[Rel] DoD_Verdun_b3


Dimgora
11-10-2005, 12:45 AM
Alright. I finally got it out and I'm releasing it even though I recieved very differing feedback. Without longer speech get it here ! (http://personal.inet.fi/koti/akku.hirvonen/downloads/dod_verdun_b3.zip) Working. NOTE! Link may sometimes be broken or something. Be patient.

Screenshots can be seen here. (http://personal.inet.fi/koti/akku.hirvonen/)

Edit: Nearly forgot.

Here's a list of changes:
- Reworked and more detailed axis Spawn
- Other way out from axis trench
- Added dragonsteeths/bushes in to the field to provide more cover
- Added detail grass
- Added tiger wreckage to indicate middle flag
- One more "sniping" window for allies
- Allies spawn modified to prevent shooting in there and vice versa
- River's water more shallow
- More detail into the village
- One of the houses structure changed
- First flags take 2, second 1 and middle 3 seconds to cap
- Two first flags start as capped and reduced flags to 5
- Included basic overview
- About dozen other minor things

Comments are welcome!

Sneaks
11-10-2005, 01:53 AM
Good work, a great map just got better :cool:

[DoMC].Cosmo
11-10-2005, 02:06 AM
Hi Dimgora,

i just uploaded it on our server. I've some strange errors : both flanks (left and right) are purple plus there is a writing in a bunker saying "error".

i just checked the uploaded files, everything seems fine so far.

Can u help me?



(sorry 4 my bad english)

Dimgora
11-10-2005, 02:17 AM
Make sure every file is in correct folder. There shouldnt be any bigger problems since this has been playtested and not modified after it :I

Someone who also runs a server could maybe have a answer for this if you cant solve it this way.

aRifleman2
11-10-2005, 04:01 AM
I just loaded the new version on this map on my server and am having the exact same problem as [DoMC].Cosmo. I am sure I placed everything in the correct folder. Has anyone else been able to load this new version of this map on there server without errors? Any info would be appreciated.
~aRifleman2

Private Dyin
11-10-2005, 05:59 AM
All right the same thing is happening on our server. I've discovered a couple things though. This is the .res file included with the map.

"resources"
{
"maps/dod_verdun_b3.txt"
"materials/dim/Dim1.vmt"
"materials/dim/Dim1.vtf"
"materials/dim/dimap.vmt"
"materials/dim/dimap.vtf"
"materials/dim/hedge2.vmt"
"materials/dim/hedge2.vtf"
"materials/overviews/dod_verdun_b3.vmt"
"materials/overviews/dod_verdun_b3.vtf"
"materials/Ranson/flak18.vmt"
"materials/Ranson/flak18.vtf"
"models/Ranson/ranson_flak18.dx80.vtx"
"models/Ranson/ranson_flak18.dx90.vtx"
"models/Ranson/ranson_flak18.mdl"
"models/Ranson/ranson_flak18.phy"
"models/Ranson/ranson_flak18.sw.vtx"
"models/Ranson/ranson_flak18.vvd"
"resource/overview/dod_verdun_b3.txt"
}

In your zip file the materials/Dim/ folder is spelled with a capital "D" I changed it to a small "d" and it sort of worked but none of the .vmt files were downloading.

Now after staring at it for such a long time I realize you did your .res file wrong. You forgot to put "file" after each item. I'm going to go test it now since it came to me while typing this. I probably didn't even have to change Dim to dim.
:rolleyes:

edit - oh and that last line of your res file... you forgot to put an 's' on the end of overview. Everything worked except the overview so that puzzled me some more since I thought I had fixed it. :D

If anyone wants it here is what the corrected .res file should look like.

"resources"
{
"maps/dod_verdun_b3.txt" "file"
"materials/dim/Dim1.vmt" "file"
"materials/dim/Dim1.vtf" "file"
"materials/dim/dimap.vmt" "file"
"materials/dim/dimap.vtf" "file"
"materials/dim/hedge2.vmt" "file"
"materials/dim/hedge2.vtf" "file"
"materials/overviews/dod_verdun_b3.vmt" "file"
"materials/overviews/dod_verdun_b3.vtf" "file"
"materials/Ranson/flak18.vmt" "file"
"materials/Ranson/flak18.vtf" "file"
"models/Ranson/ranson_flak18.dx80.vtx" "file"
"models/Ranson/ranson_flak18.dx90.vtx" "file"
"models/Ranson/ranson_flak18.mdl" "file"
"models/Ranson/ranson_flak18.phy" "file"
"models/Ranson/ranson_flak18.sw.vtx" "file"
"models/Ranson/ranson_flak18.vvd" "file"
"resource/overviews/dod_verdun_b3.txt" "file"
}

Dimgora
11-10-2005, 06:14 AM
Your my savior! ^^ Shouldnt do anything after 1 am.

