[RELEASE]DoD_D-Day_V2


azncoolteen
07-26-2004, 02:33 AM
Here's the next release of my D-Day map. It's no pro map, but it's my attempt at one. Took me a long time before I could find people to host this map, but thanks to anyone else that would help host :D

Changes:
-Added:
2 Roadblocks to destroy
Mortars and a big gun to rain fire on beach
More frontline emplacements
-Changes:
Moved up the allied advanced spawn
Ditch into a wooden trench
Lighting to give more atmosphere
-Removed:
Heavy artillery onto beaches
Func_doors that were really buggy
Easter Egg with the bunkers

Probably missed some, but anyway, here is the map:
Thanks to Oelund for hosting.
http://oelund.skumleren.net/dod_d-day_v2.zip
Thanks to Random for hosting
http://dod.expesports.com/download.php?view.6
Other hosts are more than welcome, I'm not sure how much bandwith this server has. Enjoy

EDIT- Link taken down until fixed

Glidias
07-26-2004, 02:47 AM
wow..is that water reflection you made there?

Steel Blade
07-26-2004, 03:13 AM
First I got this error:

Warning: Unable to open sound/mapsounds/dog1_gunz.wav for transfer
Warning: Unable to open sound/weapons/mortarload.wav for transfer
Error: server failed to transmit file 'sound/mapsounds/dog1_gunz.wav'
Error: server failed to transmit file 'sound/weapons/mortarload.wav'
Couldn't open file overviews/dod_d-day_v2.txt. Using default values for overiew mode.
Couldn't open file overviews/dod_d-day_v2.txt. Using default values for overiew mode.

So there was no ambience sounds. And also there were no mortars hitting the beach.

The map still looks very bland, why didn't you use Watchtowers textures?

I proceeded to destroy the main bunker and then the map crashed taking dod with it. I'm very dissapointed.

Neutrino
07-26-2004, 07:26 AM
Originally posted by Steel Blade

Warning: Unable to open sound/mapsounds/dog1_gunz.wav for transfer
Warning: Unable to open sound/weapons/mortarload.wav for transfer
Error: server failed to transmit file 'sound/mapsounds/dog1_gunz.wav'
Error: server failed to transmit file 'sound/weapons/mortarload.wav'
Couldn't open file overviews/dod_d-day_v2.txt. Using default values for overiew mode.
Couldn't open file overviews/dod_d-day_v2.txt. Using default values for overiew mode.


Once you fix that, then ill download.

(4THIDUSA) SSG
07-26-2004, 07:35 AM
quite a few problems with your release. 1. you didnt include the custom sound you used, you included default models, you included models you didnt use, you included a file of custom sprites you didnt reference in your BSP, might want to test this and rerelease a fixed verison, oh and here is a res file you can include to make autodownload faster, only add to this if you fix/update your map, cheers

// dod_d-day_v2.res made by (4THIDUSA) SSG H.
// www.4thidusa.com Custom Game Source
// .res entries (11):

gfx/env/spdog1up.tga
gfx/env/spdog1dn.tga
gfx/env/spdog1lf.tga
gfx/env/spdog1rt.tga
gfx/env/spdog1ft.tga
gfx/env/spdog1bk.tga
models/mapmodels/flo_bush.mdl
sound/mapsounds/dog1_gunz.wav
models/mapmodels/flakmesh.mdl
models/mapmodels/shellpile1.mdl
models/mapmodels/higginsboat.mdl

Fakedawg
07-26-2004, 07:57 AM
Haven't had the time to check it out very thoroughly azn, but a couple of things I noticed:

- I didn't get any mortars like mentioned in an above post
- I get the "place satchel charge" sprite on my hud everywhere when I pass through the wall at the end of the beach - It was on all the time while running around on top of the bluff
- When I walked towards (facing the beach) the sandbags to the right of the bunker on the bluff, i sometimes walked straight over them - guess theres something with the clipping ...

Keep up the good work mate! :)

azncoolteen
07-26-2004, 08:22 AM
hmm, sorry guys, didnt know how bad it was. ill take down the links for now, ill fix it as soon as i can and ill repost..
to address some of the things mentioned:
-the beach shoreline by watchtower wasn't used because i wasnt able to simulate a good enough wave yet.
-the sandbags had clipping probs, they are fixed.
-the dog1gunz are an accident and shouldnt even be in the map.
-the realmortarload is actually in the default dod.
-no mortars rain on beach by random, they must made by men manning mortars.

