RELEASE dod_dogwar
spine
07-07-2004, 04:42 PM
Finaly finnished with dogwar!
Well it's a beta anyways,
if someone would like to test it and give some feedback
I would be happy.
I know that there is an error with mapsprites folder,
but ignor that for know, will fix it in later version.
Here is the client file and when I get it uploaded there
will be a server file for dload aswell.
Will hold a testrun on BERSERK steam server soon,
I will notify when in this post if anyone is interrested.
IP: 80.202.66.199
Client: dod_dogwarB1 (http://spillmodding.acme-games.com/Brett/DOD_Dogwar_Client_Steampack.exe)
Scuzz
07-07-2004, 05:10 PM
people usually whine if you dont include pics when you release a map... :cool:
spine
07-07-2004, 05:29 PM
Okay, thought maybe someone would remember from last
time i posted it, but who am I kidding...! :)
http://www.home.no/spine/dod_dogwar2.jpg
Damn! :eek:
That looks awesome!
DiGiTalySuICiDl
07-07-2004, 10:56 PM
That is super fantastic! Can't wait to give it a run!
Keep up the good work man, can't wait to see some more! I love dark misty maps they just feel right to me.
Craftos
07-08-2004, 03:54 AM
Really good looking map, damn it's good to be mapper and texture artist :rolleyes: . Can't wait to steal WAD file :) [edit] Damn, textures are packed into BSP :(.
However: installer lacks two files - sprites/mapsprites/stuka_smoke.spr and feldfeuer/baldrarte01.wav.
Some issues:
1) Map is really dark. For me is unplayable (LCD NEC panel), even with brightness, contrast and gamma to the max.
2) Long street is so long that HL stop drawing other end, maybe you should increase rendering distance (wpolies over 1000 here).
[edit]
3) Order of flag icons is wrong.
4) Checked on CRT monitor, map seems to be really dark :-\
spine
07-08-2004, 04:08 PM
Thanx for reply.
To bad that it seems to be to dark for you Craftos,
It's not that bad for me, thats wierd.
But probably should make it lighter then...
Yea know it's something funny going on with those 2 files,
try to figure it out for next compile.
Will have a look at the max veiw distance, but have no idea
how to lower w-polys or re order flags.
Not shure the map is worth working on anymore though,
doing a fixup and another compile depends, if it gets some
play I might do that.
If you need the textures I will put them up here sometime in the future..hehe:
spillmodding.no (http://www.spillmodding.no/modules.php?op=modload&name=Downloads&file=index&req=viewdownload&cid=3)
There is already some there, not all good though...
Again thanx!
Hey Spine,
I like dark maps, but it may be a little to dark... None the less I still like it and have added a mirror at 1dod.com.
http://downloads.1dod.com/pafiledb.php?action=file&id=382
sorry for not posting here when I uploaded it yesterday, but I am getting back into the swing of things, and will be more on top of custom maps for DoD.
Craftos
07-09-2004, 01:57 AM
Textures are really good but those are more norvegian than these from dogwar.
Street problem - you should increase rendering distance in Map properties (in Hammer). Not always it works as you expect (I suspect that Steam HL thinks that it's smarter than mapper).
As for r_speeds, you should optimize a bit some brushes to reduce cutting or bend street. It isn't a big problem, thiugh, it's visible only from upper floor at very end of street.
Flag order - there is no smart way. You should delete them and re-add with right order (with mid flag as second one).
Lighting - Problem is you have selected deep blue light settings with low brightness (13). Fixing it depends if you want to keep this sky (it fits better or rainy weather). If yes - for light environment select one of brightest colour from sky texture, set brightness to at least 50-60. Set Diffuse brightness to same colour and a bit less brightness (i.e.80%). If not - select sky with more contrast (sunny), get colour as above and use brighter Light settings with darker diffuse lighting.
haircut
07-09-2004, 04:12 AM
FYI:
Use the dod_control_point property: "Index of this point ( unique )" to set the order of the flags in the HUD.
number them 1,2,3 ...
1 being far left on HUD.
Scuzz
07-09-2004, 04:58 AM
raising view distance = higher r_speeds, so ifit doesnt look to bad its probably best not to do it
{tBs}IamDoydy
07-09-2004, 05:34 AM
it looks very nice, if a little dark. but tbh, there arent that many 'real' dark maps aaround.
Craftos
07-09-2004, 05:50 AM
haircut: thanks, man can learn something new everyday :).
Scuzz: Yes, unless you do both things I have mentioned. For me it looks strange when houses are eaten by void. Anyway that were IMHO only. :)
spine
07-11-2004, 04:57 PM
Thanks,
sorry i have been away for some days but
will do the canges to flags and light but that all depends a bit on playability, if dosent work well with the layout its not worth it
i think.
And think i would like to stay with the grey look on the map,
but maybe lighter then...
EDIT:
bad: Thanx for the mirror
Craftos: Thanx for good insight, and I know the textures for dogwar isn't uploaded to the site yet.
Glidias
07-12-2004, 12:09 AM
Originally posted by Scuzz
raising view distance = higher r_speeds, so ifit doesnt look to bad its probably best not to do it
Not true....Viewable distance does NOT have ANY effect on r_speeds. The HL engine renders beyond the viewable distance. I suggest you use a value of 99999999 for your viewable distance. That way, no brush geometry would encounter ugly culling.
Craftos
07-12-2004, 01:15 AM
Originally posted by spine
...will do the canges to flags and light but that all depends a bit on playability, if dosent work well with the layout its not worth it...
That's why I think you should release brighter version ASAP (just recompile with new lighting), cause it if people dislike darker, nobody will playtest the layout.
swordzkof
07-12-2004, 06:15 AM
Or run it on our servers, it's just too dark . . .
(4THIDUSA) SSG
07-12-2004, 07:26 AM
It will be on my server soon, just a few things to note. I have fixed them in my files, just so you can do the same.
sprites/mapsprites/stuka_smoke.spr
you had the stuka smoke in the sprites folder, in my res file and my files I placed it in the mapsprites folder
sound/feldfeuer/baldrarte01.wav
you had that sound in the sound folder not the sound/feldfeuer folder, I have also fixed this in my files and res file
spine
07-12-2004, 05:03 PM
Ok I agree Craftos, should fix light ASAP only thing is i'm going on
vacation now, and will be back in 3 weeks time.
Just cant get the time to fix it now but will have a go when I come back again.
Thanx for fixing the zip file SSG,
and report back here after testing...hehe...
I will look up the post and see if you have any suggestions
for the map, that is if you can see enough to play it...:)
Thanx and have a nice summer guys!:D
(4THIDUSA) SSG
07-12-2004, 06:06 PM
running it now and playing , Holy Sweet Mother of God its dark, too dark, lighten it up some
mumblyjoe
07-14-2004, 02:31 AM
I actually like the darkness of this map but it should be made a bit brighter. Some street lights shud be added plus the fires should have their own light entity that flickers. Otherwise great work!! The most spooky map I eva played ;)
(4THIDUSA) SSG
07-14-2004, 05:28 PM
Spooky?? No way, para_geisthaus is the spookiest ever
mumblyjoe
07-15-2004, 07:44 AM
I haven't played it so this is the spookiest map eva!! I've jumped quiet a few times!! (DAMN BOTS R SOO STUPID!!)
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