I'll have it fixed in no time! Sorry for everyone who got problems with this.

Get the rixed .res file here! (http://personal.inet.fi/koti/akku.hirvonen/downloads/verdun_b3_resfile.zip)

wickit
11-10-2005, 06:14 AM
just a thought get rid of the res and use pakrat
trust me it saves a lot of hastle for server admins

[DoMC].Cosmo
11-10-2005, 06:19 AM
excellent!
@ Dimgora : thx 4 this map
@ Private Dyin : thx 4 fixing that problem ;)

Map is added to our server rotation.

aRifleman2
11-10-2005, 09:16 AM
I'm still having the same problem. What did you guys do to fix it? Did you simply replace the res file with the new one that the link was set up for? I did that and it did not seem to fix it. Do I also have to rename the Dim floder with a lowercase d?

teflon{the_truth}
11-10-2005, 10:08 AM
hey dimgora try using pakrat and put all thos files in the bsp. It would make life alot easier for all server runners.

nuc.ee
11-10-2005, 10:49 AM
Hosted on vapour (www.vapour-online.com) :)

Dimgora
11-10-2005, 10:54 AM
I'm still having the same problem. What did you guys do to fix it? Did you simply replace the res file with the new one that the link was set up for? I did that and it did not seem to fix it. Do I also have to rename the Dim floder with a lowercase d?

What I understand you dont have to make folder lower case. But if you use Private Dyin's fixed .res file maybe then. It should work without any problems with the .res file I linked. I also changed it to map zip.

And next time I will use pakrat. This is system is so gay x_o

iconslave
11-10-2005, 10:56 AM
Dimgora somehow the files curropted everytime i download it :( .. its weird once it gets to like 70% it snaps to 100% i think thats whats causing the file to go bad or something ;\.

skdr
11-10-2005, 10:58 AM
next time, make a correct .rar package, its pain in the ass install this map if the folder structure includes your map name :(

Good job on the map tho.

Dimgora
11-10-2005, 11:41 AM
Dimgora somehow the files curropted everytime i download it .. its weird once it gets to like 70% it snaps to 100% i think thats whats causing the file to go bad or something ;\.

It worked when I downloaded it. I tried to upload it again but my host is having some problems AGAIN and I cant get it there... So the file is now corrupted. Hold on.

next time, make a correct .rar package

Fixed ;) I never remember things like this.

-=PHX=- WW2-WARDOG
11-10-2005, 11:44 AM
Originally posted by iconslave
Dimgora somehow the files curropted everytime i download it :( .. its weird once it gets to like 70% it snaps to 100% i think thats whats causing the file to go bad or something ;\.

Yep the download link is sticking and acting funny still. The .zip is 4,732 kb correct?

Dimgora
11-10-2005, 11:47 AM
It's should work now. Try it.

s1mple
11-10-2005, 12:32 PM
Corrupt files :(

Downloaded again failed and the 3rd time it worked. Crazy that, thanks.

Dimgora
11-10-2005, 12:39 PM
Downloaded again failed and the 3rd time it worked. Crazy that, thanks.

Gosh, I really should get a better host for this.

173D
11-10-2005, 12:52 PM
Maybe you should think about using Winbspzip by cannonfodder, it would easier for us server ops to use winbzip on it to add it to our server DL, as it is now we have to add every file...pain.
Like your map but until its zipped with everything in the bsp, our server won't run it.

Dimgora
11-10-2005, 12:59 PM
Sad to hear. But I'm not planning to release a version packed with pakrat or Winbspzip or whatever from beta3. Maybe next release which is most likely a final too.

Funny, I've only received feedback from bugged files or broken links (which is fully understandable) but nothing considering the map.

iconslave
11-10-2005, 01:09 PM
I love the new version of this one :) only one thing i found so far and im still looking around the map as i post this, is what im assuming a displacement bug.

http://beyondtheabyss.com/photos/bug.jpg

Dimgora
11-10-2005, 02:09 PM
Woah! How can it be possible that none of test players hasnt noticed this earlier :D Or I have x_o Thanks for pointing it out.

haircut
11-10-2005, 02:23 PM
Originally posted by Private Dyin
In your zip file the materials/Dim/ folder is spelled with a capital "D" I changed it to a small "d" and it sort of worked but none of the .vmt files were downloading.

