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COH: Europe In Ruins
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[Final] 6p_Bastion
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Topic: [Final] 6p_Bastion (Read 12648 times)
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Unkn0wn
No longer retired
Posts: 18379
Re: [Final] 6p_Bastion
«
Reply #20 on:
April 05, 2008, 01:16:45 pm »
Get people to find more exploits/bugs, you don't want thtb finding some right after the next release
.
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Lolto
EIR Veteran
Posts: 950
Re: [Final] 6p_Bastion
«
Reply #21 on:
April 05, 2008, 01:18:19 pm »
Quote from: Unkn0wn on April 05, 2008, 01:16:45 pm
Get people to find more exploits/bugs, you don't want thtb finding some right after the next release
.
It should be the only other bug on the map, don't know if anything else is possible, people just need to keep testing.
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Life or Lack There Of
Thtb
The German Guy
EIR Veteran
Posts: 3875
Re: [Final] 6p_Bastion
«
Reply #22 on:
April 05, 2008, 01:52:14 pm »
I will search for exploits when i play it the next time...
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Quote from: Unkn0wn on December 20, 2008, 05:57:19 am
Germans like to cause total chaos.
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Unkn0wn
No longer retired
Posts: 18379
Re: [Final] 6p_Bastion
«
Reply #23 on:
April 06, 2008, 09:11:37 am »
Upload it.
Then I can create a new final mappack with fixed Bastion, Abbeville and Ardenne Valley
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Lolto
EIR Veteran
Posts: 950
Re: [Final] 6p_Bastion
«
Reply #24 on:
April 06, 2008, 10:17:20 am »
UPDATED--EXPLOITS FIXED 04/06/08
-----
http://files.filefront.com/6p+Bastionsga/;9960801;/fileinfo.html
-----
Thanks to THTB for finding the bug.
«
Last Edit: April 06, 2008, 10:20:20 am by Lolto
»
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Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: [Final] 6p_Bastion
«
Reply #25 on:
April 07, 2008, 12:55:12 pm »
Database link updated.
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Lolto
EIR Veteran
Posts: 950
Re: [Final] 6p_Bastion
«
Reply #26 on:
April 07, 2008, 01:00:35 pm »
Thanks Kolath.
Logged
Lolto
EIR Veteran
Posts: 950
Re: [Final] 6p_Bastion
«
Reply #27 on:
May 25, 2010, 05:20:32 am »
Two year bump!
Fixed version, enjoy.
http://www.filefront.com/16542505/6p_Bastion.sga
Pathing issues heavily reduced.
Fewer water sources.
Bunch of other crap I don't remember.
Edit: Let me know that it works fine.
«
Last Edit: May 25, 2010, 05:22:48 am by Lolto
»
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LeoPhone
Honoured Member
Posts: 0
Re: [Final] 6p_Bastion
«
Reply #28 on:
May 25, 2010, 07:33:33 am »
thanks for the update lolto,
but it seems it's not really finished yet.
there are still a lot of water sources (11!!) remove a few just like you did in the vcoh version.
pathing for light vehicles still sucks.
please remove the objects called BARBED_WIRE_TRENCH and BARBED_WIRE_TRENCH_02
there are also a few BARBED_WIRE_02s that cant be crushed by light vehicles.
removing these objects will be a huge step forwards to better PE pathing.
also, you can remove some tanktraps or place a few tank traps close together instead of all spreaden out.
and inside the town are a few vehicles that can't even be crushed by medium tanks. some of them are at really bad spots, that will cause pathing issues.
it seems the version you've uploaded is an older version than the vcoh contest version
«
Last Edit: May 25, 2010, 07:35:27 am by LeoPhone
»
Logged
Lolto
EIR Veteran
Posts: 950
Re: [Final] 6p_Bastion
«
Reply #29 on:
May 25, 2010, 08:29:25 am »
Quote from: LeoPhone on May 25, 2010, 07:33:33 am
thanks for the update lolto,
but it seems it's not really finished yet.
there are still a lot of water sources (11!!) remove a few just like you did in the vcoh version.
