• Testing kana/kanji

    Dunno how well this works in Blogger's tool. The IME doesn't seem to work inside this.??????(konban wa)??????? (oyasumi nasai)I actually had to compose those in another application, then past them in.And... they display as all ?????s. Probably because I don't have the proper language setting in the <HEAD> element. Mmm,...


  • Archives and broken links

    I've fixed about 90% of the broken links. There are still a lot of pages with the old ".html" suffix instead of ".shtml" that I need to find and fix. There's also some images and cross-page links that are broken.(For the curious, I'm using Xenu's Link Sleuth.)Statistics for managersCorrect internal...


  • Tuchola Forest and AWE

    Grego34 has posted a working AWE configuration that their server uses in conjunction with the Tuchola Forest map. He can also be reached on xfire as grego34.Link to grego34's AWE configuration for Tuchola Forest


  • Tuchola Forest Beta #3 README file

    README and CHANGES files from the Beta #3 releaseREADME_ADMINS_TucholaForest.txtREADME_TucholaForest.txtCHANGES_TucholaForest_Beta2.txtCHANGES_TucholaForest_Beta3.txt


  • Tuchola Forest Beta #3 Game Balance

    See also this threadBeta #1 vs Beta #2 game balance:Beta #1: 6 days, 117 matches, 19.5/day, 74 min/matchBeta #2: 16 days, 391 matches, 24.4/day, 59 min/match- Beta #1 has a higher average time per match due to the server settings. The initial settings were 35 min rounds, 60 min overall...


  • Tuchola Forest Beta #3 released

    Beta #3 has been released.README_ADMINS_TucholaForest.txtREADME_TucholaForest.txtDownload linkDownload link for Beta #3 (8115KB) - May 3 2006


  • Origin of the Tuchola Forest map name

    I get asked this a lot on the forums, so I figure I can simply dump a copy of my stock answer here (most folks ask where Tuchola Forest is):Best guess, North Poland... maybe...Back when I started designing the map, my core idea was a winter forest map that used...


  • 2004 Confederate Armada (CA) LAN Party

    Pictures from the 2004 CA LAN party up in Williamsport, PA. Bunch of us from the gaming clan got together at Parrot's place and played games all weekend in an outdoor tent. It worked out pretty well and we had a good showing.


  • Tuchola Forest statistics

    Stats for the week:http://8.9.4.75/Barb2_7day_stats/index.html448 breached599 plants329 destroyed (55%)282 defusedFor just Tuesday:216 planted (107 allied bases planted, 109 axis bases)101 destroyed (47%, 48 allied bases, 53 german bases)45% chance of an allied base being planted and destroyed49% chance of a german base being planted and destroyed...Pretty even, eh?


  • Tuchola Forest Beta #2

    I'm on-target for a release of Beta #2 on Monday morning. This beta fixes some game balance issues and other things that were identified during Beta #1. There are still some outstanding issues that won't be corrected in time for Monday, so they have been tabled until Beta #3.README_ADMINS_TucholaForest.txtREADME_TucholaForest.txtCHANGES_TucholaForest_Beta2.txtDownload linkDownload...


  • CoD:UO - Restarting server due to numSnapshotEntities wrapping

    Here's the error message that occurs when you run a server 24/7 without rotating to a different map. The only way to avoid this error is to either:1) Rotate to a different map every few hours2) Restart your server daily and hope that you don't hit the error before the...


  • Tuchola Forest - Beta #1 thoughts

    Did some testing on the paks, there are a few that had a few extra degrees of elevation added or removed for beta2.I'm 90% sure it's possible to shell long-range across the map using tanks. So long as you have to move the tank out of its starting position, I'm...


  • Tuchola Forest - Beta #1 maps

    Base Assault map


  • Tuchola Forest Beta #1 Download

    Download link (contains 2 READMEs for players/admins):tucholaforest_beta1.zipNote: The PK3 that you download from the server also included these two README files. Or you can look at the following two links.README_ADMINS_TucholaForest.txtREADME_TucholaForest.txtCHANGES_TucholaForest_Beta2.txtCHANGES_TucholaForest_Beta3.txt...We've found one piece of treeline that is missing the clips (near the German spawn, North road leaving the spawn, right...


  • Tuchola Forest stationary guns

    There are (7) paks on the map, one for each base and the Russians get a bonus pak that guards the SE bridge.G1 pak40 - Currently sitting naked on the hilltop. It will probably get a fortification similar to the G2 pak40. Artillery or snipers can easily wipe out this...


  • Game Monitor for the Tuchola Servers


  • Known issues in the current alpha test

    Known issues in v081:- There are sections of road that are colored incorrectly. That indicates that the road mesh is buggy and that I know about it. (Which means that vehicles go wonky as you drive over that section and that players can fall through or get stuck.) If you...