This just looks like the old Windows / Linux problem.

FYI:

LINUX is case sensitive Windows isn't.

Correct me if I'm wrong here?

iconslave
11-10-2005, 02:46 PM
Few more things that ive run across, some lighting issues, other stuff just detail suggestions. The map over all is great but i think a few more details will make the map shine a little better.

Light Issues
In every house that i went into inside the town there was some lighting issues that you might want to consider in the final version, they also might be in the bunker but i havent checked that area yet.

The light source in the houses seem to be floating in the middle and shine really bright when the subject is close to the light source.

Example:
This view is in crouched mode under the light source
http://beyondtheabyss.com/photos/bug_lightbug1.jpg

This is in the process of standing up from the crouch mode
http://beyondtheabyss.com/photos/bug_lightbug2.jpg

Now i know this is a crazy nitpick but when you run by those lights in the houses or look at a certain angle it becomes a red flag and shows up bright as day.

My suggestion is put the light source more to the cealing, and add a light model with it to give the inside of the room more detail so it dosnt look like the light source is coming from nowhere.

The blocked tiger
I noticed at the german bunker if your trying to get passed the tiger tank w/ the sandbags on each side, it seems to be blocked off intentionally, But theres a way around it, in the image below from the starting position (red x) i jumped onto the tiger tank where the arrow points and got behind it.

http://beyondtheabyss.com/photos/bug_tankblock1.jpg

Im not sure if it was your intention to block that side or not, but if it was i figured you should be aware of that.

Map Detail
As I mentioned before, adding a little bit more detail this map will make it shine a little better :) so i pointed some things out, like the light models inside the houses, another one is w/ the light models inside the bunkers, add some pipes or wire system linking all the lights to give it a little bit more 'life' to it.

http://beyondtheabyss.com/photos/mapdetail1.jpg

Another thing I think would help out alot is if you added some wires to the powerlines, and have the busted lines where the knocked powerline pole is. This too would add more life to the map and make it more immersive.

http://beyondtheabyss.com/photos/mapdetail2.jpg

Around the church and inside of it is another area that could use some detail, Primarily inside, it just seems to plain and isnt convincing enough to be a church, add some long benches or some tables w/ a few more ammo boxes or something.

And finally, around the bunker, the pathways between the diffrent parts of the bunkers outside could use some objects in them, like ammo boxes, and other things that would bring life to that whole area, as it is now it just feels to plain outside the bunker.

Overall the map is awesome and im really enjoying it, as are my friends. Cant wait to see what changes you decide to do for the final version :).

Private Dyin
11-10-2005, 03:54 PM
Originally posted by haircut
This just looks like the old Windows / Linux problem.

FYI:

LINUX is case sensitive Windows isn't.

Correct me if I'm wrong here?

I think you're right. I was trying different things to try to make it work. This was before I noticed the "file" were missing from the res file. Our server is Windows so I guess it doesn't matter if its D or d for us. :)

Bocasean
11-10-2005, 06:42 PM
I found this version to be much more balanced. It no longer seems to favor either team.

However, the better rifle class helps the Axis, so I would recommend one thing:

Make the house to the right of the Allied 2nd flag completely dark in the window room, and make the window wider. Either that, or put another dark window on the far left of the Allied side.

What I'm saying is that the Axis bunker is pitch black AND wide, so an Axis sniper can fire, then strafe around to avoid countersniping. The Allied dark window is so narrow that most all countersniping shots will hit them, since all the Axis have to do is guess and shoot.

If it was wider, then the Allied could dance around too and avoid some of the return fire.

Other than that, I really enjoy this map. Maybe you could consider an actual dirt trench layout in the center on each side, but it's really unneccessary.

Dimgora
11-10-2005, 11:32 PM
iconslave:

Thanks for feedback. I'm going to fix that tiger thing but what comes to more detail and such... I've already have very high amount of detail and as the field is so big I had to do some compromises. Some times when I placed too much stuff in the middle or the village map crashes. So I have to think very carefully what I can do what and what not. Good points thought.

Bocasean:

I've received some feedback which claim that allies have much better sniping positions because you can go prone and still be able to see at the enemys bunker. But I see how it plays and do some changes if need.

