DoD_Overlord


Kraut-Killer
01-21-2005, 02:41 PM
Does anybody has a working dod_overlord for V 1.3? The old 3.1 version doesn't work, it says this:

Host_Error: PF_precache_model_I: Model 'models/mapmodels/bangalore.mdl' failed to precache because the item count is over the 512 limit.
Reduce the number of brush models and/or regular models in the map to correct this.

so it's impossible for me, to start the map.

Jibba-Jabba
01-21-2005, 05:23 PM
I would also love to have this map compatible with the current version of DoD. I loved it...:(

Gorbachev
01-22-2005, 03:00 AM
Originally posted by Kraut-Killer
Does anybody has a working dod_overlord for V 1.3? The old 3.1 version doesn't work, it says this:

Host_Error: PF_precache_model_I: Model 'models/mapmodels/bangalore.mdl' failed to precache because the item count is over the 512 limit.
Reduce the number of brush models and/or regular models in the map to correct this.

so it's impossible for me, to start the map.

If that error is truly from too many entities, you could use RipEnt to remove some bush models or something and see if that solves the problem. (You do have all the required models as well don't you?)

haircut
01-22-2005, 05:08 PM
To much "stuff" in the map as Gorbachev says, ripent some "stuff" out and see.

Dwin
01-23-2005, 07:20 PM
Can anybody post some screenshots of dod_overlord? I've never seen it before.

tibrin
01-23-2005, 09:05 PM
ripent some "stuff"

If you delete the bangalores how do you expect the allies to breach that hole ???


Host_Error: PF_precache_model_I: Model 'models/mapmodels/bangalore.mdl' failed to precache because the item count is over the 512 limit.
Reduce the number of brush models and/or regular models in the map to correct this.


Just replace the
models/mapmodels/bangalore.mdl
with the current explovive pack model
and rename it to bangalore.mdl

Gorbachev
01-24-2005, 12:43 AM
Did I say to delete the bangalores? No. And you could easily just take the model from the version if you're pulling the map as well.

Kraut-Killer
01-24-2005, 09:24 AM
Originally posted by tibrin
Just replace the
models/mapmodels/bangalore.mdl
with the current explovive pack model
and rename it to bangalore.mdl ^

That doesn't work.

I don't think i really want to take anything out of that map, so i will just wait for a new beachmap.

I don't play DoD that often anymore, but i just thought that i would really like to play overlord again.

Nobody else has that map anyway.

Thanks alot for your help guys!

haircut
01-25-2005, 06:38 AM
Originally posted by tibrin
If you delete the bangalores how do you expect the allies to breach that hole ???



Just replace the
models/mapmodels/bangalore.mdl
with the current explovive pack model
and rename it to bangalore.mdl

You don't quite understand the error there.

The bangalores arn't the real problem. The map has maxed out on models/sounds/sprites and other "stuff". swaping out the model for a current one won't help, you still have to many in the map.

You will need to remove some "stuff" before this map will work.

3.1 maps where the worst maps for these, they had lots of stuff in them, makes them hard to get working for Steam DoD now.

btw this map was in dod beta 2.0 as well ... try that version?

Gorbachev
01-25-2005, 05:54 PM
The problem is that as DoD gets bigger, the amount we can allocate for details in the maps actually gets smaller. So we can have less entities now than we used to be able to have in a map.

Kraut-Killer
01-26-2005, 06:58 AM
I don't have 2.0 anymore, so i don't know if that version would work. And i'm not sure about the advanced spawnpoints gameplay (or whatever it's called, i mean that after you destroyed some objectives, you would spawn below the cliffs and not at the beach).

FuzzDad
01-26-2005, 01:09 PM
Originally posted by Gorbachev
The problem is that as DoD gets bigger, the amount we can allocate for details in the maps actually gets smaller. So we can have less entities now than we used to be able to have in a map.

Not true in Source. You can literally have thousands of entities in a source map and your map will run fine (as long as it's built right). I'm pushing over 1000 in the unofficial falaise port I'm working on. Between static props (windows, doors, lights, items, pipes, etc) and overlays (damage markings on walls) and dynamic props (chairs, tables, bottles, crap laying around, etc). Even with all that stuff at default vid settings on my P4 2.6 (9800pro) I get 100fps in most spots.

PF-B4DG3R
01-26-2005, 01:39 PM
Originally posted by FuzzDad
Not true in Source. You can literally have thousands of entities in a source map and your map will run fine (as long as it's built right). I'm pushing over 1000 in the unofficial falaise port I'm working on. Between static props (windows, doors, lights, items, pipes, etc) and overlays (damage markings on walls) and dynamic props (chairs, tables, bottles, crap laying around, etc). Even with all that stuff at default vid settings on my P4 2.6 (9800pro) I get 100fps in most spots.

:boner!:

Gorbachev
01-26-2005, 05:56 PM
Originally posted by FuzzDad
Not true in Source. You can literally have thousands of entities in a source map and your map will run fine (as long as it's built right). I'm pushing over 1000 in the unofficial falaise port I'm working on. Between static props (windows, doors, lights, items, pipes, etc) and overlays (damage markings on walls) and dynamic props (chairs, tables, bottles, crap laying around, etc). Even with all that stuff at default vid settings on my P4 2.6 (9800pro) I get 100fps in most spots.

I'm aware, but remember Fuzz we in the community are living DoD v1.3 not Source. I know how awesome the Source engine is for entity count, I've tested it. :)

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