[BUG] dod_anvil-B12
FuzzDad
10-23-2005, 09:53 PM
Please use this thread to report map bugs...bugs are obvious visual errors or bad brush/model issues or movement problems, stickyness, etc. Keep you comments specific and to the point of the bug or issue. No "I would have done it this way" comments here please.
1) No HDR yet
2) Rubble displacement edge at building near 88mm is separated from wall (can see gap).
3) Numerous displacement walls are showing lighting issues
4) Some models "pop" into view at the last second (wine rack in building near allied one prime example).
5) 88mm hotel exit hard to get over sandbags
Jibba-Jabba
10-23-2005, 09:59 PM
http://jibba-jabba.kflorence.com/doorsandbags.jpg
Door running through sandbags. Maybe have that one knocked down and flat on the ground inside?
Also, the little table in allies spawn is ghostly again :D
I got two to log...the first is a straight dump from the server:
Invalid allies spawnpoint at (-2506.0,-31.0,-31.0)
Invalid allies spawnpoint at (-1350.0,145.0,145.0)
Invalid allies spawnpoint at (-1392.0,145.0,145.0)
Invalid allies spawnpoint at (-1528.0,145.0,145.0)
Invalid allies spawnpoint at (-1526.0,145.0,145.0)
Invalid allies spawnpoint at (-1432.0,145.0,145.0)
Invalid allies spawnpoint at (-1565.0,145.0,145.0)
Invalid allies spawnpoint at (-1579.0,145.0,145.0)
Invalid allies spawnpoint at (-2415.0,-31.0,-31.0)
Invalid allies spawnpoint at (-1461.0,145.0,145.0)
Invalid allies spawnpoint at (-2339.0,-31.0,-31.0)
Invalid allies spawnpoint at (-2334.0,-31.0,-31.0)
Invalid axis spawnpoint at (2738.0,-34.0,-34.0)
Invalid axis spawnpoint at (2743.0,-34.0,-34.0)
Invalid axis spawnpoint at (2649.0,-34.0,-34.0)
Invalid axis spawnpoint at (2587.0,-34.0,-34.0)
Invalid axis spawnpoint at (2554.0,-34.0,-34.0)
Invalid axis spawnpoint at (1735.0,150.0,150.0)
Invalid axis spawnpoint at (1793.0,150.0,150.0)
Invalid axis spawnpoint at (1794.0,150.0,150.0)
Invalid axis spawnpoint at (1732.0,150.0,150.0)
Invalid axis spawnpoint at (1948.0,-30.0,-30.0)
Invalid axis spawnpoint at (1886.0,-30.0,-30.0)
Invalid axis spawnpoint at (1797.0,-30.0,-30.0)
Invalid axis spawnpoint at (1792.0,-30.0,-30.0)
Donno if thats suppossed to be there or not. The second is with the overview. I think the tga file is needed for it or something, cause where its suppossed to show clear it shows green see screen bellow(i also had to change from lowercase b12 to B12 to get it to show up propper without black and purple missing texture box on a linux server:)
WolfeR
10-23-2005, 10:35 PM
My overview doesn't work at all.
Petey
10-23-2005, 10:44 PM
My overview doesn't work at all.
ditto...just shows up as a transparent black box...
josh_u[RR]
10-23-2005, 10:48 PM
if the overview isn't working its because the first .zip and .exe had one of the files loading in the wrong place. redownload and it will work. as for the green, it was a quicky overview. :P
e1eveN
10-23-2005, 10:58 PM
The overview from the 2nd set of files works fine for me.
I noticed a couple strange lighting issues here and there, but nothing big. I also noticed a weird grayish grid on the ground near some sandbag emplacents, I think just the ones on the street.
Does DoD save all screenshots as TGA files? Is there a small program I can use to convert them to jpeg?