Atm I most likely move the middle flag a bit foward to allies side.

And I've been thinking that maybe I should move the axis double mg bunker a lot foward and make it being hit byt artillery. I would make a big hole which allows entering it and block the other fire position with rubble. Then I would do a small trench behind it. The reason for this is that axis rarely use that bunker and hopefully allies would use more that side to advance. Now it's almost double as long distance to go from the river than in other side.

Opinions ?

Shane
11-10-2005, 11:38 PM
Originally posted by Dimgora
And I've been thinking that maybe I should move the axis double mg bunker a lot foward and make it being hit byt artillery. I would make a big hole which allows entering it and block the other fire position with rubble. Then I would do a small trench behind it. The reason for this is that axis rarely use that bunker and hopefully allies would use more that side to advance. Now it's almost double as long distance to go from the river than in other side.

If, by that, you mean, you'd put a hole in the side, that would be cool. But please, no ingame artillery strikes, esp. on a map like this where caps are already hard. :)

Other than that, I like the idea. I suggested something similar after the first playtest.

iconslave
11-10-2005, 11:39 PM
I actually think that double bunker idea is a good idea :), most of the fighting that ive noticed in the field on the bunker side of the river is either in the center or on the 88 side, theres never really that much action on the dual peep hole side. I think that would make the map more intresting, giving the allies more routes to flank flags and get around the enemy. And more for the germans to defend and use too.

Dimgora
11-10-2005, 11:43 PM
I will most likely give it a try. I received some feedback from the other forums where people wanted that there would be a house in the middle instead of a tank... I've considered that too but it's hard to say how it would work. Have to think about it.

And about the artillery... It would be insane :D When you finally get to other side a mortar would blow you up. I think people wouldnt like it too much x_o Maybe if I implent it so that only allies can fire mortar at axis positions. But then it would be historically inaccurate because axis used artillery a lot in this kind of situtations.

Dimgora
11-11-2005, 02:14 AM
I was thinking something like this: Picture (http://img496.imageshack.us/my.php?image=layout5bg.jpg)

Now allies would use more the right side to advance and once they reach the blown up bunker they can advance in good cover.
I dont think it would be unfair for axis. And now the middle bunkers mg position which is in the side of the bunker would be used too. This would also give some hope for people who prefer CQC without changing the atmosphere much.

That small house I draw there would also be IMO a good addition and it could be used for both sides as cover but mainly for allies. Green lines are windows.

=A82A=WhataMack
11-11-2005, 04:10 PM
I'm seeing two problems with this version on our server:

* The side boundary bush textures are not being downloaded;
* The Axis 88 gun model is not being downloaded.

I have about 10 custom DoD:S maps running fine on our server. dod_verdun_beta1 ran fine. The only other time I've seen this type of problem was when FuzzDad released dod_anvil using capital letters in some of his directories and filenames. I see that dod_verdun_b3 also uses capital letters in some directories and filenames.

I've changed those to lowercase on both our game and web download server, and updated the .res file as well but this has not fixed the problem.

We also were not able to get dod_anvil running until someone compiled a complete .bsp for it. Once that was available, all texture and model problems with dod_anvil were fixed for us.

So, I've only seen this texture and model problem on two custom maps that were released with a set of extra files and directories (i.e., not just a .bsp file) AND also used uppercase letters in the files and directories. :confused:

Can anyone help out here, or perhaps, can Dimgora compile a complete .bsp file for dod_verdun? I'd really like to have the beta 3 version running, but for now it's off our server.

UPDATE: Augh, pilot error on my part. I had uploaded the updated .res file to the web server and not the game server.
:rolleyes: Map's working fine and is now in our vote list.

Thanks Private D. for the reply. :cool:

Private Dyin
11-11-2005, 07:46 PM
Everything worked on our servers after fixing the res file. Are you sure everything with your download site is correct?

Dimgora
11-12-2005, 01:40 AM
Once again you helped me Private Dyin ;]

It's very annoying try to "fix" something that's not broken. Once when I tested this with my friend he had similar problems with all the custom content and claimed he had done everything 100% right. Then I went to his place to see what's the problem and installed it again and suddenly everything is working... :rolleyes:

Dimgora
11-12-2005, 05:55 AM
Here's some screens for you too. I think this would probably solve the balance issues. Opinions ?

