PRTA: Help us test out the improved Burning Sands! 4/02/11

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Matrox
Retired PR Developer
Posts: 2104
Joined: 2006-04-27 21:13

PRTA: Help us test out the improved Burning Sands! 4/02/11

Post by Matrox »

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PRTA is proud to announce a playtest night of Rudd Medicmans updated Burning Sands map v2.

We will be running it back to back (if you testers would like a small skirmish in between that can also be arranged) on Friday 4th Febuary starting at 1900 PRT.

As usual with PRTA everyone must be in the appropriate team channel on Mumble.

We will be having a hard hot night of teamwork to use this maps awesome potential for air, armour and infantry co-ordination through SL Mumble comms.

If anyone notices any problems with the map please be kind enough to politely post with as much info as possible (SS, specs. etc). Because lets face it, thats the whole reason we are doing this event :)

The server will be passworded with the password provided direct from mumble.

You will need this mapfile

So just unzip the folder to pr/levels and it should work, sorry we don't have an .exe for you .
Thanks to Rudd for letting us help out - see you on the sands.
If you can find the four ninjas in my post, pm me to find out the prize....


Soalic: Because Microsoft Word makes really good pictures.
HMARS
Posts: 125
Joined: 2009-12-15 20:18

Re: PRTA Help us test out the improved Burning Sands! 4/02/11

Post by HMARS »

What time zulu is 1900 PRT?
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: PRTA Help us test out the improved Burning Sands! 4/02/11

Post by PLODDITHANLEY »

For me

Games/Mods/Pr/levels

Standing by.

PRT = Zulu = GMT
ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: PRTA Help us test out the improved Burning Sands! 4/02/11

Post by ytman »

I'll be sure to hit this! What does PRTA mean? Teamwork Alliance
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: PRTA Help us test out the improved Burning Sands! 4/02/11

Post by Mora »

Change log?
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: PRTA Help us test out the improved Burning Sands! 4/02/11

Post by cyberzomby »

This is what Rudd gave us as information on what hes worked at and needs testing for:

(sort of changelog I guess)
I am primarily interested in comments of performance and CTDs

secondarily, GPO balances (assets etc)

and next up is LMed statics that are dark, all statics that should be LMed are afaik, but a couple need to be redone - the dark ones.

any other bugs are ofc appreciated
DonDOOM
Posts: 819
Joined: 2007-02-10 11:42

Re: PRTA Help us test out the improved Burning Sands! 4/02/11

Post by DonDOOM »

ytman wrote:I'll be sure to hit this! What does PRTA mean? Teamwork Alliance
PRTA stands for Project Reality Teamwork Alliance.

Here's a link to the site: PR Teamwork Alliance - Powered by vBulletin
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bessert
Posts: 108
Joined: 2009-02-26 17:00

Re: PRTA Help us test out the improved Burning Sands! 4/02/11

Post by bessert »

Yeah a changelog would be welcomed :D
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: PRTA Help us test out the improved Burning Sands! 4/02/11

Post by dtacs »

Good to see the dev's giving more public testing, gives a more widespread view on the changes.

Will try to make this even though its around 5am :)
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: PRTA Help us test out the improved Burning Sands! 4/02/11

Post by Rudd »

Changelog

Removed pavements and LM textures (thats 3000 objects, 3000 textures) - replaced with ground textures where appropriate
decreased size of terrain LMs
removed BTR60s, replaced with MTLBs etc (it was a mesh and texture sheet that was superfluous imo)
Removed troublesome statics, rus_ind_aud_v1 and iraqi apartments (OTHER MAPPERS TAKE NOTE OF THIS)
Moved MEC main out of Mumble deadzone
Fixed helipads not repairing/rearming on a couple of the pads
removed a couple of complex statics
relightmapped pretty much everything in a more optimised way
made some additions to the south village
decreased size of undergrowthatlas.dds by removing some trash UG
made GPO changes, may currently be conservative (also the helos on AAS16 have mysteriously disappeared, play 32 and 64 instead) Fixed skirmish, removed random combat areas from 64
optimised statics in the city (why use 3 walls when you can use one etc)
used the same texture for a few roads with differnet mesh sizes

thats probably all of the changes

the main objective of the update is to increase performance and decrease crashes; which I think this version will accomplish as much as any PR map.
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puckett
Posts: 204
Joined: 2010-02-08 00:50

Re: PRTA Help us test out the improved Burning Sands! 4/02/11

Post by puckett »

Nice update, but my performance was fine already. I can say something though, the map is one of my favorites.
Bug 1, floating plants.
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Last edited by puckett on 2011-02-02 09:20, edited 1 time in total.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: PRTA Help us test out the improved Burning Sands! 4/02/11

Post by cyberzomby »

Yea the few times I played it it felt really nice and authentic wich is always good in my book :)
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: PRTA Help us test out the improved Burning Sands! 4/02/11

Post by dtacs »

It was always an incredibly vivid map, honestly it feels much much bigger than 4km.
tntkid22
Posts: 110
Joined: 2010-12-21 18:45

Re: PRTA Help us test out the improved Burning Sands! 4/02/11

Post by tntkid22 »

dtacs wrote:It was always an incredibly vivid map, honestly it feels much much bigger than 4km.
agreed. I swear I had a cow ride to the top right corner of the map from MEC main and it took like 5 mins. I was like damn we got inserted WAY behind nme lines.

and ran into and armor column as a sniper squad....not fun.


Was fun when the havoc was all like SWOO SWOO SWOO BOOM SWOOO BOOM BOOM. You clear have a nice day.


Ill def join. This is one of my fav new maps.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: PRTA Help us test out the improved Burning Sands! 4/02/11

Post by Rudd »

puckett wrote:Nice update, but my performance was fine already. I can say something though, the map is one of my favorites.
Bug 1, floating plants.
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thanks mate, fixed for next version
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PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: PRTA Help us test out the improved Burning Sands! 4/02/11

Post by PatrickLA_CA »

I will be glad to help test the improved version as I am really looking forward to play this map without CTDing or 15 fps..
In-game: Cobra-PR
puckett
Posts: 204
Joined: 2010-02-08 00:50

Re: PRTA Help us test out the improved Burning Sands! 4/02/11

Post by puckett »

I found a slightly disturbing cosmetic bug? Im not sure if it is my settings or the map. You can see the two parts of terrain form a line across the road.
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I'm also questioning weather that helicopter should be used for CAS because it has two passenger seats(I think).
TeRR0R
Posts: 451
Joined: 2007-10-20 10:33

Re: PRTA Help us test out the improved Burning Sands! 4/02/11

Post by TeRR0R »

'[R-DEV wrote:Rudd;1541433']

Removed troublesome statics, rus_ind_aud_v1 and iraqi apartments (OTHER MAPPERS TAKE NOTE OF THIS)
Do you have more specific informations about the issues with these buildings?
DankE_SPB
Retired PR Developer
Posts: 3678
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Re: PRTA Help us test out the improved Burning Sands! 4/02/11

Post by DankE_SPB »

They are fubar, at least the 1st one.
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[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: PRTA Help us test out the improved Burning Sands! 4/02/11

Post by Rudd »

first one has no LODs and has a colmesh that is unoptimised, second one is too high poly
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