DOD 1.0 FGD fix
I noticed a couple of things like the "angles" properites were missing from some entitys and the guns wern't all there/not working. I also enabled model viewing for all the guns/ammo.
http://members.shaw.ca/dvdgillen/file/dod.fgd
I did run into 3 problems though.
1- The w_webley model is just a copy of the w_colt. I still included it though.
2- There is no specifc call function for a British greande, however if brits are enabled when you pick up a US grenade it truns into a british one.
3- The scoped fg42 weapon_ identity dosnt work properly when used it only places the fg42. So I left it out.
thank you very much sir, is there any chance that this fgd will make the func_tankmortar controlable and grenades able to be picked up as weapons?
I'm not to sure what the problem is with func_tankmortar most likely its code side .fgds only call on code references for the maps.
and yes nades are included. All weapons/ammo is except for the notes at the bottom.
Waldo
05-04-2003, 03:55 PM
Thanks AB I'll check it out and merge it into the official one. Nice to have a few more eyes on it all :^)
I have been getting the same problem since fgd 1.0: the sandbag trigger has no angle, and If I set it, ALT-P in Hammer says "an unused value is set".
I tryied your fixed fgd, but the problem is still there: my maps are full of "unused" values in every sandbad trigger :(
haircut
05-06-2003, 05:38 AM
It's one he missed:
@SolidClass base(Targetname,Target,MoveWith,Master,Angles) = dod_trigger_sandbag : "Sandbag Trigger"
Find the above text in the fgd and add the Angles bit yourself.
Oh ... and I found that when you picked the colt up it turned into a Webley.
EDIT: Good work AB ... you sorted the fdg out before I did :p
I found something else you can edit. dod_object.
You have it like this:
@PointClass base(Targetname,Target,MoveWith,Angles) iconsprite("sprites/DoD/Enigma.spr") = dod_object : "Object Objective"
Change it to this:
@PointClass studio() base(Targetname,Target, MoveWith,Angles) = dod_object : "Object Objective"
You can then see the model of the dod_object instead of seeing the enigma sprite all the time.
so just goin "studio()" actually causes 3.5 to find the model referenced in the entity? I have no time to check right now.
haircut
05-07-2003, 04:30 AM
yes :D
EDIT: If you would like to see a Webley instead of a Colt then look here: http://www.dayofdefeat.net/forums/showthread.php?s=&postid=34942#post34942
Yo Angry Beaver can you fix the problem with the particle_shooter not pointing to .spr files by default like it should? for some reason it points to .mdl files when it only supports .spr files
Thx
haircut
05-07-2003, 06:26 AM
Open up the fgd in any text editor.
Search for the text particle_shooter. That will take you to the PointClass reference for the particle shooter.
Then look down for the following text:
model(studio) : "Sprite" : ""
Try changing it to the following:
model(sprite) : "Sprite" : ""
That will allow you to choose a sprite form the sprite directory but you will have to compile the map and check, just to make sure it works.
Let us know if it works.
dreek
05-07-2003, 06:46 AM
Thank you alot:)
Two things I found. One is a fgd problem, the other is a model thing, but I'll post it here while I am posting this.
The fgd contains a weapon_gewehr entity. But when you go into the game, it is not there. You have to change the name to weapon_k43 for it to work.
Also, while working on my map, if you are allies, and you pick up a British gun, the gun is there, but there are no arms. The same thing if you are the brits and you pick up an american gun. The reason this is this way is because the americans and brits can't play on the same map, but it is kind of annoying if you place the guns in your map, and they dont have arms!
I thought I fixed the weapon gewher in my release. I have the KAR43 working the only wepaons not working are in my first post notes. ill do a couple mroe touch ups for you all.
Originally posted by Angry Beaver
I thought I fixed the weapon gewher in my release. I have the KAR43 working the only wepaons not working are in my first post notes. ill do a couple mroe touch ups for you all.
No, no, no, not your fgd, the official 1.0 fgd. I was just making sure I pointed it out. Sorry if you thought you meant yours.
haircut
05-08-2003, 02:16 AM
It would be nice if other people posted their problems with the official fgd here. That way we could try to sort out all sorts of little problems.
I've noticed the missing arms as well :(
The link aint changed but the file has. I've included a info_player_start, but I re wrote the functionailty inside so it would tell people to use info_player_axis/allies I had to include a base calss though "Angles" just so it would recognize it as an entity.
Any more stuff PM me or post.
Sweet, thanks. i've been looking for the most up-to-date fgd, :)
Craftos
05-22-2003, 11:59 AM
If you could add viewing of standard mapmodels it would be great.
-iNw-Andy
05-22-2003, 01:37 PM
Try adding this line to env_model:
sequence(integer) : "Editor Sequence" : 0
This allows you to set the animation of the model that plays in the 3-D view. Very useful for models with multiple animations. Also useful for ouitz_tree1.mdl, which has different animations for different origin points and bushes. You simply need to figure out the number by looking at the model in HLMV - it gives you the animation number there.
Originally posted by -iNw-Andy
Try adding this line to env_model:
sequence(integer) : "Editor Sequence" : 0
This allows you to set the animation of the model that plays in the 3-D view. Very useful for models with multiple animations. Also useful for ouitz_tree1.mdl, which has different animations for different origin points and bushes. You simply need to figure out the number by looking at the model in HLMV - it gives you the animation number there.