Picture 1 (http://personal.inet.fi/koti/akku.hirvonen/verdun/b4_1.jpg)

Picture 2 (http://personal.inet.fi/koti/akku.hirvonen/verdun/b4_2.jpg)

Picture 3 (http://personal.inet.fi/koti/akku.hirvonen/verdun/b4_3.jpg)

Picture 4 (http://personal.inet.fi/koti/akku.hirvonen/verdun/b4_4.jpg)

Bocasean
11-12-2005, 08:29 AM
Looks good. That'll make the entire width of the map more playable.

iconslave
11-12-2005, 09:41 AM
you should use those trench models waldo (i think it was waldo) released :D that would be awesome for those pathways between the bunkers.

---- edit ----
doh they arnt released yet :x nevermind!

Wile E Coyote
11-12-2005, 10:24 PM
Okay this is even better than the last one!

ALL MAPPERS TAKE NOTE
THIS is how you make a bunker!

http://usera.imagecave.com/WileECoyote/dod_verdun_b30003.jpg
http://usera.imagecave.com/WileECoyote/dod_verdun_b30004.jpg

He really did his homework on this one. Not only is the bunker historically accurate (more or less), the vision port ACTUALLY fully covers the field of fire!

http://usera.imagecave.com/WileECoyote/dod_verdun_b30002.jpg

HOOAH! It's things like this that make my soldier stand at attention! This is also a map where crawling and sprinting actually pay off! I LOVE IT!!!

2 suggestions:
Abandon that "stone" look in some of the tunnels - go back to concrete

make sure your door hinges are on the side of the door that opens :D

http://usera.imagecave.com/WileECoyote/dod_verdun_b30001.jpg

Dimgora
11-13-2005, 12:40 AM
I'm happy someone noticed that the bunkers arent just my own imagination :) I really spend hours browsing WW2 pages about the fortifications, bunkers and such. There's a small map in the axis spawn room where you can see aerial view of the bunkers and the codes besides them are authentic used by germans.

Abandon that "stone" look in some of the tunnels - go back to concrete

When I realeased beta 1 I received huge amount of feedback where people complained how dull and boring the bunker is from inside so I had to put there something to brake the monotony.

make sure your door hinges are on the side of the door that opens

LoL :D Never noticed that. I'll get it fixed.

Omni One
11-13-2005, 06:14 AM
Could someone please make a post as to how to get this map to work properly. I downloaded the fixed RES file and placed it in the maps folder but I still have a purple checked part in the sky box.

Dimgora
11-13-2005, 10:03 AM
That's something I have never heard before. I suggest that you download and install it again.

Wile E Coyote
11-13-2005, 12:09 PM
Originally posted by Dimgora
When I realeased beta 1 I received huge amount of feedback where people complained how dull and boring the bunker is from inside so I had to put there something to brake the monotony.


Bunkers ARE dull and boring! I should know, Ive been in a few :D Anyway I thought it just looks like castle wolfenstein now.

left up to me (and it's not) I would go back to concrete and add directional graphics on the walls (in Deustch) because it's confusing down there !

josh_u[RR]
11-13-2005, 12:12 PM
Originally posted by Wile E Coyote

make sure your door hinges are on the side of the door that opens :D

http://usera.imagecave.com/WileECoyote/dod_verdun_b30001.jpg

also, you'll notice that the door texture comes with the doorframe as well. you shoulc clip the doorframe off so that it doesn't swing with the door. if you are worried about ppl getting hung up on the doorframe, just make it non-solid, or put a triangular clip brush in front so they just "slide" around it.

Dimgora
11-13-2005, 12:19 PM
Bunkers ARE dull and boring!

Yes I know but tell it to them :D

Ol' Noodle Head
11-14-2005, 09:33 AM
Just got around to playing the update...I love it with a deep and undying love.

The tank cap was just that missing ingredient that it needed. Thanks again, it's in the rotation now on FNF DoD.

=A82A=WhataMack
11-14-2005, 10:12 AM
The new version is better, but IMO there's still a ton of open space in the no-man's-land middle. After playing the new version a few times, I'm finding that as an assault trooper about all you can expect is to cap the middle flag/tank, and that's about all you're going to be able to do...especially when playing Allies. After that, it's kinda foolhardy to move forward. It's *extremely* difficult to make it up to the bunkers without getting picked off.

That is, unless you meant the map to be mostly a sniper-controlled piece of terrain.

From the feedback I've been hearing on our server, the snipers love it but man, the assault guys are basically still just sniper bait. If the bushes on the sides extended inward a little, so that you could move up through them (like you could on the "radar & 88 hill" in dod_glider), that'd be a big help. Otherwise, it's pretty much suicidal to move past the tank.