FuzzDad
10-23-2005, 11:01 PM
Originally posted by nike
I got two to log...the first is a straight dump from the server:
Invalid allies spawnpoint at (-2506.0,-31.0,-31.0)
Not a bug...I force active spawns off at round start so I can have the forward spawns active. The sytem "sees" the rear based points as invalid because I encase them in a solid brush that I remove on round start. The foirward instant combat spawns are designed around the fact that the engine will not allow a player to spawn inside a solid brush.
Ca-Chicken-Soup
10-23-2005, 11:05 PM
The pot on the stove by the allies spawn ( Im so confused as to where everything is sorry ) is extra jump, just touch it and it flys off really fast.
Ca-Chicken-Soup
10-23-2005, 11:07 PM
Heres another, the ghosting table someone mentioned earlier:
Ca-Chicken-Soup
10-23-2005, 11:08 PM
But whats weirder, is I just shot the table and the bottles stayed there!
theozzmancometh
10-24-2005, 12:06 AM
...
you didn't realize Fuzzdad is secretly Houdini???
....lol even IIIIIIIIIIIIIII knew thhhaaaaaatttt.....
e1eveN
10-24-2005, 12:07 AM
Here are a couple minor things I noticed while running around. Chances are you already know about them, but just in case:
Strange grid on the ground (http://e1even.net/Pictures/dod_anvil-b120000.jpg)
Light coming through the door (http://e1even.net/Pictures/dod_anvil-b120003.jpg)
Bannister looks a bid odd (http://e1even.net/Pictures/dod_anvil-b120004.jpg)
Strange lighting (http://e1even.net/Pictures/dod_anvil-b120005.jpg) (although they appear to be different textures too)
Texture peeking out (http://e1even.net/Pictures/dod_anvil-b120006.jpg)
Lamp lighting up the wall, but not itself (http://e1even.net/Pictures/dod_anvil-b120007.jpg)
Zyndrome
10-24-2005, 12:28 AM
Light through door = Interactive entities does not block light.
Bocasean
10-24-2005, 12:42 AM
I dunno if it's a bug really, and it's kinda nit-picky, but the half-doors with sandbags blocking them (for example, one leads from the rear of the center building and overlooks the 88).....well, they can be difficult to jump through.
Maybe that's intentional, but just thought I'd let you know.
clone rizzo
10-24-2005, 01:08 AM
in the last pic by e1even, that lamp also doesnt move when shot, even tho it appears to be on a chain.
ok ok, its not a bug but i just think it would be cool if it swung back and forth :D
FuzzDad
10-24-2005, 08:14 AM
Originally posted by Bocasean
I dunno if it's a bug really, and it's kinda nit-picky, but the half-doors with sandbags blocking them (for example, one leads from the rear of the center building and overlooks the 88).....well, they can be difficult to jump through.
Maybe that's intentional, but just thought I'd let you know.
Intentional...one of the problems we found w/earlier incarnations of the map was the hotel was so easy to transit there was no organization to gameplay...it was like Unreal Deathmatch. I tried versions where I closed off one or more sides to the Hotel and they worked OK but in the end the best approach was to leave the hotel open but make it hard to route through it...so now it's one person at a time w/crouch-jump or jump to get through.
As to the draw distance and some of the funnier deals (the floating bottles)...I really tried to limit the draw distance of the models in the map to improve fps...in some cases I made the draw distances too short. I've started a bug log and I'll get to everyone of these that I and you guys find. The bottles are simple...i put the glasses to "sleep" but don't allow them to awaken if the table breaks underneath. Doh...
Gabriel-=]HoG[=-
10-24-2005, 09:01 PM
I tried testing this on my server, and it when people tried to connect, it would give them all the files except for the actual map bsp file. It wouldn't even try, and then give a message that it didn't exist. I hosted just that file for my clan, they put it in thier map folders and were able to play. Any clue?