Neutrino
07-26-2004, 08:32 AM
i wouldnt of released if i were you then. Just because you made some small changes? You should wait until you accomplished everything until you release. and for the love of Joe, playtest

El Capitan
07-26-2004, 09:12 AM
yeah im sure the guys at dodmaps or COJ will help you playtest the map, they are good at it and will do it out of kindness probably ;)

When you are done, I'll post a news item so it gets more recognised :D

Andy Whyberd
07-26-2004, 10:17 AM
that looks super sexy!

PMonkey
07-26-2004, 11:26 AM
put the link up again, i wanna have a look. PLEEEEASE:)

Andy Whyberd
07-27-2004, 11:56 AM
/\ /\ /\

im wid PMonkey!:D

travis
07-27-2004, 12:02 PM
cant wait to play this one, and of course mirror it!

Andy Whyberd
07-27-2004, 12:11 PM
:D i will play this map of course no but's!

azncoolteen
07-27-2004, 11:13 PM
okay, the things mentioned are fixed in this one. the map was tested. but it wasnt thorough, so please post any bugs/comments/suggestions here or email me. thanks guys

travis
07-28-2004, 12:50 AM
MIRROR (http://dod.expesports.com/download.php?view.6) courtesy of EXP eSports Day Of Defeat (http://dod.expesports.com)

keep up the good work, this looks nice

*edit*

Just played it and noticed these bugs in a general run around.

BUG 1 (http://expesports.com/travis/bug1.jpg)
BUG 2 (http://expesports.com/travis/bug2.jpg)
ANNOYANCE (http://expesports.com/travis/annoyance.jpg)

hope this helps

azncoolteen
07-28-2004, 01:15 AM
this should fix your problem in number 2, the problem in number 1 is probably not gonna bother you, unless you're an english teacher. and number 3, i'll fix that soon.

the download below will fix that last flag problem.

btw, ty very much for additional host.

travis
07-28-2004, 01:23 AM
happy to help ;) i think this map would benefit hugely from some fresh and crisper looking textures, the current ones dont do it justice and perhaps a bit more cover up top around the flak

[CS] Jedi
07-28-2004, 02:36 PM
I have an interesting problem with this map - I can run it on my PC using the "New Game" option, but when I loaded it onto our Windows Server and switched to this map - the server crashes with the following error:

L 07/28/2004 - 15:21:02: FATAL ERROR (shutting down): NUM_FOR_EDICT: bad pointer

Any ideas?

Oh - and GREAT MAP BTW!

Jedi

(4THIDUSA) SSG
07-28-2004, 05:48 PM
From Tommy14

no free edicts or NUM_FOR_EDICT: bad pointer
Each entity ingame takes up an edict slot, if the game ever runs out of edict slots you get the crash "no free edicts." Solution is to reduce the number of entitys in the level. Single player mods may have a different number of edicts than multiplayer mods, possible due to the number of player entitys, sprites & models required. Reported general HL limits are SP=900 to 1024?, MP=1365 to 2048?? your Mod may vary.
However, in a small map with few entities, the error can also be too many of one sort of entity - some Mods of HL have individual entity limits.
In addition the "bad pointer" may mean the bsp was corrupted, or even that your game engine/dll is corrupted. Test other maps to see if it happens with them, and if not, get a new copy of the .bsp and retry. If it continues only with that map, then it is probably too many entitys.

[CS] Jedi
07-28-2004, 06:38 PM
Thanks for the explanation SSG.

This problem is isolated to this map. I re-downloaded the map and re-installed it on my server - still getting the same error. Every other custom map runs fine on the server.

Just curious - is anyone successfully running this map on a Windows server?

rdknight
07-29-2004, 01:04 AM
Great fixes azncoolteen Uploading it to my clans server as I type this. I like that you put the barracdes back to the "Costal Gun" and making he axis man the mortors was a great touch. I ran through it all myself and did not get stuck one time the wodden trenches was a great touch as well. Keep up the good work.

Mussolini HeadK
07-30-2004, 10:49 AM
One very small thing anz, was the name of the map, if used on the server start command line as a parameter won't load because of the hyphen "-" rather than the underscore. It only sees the map as "dod_d" and errors.

At least that what I get here - changing the name to dod_dday_v2.bsp worked fine for me after and of course changing the sprite folder name.

Nice beach map.

