[REL] dod_dijon_rc1


Furyo
12-09-2005, 03:10 AM
Dod_dijon hits its first public release, with some minor glitches which will be corrected soon. The map is suitable for 20 to 32 players imho.

This is my first map ever, and the project I learned all I know about mapping with. As such I still need to learn many things I'm sure and will be looking forward to your feedback.

The map is based on the actual layout of a preserved historic district of Dijon, France. As such, you won't find a "destroyed" look but a cleaner town. No combats took place in this specific part of town, which was liberated by the French army and resistants in the first days of September 1944.


Thanks a lot to CoJ and the 907th for playtesting this map through all of its 6 beta versions, and giving me the best input I could have dreamt of. Special thanks to Fuzzdad, PIU, Waldo and Shane for their extremely knowledgeable input, ever since Dod Source beta was underway and this project picked up.


Known issues:

- Clipping of church first floor's windows needs to be redone
- allies spawn barricade model sticks through a wall.

Both of these will be fixed very soon. I wanted to get the map out this week end so more players could try it.


Download:

Exe file, made and hosted by 907th.com:


EDIT: LINK REMOVED, CHECK RC2 Thread


For the unruly who don't trust us and exe files, I also made a rar and a zip download, found with a readme for extraction instructions, and the complete res file for servers autodownloads. Both are also hosted on 907th.com


EDIT: LINK REMOVED, CHECK RC2 Thread

The resgen file is as follows:

"resources"
{
"scripts/soundscapes_dod_dijon_rc1.txt" "file"
"resource/overviews/dod_dijon_rc1.txt" "file"
"maps/dod_dijon_rc1.txt" "file"
"maps/dod_dijon_rc1.res" "file"
}


I HIGHLY recommend server owners to have bz2 files made for this map. It's quite a big file for uncompressed downloads!

[SAS]==Colster==
12-09-2005, 03:33 AM
Godamn it, stuck at work when I read this, this is one of the maps I have been waiting for.

Rest assured as soon as I get home it will go on [SAS] Clan Public Server #3, we run b2z downloads off a separate webserver so no probs on that score.

Grrr its only 10:30am here too.


On the whole I prefer zip and/or b2z files as I can get just "wget" them on to the server rather than downloading to my pc then uploading again to the server, plus watching files coming down at 100MB/sec looks cool :P

Furyo
12-09-2005, 04:46 AM
Can you post a tutorial on how to make bz2 files? step by step, easy to understand...some have already asked me how to make them and I just don't know, I'm not a server admin

The_Batman
12-09-2005, 05:29 AM
Originally posted by Furyo
Can you post a tutorial on how to make bz2 files? step by step, easy to understand...some have already asked me how to make them and I just don't know, I'm not a server admin

I agree could someone post a tuturail on how set up Bz2 files. I own and run a server, and use the statndard method of fastdownloads, I have nver heard onf Bz2 files.

Any help would be greatly appreciated

Rolk
12-09-2005, 05:41 AM
I downloaded the zip, and it said it was corrupted. I'll try again...

Furyo
12-09-2005, 06:05 AM
I made the zip with winrar (yes winrar, not winzip) and it's always worked in the past. You don't need a very recent version of winzip to unzip it either.

RosietheRiveter
12-09-2005, 06:22 AM
From =10th= Mountain
http://bzip.tenth-mountain.com/index.htm

His tutorial is clear and concise
Even I understood it ;)
Bzipped Dijon and am uploading to web server now :)

Furyo
12-09-2005, 06:26 AM
Yeah here's one thread I saw on steampowered forums:

http://forums.steampowered.com/forums/showthread.php?s=&threadid=302930


Thx Rosie ;)

Panteror
12-09-2005, 06:36 AM
Thank you for bzip2 tutorial.

The map is currently on the server of the french community.

213.161.203.34:27016 FR - Association ServerGamers.com - DoDFrance.com

Rolk
12-09-2005, 06:38 AM
Well I use WinRAR and its saying the file has a bad end.

RosietheRiveter
12-09-2005, 06:49 AM
I bzipped ALL the files and put them in the appropriate directories on the web server. It took less than 1 minute to download the map as a bzip file as an in game download.