Private Dyin
10-24-2005, 09:14 PM
That happened to me when I first installed the map on our gameserver. I deleted the bsp from my comp to test our fast downloads. I got that error. I was like WTF!!1! :confused: Then I realized I forgot to upload the files to our sv_urldownload site. :rolleyes: Uploaded the files then tried joining again and worked fine. :D
Gabriel-=]HoG[=-
10-24-2005, 09:19 PM
sv_urldownload ? We've been able to download every file from the server except this one. I'm about to replace it with the "new version" or at least what i think is the new version, i could be wrong. I'll see what happens.
lordming
10-24-2005, 09:25 PM
I have the same problem, server downloads all the files but when it gets to the .bsp, it disconnects me and says
Missing map maps/dod_anvil-B12.bsp disconnecting.
The bsp is definately in the maps folder I can see it, and I downloaded from 2 differant sources and uploaded both to make sure it wasn't a corrupt file I had got, any ideas?.
We don't use the sv_downloadurl we get all maps direct from server, this is only map with this problem.
Gabriel-=]HoG[=-
10-24-2005, 09:30 PM
ahh yes then, agree with him, we get the files straight from the server, not a url.
Sp3c-BuLLeT
10-24-2005, 09:46 PM
The top of the lamppost by the allies first tank is part of the cap zone. I don' think this is a desired effect.
Also, you should be able to walk across the top of the Flak 88 gun instead of just up the sides of the barrell
Private Dyin
10-24-2005, 09:47 PM
Maybe check for spelling mistakes in the res files? or your mapcycle.txt or maplist.txt?
FuzzDad
10-24-2005, 09:50 PM
Originally posted by Sp3c-BuLLeT
The top of the lamppost by the allies first tank is part of the cap zone. I don' think this is a desired effect.
Also, you should be able to walk across the top of the Flak 88 gun instead of just up the sides of the barrell
1) Yes it was...a minor "egg" of sorts...it was done intentionally
2) Although I specifically removed the ability to walk or prone on the barrel it looks like I left a one unit length of barrel unprotected. I need to reclip that for the next release.
teflon{the_truth}
10-24-2005, 10:35 PM
Just to let you guys know how to fix the autodownload problem.
It is the size of the map.
Go into ur server.cfg file and add this to cfg file
net_maxfilesize 30 or 40 or 50 just make it bigger than the file that is needed to be downloaded.
And remember that at {GR} Gun Runners the people have a voice.
stop by and enjoy the best custom content around!!
P.S. The stats are up and running!!
http://gunrunners.clanservers.com/
lordming
10-24-2005, 10:52 PM
net_maxfilesize 50 worked thanks a lot for your help
Hellbent
10-24-2005, 11:02 PM
Axis spawn:
Remove the piano in the upper room, idiots are already trying to block off thier own spawn.
Axis spawns on the stairs should face UP the stairs so the players start running in the correct direction towards the exit.
German Killa
10-24-2005, 11:05 PM
i dl the updated zip version from rogansheros, then i upload the files to my server (linux root). in the mapcycle.txt i add the line dod_anvil-B12
if i start the server putty type this:
CModelLoader::Map_IsValid: No such map 'dod_anvil'
map load failed: dod_anvil not found or invalid
but the screen is running. dunno what`s the problem, thx for help
josh_u[RR]
10-24-2005, 11:20 PM
Originally posted by German Killa
i dl the updated zip version from rogansheros, then i upload the files to my server (linux root). in the mapcycle.txt i add the line dod_anvil-B12
if i start the server putty type this:
CModelLoader::Map_IsValid: No such map 'dod_anvil'
map load failed: dod_anvil not found or invalid
but the screen is running. dunno what`s the problem, thx for help
sounds to me like you have a space between anvil and b12. dod_anvil -b12 instead of dod_anvil-b12.
for what its worth, I installed the map on the rogans server from the same .zip I gave everyone else with no problems.
I'm wondering which textures are checkers. maybe they are standards that you don't have for some reason.
