Dovre

pleym
Retired PR Developer
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Re: Dovre

Post by pleym »

I'm working with bug fixes for Dovre atm.

Changes that has been made or will be:
- I will fix the "no flag bleed" at the last flag.
- I have fixed the bug that made the paradrops and german rally point stay the whole round and respawning.
- I have tried to boost the FPS by removing 10 000 trees (thats 1/3 part of the trees, not even noticeable).
- I have replaced some of the wheat fields with hayballs to reduce the number of objects to increase the FPS.
- I will look in to the night layer to see if it could be brighten up a little (AAS 32/ALT).
- The "fog" layer has been brighten up a litte (AAS 16/INF).
- Because of imbalance has one of the two russian BMP-2s been replaced with a BMP-3 (has termal), since the germans winning statistic where much higer than the russian.

Some pics of the new fog layer (16/inf):
Photo 1
Photo 2


//Pleym
Last edited by pleym on 2013-12-12 20:48, edited 1 time in total.

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LITOralis.nMd
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Re: Dovre

Post by LITOralis.nMd »

Very good hearing you're still tweaking the map.

I'm sad to see you think the paradrops staying the whole round is a bug. It's the coolest part in my opinion when you're playing as Russians trying to cap and hold Radio tower and the farm house , and Germans keep falling from the sky at random locations.

I understand the push toward lowering fog density, but consider maybe the fog should be thicker, to shorten the engagement distance further in the tree lines. It also prevents the wheat fields and hay bale areas from becoming the airstrip of Pelilieu, with whole squads getting mowed down as they try to cross.
LITOralis.nMd
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Re: Dovre

Post by LITOralis.nMd »

there is floating undergrowth grass in H2kp2 on the hill.
Rudd
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Re: Dovre

Post by Rudd »

[R-COM]LITOralis.nMd wrote:there is floating undergrowth grass in H2kp2 on the hill.
looks like a bit of terrain that hasn't compiled correectly, just apply a tiny bit of smoothing and resave terrain, should fix it.
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pleym
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Re: Dovre

Post by pleym »

[R-COM]LITOralis.nMd wrote:there is floating undergrowth grass in H2kp2 on the hill.
its only apears on the night version (alt/32), since the terrain_night.raw is outdated, will have a look at that later, its not a game breaking bug. :shock:

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ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: Dovre

Post by ghostfool84 »

Played Dovre yesterday on NEW, the server was not full (about 60 players), but for me it seems that it runs much smoother than before. I had horrible framerate in the earlier version even if the server was almost empty, now i had constant high fps.

I also enjoyed to fight in that hill area in the southern part of the map, fighting in that terrain really feels fresh and not compareable to other maps, its like a more enjoyable version of korangel.

Balancewise it was pretty close, we (GER) managed to move fast from flag to flag until the BMP-3 appeared. Then the enemy managed to push us back to the southern farm and almost capped the flag. In the end it was a close match and even when the BMP gave us a hard time it was quite fun. I had played the map a few times before 1.1., but with low fp its not really fun playing. So nice work on the optimazation and in general.

btw.
Dovre Lrg crashed after the map was fully loaded. I dont know why that happend.
[KSK]
pleym
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Re: Dovre

Post by pleym »

ghostfool84 wrote: Played Dovre yesterday on NEW, the server was not full (about 60 players), but for me it seems that it runs much smoother than before. I had horrible framerate in the earlier version even if the server was almost empty, now i had constant high fps.
The fps has been increased after the patch, reason: 10 000 trees are gone, and some of the fields has been harvested.
ghostfool84 wrote: I also enjoyed to fight in that hill area in the southern part of the map, fighting in that terrain really feels fresh and not compareable to other maps, its like a more enjoyable version of korangel.
Nice that you like it, the random AAS route system is good because it make use of the whole map in different rounds :p
ghostfool84 wrote:Balancewise it was pretty close, we (GER) managed to move fast from flag to flag until the BMP-3 appeared. Then the enemy managed to push us back to the southern farm and almost capped the flag. In the end it was a close match and even when the BMP gave us a hard time it was quite fun. I had played the map a few times before 1.1., but with low fp its not really fun playing. So nice work on the optimazation and in general.
I have jumped on each time I have seen a server running Dovre since the 1.1 release to see how the preformance and balance is. Seems like its running smooth now and thats good. One of the BMP-2s got changed in to a BMP-3 because of balance, since its a little stronger than the PUMA and has ATGM, the BMP-2 is a little weaker than the puma, and dosent have termal optics. this helped to solve the PUMA vs BMP issues. Other fixes whas adding more para spawns to the ruskies, to push them deeper in to the battlefield in the start.
ghostfool84 wrote:btw.
Dovre Lrg crashed after the map was fully loaded. I dont know why that happend.
I would like to see a crash report if you have, because I havent changed anything with that layer, so it should not crash. Try to once load it up when the server is empty to see if it still crashes or other issues apears. I have seent he layer been played at other servers without crashing.

