.38
Lightmanager.treeSkyColor 0.78/0.66/0.54

if v_arg1 == BF2Editor
else
run /Common/Sky/SkyDome/skydome.con
run /Common/Sky/Flare/flaresprite.con
endIf

Skydome.skyTemplate skydome
Skydome.cloudTemplate cloudlayer
Skydome.hasCloudLayer 1
Skydome.hasCloudLayer2 1
Skydome.scrolldirection 0.02/0.01
Skydome.scrolldirection2 0.015/0.015
Skydome.cloudTexture common\textures\cloud\Cloud06
Skydome.cloudTexture2 common\textures\cloud\Cloud02
Skydome.skyTexture common\textures\sky\skycloudy01
Skydome.domeRotation 180
Skydome.fadeCloudsDistances 500/800
Skydome.cloudLerpFactors 0.65/0.48
Skydome.flareTexture common\textures\sunflare\lens_corona01
Skydome.flareDirection -0.46/-0.82/-0.35

Renderer.fogColor 209.00/194.00/163.00
Renderer.fogStartEndAndBase 0.00/340.00/2.00/0.60
I changed the view distance from 350 which was in 0.5 to 340 which is used currently so there won't be any other change except the lightning

At least reconsider the other suggestions about those destroyable fences and stuff. I really want to make sure this map doesn't crash in the future releases.

Looking forward to 0.8


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Old 07-19-2008, 10:59 AM   #12
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Gameserver Administrator

[R-DEV]fuzzhead's Avatar
Default Re: How to fix Basrah for online play

Thanks for the post jayceon515.

Indeed, basrah and op archer crashes because of the hard limit of networkable objects in BF2.

Its funny you post this, as I only just a few days ago completed an audit on Al Basrah. Well, the networkable count is basically cut 2/3's by my audit so we are hoping it is playable once again :

Ill respond to your list:

1) Done.
2) Done.
3) Keeping them.
4) Done.
5) All road signs removed (like you said, anything for stability, esp. stuff that does not affect gameplay whatsoever)
6) thanks I will look into why this is happening
7) will look into
replaced.
9) will look into

sky.con... good idea, im no art guy, i know some prefer 0.5 some prefer 0.6..... i would like to see a whole new sky anyways, liek you said, spice it up, so it feels new!

in addition to the changes above, we have gone QUITE a bit further to reduce the amount of networkables.

- removed the random insurgent rallypoint system. insurgents will use a new spawning system that does not rely so heavily on networkable objects (there was over 100 rallypoints created with the old system). more info be posted up when this new system is finalizied.

- all helmand buildings replaced with non-destroyable ones. this was 300 networkable objects in itself. this will cause alot of bitching, but we feel its necesary for server stability. the afghan (kashan) single destroyables and wall pieces will still be kept the same. The main problem with the helmand buildings was that each building consisted anywhere from 6-20 destroyables, which quickly add up..

- theres a bunch of other destroyables that were removed. basically anywhere that we could cut networkables out, we did. stuff that is good for gameplay we kept, like blocking doorways and stuff like that.

Thanks for this thread, its both insightful (for new guys) helpful to devs, and overall a pleasant read. I wish there were more threads that were like this, instead of filled with spam most the time :P

any other questions just ask away jayceon.


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Old 07-19-2008, 11:00 AM   #13
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Default Re: How to fix Basrah for online play

Quote:
Originally Posted by jayceon515 View Post
At least reconsider the other suggestions about those destroyable fences and stuff. I really want to make sure this map doesn't crash in the future releases.

Looking forward to 0.8
We have already removed a load of dest fences, stop signs etc. We are keeping some dest fences that have a impact on gameplay, like ones covering driveways and allyways which must be destroyed for players to reach them which is good, but most of the ones like the ones in the industry have been removed.