TheMiede
10-25-2005, 12:26 AM
Please change the sky texture(i am sure you will when hdr is released) but make a minor change now. The sky_wasteland has that minro glitch where it shows a big grren box in the sky.
FuzzDad
10-25-2005, 07:05 AM
Originally posted by TheMiede
Please change the sky texture(i am sure you will when hdr is released) but make a minor change now. The sky_wasteland has that minro glitch where it shows a big grren box in the sky.
QFT...I'll probably use the Donner sky.
dackz
10-25-2005, 07:13 PM
Clipping issues with a door frame.
Pfeffer_Bobby
10-25-2005, 07:24 PM
Originally posted by josh_u[RR]
sounds to me like you have a space between anvil and b12. dod_anvil -b12 instead of dod_anvil-b12.
I encountered the same problem on Windows. There is no space, the file name is dod_anvil-B12.
When you try to start a server through the GUI and you pick dod_anvil-B12 as the first map to run when loaded, the server doesn't start up correctly, and gives the 'no map dod_anvil' error.
The problem is the dash character. If there's a dash in a map name, and you try to start a server with that map, it will interpret the dash as the beginning of a command line argument.
If you replace the dash with an underscore, the server will launch correctly, and load the map.
Note that once the server is running, changing to a map with a dash in the name is fine, and causes no problems.
-b
http://www.tastyflakes.com/images/devpuncher.jpg
josh_u[RR]
10-25-2005, 07:40 PM
Originally posted by Pfeffer_Bobby
The problem is the dash character. If there's a dash in a map name, and you try to start a server with that map, it will interpret the dash as the beginning of a command line argument.
ah, yes. didn't know you were trying to start the server with the map. yeah, in the future its probably best to avoid dashes in map names.
Rebel10
10-25-2005, 07:51 PM
FuzzDad, the map is great, but I have noticed a few things.
Some models are hovering off the ground by maybe about ... 10 inches. I'm sure somebody has posted this already, but if not:
The tea Kettle in the kitchen area (in that one parlor near the middle flag), the armour (the dresser) in the building next to the second axis flag (with the sand bunker blocking the door), and a few others. This isn't a big deal, but just the heads up.
I took screen caps but they're doo big right now to post.
FuzzDad
10-25-2005, 08:05 PM
Yup...I didn't pay too much attention to the gaps in this first overall beta release...I'm currently doing a room-by-room evaluation of the models for:
1) Positioning (so they don;t interfere w/movement)
2) Height above ground
3) Draw distance
4) Clipping
Gabriel-=]HoG[=-
10-25-2005, 08:31 PM
I for some reason still see the Anvil explanation txt on every map now, when choosing sides.
FuzzDad
10-25-2005, 09:20 PM
Originally posted by Gabriel-=]HoG[=-
I for some reason still see the Anvil explanation txt on every map now, when choosing sides.
Yea...I see that as well...it makes no sense. Do this...go to your day of defeat source\dod\maps directory and rename the dod_anvil-B12.txt file and see if it stops working. That file name syntax is the required syntax for the map info page and should not appear on all maps.
Gabriel-=]HoG[=-
10-25-2005, 09:33 PM
actually to try to fix it i deleted that file from my comp and the server, and i still get it...
dackz
10-25-2005, 09:46 PM
Originally posted by Pfeffer_Bobby
The problem is the dash character. If there's a dash in a map name, and you try to start a server with that map, it will interpret the dash as the beginning of a command line argument.
Try making it "+map "dod_anvil-b12"". If that doesn't work, "+map dod_anvil\-b12" might.
If nothing works, you can omit +map from your shortcut, create a file called "autoexec.cfg" in the "dod\cfg\" folder and add the command "map dod_anvil-b12" in it. The autoexec.cfg file is only loaded when you start the server (unlike server.cfg which is loaded after every map change).
josh_u[RR]
10-25-2005, 10:00 PM
Originally posted by FuzzDad
Yea...I see that as well...it makes no sense.
just a theory here, but I'm guessing that the reason we're seeing it on all the maps is because none of the other maps have one. so the server loads up anvil.txt and then never has another one to take its place.
try making a text file for another map, then bump to it and see what happens.