Shane
11-14-2005, 11:22 AM
Originally posted by =A82A=WhataMack
From the feedback I've been hearing on our server, the snipers love it but man, the assault guys are basically still just sniper bait. If the bushes on the sides extended inward a little, so that you could move up through them (like you could on the "radar & 88 hill" in dod_glider), that'd be a big help. Otherwise, it's pretty much suicidal to move past the tank.

All I play is assault and I've been able to move up and get caps.

PanFrie
11-14-2005, 11:48 AM
yea its not that hard to do, you just gotta know where to move to. and you actually need to sprint

Dimgora
11-14-2005, 12:27 PM
Correct use of sprinting and proning will get you to other side quiet easily. If you try to run over standing it's like your begging to be shot. Use your imagination.

Also throwing smokes in front of bunkers will give you great cover.

=A82A=WhataMack
11-14-2005, 01:38 PM
Oh no, believe me, I'm a sprinting and proning fool (ask anyone in the =A82A=). ;) Some guys call me the "running man", others "the snake"...among other things.

I guess my observation was based on spending a lot of time sprinting then proning & crawling on the map, only to get repeatedly shot by snipers and camping riflemen. And if I had more smoke nades, I'd be using them all that's for sure!

Dimgora
11-14-2005, 02:11 PM
Well then I cant help you but to say that never give up :p Once you get over thoses rifles will go down very fast with the autos.

In next version the double mg pillbox in the side is going to be accessible and closer the allies. That should make allies life more easier. And what's up to axis they have already pretty good conditions to advance IMO. I posted some pictures earlier in this thread.

If I just could hardcode the sniper limit to zero... :sheep:

Bocasean
11-14-2005, 02:30 PM
I run this map with 1 sniper on the Allied side and 0 snipers on the Axis.

New players always ask "Why is there no sniper?" or "Waaah, we need a sniper!" but people who know the map realize that it's for the best.

The Axis have the superior rifle AND slightly better cover, so the map favors them. Having a single sniper on the Allied side doesn't guarantee victory for them, but at least it can make the Axis a bit nervous.

Dimgora
11-14-2005, 02:51 PM
I run this map with 1 sniper on the Allied side and 0 snipers on the Axis.

That's good limitation too.

I'm very curious to see how does this play when the new DoD:S patch comes if they modify the weapons. Especially if they change the garand...

Because there's no doubt that axis rifle is just superior over the garand now which gives axis a big advance :I

Wile E Coyote
11-14-2005, 07:14 PM
"Has a lot of wide open space...."

All I can say is "it's supposed to". As a matter of fact compared to a lot of custom maps coming out right now it doesn't have very much open space at all. I love the map just the way it is. It's DIFFERENT. I don't need another avalanche, anzio, etc. It requires people to use a different strategy. I have no problem getting to the other side, ESPECIALLY as assualt. Assault has a handy smoke grenade that is very useful on this map. As a matter of fact I personally think the middle tank wasn't even necessary. But so goes it.

Not everyone is going to like every map. I personally love this map and have a hearty chuckle (secretly, inside, where it counts ;) ) at those who just can't seem to figure out how to get across.

Now if you are on a server that doesn't have snipers or MG's limited, well that's the admin's fault not the map's.

m0r0n
11-15-2005, 12:35 PM
Good map, fun to play and it seems to be a winner on the server.

Only criticism would be to keep all file and directory names to lowercase...that should be a standard if creating maps if it isn't already. I think that would solve many error problems people are experiencing. That or bundle all that stuff up in the bsp.

Dimgora
11-15-2005, 01:38 PM
In next release (which is going to be final) I'm going to include everything into .bsp file. Then there shouldnt be any problems.

Shane
11-16-2005, 12:38 PM
Originally posted by Dimgora
In next release (which is going to be final) I'm going to include everything into .bsp file. Then there shouldnt be any problems.

I would give it 1 good, non-public playtest, just to make sure the changes work and that nothing, techically, has accidently been broken.

But, sure, after that, would be great to see the "final" release. :)

Dimgora
11-16-2005, 01:36 PM
And you shall have it ;)

Wile E Coyote
11-17-2005, 05:22 PM
Originally posted by Dimgora
In next release (which is going to be final) I'm going to include everything into .bsp file. Then there shouldnt be any problems.