Regards
Musso

Capt Winter
07-31-2004, 09:34 PM
Hey awesome map, still, but there are problems with it still that i hear when its played on servers.
For starters the allies take the map way too far, beginning with the bunker and beach its taken all too fast. Not enough defenses for the axis.

My suggestions:

#1. Change the wall, make it some king of a sand wall with barb wire on top, and make one or two points for allies to blow, make the time for the blow longer and put the satches at the shore, not by wall.
#2. More defenses on beach, perhaps making the aa gun trench deeper and putting barb wire around it. Also you could add another mortar in the aa gun trench so theres more firepower on beach.
#3. Add barbwire round trenches to prevent allies from charging the trenches. Don't add it around all the trenches, perhaps only a few like the aa gun trench and the last cannon trench. You could also make the wire illusionary, so that allies can still run through it but it will drain health.

#4. Put the axis first spawn in the trenches and on ground by the beach, not in the tunnels, all the axis spawns. Untill the sea wall is breached then moved the spawns back into tunnels.

Well thats all i got right not, but keep up the good work, this map still has potential.

EDIT: Remember something, while playing this on kustom kettle #2 I heard people talking bout how the hilltop flag and last bunker flag should be recapturable, that would sure add more gameplay time to the map. Also now that I brought up the hilltop, I liked what you did to the last bunker with the net, perhaps you could do that to the hilltop too, and even the main beach bunker.

azncoolteen
08-01-2004, 02:21 AM
the kustom kettle has a different version. they edited it and made it better for gameplay, and i must say, it rocks :)

[CS] Jedi
08-01-2004, 12:29 PM
I'm not trying to be rude or anything, but I still believe there is a problem with this map. I have downloaded from 3 different sites and uploaded to my Windows server. Everytime I switch to this map, I get the following message:

FATAL ERROR (shutting down): NUM_FOR_EDICT: bad pointer

Now, I can run the map on my PC (client). So - I just want to know - is ANYONE able to run this map on a Windows DOD v1.3 server? I can run any other custom map on the server - it is just this one that shuts down. I even disabled all my server side plugins (AMX, etc). Nothing helps.

If no one can run it on a Windows machine, then azncoolteen, could you look at correcting this? I really like your map and would love to get it running on our server.

Thanks,
Jedi

Capt Winter
08-01-2004, 01:39 PM
Your right azn the maps is still loads of fun, but in the meantime what you think of my suggestions?

Edit: Why did u remove the heavy artillery did it not work right, cause if it was working fine, then that could of been kept to prevent allies from camping on beach.

azncoolteen
08-01-2004, 05:51 PM
The heavy mortars were taken out on request, the explosions would cause some fps lag on some of the lower end computers. I'll take all suggestions into consideration, so start posting them!

Jedi- i dont know how to fix it nor even know what that error means. If anyone else is kind enough to inform me? But a few servers have been able to run the map fine. I dont have any idea why it would have that error. :/

[CS] Jedi
08-01-2004, 09:47 PM
Here is what it means:

Originally posted by (4THIDUSA) SSG
From Tommy14

no free edicts or NUM_FOR_EDICT: bad pointer
Each entity ingame takes up an edict slot, if the game ever runs out of edict slots you get the crash "no free edicts." Solution is to reduce the number of entitys in the level. Single player mods may have a different number of edicts than multiplayer mods, possible due to the number of player entitys, sprites & models required. Reported general HL limits are SP=900 to 1024?, MP=1365 to 2048?? your Mod may vary.
However, in a small map with few entities, the error can also be too many of one sort of entity - some Mods of HL have individual entity limits.
In addition the "bad pointer" may mean the bsp was corrupted, or even that your game engine/dll is corrupted. Test other maps to see if it happens with them, and if not, get a new copy of the .bsp and retry. If it continues only with that map, then it is probably too many entitys.

I tried what was suggested (I reinstalled the map - I re-downloaded the map from different sites - I even deleted the server game engine dll and re-installed) - this is the only map that I get this error for. Maybe you could try to reduce the number of entities? If this is too much trouble, then don't worry about it. I must be the only person with a Windows server that can't get this map to run. It's probably not worth your time to reduce entities for 1 server.

Nonetheless - great map.

Jedi

Godcha
08-01-2004, 10:42 PM
yeah.. really nice map azncoolteen! :)

but i also agree with Capt Winter suggestions.. especially with point #2, #3 & #4

keep on the good work m8 ;)

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