pathing for light vehicles still sucks.
please remove the objects called BARBED_WIRE_TRENCH and BARBED_WIRE_TRENCH_02
there are also a few BARBED_WIRE_02s that cant be crushed by light vehicles.
removing these objects will be a huge step forwards to better PE pathing.
also, you can remove some tanktraps or place a few tank traps close together instead of all spreaden out.
and inside the town are a few vehicles that can't even be crushed by medium tanks. some of them are at really bad spots, that will cause pathing issues.
it seems the version you've uploaded is an older version than the vcoh contest version
The vCoH version has a lot of changes in it that I wouldn't support for the OMG version of the map. The version above is adapted from the OMG version of the map for use in EIR.
The amount of water sources has never been a problem until I entered the gamereplays contest. Before that, performance was not an issue, no one posted anything saying as such.
As for the barbed wire trench, I removed it from some areas but not all, this was intentional.
On the topic of vehicles not being crushable, perhaps EIR has world builder objects like we do over at OMG that allows such objects to be crushed?
If there is such objects available for EIR, please let me know.
Short of any glaring pathing issues that hinder the game-play in any significant matter, I do not feel there are any more path issues. Think of them as roadblocks, or places you are meant to go around. It adds variety don't ya think?
Or do you just want the vCoH version with 6 players?
Logged
Clavis55o
EIR Veteran
Posts: 85
Re: [Final] 6p_Bastion
«
Reply #30 on:
May 25, 2010, 08:30:35 am »
Thanks Lolto, excited to play it again
Logged
LeoPhone
Honoured Member
Posts: 0
Re: [Final] 6p_Bastion
«
Reply #31 on:
May 25, 2010, 09:24:27 am »
Quote from: Lolto on May 25, 2010, 08:29:25 am
The vCoH version has a lot of changes in it that I wouldn't support for the OMG version of the map. The version above is adapted from the OMG version of the map for use in EIR.
The amount of water sources has never been a problem until I entered the gamereplays contest. Before that, performance was not an issue, no one posted anything saying as such.
As for the barbed wire trench, I removed it from some areas but not all, this was intentional.
On the topic of vehicles not being crushable, perhaps EIR has world builder objects like we do over at OMG that allows such objects to be crushed?
If there is such objects available for EIR, please let me know.
Short of any glaring pathing issues that hinder the game-play in any significant matter, I do not feel there are any more path issues. Think of them as roadblocks, or places you are meant to go around. It adds variety don't ya think?
Or do you just want the vCoH version with 6 players?
about the water: less lag and loading times for free is always better
no, those cars cannot be crushed by medium tanks in EiR.
and the tanktraps, barbed wire and sandbags are indeed needed to make the map look realistic and good, but the BARBED_WIRE_TRENCH and BARBED_WIRE_TRENCH_02 objects are hardly noticed and dont give cover. but they do make pathing really difficult.
they are mostly left around the openings in the walls around the water. i didnt compare the amount with the old bastion, but it are still pretty much of them. there is simply no reason to keep those objects.
this map deserves to be played a lot, but it doesnt because the PE vehicles get Realllly stuck in the slow moving water + move blocking wire.
«
Last Edit: May 25, 2010, 02:33:49 pm by LeoPhone
»
Logged
Baine
Steven Spielberg
Posts: 3713
Re: [Final] 6p_Bastion
«
Reply #32 on:
May 25, 2010, 09:28:24 am »
Let the blockers stay in. Adds flavour! Gives more room for infantry!
Logged
Killer344
The Inquisitor
Posts: 6904
Re: [Final] 6p_Bastion
«
Reply #33 on:
May 25, 2010, 12:39:24 pm »
Uploaded.
Logged
Quote from: brn4meplz on April 18, 2013, 01:23:05 am
If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
Lolto
EIR Veteran
Posts: 950
Re: [Final] 6p_Bastion
«
Reply #34 on:
May 25, 2010, 01:39:50 pm »
Pending more feedback, I will update it again if it is still found to be problematic for PE.
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