CoolHand
10-25-2005, 10:08 PM
yeah dash should be a no no lol, being a programmer I can understand that one. But you had a good idea with the autoexec.cfg.
Now, one thing I find strange is almost everybody that DL from our server are missing textures all over the map. So I went to test the download by moving my dod folder to have a brand new created and the map downloaded fine for me. Go figure. We download from a rented computer that do just that map download and 907th website on a linux box.
So I just don't understand why and would suggest to maybe make just one unique bsp with all custom stuff in it on your next build. I know I will use bspzip for my map.
Private Dyin
10-25-2005, 10:09 PM
Originally posted by josh_u[RR]
just a theory here, but I'm guessing that the reason we're seeing it on all the maps is because none of the other maps have one. so the server loads up anvil.txt and then never has another one to take its place.
try making a text file for another map, then bump to it and see what happens.
I think Josh is right. I had the same thing happen when I loaded up giza_b8 on my comp to have a looksy. I kept seeing the txt file for giza. When I close down DoD and start it up again whatever map I go to doesn't have it there anymore.
bazooka
10-26-2005, 01:51 PM
This tree (home.comcast.net/~tgnottingham/Anvil/dod_anvil-b120006.jpg) can cause a problem. You can't walk by the side next to the stairway to get passed it -- you must jump. But if you jump wrong or walk off the stairway wrong, you get stuck in between and can't get out. If it was just moved away from the stairs a smidge...
FuzzDad
10-26-2005, 02:46 PM
Chatting w/Mugsy. For the map text file he thinks the system isn't reloading the gcf's text information. Not sure on the "dash" deal but he's looking into it.
Another thing...try running the map on your PC w/o joining a server. You should hear ambient wind and a few other sounds. I took Flash's soundscapes and modified them for my map (added a few, toned them down, etc). Now...join a server and see if you hear them. I think the "dash" deal might have something to do w/this.
Shane
10-26-2005, 03:44 PM
Fuzzie,
As Axis, go to the Allied 2. Go through the doorway ahead that leads to the area underneath the spawn.
As soon as you enter the building, stop. Make a hard, immediate left into the corner.
You will take damage, probably from the spawn protection.
FuzzDad
10-26-2005, 07:08 PM
Originally posted by Gabriel-=]HoG[=-
I tried testing this on my server, and it when people tried to connect, it would give them all the files except for the actual map bsp file. It wouldn't even try, and then give a message that it didn't exist. I hosted just that file for my clan, they put it in thier map folders and were able to play. Any clue? Originally posted by FuzzDad
Chatting w/Mugsy. For the map text file he thinks the system isn't reloading the gcf's text information. Not sure on the "dash" deal but he's looking into it.
Mugsy says: starting a game with "+map dod_anvil-asdf" will only read "+map dod_anvil" as it thinks the - is the start of a new command
Mugsy says: ok i've fixed it in the engine
There you go. Mugsy didn't say when the patch will come out but you have to think it'll be delivered when they release the next set of maps. This should fix all those wierd download probelms as well. Lesson learned. :)Originally posted by Shane
Fuzzie, As Axis, go to the Allied 2. Go through the doorway ahead that leads to the area underneath the spawn. As soon as you enter the building, stop. Make a hard, immediate left into the corner. You will take damage, probably from the spawn protection. Originally posted by TheMiede
Please change the sky texture(i am sure you will when hdr is released) but make a minor change now. The sky_wasteland has that minro glitch where it shows a big grren box in the sky. Originally posted by dackz
Clipping issues with a door frame.
