DoD:S Beta SDK Released!


Ginger Lord
11-22-2005, 02:53 AM
Add:

-beta sdk

To your steam shortcut to access it, documentation to be made available "soon".

---------------------------------------------------------------------------------
Inserted by Moderator 11-23-05

Official Beta SDK changelist and bug reports:

the VDC wiki has been updated with the latest beta release, and they've put in place a bug reporting tool. Please take part in the process whenever you discover a new bug, so as many as possible can be taken care of asap.

http://developer.valvesoftware.com/...Beta_Changelist

http://developer.valvesoftware.com/wiki/SDK_Beta_Bugs

Watchtower
11-22-2005, 03:16 AM
n1 thanks sir :)

Furyo
11-22-2005, 03:22 AM
Well I did try it early this morning and both my model viewer and Hammer. exe files are gone. Deleting the SDK and reinstalling it hasn't helped either... So yeah that's what I get for playing with unofficial stuff :)

skdr
11-22-2005, 03:29 AM
AFAIK. It's not meant to be out yet so... :)

Ginger Lord
11-22-2005, 03:31 AM
Odd, it works but certainly is a bit kranky.

HDR in Density certainly looks interesting.

skdr
11-22-2005, 03:35 AM
Yeah it "works".

- Hammer has a memory leak (takes up to 500mb here).
- Texture/model browser doesnt show DoD related materials

What about the new stuff?

- New model browser (its good!)
- Model wireframes in 2D view!
- HDR compile tools and new FGD

Ginger Lord
11-22-2005, 03:38 AM
Yeah the memory leak is pretty annoying, I also find when I run DoD and then try and load Hammer its lost the config so I have to keep using my batch file to overwrite it keep DoDS active and keep the materials/models.

The new model viewing in Hammer is great though.

Furyo
11-22-2005, 03:42 AM
I've just fixed it all and compiling now. Does CST still work ? I do like the new organization of visgroups

bozo
11-22-2005, 04:07 AM
I tried it,
but there is no sdk in steam for me :(


is it only for hl2 owner?

this would really suck :(


I hope the final of the sdk is a dod-s standalone

Ginger Lord
11-22-2005, 04:08 AM
Oh man, HDR + buildcubemaps = epileptic fit.


Seriously, it shows off the HDR well when you run buildcubemaps. It just hurts my eyes.

travis
11-22-2005, 04:24 AM
hahah its crazy, it is a BETA so i guess we cant be too harsh on it, mine seems to like updating :P ive used the beta sdk but ive since closed and opened steam a few times and it like re-updates or somethin

skdr
11-22-2005, 05:14 AM
It re-updates every time I launch Steam :p

Ginger Lord
11-22-2005, 05:32 AM
Same "bug" as when they did the beta UI. That was annoying and it was a tiny update!

FuzzDad
11-22-2005, 07:32 AM
Seems to be working fine now. I added the shorcut, it updated, I opened my map and the only thing I saw a little strange was it picked up on overlays not having a brush to overlay on (checking for problems). They'll fix the ram issue and I like how it looks. Compiling w/hdr now...should be interesting.

Ginger Lord
11-22-2005, 07:34 AM
Loving the fact you can specify custom grass sprites and detail.vbsp's!

travis
11-22-2005, 08:19 AM
oooer had a bit more of a play with it, the ram thing is hella gay but I verymuch like models rendering in non-3d views in hammer and also the new model browser is good.

Again Valve good ideas but poor execution right now, but yes its a beta :) should be good when all the minor issues are fixed.

FuzzDad
11-22-2005, 08:29 AM
Originally posted by travis
oooer had a bit more of a play with it, the ram thing is hella gay but I verymuch like models rendering in non-3d views in hammer and also the new model browser is good.

Again Valve good ideas but poor execution right now, but yes its a beta :) should be good when all the minor issues are fixed.

Come on travis...I don't think you can call it poor execution at all. Beta is beta and there was no announcement of it so one can hardly be critical. We're now in a great position to help them make it better.

travis
11-22-2005, 08:40 AM
I thought my past posts would have disclaimed all wrong doing!