  • Tuchola Forest Public Alpha Testing

    The map is to the point that I'm comfortable letting everyone play on it. Just be warned, the map is NOT final. There ARE glitches and bugs and things that aren't quite right. The server can and will go down without notice whenever I'm ready to put new changes upon...


  • Tuchola Forest - DRAFT of the ADMIN README

    DRAFT of the ADMIN README------------------------------------------------------------Tuchola Forest 1945 - Multiplayer map for CoD:UOALPHA TESTING VERSION 000 - APR 6 2006(scrapyardbob@mobclan.com)------------------------------------------------------------NO PART OF THIS PROJECT FILE, MAP .BSP, CUSTOM TEXTURES,LOADING SCREENS, IN-GAME MAPS OR ANY OTHER CONTENT MAY BEALTERED IN ANY WAY FOR ANY PURPOSE WITHOUT MY EXPRESSCONSENT. ANY SUCH ACTION WILL...


  • Tuchola Forest - DRAFT of the player README file

    DRAFT of the player README file (this file will be located inside the PK3 as well as inside the release ZIP)------------------------------------------------------------Tuchola Forest 1945 - Multiplayer map for CoD:UOALPHA TESTING VERSION 000 - APR 6 2006(scrapyardbob@mobclan.com)------------------------------------------------------------NO PART OF THIS PROJECT FILE, MAP .BSP, CUSTOM TEXTURES,LOADING SCREENS, IN-GAME MAPS OR ANY OTHER...


  • Tuchola Forest v079

    Changes in v079- Cleaned up as many broken models as I know about. Hopefully there are no more models that you can hide in or shoot through (mostly ruined tank models).- Changed the way the portals are done. This may impact framerates (for good or ill).- Still need to close...


  • Readme for Tuchola Forest alpha testing

    README file for Tuchola Forest------------------------------------------------------------Tuchola Forest 1945 - Multiplayer map for CoD:UOALPHA TESTING VERSION 081 - APR 6 2006(scrapyardbob@mobclan.com)------------------------------------------------------------NO PART OF THIS PROJECT FILE, MAP .BSP, CUSTOM TEXTURES,LOADING SCREENS, IN-GAME MAPS OR ANY OTHER CONTENT MAY BEALTERED IN ANY WAY FOR ANY PURPOSE WITHOUT MY EXPRESSCONSENT. ANY SUCH ACTION WILL...


  • Tuchola Forest v077 notes

    Upcoming v077 notes:- Moved the R3 pak gun. Right now, it's exposed but I plan on putting it inside a defensive works at that intersection.- Moved the Glacier Pass mortar. It won't reach R3, but it can at least cause havoc for the R3 pak gun and the defensive trench...


  • Tuchola Forest - v074 and v075

    More upcoming changes (v074):- Fixed the bonus objectives in CNQ. The instruction (hint text) on the bonus objectives should be a bit clearer.- Added the 3 ammo dump shelters (2 in the german spawn, 1 in the russian spawn) to serve as objectives for CNQ. I still have to dress...


  • Tuchola - misc notes for Apr 1

    During testing it's important that we play as many gametypes as possible. So we'll be running multiple gametype rotations throughout the testing phase. Part of my README for the server admins will be suggestions on what settings seem to work well for various gametypes on this map.Maybe during beta testing...


  • Tuchola Forest - v072

    v072 is up on the server- Finished adjusting the HQ spawn points and the TDM/BEL spawn points- Turned off vehicles in HQ.- Changed the default CNQ starting objective. The old starting goals were the Russian Ammo Dump (for the germans) and the Southeast Russian Base (for the Russians). I've changed...


  • Tuchola Forest - HQ gameplay notes

    For HQ, I have the following points setup right now (going from memory):- The (4) bridges- The South Forest Bunker (at the T-intersection)- The (3) bunkers in the Farm area- The south trench and the east trench in the farm area- The two radio shacks (the SE one somewhat values...


  • Tuchola Forest v070 notes

    v070Removing some of the HQ radio spawns. Mostly the ones on the east and west ends of the map. This will keep the action in the middle of the map for HQ. (It's a marginal HQ map due to the size. Putting radios on the ends made it worse. But...


  • Order of the Stick

    Finally got my copy of Order of the Stick, Dungeon Crawlin' Fools in the mail. Most excellent.For those not in the know, Order of the Stick is a webcomic with an extremely clean (and well done) style about a party of adventurers. The author / artist takes great liberty with...


  • Tuchola Forest upcoming changes in v069

    More changes coming in v069 (or later)- The general idea behind anti-tank weapon spawns is that spawnpoints in the main team spawn areas will be on 10 second timers while weapon spots in forward battle areas will only be on 30 second timers. Ammo spawns in the bases will be...