Furyo, dijon is gorgeous :D
Noticed that flag icons in hud and on overview seem to be missing.
http://www.sunlitgames.net/mappics/dod_dijon_rc1.jpg

Is this an oversight or have I messed up the bzips?

SunLit Futurama
69.28.221.145:27015

Furyo
12-09-2005, 06:52 AM
Well Rolk, I just tried with mine and it works, and I compared it to the uploaded file and they're the exact same size to the byte as well.

I made it with winrar 3.0 if that's gonna help.

I do have one question though for Bzip. Once the bz2 files are uploaded on a server, does one need to change the file names in the res file as well? That would make sense....it's just not mentioned in the tut

Panteror
12-09-2005, 06:53 AM
is it our steam client which decompress the file dod_dijon_rc1.bsp.bz2 downloaded by webserver in dod_dijon_rc1.bsp to play ?

Furyo
12-09-2005, 07:07 AM
yeah steam handles that

Rosie I just heard that the flag icons don't appear, neither does the overview and seriously I have no idea why as it worked for me when I tested this map.

This bsp is the exact same one as the b6 tested this morning. It was good enough to be released. But because it had to be named rc1, I had to open the b6 bsp with pakrat, delete the overview and repack the new overview (named rc1). I left the hud icons well enough alone.

So it worked for me, but it doesn't for others (the overview worked, I don't know about the icons as I haven't tested them)

The icons give a weird error message in the console or so I was reported.

Either way that'll be a rc2 fix. I hope it's not too much of a deterrant for the map?

[CS] Jedi
12-09-2005, 07:12 AM
Originally posted by Furyo
I do have one question though for Bzip. Once the bz2 files are uploaded on a server, does one need to change the file names in the res file as well? That would make sense....it's just not mentioned in the tut [/B]

No you don't have to change the file names in the RES file.

Can't wait to play this map...I'll get it loaded on our server tonight. I've been following it's progress in the COJ forums and I can tell it's going to be a great one. Thanks for spending so much time and effort to make it.:D

RosietheRiveter
12-09-2005, 07:13 AM
No problem Furyo, I just wanted to give you a heads up.

Look at it as promoting team communications. Players will have to keep their team apprised of who controls the flags. ;)
The overview (http://www.sunlitgames.net/images/dod_dijon_rc1map.jpg) looks great
but the captured flag icon in the minimap (http://www.sunlitgames.net/images/dod_dijon_rc1mini.jpg) is the same as in the hud. A tan square with diagonal line.

As to the res file: I bzipped the res file and uploaded it and a plain res files to web server. Covering all bases . Did not change the files names in the res file. Source was able to find, unzip and install the files in the correct directories.

Furyo
12-09-2005, 07:18 AM
yeah the error comes from manipulating a previously packed bsp. It never happened before and that was my mistake for trying it.

Seen as rc2 won't be a renamed bsp but a new compile the problem will (or should) solve itself.

As I'm out of town for the week end, at least you guys have some crap map to play for the week end (I won't even be able to join a server :( )

[DoMC].Cosmo
12-09-2005, 09:23 AM
what a beauty!!
Furyo, please fix the bug with the flags and that map will rock.
i love the church.

great job, dude

German Killa
12-09-2005, 10:06 AM
great map, i sam only the flag bug atm

i add the map on the DayofDefeat.de DoD:S Server, IP: 213.202.211.62:27025, Autodownload is on

[SAS]==Colster==
12-09-2005, 10:48 AM
For overviews I add the these files to the zip

"resources"
{
"maps/dod_[SAS]_tides.bsp" "file"
"materials/overviews/dod_[SAS]_tides.vmt" "file"
"materials/overviews/dod_[SAS]_tides.vtf" "file"
"resource/overviews/dod_[SAS]_tides.txt" "file"
}

I think it could be the vmt and vtf missing, I havent ever tried to pakrat them

One small point as well, the res file should be in the maps folder, I noticed that in the zip its in the root dod folder.

I'm moved it on ours and now uploading to game and webserver (in bzip naturally), so I will report back how it goes.

[oap]Agent_S
12-09-2005, 10:58 AM
I have heard that pakrat has problems with txt files, if your having trouble with the overview that might be your cause.