Yes you're right anyways, I totally acknowledge its a beta and I hope it can be updated prompty to the point that it is ready for steamwide release.

Furyo
11-22-2005, 08:44 AM
It's up to us to give some good feedback based on our experience, so instead of being negative about the bugs, let's roll up our sleeves :)

Insta
11-22-2005, 08:52 AM
Hooray for updates and improvements! :D

However, anybody else having any problems with the 2d views? After working in Hammer for 10-20 minutes, when I try to move around in the 2d views they'll spaz out for a few seconds then go completely black. Only way to get them working again is to restart Hammer.

FuzzDad
11-22-2005, 09:30 AM
Originally posted by Insta
Hooray for updates and improvements! :D

However, anybody else having any problems with the 2d views? After working in Hammer for 10-20 minutes, when I try to move around in the 2d views they'll spaz out for a few seconds then go completely black. Only way to get them working again is to restart Hammer.

I had this problem w/regular hammer as well...it's the memory bit. Think about it; we're almost running a game instance INSIDE hammer. The only way I've been able to get around that is to keep my tray programs to a min and make sure I close out hammer when I go in-game to test. If I don't, I invariably get the black 3d screen when I go back to hammer after a playtest.

Furyo
11-22-2005, 09:41 AM
What's the average increase in compile time you guys have seen? in terms of percentage. Just to check where mine fits in all that...

skdr
11-22-2005, 09:49 AM
Originally posted by FuzzDad
The only way I've been able to get around that is to keep my tray programs to a min and make sure I close out hammer when I go in-game to test. If I don't, I invariably get the black 3d screen when I go back to hammer after a playtest.
That's because its meant to be like that (black screen). If you dont use Hammer ie. you have other program active, Hammer disables the OpenGL based 3D-view so it doesnt take up resources. That's why its all black, same goes with 2D-views, but there's seems to be this bug where it stays black like insta says.

Ginger Lord
11-22-2005, 09:49 AM
Originally posted by Furyo
What's the average increase in compile time you guys have seen? in terms of percentage. Just to check where mine fits in all that...

Nothing noticeable.

Dark Dog
11-22-2005, 10:12 AM
Well when compiling with hdr..it "feels" just a tad bit longer..but I am compiling with hdr... overall I love the new hammer.. just at the moment its taking up 154megs of memory, Which I have no problem with, but it would be nice if it wasnt as much :D

Was a bit disapointed when I didnt see more dod specific entites :(

Watchtower
11-22-2005, 10:25 AM
I really think the memory problems are mostly to do with the textures.

For example: if you extract a large amount of .vtfs in a folder, and have them on thumbnail views, watch what it does to your pc. Ouch!

I dont think theres much you can do with the memory problems. We are dealing with lots of high poly models and high res textures, theres bound to be a gradual build up of used system resources.

When I get home im definately going to see if overclocking my card a bit will help curb the negative effects.

Since I cant even look at the program right now - can someone tell me whats differnent?

Dark Dog
11-22-2005, 10:33 AM
Check http://www.interlopers.net/ homepage..they are a few screens up of some new things in hammer

Insta
11-22-2005, 10:35 AM
Originally posted by Watchtower

Since I cant even look at the program right now - can someone tell me whats differnent?

Improved 2d views (you can see the wireframe of models and see each vertice in a displacement map)

New texture-lock. Turn it on and scale a brush, the texture will fit the new brush-size automatically.

Vastly improved model browser. You have a preview window where you can rotate and look at the model, you can see available animations and so on.

Shaded 3d view, just like old Worldcraft.

HDR support.


Did I forget anything?

skdr
11-22-2005, 10:45 AM
Originally posted by Watchtower
I really think the memory problems are mostly to do with the textures.

Nah, there must be a leak somewhere. I mean, ie. I'm using Photoshop with hundreds of layers and it uses 100mb of my memory but the work file takes many gigs in space.

500mb memory usage for a program is just WAY too much and all I did was opened one of the sdk map files.