Quote:
Originally Posted by [R-DEV]fuzzhead View Post
- all helmand buildings replaced with non-destroyable ones. this was 300 networkable objects in itself. this will cause alot of bitching, but we feel its necesary for server stability. the afghan (kashan) single destroyables and wall pieces will still be kept the same. The main problem with the helmand buildings was that each building consisted anywhere from 6-20 destroyables, which quickly add up..
have you already done that? thought you wanted me to do that? Will get the LMs fixed for it


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Last edited by [R-DEV]Rhino; 07-19-2008 at 11:06 AM..
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Old 07-19-2008, 11:13 AM   #14
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Project Reality Tester
Gameserver Moderator

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Default Re: How to fix Basrah for online play

Swweeet! DEVs rule!



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PR Tester - Tournament Admin - NINJA
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Old 07-19-2008, 11:23 AM   #15

Sabre_tooth_tigger's Avatar
Default Re: How to fix Basrah for online play

Quote:
some insurgent vehicles should get removed. They have 38 vehicles including the boat which is useless and pretty unrealistic.

I'd like insurgents to keep their boat, I've read they do use them and maybe allied forces get one also.

Its shame the boat will not pass under all the bridges so it could be used to cross the map in an alternative way since the riverbanks create a natural cover to movement



Quote:
BAGHDAD, April 24, 2006 —
The Tigris River runs through Baghdad and, with more than 35 miles of waterways in the Baghdad area, many coalition advisors and Iraqis believe this is the major supply route for insurgents. Until recently, it has gone virtually unprotected.

We believe that the insurgents have been using the rivers as a means of transporting their supplies because there are no checkpoints and no one on the water to stop them,”
http://www.defendamerica.mil/article...042406dg1.html


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Last edited by Sabre_tooth_tigger; 07-19-2008 at 11:29 AM..
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Old 07-19-2008, 11:33 AM   #16
Gameserver Moderator

Jonny's Avatar
Default Re: How to fix Basrah for online play

blow the bridges up (the little ones) and you can just go right over the remains...

EDIT:
You can go right under the little bridge on qinling, replacing a few with those could save a few objects for ya.

XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like?
Best post ever made!

EG: PPSh is made of win and quite possibly stamped sheet metal
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Last edited by Jonny; 07-19-2008 at 11:39 AM..
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Old 07-19-2008, 11:56 AM   #17

jayceon515's Avatar
Default Re: How to fix Basrah for online play

I'm really glad you lead DEVs agree with me on this crucial point I was trying to make and the map is most likely going to work as it should in the future
I guess everything that had to be said here is done and this thread can be locked so you can avoid unnecessary spam that mostly comes into this kind of threads.

0.8 is IMO going to be the best PR release ever. Really looking forward to it


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Old 07-19-2008, 03:49 PM   #18

Cyrax-Sektor's Avatar
Default Re: How to fix Basrah for online play

New spawn system for the Insurgents? Good to know for people making Insurgent maps. Must say Insurgency is my favorite game mode, and Basrah my favorite map. Great news regarding Ins. .8.


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Yay PR!
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Old 07-19-2008, 07:22 PM   #19

White Rock's Avatar
Default Re: How to fix Basrah for online play

Quote:
- all helmand buildings replaced with non-destroyable ones. this was 300 networkable objects in itself. this will cause alot of bitching, but we feel its necesary for server stability. the afghan (kashan) single destroyables and wall pieces will still be kept the same. The main problem with the helmand buildings was that each building consisted anywhere from 6-20 destroyables, which quickly add up..
The two story buildings in village and slums right? Its sad to see them go, it's so awesome using ieds to blow one of them up and walking trought the wreck to count the bodies.

Is there ANY chance of them being left in? in a modefied state and so on?
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Old 07-19-2008, 07:52 PM   #20

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Default Re: How to fix Basrah for online play

Quote:
Originally Posted by White Rock View Post
The two story buildings in village and slums right? Its sad to see them go, it's so awesome using ieds to blow one of them up and walking trought the wreck to count the bodies.

Is there ANY chance of them being left in? in a modefied state and so on?
I have to agree - I really like having destructible buildings. Nothing makes you feel like you are in a warzone than buildings getting blown to pieces all around you by tank shells and RPGs...

Making these buildings indestructible might also change the balance slightly: I've found that destroying the village/slum with heavy guns makes it a lot easier for infantry to go in. With indestructible huts, insurgents would have a bit of a leg up
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Last edited by combatwombat; 07-19-2008 at 10:38 PM..
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