.TuG.Beaver Posted September 1, 2007 Report Share Posted September 1, 2007 This thread is for discussing the release of TuG Firefight Beta1. Please use this thread to talk about things you like or installation experiences etc., but please do not use this thread to post troubleshooting queries or bug reports. These threads tend to grow very large and bug reports etc. tend to become lost and will not get attention from the support or development team. All bug reports should be done via our Project Tools here. Link to comment Share on other sites More sharing options...
.TuG.JJUK Posted September 1, 2007 Report Share Posted September 1, 2007 After playing a few rounds last night im sure it takes a lot of work and all so well done, but the tree thing on lagoon ok for first time but annoying after that in ogr the troops came running to you can it be the same here and more of em Link to comment Share on other sites More sharing options...
Tinker Posted September 1, 2007 Report Share Posted September 1, 2007 Noticed that anyone can join the server without the mod as long as the server is playing a stock map. This obviously causes a disconnect when the map changes to a modded 1. Map cycle should be mixed up a little more maybe like this: 1: coop quarry 2: ff timber night 3: coop sierra day 4: ff the cut day 5: coop timber night 6: ff lagoon day 7: coop quarry night 8: ff timber day 9: coop sierra night 10: ff the cut night 11: coop timber day 12 ff lagoon night Just a suggestion. Agree with JJ, the palm trees need to go on the lagoon map, too freaky. Problem with setting the enemy to work like the coop maps are the fact that you can get to them from each angle. So it would take some serious work to have 4 triggers covering all angles, depending on which triggers, depends on which way to make the enemy go... Most are set to a ping-pong idle mode. This means they should move non alert around a path. This could be set to recon mode, difference is, they more faster between positions, and are more alert. Maybe utilise the city map as a test. Block things off to make it a 1 way map. But, keep moving the spawn point up, each time a certain area is cleared maybe? This could introduce more effective means of surprise attacks and so. Open for suggestions. Link to comment Share on other sites More sharing options...
.TuG.JJUK Posted September 1, 2007 Report Share Posted September 1, 2007 After playing a few rounds last night im sure it takes a lot of work and all so well done, but the tree thing on lagoon ok for first time but annoying after that in ogr the troops came running to you can it be the same here and more of em Defend was the mode i was thinking of never mind (thicko) Link to comment Share on other sites More sharing options...
Tinker Posted September 1, 2007 Report Share Posted September 1, 2007 DEFEND! Oki, I had started working on defend here. Have a working script ready anyhow. Problems i had, which are actually in the firefight mode too, can be fixed now. Some patrols were not moving. But it`s the size of the patrols. In list for patrols they range from mex_merc_01 up to 16 for example. I just assumed these were naming conventions and nothing more. But apparently, mex_merc_14 is actually a unit of 14 guys! Something i need to alter on all the firefights first. Looks like others have had issues here too. Keeping the units down to 4 and under seems to be a good amount for active patrols. Not too sure if all the units are not spawning or there is simplt too many for 1 patrol but still. Will have a working Defend for you tomorrow on the_cut map, no problem. Link to comment Share on other sites More sharing options...
bake15 Posted September 1, 2007 Report Share Posted September 1, 2007 Hello, hope you dont mind me downloading this. I take it this is running on the co-op server. Link to comment Share on other sites More sharing options...
.TuG.JJUK Posted September 1, 2007 Report Share Posted September 1, 2007 Hello, hope you dont mind me downloading this. I take it this is running on the co-op server. no no problem and leave any feedback here not bug related of course. Link to comment Share on other sites More sharing options...
.TuG.JJUK Posted September 1, 2007 Report Share Posted September 1, 2007 DEFEND! Oki, I had started working on defend here. Have a working script ready anyhow. Problems i had, which are actually in the firefight mode too, can be fixed now. Some patrols were not moving. But it`s the size of the patrols. In list for patrols they range from mex_merc_01 up to 16 for example. I just assumed these were naming conventions and nothing more. But apparently, mex_merc_14 is actually a unit of 14 guys! Something i need to alter on all the firefights first. Looks like others have had issues here too. Keeping the units down to 4 and under seems to be a good amount for active patrols. Not too sure if all the units are not spawning or there is simplt too many for 1 patrol but still. Will have a working Defend for you tomorrow on the_cut map, no problem. Thanks Link to comment Share on other sites More sharing options...
Kanima Posted September 1, 2007 Report Share Posted September 1, 2007 Hi, I'm a real noob, and i'm sure this is the wrong place to post this but i'm eager to help with this fantastic mod. I'm trying to post a bug in the project tools link, but i'm being asked told that; You must select an applicable version for this issue. You must select a category for this issue. I don't know where to input or select these fields. Please help Thanks Link to comment Share on other sites More sharing options...
.TuG.brok21k Posted September 2, 2007 Report Share Posted September 2, 2007 Hi, I'm a real noob, and i'm sure this is the wrong place to post this but i'm eager to help with this fantastic mod. I'm trying to post a bug in the project tools link, but i'm being asked told that; You must select an applicable version for this issue. You must select a category for this issue. I don't know where to input or select these fields. Please help Thanks Just Post here for now, untill we get working. Link to comment Share on other sites More sharing options...
Kanima Posted September 2, 2007 Report Share Posted September 2, 2007 Thanks for the reply brok. I just want to say that i spent a couple of fab hours in the firefight server yesterday and am lovin' it. Great Job. I've found however that when i'm in the water pools in the Lagoon map, and go prone, the water dissapears and i can lay there indefinately without drowning or anything. I don't know what anyone else see's when i do this though. In the water in other game types in the lagoon map, i can only kneel and am not allowed to go prone. Thanks for a great mod. HP t3719.uk AMD 64x2 3600 2GB Ram GeForce 7500LE Link to comment Share on other sites More sharing options...
Tinker Posted September 2, 2007 Report Share Posted September 2, 2007 Not sure how the "Can`t go prone" works on the map, but am looking into it. Dancing trees are to go also. Link to comment Share on other sites More sharing options...
Kanima Posted September 3, 2007 Report Share Posted September 3, 2007 Hiya, Just come off the server at 22:58. A load of us wiped out all of the rebels within about 15 mins, but, the map didn't rotate. We spent the next 20mins checking the islands just in case we missed one, but couldn't find him anywhere. Any how, by 39 mins we'd kinda given up, and resorted to shooting the dead bodies (just in case). Thought you should know. Ta Link to comment Share on other sites More sharing options...
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