Neutrino
11-22-2005, 10:47 AM
Originally posted by Ginger Lord
Loving the fact you can specify custom grass sprites and detail.vbsp's!
woah woah. how is this done?

Insta
11-22-2005, 10:50 AM
Originally posted by Neutrino
woah woah. how is this done?

Via the Map - Map Properties menu. Theres a few new fields in there to fill out :)

Rolk
11-22-2005, 10:51 AM
Wow, I'm impressed via the speed cycling through the map and through the 2d views. Seems alot faster.

Ginger Lord
11-22-2005, 10:52 AM
When clipping things the line is now a nice neat 1px wide thing, not a jagged old thick thing as well.

Furyo
11-22-2005, 10:54 AM
yeah it's definitely faster to move around on one's map, I can definitely feel it. Compile times are identical, if not a tad longer due to HDR info.

File size in the end is about 5 MB higher with the cubemaps built (at least on dijon). Cubemaps are now working perfectly, no more black models.

All in all a very nice update.

Neutrino
11-22-2005, 11:22 AM
Originally posted by Insta
Via the Map - Map Properties menu. Theres a few new fields in there to fill out :)
is it possible now to use some of the grass sprites from hl2 that arent a part of dod?
i want to get the citygrass_01 sprite, but i dont know how to properly get it in there.

-=PHX=- WW2-WARDOG
11-22-2005, 11:38 AM
Originally posted by Ginger Lord
Add:

-beta sdk

To your steam shortcut to access it, documentation to be made available "soon".

Mine hasn't updated?

Do you add it to your desktop shortcut like this, Steam-beta sdk, or Steam -beta sdk?

Don't know why I didn't get an update, I have the full package.

StreamlineData
11-22-2005, 11:48 AM
So between all the new features and all the problems...

...is it worth the update? Or should I just keep on using the custom FGD?

Ginger Lord
11-22-2005, 11:51 AM
Originally posted by Neutrino
is it possible now to use some of the grass sprites from hl2 that arent a part of dod?
i want to get the citygrass_01 sprite, but i dont know how to properly get it in there.

Copy the HL2 detail.vbsp and the relevant grass sprite file, rename to like "neutrinograss" then set them up.

You could also take the existing dod .vbsp and just add yours to the end and rename it to be custom and use it.

Maxey
11-22-2005, 11:56 AM
I demand screens of hdr enabled maps.

{GL}DoubleD
11-22-2005, 12:24 PM
so I take it this isn't for DoD:S Standalone, but requires HL2 ... :(


Looks like I'm gonna have to buy HL2 then...

Nubbits
11-22-2005, 12:51 PM
Originally posted by -=PHX=- WW2-WARDOG
Mine hasn't updated?

Do you add it to your desktop shortcut like this, Steam-beta sdk, or Steam -beta sdk?

Don't know why I didn't get an update, I have the full package.

Open the properties for your steam short-cut. Then add it to the first line.

FuzzDad
11-22-2005, 02:01 PM
Originally posted by StreamlineData
So between all the new features and all the problems...

...is it worth the update? Or should I just keep on using the custom FGD?

Move up...it's the only way they'll get fixes in is if we use it and report them. The very first time I pulled dod_anvil into Hammer all was perfect and i left home this AM while it was compiling...I didn't have to configure ANYTHING. It ran great right out of the box.

The only major "problem" widely reported so far is that it's a memory hog...but that's to be expected at this early date. Given we're talking about mapping in one of the most advanced engines available, where you might have 100mb of model and brush-based textures on-screen at any one time, I suspect it takes a bit of ram to handle that.

Watchtower
11-22-2005, 02:25 PM
Theres only 1 thing that I want in any map editor, and thats the ability to keep it open as I add new materials/models.

I think there should be a command that refreshes all the content and will automatically load files you have dropped in the directories so you dont have to open and close the bloody program all day.

That gets really annoying, especially if your trying to perfect a texture to some brushwork.

skdr
11-22-2005, 02:44 PM
It seems that they released a update for it. Including fix for gameinfo.txt (now shows materials/models in hammer).