Originally posted by bazooka
This tree (home.comcast.net/~tgnottingham/Anvil/dod_anvil-b120006.jpg) can cause a problem. You can't walk by the side next to the stairway to get passed it -- you must jump. But if you jump wrong or walk off the stairway wrong, you get stuck in between and can't get out. If it was just moved away from the stairs a smidge... Originally posted by Rebel10
Some models are hovering off the ground by maybe about ... 10 inches. I'm sure somebody has posted this already, but if not:
The tea Kettle in the kitchen area (in that one parlor near the middle flag), the armour (the dresser) in the building next to the second axis flag (with the sand bunker blocking the door), and a few others. This isn't a big deal, but just the heads up. Fixed. Originally posted by Gabriel-=]HoG[=-
I for some reason still see the Anvil explanation txt on every map now, when choosing sides.
No map has a text file yet...the engine is caching my anvil text file and caching it as the default. Mugsy added it to his bug list. A work-around right now is to place an empty text file in the maps directory entitied default.txt.
Stuka
10-26-2005, 08:32 PM
for some reason, Anvil is now unplayable for me.
I played it fine for 2 days, but now everytime I join a server on anvil (any server) I get 1000 ping and 10fps..cant even get past the team select screen, I'm about to try and reinstall the map to see if that will do anything.
I was playing on Gun Runners, I wanted to turn on ragdoll and increase the body delay time (I downloaded a config) and I coudlnt remember the commands, so I minimized, opened my autoexec.cfg, modified the values, went back in game, typed exec autoexec.cfg, then, it started. And now anvil is the only map I can't play.
EDIT- Reinstalling fixed it
Server <USMC> 64.94.101.71:27015 is playing a map "dod_anvil" with no beta designation.
Fuzzdad did you release a final and not tell us?
Or are these guys screwing up your maps namespace for the final version?
I guess they might have renamed it since the dash was screwing up the map load.
But they should have renamed it dod_anvil_b12 not just plain dod_anvil
Stuka
10-27-2005, 04:04 PM
if it is just renamed, we can expect alot of people needing help on why dod_anvil wont work when its full released
FuzzDad
10-27-2005, 06:42 PM
I have not released a thing
Stuka
10-27-2005, 06:44 PM
I think it's time for FD to release a can of whoop-ass :o
RosietheRiveter
10-28-2005, 06:04 AM
This one is bizarre but seems to be anvil related . Experineced by many different players , over many servers and only on anvil.
Screen "fades" to black , just for a second and then comes back up.
Not on a death, no particular spot on the map. Happens to individuals, not a group simultaneously.
Any thoughts?
http://dayofdefeat.net/forums/showthread.php?s=&postid=804703#post804703
Ginger Lord
10-28-2005, 06:23 AM
I get that when I join the map everytime, I presumed it was setup to be like that.
Furyo
10-28-2005, 06:40 AM
The fading at the level load up is a map property. Anywhere else when you're actually playing is a bug, or at least an undesired effect of some sort...
RosietheRiveter
10-28-2005, 07:24 AM
Not when you join a map.
Not at the start of a round.
During actual game play.
Jimmy Crack Corn
10-28-2005, 08:16 AM
We've had that happen as well. Right in the middle of gameplay this persons screen went black. I forget what he changed to fix it I'll ask him next time I see him and post it here.
JCC
Jimmy Crack Corn
10-28-2005, 09:45 AM
Here is what he did;
"I changed my cl_updaterate to 30 and the cl_cmdrate to 20 and it fixed the problem"
JCC
CryptFiend
10-28-2005, 04:43 PM
Not sure if this has already been posted (or perhaps fixed), but I've noticed a rubble displacement surface that is not "tucked into" the street all the way, and you can sort of see underneath it just a tad. If your the axis, spawn, turn left in the middle of the street at the tank. Continue down the middle of the street running parallel with the church entrance. Keep heading down the street until you reach the rubble displacement. You will notice it's a tad above the street in a couple places.