=A82A=WhataMack
12-09-2005, 11:10 AM
Man, this map is huuuuge. ;) It's now installed on our server, and besides the map icon issue mentioned above, seems to be running fine. Nice work!

cheese-sarnie
12-09-2005, 11:21 AM
hi
awesome for a first map Furyo.

i think the lighting inside (not the church which is excellent) could do with a more ambient feel.

also some of the wood textures need to be rotated so the grain goes the long way.
i've been a woodworker for over 20 years so wood textures that don't follow the length of the timber set my teeth on edge. :)

Supa
12-09-2005, 12:17 PM
Originally posted by Furyo
yeah the error comes from manipulating a previously packed bsp. It never happened before and that was my mistake for trying it.

Seen as rc2 won't be a renamed bsp but a new compile the problem will (or should) solve itself.

As I'm out of town for the week end, at least you guys have some crap map to play for the week end (I won't even be able to join a server :( )

Furyo, after messing around with your bsp for an hour I was able to fix it.

I replaced the bspzip corrupted obj icons with the default church and some quickies I made for wineshop and garden. Then I tweaked the support files for overview, level info, and soundscapes to the b6 name you compiled it under and zipped them into dod_dijon_b6.bsp. This will also fix all the cubemaps and hdr stuff that was compiled in for b6, but was broken in rc1.

Quickly tested it out and wow it looks great!

Great job Furyo!

null_bit
12-09-2005, 12:58 PM
The map (dod_dijon_b6.zip edition) can be played on 82.103.129.93:27015 DK Bootcamp #3 [TO] using ingame bzip2 download.

The content server will provide you the map...

/null_bit

[SAS]==Colster==
12-09-2005, 01:15 PM
Thanks for that... mirrored on our fast download web server here...


http://www.content.inx-network.net/dods/maps/dod_dijon_b6.bsp.bz2

s1mple
12-09-2005, 01:32 PM
Great map, Love the secret area which i found accidently when i shot the staff over and got stuck on it and used my "USE" key to try and free myself and the floor opened up.
The birds on the ledge are a nice touch too but 1 or 2 of them are inside the floor.
Love the way the signs fall off when you shoot them too, nice touch.
Looking good so far, well done.

Deceiver
12-09-2005, 03:17 PM
some of the lighting on some stuff looks awkward weird...

http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10009.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10008.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10007.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10006.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10005.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10004.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10003.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10002.jpg

and this roof seems out of place/awkward/weird/

http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10000.jpg

And ummm?

http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10001.jpg

[SAS]==Colster==
12-09-2005, 03:41 PM
Originally posted by deceiver
some of the lighting on some stuff looks awkward weird...

http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10009.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10008.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10007.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10006.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10005.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10004.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10003.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10002.jpg

and this roof seems out of place/awkward/weird/

http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10000.jpg

And ummm?

http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10001.jpg

Is this from rc1 or b6?

Deceiver
12-09-2005, 03:53 PM
rc1

[SAS]==Colster==
12-09-2005, 04:26 PM
Ah ok I put b6 up on our server but not had a chance to see it yet, I certainly noticed those in rc1 tho

Gurney Halleck
12-09-2005, 04:31 PM
Lighting problem seems to be related to DX9. Forced my card to 8.1 and that, as in the above pictures, and others went away. Translucent rails in allies spawn, both with 9.0 and 8.1. Impressive map though. Kudos Furyo.

Furyo
12-09-2005, 05:53 PM
All the screenies for bad lighting is HDR related. HDR props and cubemaps not working...sorry about this but HDR is a pain in the neck to set up when I can't even test it with my rig.

As for the michelin man, (if that's what you're refering to as a problem), michelin was created in 1905 and actually equipped a lot of the Allies vehicles during WWII, and the michelin man comes from way before WWII.

Supa
12-09-2005, 05:58 PM
I got the cubemaps and hdr working, see my post on the second page of the thread.

Furyo
12-09-2005, 05:58 PM
Also, I would have liked to be asked about the b6 link. I might look like the complete ******* on top of being someone who hasn't released a flawless map, but now dijon has 2 different versions floating around, and a rc2 coming on monday on top of that.

I understand this was probably done in an attempt to satisfy players and help me in the process, but the end result is confusion, and I'd like to think that the mapper could be consulted about these things before they happen.

