fgd updates.


haircut
06-13-2004, 11:57 AM
What is happening with these now.

I've not seen anything offical on this forum since dod v1.0. It's like now steam has come out you just don't get updates like this anymore.

I know someone posted the dod v1.1 fgd but that was only because it appeared on there PC for some unknown reason. It wasn't an offical relase.

It might not be that important to valve/dod team but I get frustrated with every update not knowing what has changed and what hasn't.

I know for sure that MoveWith isn't supported anymore ... but that is it.

Some people now say that Para maps don't work, players don't spawn next round. I've also seen usable func_tank not work any more. (old stye dod_caen from 1.3b tanks and MG guns don't work)

I have no idea if these are bugs or something that isn't supported anymore.

Running the Website and Server I do, I find it very frustarating :mad: I might try the new mappers mailing list.

Gorbachev
06-13-2004, 12:51 PM
Yeah, I kinda feel we're being left in the cold...

Mythic_Kruger
06-13-2004, 02:01 PM
100% agreed.
Goodbye, dear Movewith, paratrooper, funny MG.
Farewell, Movewith.

izuno
06-13-2004, 04:20 PM
doh...

sorry guys. I actually haven't seen much of a new fgd file that's of any use, but I'll talk to Waldo and Fuzz and see if there's anything new we should release.

Thanks for asking.

Zyndrome
06-13-2004, 06:54 PM
What about the dod.fgd in the Day of Defeat.gcf file? ;)

Gorbachev
06-13-2004, 10:54 PM
A lot of the packaged .fgd files are old though. Such as Hammer...for the full release of 3.5 you should include the latest seeing as the one in there is like 2.0b I believe. That's the last official .fgd I've seen. I got a v1.1 from somewhere outside but it's not perfect.

haircut
06-14-2004, 01:49 AM
Originally posted by Zyndrome
What about the dod.fgd in the Day of Defeat.gcf file? ;)

Is it upto date? ... as Gorbachev said, other versions available in downloads were always out of dates. The gcf was the only place I didn't look.

Gorbachev
06-14-2004, 10:19 AM
It would also be nice to know what works and what doesn't. Even little things, Such as my mortars no longer do damage >:| but I'm not sure what's changed so I don't know how to fix it.

haircut
06-15-2004, 04:25 AM
Originally posted by Gorbachev
It would also be nice to know what works and what doesn't. Even little things, Such as my mortars no longer do damage >:| but I'm not sure what's changed so I don't know how to fix it.

As a mapper the little things are important, we need to know what works and what doesn't.

Being told what has changed is a lot better then waiting for other people to post here saying that somethings doesn't seem to work anymore.

I'm sure the dev team have their hands full but this sort of thing can spoil my mapping fun at times :(

El Capitan
06-15-2004, 06:14 AM
I attached the .fgd from the latest gcf file, its for 1.1. Maybe the fgd for 1.2 will come out when the new maps, etc are released - or maybe it hasn't been updated.


// 1.1
// Added env_rocketshooter entity


It certainly looks like an interesting addition too....


@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_rocketshooter : "Rocket Shooter"
[
rockettype(choices) :"Rocket Type" : 0 =
[
0 : "Bazooka Shell"
1 : "Piat Shell"
2 : "Pschreck Shell"
]
firedelay(string) : "Delay Between Shots" : "0.5"
aimvariance(string) : "Aim Variance" : "0.05"
numrockets(integer) : "Shots per Volley" : 1
]

monte
06-15-2004, 10:37 AM
Wow, that's lucky I was looking for something like this... (the entity that is)

haircut
06-15-2004, 11:45 AM
Originally posted by Zyndrome
What about the dod.fgd in the Day of Defeat.gcf file? ;)

I just checked ... as El Capitan says It's the v1.1 version.

Mussolini HeadK
06-30-2004, 12:31 AM
Any news of an FGD release for 1.2 from one the dev team izuno?

Regards
Musso

Gorbachev
07-04-2004, 08:08 PM
Well, I added/replaced this section to the dod_control_point entry in the FGD so that I could utilize the extra 3 objective sprites that v1.2 allows and it worked fine for me. I've only tested it up to the 5th custom, but it should work fine for all 6. Give it a whirl. Confirm or correct if you can. -Gorbachev


point_hud_icon_neutral(choices) : "Hud icon when no one owns point" : 0 =
[
0 : "Neutral Flag"
3 : "Neutral Artillery"
6 : "Neutral Bridge"
9 : "Neutral Radio"
12 : "Neutral Docs"
15 : "Neutral Truck"
18 : "Neutral Custom1"
21 : "Neutral Custom2"
24 : "Neutral Custom3"
28 : "Neutral Custom4"
31 : "Neutral Custom5"
34 : "Neutral Custom6"
]
point_hud_icon_axis(choices) : "Hud icon when Axis own point" : 2 =
[
2 : "Axis Flag"
5 : "Axis Artillery"
8 : "Axis Bridge"
11 : "Axis Radio"
14 : "Axis Docs"
17 : "Axis Truck"
20 : "Axis Custom1"
23 : "Axis Custom2"
26 : "Axis Custom3"
30 : "Axis Custom4"
33 : "Axis Custom5"
36 : "Axis Custom6"
]
point_hud_icon_allies(choices) : "Hud icon when Allies own point" : 1 =
[
1 : "American Flag"
27 : "British Flag"
4 : "Allied Artillery"
7 : "Allied Bridge"
10 : "Allied Radio"
13 : "Allied Docs"
16 : "Allied Truck"
19 : "Allied Custom1"
22 : "Allied Custom2"
25 : "Allied Custom3"
29 : "Allied Custom4"
32 : "Allied Custom5"
35 : "Allied Custom6"
]

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.