Not really a bug, but figured you might want to hear about it.
Semjonov
10-29-2005, 09:27 AM
Tried the map today and it looks really neat, mayby it was a bit confusing with people popping up all over the place and we never got any kind of frontline set up, just people popping up to cap, then capping back, taking most flags, our rear flag gets capped, no structure, but maybe it is just me that needs to play it more. Think we were around 16 people on ther server and the axis where domining, but we allmost got outcapped a couple of times because people kept popping up behind our capped flags all the time and no way to stop them.
Also indoors the map feels empty, maybe close down a lot of rooms and make the remaining more detailed. But I guess that the relise of the sdk might bring some stuff to fill it out with.
Donīt think that I am totally bashing the map, I really liked it, it is probably the best custom I played for Dod:s. Gameplay wise it might be me/us not familiar with the map.
NotAgOat
10-30-2005, 04:49 PM
This is trivial but I got stuck on the tree thats in the graveyard, Im not sure how but it happend. (When I say stuck I mean I somehow got wedged between the tree and the steps. The easiest fix besides having people that arent idiots play the game would be to move the tree out a foot or two.)
TheMiede
10-30-2005, 10:25 PM
or add a clip brush there.
Private Dyin
10-30-2005, 10:29 PM
Originally posted by NotAgOat
This is trivial but I got stuck on the tree thats in the graveyard, Im not sure how but it happend. (When I say stuck I mean I somehow got wedged between the tree and the steps. The easiest fix besides having people that arent idiots play the game would be to move the tree out a foot or two.)
I've had people do that on our server. He wouldn't kill himself either so he sat there for a minute or two until someone came and killed him.
[slhr]jack
10-31-2005, 03:01 AM
The round restart is very odd...
As soon as there's a full cap the next round begins and you're heading into battle almost before you realise you've lost the round! Maybe I'm just missing the end of round slaughter! :D
Cool map though, agree with a few people here. Fix the sandbags in the hotel / close it down a bit.
Formologic23
10-31-2005, 04:28 PM
The people from |tGP| really enjoy the map a lot. I have been playing it as much as I can to test the gameplay out, and it's awesome. Very balanced map, pleasing to look at, and the beginning spawn point is great. I don't have any bugs to report, I will leave that up to the pros.
Semjonov
11-02-2005, 06:41 PM
Just remembered a couple of things:
*There are lot of props showing up just infront of the feet, viewdistance is way to low on a bunch of things.
*The movable doors look weird and out of place, also I think a lot of doors use the same texture.
viper7676
11-03-2005, 05:30 PM
ok when i have axis mg and axis zooka 2nd gun they are colorless
dunno bout allies ive only been axis
wuts goin on with this?
FuzzDad
11-03-2005, 07:21 PM
The compile tools we have for maps are the pre-HDR Source compile tools. Since we're using the old toolset DoD Source custom maps that are released might have lighting or other noticeable light-based problems. This problem will go away once the SDK is released,
I don't think any of this affects gameplay...but it certainly affects the way the maps look.
Pvt.Snail
11-08-2005, 10:34 AM
While dl map from a server, map produces a crash to desktop with the error...
"ENGINE ERROR: BAD INLINE MODEL NUMBER 9, WORLDMODEL NOT YET SETUP"
IDEAS?
DjBourgeoisie
11-08-2005, 11:03 AM
sounds to me like the server you are dling from does not have the map setup correctly for download on their http.
null_bit
11-11-2005, 01:28 AM
FYI - has the map been updated to dod_anvil_rc2 where one of the improvements was "14) All files packed into the bsp for easy upload/download"
Source: http://mysite.verizon.net/warewind/blogger.html
You can play the map here where sv_downloadurl is enabled with compression.
82.103.128.87:27015 DK Bootcamp #2 [TO] or
82.103.129.93:27015 DK Bootcamp #3 [TO]
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.