Thanks for reading my rant :)

ultranew_b
12-09-2005, 06:17 PM
Great map Furyo !!

Some really nice architecture in there. :)

:)

Supa
12-09-2005, 06:24 PM
Originally posted by Furyo
Also, I would have liked to be asked about the b6 link. I might look like the complete ******* on top of being someone who hasn't released a flawless map, but now dijon has 2 different versions floating around, and a rc2 coming on monday on top of that.

I understand this was probably done in an attempt to satisfy players and help me in the process, but the end result is confusion, and I'd like to think that the mapper could be consulted about these things before they happen.

Thanks for reading my rant :)

You know I am against renaming other people's maps. A certain 420 server has renamed one of my maps from dod_giza_b4 to GiZa-sniPeR-WaRz and in the process broken the maps internal links to its map info file that credits me as the author and the level overview shows up missing. People are seeing my work in a unflattering light and it sucks.

It was you that named the map dod_dijon_b6 and broke it by a last minute mistake of renaming the file. I was mearly restoring what you made to its working state, so people wouldn't see your work in a unflattering light. I zipped in your credits file, sounds, and overview resource in working order. Even made some missing artwork to boot.

It was hour of my time and I didn't add myself to the credits. I posted the file in my post notifying you because when you have a broken release, time is of the essence to keep the broken one from getting to widespread. If you want people playing the broken version till you get back on monday, thats fine by me. It's your map not mine, I'll remove the download links.

Have a good weekend,
Supa

TheSurgeon
12-09-2005, 09:10 PM
i only had a quick run around on my own, but one thing i noticed was that i kept getting caught on the window frames on the top platform of the church, which would be annoying if you were trying to get out of there in a hurry. you might want to add some triangle clip brushes to the sides of those models so you can smoothly walk along without getting caught. nothing else i noticed wrong though, besides the wood texture rotation, as already mentioned.

Furyo
12-10-2005, 04:10 AM
Look Supa, I know you meant to help, and you probably did. I didn't say you took credit or anything for doing this. Had you come to me in the first place asking for it, I probably would have said yes, but it ended up being something I wasn't asked about, so yeah I guess it's a matter of principle.

Thanks for your time though. you and I, I'm sure, both know how much of a pain in the neck the whole process can be, and I'm glad some guys at least are seeing the map the way it was meant to be.

Rc2 will come out on monday morning, with all known bugs fixed.

dackz
12-11-2005, 01:49 AM
Originally posted by Furyo
Rc2 will come out on monday morning, with all known bugs fixed.
Can you put the three text files and the AIN file inside the BSP (using bspzip) with the next release? Here's a tutorial for bspzip if you've never used it: http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=58007.

[SAS]==Colster==
12-11-2005, 02:40 AM
As the map is so big in file size I think we can safely assume he knows how to pack, the ain is server generated and is tiny so I dont see any point trying to pack it.

Furyo
12-11-2005, 06:29 AM
Change of plans guys. The reason I was out of town for the week end in the first place is that my boiler blew up in Dijon ( where I live). Well it ain't gonna be fixed for tonight so I'm staying here until further notice. No idea when it'll be fixed, hopefully by the end of the week. Meanwhile the whole dijon apartment is around 10° C (40s F)

The map will be a little while longer to come out, as I don't have the equipment here to update it

Again, I'm sorry for the poor quality of this rc1. It doesn't reflect the map that I had come to think was releasable, with the help of the CoJ testers. Be sure that RC2 will be out asap, most probably by next week end

otF yetihw
12-11-2005, 01:48 PM
Hey I'm sure this has been mentioned already but I can't be arsed to sift through all of the replies to see so here you are.

Main annoyance for me was that when you reach the top of the church from the spiral stairways and walk along the side the window frames hinder movement. So if you sidestep towards the wall as you're walking you get stuck. I would suggest either raising all the window frames by a couple of units or creating a playerclip along the wall.

Furyo
12-11-2005, 05:12 PM
Yeah it's been mentioned so much it actually was in my original post under the known issues ;)

RC2....

lordroy
12-16-2005, 02:37 AM
<edit>

can find RC2 on seperate thread (that I originally missed)

-=R=-

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