  • Tuchola Forest - v068

    Upcoming changes in v068- Added a few dozen rocks in areas that didn't have rocks before. Cross your fingers and sacrifice a chicken and hope that these rocks don't cause the dreaded "winding vertices" error.- Turning off CNQ debug. Capture times will now be 30 seconds instead of 8 seconds....


  • Tuchola Forest v067 notes

    Notes for v067 (Wed evening) - This was never posted.- Added HQ mode, server will now rotate between CNQ/BEL/HQ. Game lengths are all pretty short (- Compass range is broken in HQ, I'll have to fix that in the server-side mod. It's sticking at 1024u when it needs to be...


  • Tuchola Forest alpha testing details

    Current CNQ locations (v067 and later)#1 RUSSIAN HQ#2 RUSSIAN AMMO DUMP#3 SOUTHEAST RUSSIAN BASE#4 HILL 17 RADIO SHACK#5 SOUTHEAST BRIDGE#6 SOUTH FOREST BUNKER#7 SOUTH FOREST BRIDGE#8 FARM RADIO SHACK#9 HILL 75 BUNKER#10 NORTH V2 LAUNCH SITE#11 NORTHWEST GERMAN BASE#12 WEST V2 LAUNCH SITE#13 GERMAN AMMO DUMP...Note: You may need to...


  • Tuchola Forest Internal Testing Update

    The map is not ready for public testing yet (in case some are wondering) and is on a password protected test server in Chicago. It's still undergoing extensive internal testing and changes. All MOB members are welcome to test (see the MOB Regs forum for server info) and I have...


  • CoDUO Script Error in Tuchola

    Getting the following error when the player dies in my map.Couldn't find weapon ""******* script runtime error *******cannot cast undefined to bool: (file 'maps\mp\gametypes\tdm.gsc', line 815) if (level.teamkill_penalty) *called from:(file 'maps\mp\gametypes\_callbacksetup.gsc', line 65) [[level.callbackPlayerKilled]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc); *called from:(file 'maps\mp\gametypes\_callbacksetup.gsc', line 63)CodeCallback_PlayerKilled(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir,...


  • CoDUO: Tuchola Forest 1945 (6)


  • CoDUO: Tuchola Forest 1945 (5)

    More screenies. Russian spawn area overview.


  • CoDUO: Tuchola Forest 1945 (4)

    Old trenchesNew style trenches (more like Foy's):V2 launch site near the German spawn


  • CoDUO: Tuchola Forest 1945 (3)

    Tank ambushing from the Glacier Trail area on the map (N flank, Russian side).Ambush position in Glacier Pass (east of the river):There's really a tank hidden in the next shot. Good luck spotting it.Tank hunting in the South Forest


  • CoDUO: Tuchola Forest 1945 (2)

    German #2 defensive positions. This shows an open-top defensive position that houses both a pak40 and also has firing slits for infantry.The nearby mortar position showing the protective walls around the gunner.


  • CoDUO: Tuchola Forest 1945 (1)

    Finally came up with a name for the map. It's loosely based on the Soviet offensive in Jan 1945 in the Tuchola Forest area in Poland.Here's what happens when you have a bad piece of patch mesh. The mesh acts partially transparent and you can fall through it if you...


  • CoDUO: Broadsword Beta

    Not my map, but one that I found interesting.


  • CoDUO: Bunker Detail Test Shots

    Examples of the standard wooden bunker designs:


  • CoDUO: Bunker Map Tests 7

    Two overhead shots. Key thing to know is that north is DOWN and south is UP. So the south forest area is at the top of the map. German side is on the right, russians will spawn on the left.The first is an earlier version and is what you would...


  • CoDUO: Bunker Map Tests 6

    Things are progressing nicely, I'm about 25% done.The first batch of images are from the northern glacier pass. These five images show the views from infantry and tanks as they move through the pass (and make use of the infantry-only trail). In the very last image, you're looking dead-on at...


  • CoDUO: Bunker Map Tests 5

    Lots of screenshots from version 11. (I periodically rename my map files. Even though I have a backup system in place that stores the last 10 snapshots, I still prefer to freeze the map about once a day. Plus it makes it easier to go back and see progress or...


  • CoDUO: Key map debug commands

    /devmap [mapname]- Allows you to load a map in debug mode./cg_drawFPS 2- Shows you additional information, such as the number of tris / vertices / primatives / entities visible at the moment./cg_drawshader 1- Shows you the texture names under your crosshairs./r_showportals 1- Draws the portal boundaries, allowing you to see...


  • CoDUO: Bunker Maps Test (Middle Field Fortifications)

    Four close-up shots of defensive positions on the west side of the fields.


  • CoDUO: Bunker Maps Test (Middle Fields)

    Four screenshots of the middle fields on the map. This is basically the core area of the map.


  • CoDUO: Bunker Map Tests 4

    Misc shots from the weekend.