Also dod_flash.vmf and hdr_example.vmf released.

It's still not "official" (no word in VDC)

NokYA
11-22-2005, 03:18 PM
I have a problem, when i try to open Hammer, i have a error message: the configuration information for the game you're trying to edit is invalid or missing

What can i do?, I have already tried by refreshing source sdk content and deleting and creating a new configuration...

Warlord-Sco-
11-22-2005, 03:19 PM
As a lover of custom maps, i have a quick question. Do you fella's that had maps nearly ready to roll but were just waiting for some kinda sdk update feel that this update will allow you to get your maps released pretty soon, or are there still some bit's and bobs that need adding?

I know good maps take time, but a lot of people have said "just waiting for updated sdk" when showing some pretty damn good screenies.

pedroleum
11-22-2005, 03:29 PM
Originally posted by NokYA
I have a problem, when i try to open Hammer, i have a error message: the configuration information for the game you're trying to edit is invalid or missing

What can i do?, I have already tried by refreshing source sdk content and deleting and creating a new configuration...

same problem atm. i'm trying to figure out what it could be :/

kwsn
11-22-2005, 03:50 PM
i got that

what you do is run DoD:s, some how what happened to me is gameinfo.txt got deleated.

also, hammer likes to quit out on my if it try to load a map

Neutrino
11-22-2005, 03:55 PM
when i use the arrow keys in the 2d views, the screen goes black. very annoying. i have to resort to using pan while holding the spacebar. im just not used to it.

pedroleum
11-22-2005, 03:58 PM
i ran dod and now it works.
lol, could have thought about that before :P

thanks!

Furyo
11-22-2005, 03:59 PM
I just released dod_dijon_b4 to the testers for tonight's test on CoJ, and everything went without a single problem, at least once I managed to get Steam to stop deleting my hammer.exe file....

Since then, nothing but joy. HDR works perfectly well and looks very nice. It's a lot easier to navigate within one's map (granted I didn't have to work on the map itself, just moved around on it).

The models now appear in wireframe mode, which is nice from far enough a zoom, but if you go real close to your 1 unit grid, it sometimes isn't the easiest way to see your brush...

TheSurgeon
11-22-2005, 04:12 PM
Originally posted by Ginger Lord
When clipping things the line is now a nice neat 1px wide thing, not a jagged old thick thing as well.

the clip points also go where you click now, instead of 1 unit above. you can just draw a line and press enter, instead of drawing a line and then trying to drag the two tiny dots to the right place every single time.

i haven't had a chance to do much with it anyway. none of the dod:s models or textures showed up for me when i selected dod:s as the game. it seems a lot faster though, no more 1fps lag in any of the windows, even with nothing filtered. 2d wireframes can get annoying when you're trying to line up brushes and all you can see are blue lines everywhere.

i hope they add some sort of patch system one day also. in Q3, you had patch meshes which were just wireframes, similar to displacements, only they didn't have the original brush acting as a bounding box, and you could drag the verts around in the 2d windows. you could create things as detailed as models this way and for terrain it was infitely easier to use than displacements and looked a lot beter aswell.

FuzzDad
11-22-2005, 04:16 PM
Some quick screens:

http://mysite.verizon.net/warewind/images/dod_anvil_hdr1.jpg
http://mysite.verizon.net/warewind/images/dod_anvil_hdr2.jpg
http://mysite.verizon.net/warewind/images/dod_anvil_hdr3.jpg
http://mysite.verizon.net/warewind/images/dod_anvil_hdr4.jpg
http://mysite.verizon.net/warewind/images/dod_anvil_hdr5.jpg
http://mysite.verizon.net/warewind/images/dod_anvil_hdr6.jpg