Only one problem with that - downloading custom content when joining a server. The whole reason for using shared folders is so multiple custom maps using the same third-party content don't have to re-download the same models, sounds and textures everytime.

Yes it makes it easier to make sure the map is running right, but even with broadband downloading speeds there is still something to be said for keeping download times and bandwidth use at a minimum. For many not having files hosted by their work or school network bandwidth = dollars. And I won't even get into the "impatient gamer" syndrome :D affecting so many out there

FuzzDad
11-17-2005, 08:26 PM
Yea...but it's smarter. Too many problems exisit w/res files and too many modelers put out updates of their models. If you used model "A" on a final release and the modeler updated it to model "A.1" the map might not work right. You also can't expect mapper "A" to known that mapper "B" is going to use the same model and not include it in his/her file. You can hope that people will use common files but you can't guarantee it. You also have the base problem that many users don't auto-download maps from servers...they d/l from mirrors and places like fileplanet. These guys might not even know how to execute a folder recurse in a rar or zip format. I heard this too many times: "So, I can't figure out what folder these go to...what do I do again??"

It's just a part of DOD Source...you're going to have to accept larger maps and bigger downloads. Server and content owners are either going to have to pony up or not. One thing that may help is in HL1 the NS compile tools showed you could reduce the bsp size by a significant margin (their compile tools removed "planes" beyond the map that a player couldn't get to and they usually helped save a good 25%)...hopefully we'll get Source compile tools to do that as well.

Wile E Coyote
11-18-2005, 02:22 AM
Also, maybe you mentioned this and I just didn't read it right, you can now compress the map for download, which really cuts down on the download times.

Yeah I know lots of peeps out there can't figure out how to use winzip/winrar properly, figure out how to read a readme before installing or even find the "anykey" on their keyboard. At the risk of sounding like a jerk, if ya can't figure that out they make this neat thing called an "Xbox". :D

But model changes to third party models would be the most compelling reason to wrap up the whole farm in the BSP and I just didn't think about that.

kid smoke
11-18-2005, 07:59 AM
I must say this is map and anvil are my favorite maps.
Dimgora you did a great job with this and I cannot wait for whatever else you have in store for us. Keep up the great work!

Dimgora
11-18-2005, 09:43 AM
Glad you like it ;)

I might make night version of this after final release. It could be fun :D

Bocasean
11-18-2005, 05:49 PM
If you do that, you HAVE to figure out a way to incorporate intermittent flares into the map.

Imagine darkness, then BANG, full light that trails off slowly.......repeat.

That would put this map into a class by itself.

Dimgora
11-19-2005, 12:05 AM
I was thinking that the village and rear german bunker would be weakly alight. The center would be only in moon light. You had to always think twice if youre about to shoot because it would reveal your position. But I'll get back to this when the final version is done.

Bocasean
11-19-2005, 10:54 AM
That'd be fine, but it wouldn't be unique. I can think of a bunch of night maps, but NONE of them incorporate flares.

Especially with the open field aspect of Verdun, it's just begging for flare usage.

173D
11-19-2005, 11:27 AM
dod_feldfeur or something like that had them

Bocasean
11-19-2005, 12:07 PM
Yep, around the bridge. I forgot about that. Good call.

But it's still under-utilized and would fit in great with this type of map.

Ol' Noodle Head
11-19-2005, 05:59 PM
It'd be cool if you could do animated flakbursts on a night skybox...

Wile E Coyote
11-20-2005, 12:05 AM
2 thoughts:

Speaking from the point of view of actually having to do this in full-blown wargames, nothing is more surrealistic than the nighttime countryside and building light up by a flickering parachute flare slowly moving across the sky. That would be bad-ass.

If you are gonna do it, do it right. Do not bother to light the bunkers at all, I'm talking about the part with the firing port. Do not light the windows on the allied side at all either at all either. Believe me, muzzle flashes would already be a dead givaway for MG's on a night map, and sniping at shadows isn't as easy as it sounds.

Okay one last idea though - and I think this is pretty cool - you COULD add a switch somwhere in the bunker that turns on the lights inside the firing ports. The switch would only be able to be turned on by allies and turned off by axis. (then of course mirror this on the allied side with the rooms with windows). Think about it. If one guy gets across and throws a switch putting power to all the lights in the bunkers it would really mess up the game for whoever was using the bunker as cover. :D :D :D

Dimgora
11-20-2005, 01:09 AM
Thank you for you replies.