BTW this is the current setup for the different Dovre layers:


LRG/128 - Dawn/Dusk, nice weather conditons with a half dark setting.
STD/64 - Day, sunny weather with no clouds and loong view distance, might have inpact on preformance/fps for old computers.
ALT/32 - Night, overcast with moonlight and thunderstorm.
INF/16 - Day, but a litte foggy. Has better fps than the std layer and offer a different gameplay since you can sneak around more easy. The INF layer got inproved for 1.1, with a new sky and sky settings.

The assets are the same at all Dovre AAS layers (IFV/APC, truck, cars and boats), the only difference is the daytime settings and "weather" conditions.

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illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: Dovre

Post by illidur »

Sadly I still can't play this map due to FPS. By that I mean its less than 15 fps.

My setup:
Full 100 player server. Not sure which Layer.
CPU - Q6600 @ 3.4 ghz OC, normally 2.4 ghz.
RAM - 8gb ddr2 800mhz, 1:1 ratio, 4 4 4 12 timing
GPU - ATI Radeon 5870 1gb
matty1053
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Re: Dovre

Post by matty1053 »

illidur wrote:Sadly I still can't play this map due to FPS. By that I mean its less than 15 fps.

My setup:
Full 100 player server. Not sure which Layer.
CPU - Q6600 @ 3.4 ghz OC, normally 2.4 ghz.
RAM - 8gb ddr2 800mhz, 1:1 ratio, 4 4 4 12 timing
GPU - ATI Radeon 5870 1gb

Lower your settings.

Could be texture issue.
But I am not sure.
I don't experience any FPS drop on that map.

And I am running on a computer that is older in tech then anyone.
=MeRk= Morbo5131
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Re: Dovre

Post by =MeRk= Morbo5131 »

If there are still APCs in the Infantry layer, they should be removed/replaced with maybe 1 BRDM-2 for Rus and 2 MG G-wagons, or 1/2 ATF Dingos (Are they even in the mod?) for Ger
matty1053
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Re: Dovre

Post by matty1053 »

I like how this map is playing since 1.1.1 if they did any updating.
Seems like they did.

But it's always fun now. It's more balanced.



It's either you have the battle for the middle flag.
Or one team after losing the middle flag just gets steamrolled for what ever reason.



I dont' know if it's me, but I find the forest areas choppy. But on Iron Ridge, I have no lag at all, even in heavy Vegatation Area's at all. :|
DETROIT TIGERS
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X-Alt
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Re: Dovre

Post by X-Alt »

Dovre feels "different". IMO, it used to feel cooler on the 128 Layer (whichever one was at nite and para dropped endlessly) when you would just Paradrop into the area around the farm as Russia (or Germany, my memory is hating me) and rain hell! Otherwise, gr8 work on the per4mance issues. Forest feels slightly less dense at times, but nothing serious.
Last edited by X-Alt on 2014-03-01 22:06, edited 1 time in total.
K4on
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Re: Dovre

Post by K4on »

Dovre Night Layer with muzzle flashes. Awesome!
Heskey
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Re: Dovre

Post by Heskey »

The new snow layer is AMAZING. The sound of the wind, the rolling low fog that looks like blowing snowdrifts, and little details like the snow on the ground covering iron stairways turning them into snow banks.

From the Fruit Farm silo rooftop as you look around, it's so serene. I love it. It reminds me of BF 2142, and to see snow for the first time (properly; discounting that special Xmas map which was a bit dodgy) is brilliant, and I hope more map makers follow suit in making a "Winter Map Pack" (not necessarily winter hashes of current maps - new maps very welcome; hello new ComFacs!)
jax
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Joined: 2011-08-07 02:47

Re: Dovre

Post by jax »

I love that all engagements are at less than 150-200 meters. Maybe a sandstorm map with the same technique as the snow would allow for the same type of gameplay on different terrain.

Off we fuck.
Heskey
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Re: Dovre

Post by Heskey »

If I remember, there used to be a corridor-like map in a sandstorm called Fallujah-something (not West Fallujah) that was close-quarters and dusty, in sand dunes on the approach to the city. Was like 0.5 or 0.6 I think.
X-Alt
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Re: Dovre

Post by X-Alt »

Heskey wrote:If I remember, there used to be a corridor-like map in a sandstorm called Fallujah-something (not West Fallujah) that was close-quarters and dusty, in sand dunes on the approach to the city. Was like 0.5 or 0.6 I think.
Al Fallujah region?

@jax, Black Gold AAS INF works like that. Operation Archer would work nicely with one too!
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Ason
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Re: Dovre

Post by Ason »

Some of the trees has Normalscale set to 1. I think it looks a bit weird with the trees pointing in these angles.
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camo
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Re: Dovre

Post by camo »

This map still steals your kit when you drop it, incredibly frustrating.
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