I'll add that in, I hadn't heard of this 1 bfr. TY
Originally posted by Craftos
If you could add viewing of standard mapmodels it would be great.
standard map models are placed with the env_model. the env_model automaticaly displays the model its representing... so I dont get what you mean
Gorbachev
05-22-2003, 08:38 PM
he's probably using VHE 3.4 instead of 3.5 which is what supports the 3D model viewing in-editor.
Craftos
05-23-2003, 02:54 AM
My fault, I have 3.5 but after recent reinstall of windows some paths changed and I haven't used in-editor model viewing before. Sorry.
TheNomad
05-23-2003, 07:37 PM
There's a hammer 3.5 :eek:
how do we use the fgd. do we save it as dod.fgd?
http://members.shaw.ca/dvdgillen/file/dod.fgd
Same link But I've fixed the file some more. I fixed more spelling mistakes and deleted some double called properties for some entitys. I'm working on trying to bring in some features but its tricky figuring out exactly what is still in the DOD code so it limits what I can do.
Just a heads up that I'm getting a parse error in hammer beaver for the last update you made...
line 2800: expecting ')' but found ','
I test with a map with every entity bfr I release. I'll go test again.
Not got that error yet, but I've found and fixed a couple of others. I double checked my code structure and found nothing wrong. but there is. my map with 1 of everything wont run in game.
SRY to you all but it was working. the link is going down till i fix it to save problems.
for now use the classic dod.fgd or if you havent upgrdaed yet dont.
http://members.shaw.ca/dvdgillen/file/dod.fgd
The file is back up, I've got every entity working straight from placing, except for a func_train it crashes DOD when it dosnt have a first stop target that exsits.
line 2800 dosnt contain any errors, neither does 90% of the code, I went through and tweaked the code structure so it was more consistent and I removed a bunch of useless items(not any entitys though).
If you still have a prob PM me/E-mail me so I can try get it sorted
Pinhead
05-31-2003, 11:51 AM
Nice!
Roosevelt
06-01-2003, 01:07 PM
I'm getting " error parsing c:\Sierra|Hlaf-life\dod\dod.fgd, line 2711: expecting ')', but nothing found ',' " when choosing the fgd file in the setup. I just copied and pasted everything to fgd file. I made sure I got it all. What can I do to fix this error?
OK MAJOR apolgies to all who got that error, i tracked down the cause finally and fixed it.
the links the same but the files fine now.
what baffles me is the fact I never got the error...
[noclan]Operator
06-01-2003, 05:32 PM
I feel incredibly dumb reading through this thread. I have no idea what you guys are talking about. :(
What's fgd?
a .fgd is a file you MUST have for mapping. Its called a Game Data File
It informs hammer what entitys exsist and how they work in the game code, without it Hammer wont even let you make anything. and with one that dosnt work well your map wont work properly.
When you first set up your configurations in Hammer it will ask you for a .fgd location in the second box down. hope this info helps.
Roosevelt
06-01-2003, 06:36 PM
Originally posted by |G.I|-Roosevelt
I'm getting " error parsing c:\Sierra|Hlaf-life\dod\dod.fgd, line 2711: expecting ')', but nothing found ',' " when choosing the fgd file in the setup. I just copied and pasted everything to fgd file. I made sure I got it all. What can I do to fix this error?
I'm sorry to say it but I'm still getting the same error message. If it's me just let me know. All I did was copy/paste the info in your link to my current dod.fgd. I get the error when trying to choose the file in setup.
Doc Orange
06-01-2003, 06:46 PM
i dont know, and i dont think i can help u...
[edit] as angry said before, its a game editing file... try playing around with it
dont i know u?
Roosevelt
06-01-2003, 06:52 PM
um yah Doc..I'm roose. Check your private messages.
Originally posted by |G.I|-Roosevelt
I'm sorry to say it but I'm still getting the same error message. If it's me just let me know. All I did was copy/paste the info in your link to my current dod.fgd. I get the error when trying to choose the file in setup.
I tihnk it may be mine cause I did find something on that line. I hate to say it but i think my file may have corrupted or something :/
Roosevelt
06-04-2003, 12:55 AM
Okay I think you fixed it. I no longer get the error message. Good work and thanks for your expertise.
Ok I just found out a prob with dod_object, I've fixed it so DL away the new version.
It no longer has any problems with anyone to the best of my knowledge wich is 99.999999% sure.
TheNomad
06-25-2003, 11:52 AM
how do u save it as an fgd? its just a txt file, and even if i try to save it as a .fgd its still a txt file :(
an fgd is just a text file with a different extension. So once you've downloaded it, open windows explorer, go to where the file is at, right click on it, rename and rename it with a .fgd at the end :)
Well I just spotted func_door_rotating had the angles class twice, and I changed the info_player_start colour so it didnt look like an allied start. Nothing major I've done most of that, juding by the lack of E-mails with probelms I've got 99% of them.
Remember, its the same link it dosnt matter which version you have but the later the better.
Gorbachev
06-25-2003, 08:49 PM
you should put a link to the file in your sig so we don't have to search around for the link to download the newest one :D
OK. you will of noticed I added the .fgd link to my sig. but I've added the date to it so you know when the last update was published. why does it have yesterdays date? I was forced to remove the scoped enfield.
TheNomad
07-17-2003, 06:56 PM
y did u have to remove the scoped enfield?
read the notes. it only places the enfield. the same happens for the FG42.
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