I'm not saying yes or no to anything before I've finished the final version. So hold your horses ;)

173D
11-20-2005, 08:21 AM
A mortar on both sides to fire the flares!! Lights on at night in a bunker? Only someone with a deathwish would do that! If the buildings, such as house and the like even had light, it would be candles, flashlights, fires or something similar...not electric!!
Artillery, flares and muzzleflashes, maybe some moonlight are the lights at night on a battlefield. Also there would be NO bushes or shrubs or trees in the bunkers field of fire.
Troops are going to be bumping and passing each other in the dark..unfortunately people have the icons on and a radar map (none of which you have in combat) so they will know who's who.
None of the fear and adrenaline rush of realizing that the guys passing you are the enemy! Bummer...

Argyll
11-20-2005, 12:48 PM
Great map! More servers with 32 players should add this to their rotation. It's incredibly intense.

Blue[)evil
11-20-2005, 08:08 PM
I just got an Idea.... This would make an excellent Push map. You know, like schwetz. A lot of stuff would have to be added though, the map would have to be made longer but this is just a thought...

Dimgora
11-20-2005, 11:28 PM
Lights on at night in a bunker?

I was talking about the axis spawn ;) It's a bunker too.

Personally I dont like the flare idea that much but I could give it a try to see how it would work. I was thinking the enviroment lightning would be something like dod_zafod had but little darker.

I dont know if it's possible to do flares which are fired in the air but it could work. One in every one minute or something similar.

Wile E Coyote
11-21-2005, 03:34 AM
Originally posted by Dimgora
I was talking about the axis spawn ;) It's a bunker too.

Personally I dont like the flare idea that much but I could give it a try to see how it would work. I was thinking the enviroment lightning would be something like dod_zafod had but little darker.

I dont know if it's possible to do flares which are fired in the air but it could work. One in every one minute or something similar.

Actually, now with source, it should be very possible. Flares do not give off light right away; they are way up in the sky before they start illuminating everything

If I am not mistaken a light souce can be assigned to a moving object. An oscillating (flickering) light source is no different. Just have an very small object moving on an invisible track and attach a flickering light source to it. Have it moving in a direction kinda slow and put a slightly downward slope on it as well and it would look just like a parachute flare.

Actually there are probably even better ways to do it, but hey I have yet to make even 1 map in the HL2 engine (unless you count a box with a trench in it)

Also if you don't know how to do the mortar thingy you could simply use a radio and do a "call for fire" for an illumination round.

inKit
12-05-2005, 04:40 AM
sounds very nice

btw remove your minimap if you want the thrill of not knowing who's friend or foe :)
sure other players wont have it but dont let that spoil your fun

bmartinson13
12-13-2005, 06:57 PM
Your .zip file is corrupt I think. Whenever I try to unzip it with winRAR it always gives me the error:
Unexpected end of archive

Dimgora
12-15-2005, 05:28 AM
It worked just fine on me o_O Hard to say what causes that...

theozzmancometh
12-15-2005, 10:52 AM
A bad or interupted download causes that.

re-download and install, m8.

German Killa
12-24-2005, 03:56 PM
after the new dod:s update the map won`t function, got this in console:

Day of Defeat: Source
Map: dod_verdun_b3
Players: 1 / 18
Build 2596
Server Number 3
SetConVar: No such cvar ( mani_nextmap set to dod_donner), skipping
SetConVar: No such cvar ( mani_tickrate set to 66), skipping
SetConVar: No such cvar ( mani_reserve_slots set to 1), skipping
Begin loading faces (loads materials)
End loading faces (loads materials)
default error texture maps/dod_verdun_b3/cubemapdefault
default error texture maps/dod_verdun_b3/cubemapdefault
Initializing renderer...
Warning: using WorldTwoTextureBlend on a non-displacement surface (material: nature/blendgrassgravel001a). Support for this will go away soon.
Unable to load voice codec 'voice_miles'. Voice disabled.
Can't use cheat cvars in multiplayer, unless the server has sv_cheats set to 1.
#Game_connected

Shane
12-28-2005, 05:56 PM
Dimgora! How's that next beta coming? Let's see it! :)

Dimgora
01-01-2006, 05:43 AM
Well, I havent got time to work on it because of school :/ and I just bought new apartment so moving will take time...

...but to be honest, I got hooked with WoW again :D and it takes 100% all my spare time :D

Wile E Coyote
01-01-2006, 10:54 PM
don't make us hunt you down and drag you screaming to your computer!

:D

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.