As expected, enabling hdr takes a good 20-30fps hit on my box so if you can manage and like to play w/hdr have fun...but realize you pick up a lot of fps w/it off. That first pic w/53fps is 70fps w/o hdr. One thing I noticed...is the entire map, inside and out, looks better w/these compile tools...the lighting passes are excellent

pedroleum
11-22-2005, 04:23 PM
Originally posted by FuzzDad

...... One thing I noticed...is the entire map, inside and out, looks better w/these compile tools...the lighting passes are excellent

just out of curiosity.. how long does it take to compile your map now?

mine takes about 2h and i don't know if this is normal... ://

ultranew_b
11-22-2005, 04:33 PM
Originally posted by Warlord-Sco-
As a lover of custom maps, i have a quick question. Do you fella's that had maps nearly ready to roll but were just waiting for some kinda sdk update feel that this update will allow you to get your maps released pretty soon, or are there still some bit's and bobs that need adding?

I know good maps take time, but a lot of people have said "just waiting for updated sdk" when showing some pretty damn good screenies.

I'm pretty much ready to start private beta testing now that this is available.

I have one question for anyone who has set up HDR in their custom maps.


What entites do I need to add to enable this? I see the HDR checkbox in the run/build box, but what else do I need?

skdr
11-22-2005, 04:41 PM
Originally posted by ultranew_b
I'm pretty much ready to start private beta testing now that this is available.

I have one question for anyone who has set up HDR in their custom maps.


What entites do I need to add to enable this? I see the HDR checkbox in the run/build box, but what else do I need?
Check sdk_hdr_example.vmf from your dod/mapsrc/ folder

JohnnyBeverage
11-22-2005, 04:47 PM
Ok im sorry for a stupid question but could someone tell or show me exactly where to type in -sdk beta. I cant seem to figure it out. Sorrry for the question but i'd like to check it out and use it. Thanks.


Nevermind I got it.

Moe
11-22-2005, 04:51 PM
nice.

bazooka
11-22-2005, 05:00 PM
Originally posted by FuzzDad
As expected, enabling hdr takes a good 20-30fps hit on my box so if you can manage and like to play w/hdr have fun...but realize you pick up a lot of fps w/it off. That first pic w/53fps is 70fps w/o hdr. One thing I noticed...is the entire map, inside and out, looks better w/these compile tools...the lighting passes are excellent

Wow. That really brought Anvil to life. Makes me want to turn it on...I just wish HDR effects weren't quite so extreme. Blindingly bright one second, dark the next, blinding again...doesn't simulate my eye behavior -- I'd have probably killed myself if I had to live with that it real life.

So lighting is better w/ HDR off, too? Cool.

ultranew_b
11-22-2005, 05:02 PM
Originally posted by skdr
Check sdk_hdr_example.vmf from your dod/mapsrc/ folder

I do not have this. :mad: How do I get this .vmf?

skdr
11-22-2005, 05:05 PM
its in \sourcesdk_content\dod\mapsrc\ folder.

if not, restart Steam and get the latest SDK update.

pedroleum
11-22-2005, 05:16 PM
Originally posted by skdr
its in \sourcesdk_content\dod\mapsrc\ folder.

if not, restart Steam and get the latest SDK update.

or doubleklick " refresh sdk content" in source sdk-window (where hammer, modelviewer, ....) are.

worked for me.

mahhag
11-22-2005, 05:19 PM
I can't find the sdk example map or flash, ive looked in dod/mapsrc, and still can't find it. I also searched with windows but no dice.

Furyo
11-22-2005, 05:21 PM
I don't have it either...

You need:

env_tonemap_controller
logic_relay

The logic relay will have outputs to activate HDR at startup, which is controlled by the tonemap entity. That's all you need.

You can check for those two entities in one of the official maps by decompiling them

FuzzDad
11-22-2005, 05:22 PM
Originally posted by pedroleum
just out of curiosity.. how long does it take to compile your map now?

mine takes about 2h and i don't know if this is normal... ://

Looks like one 15min HDR pass extra. So anvil took about an 65min total on full compile.

Furyo
11-22-2005, 05:23 PM
Originally posted by pedroleum
or doubleklick " refresh sdk content" in source sdk-window (where hammer, modelviewer, ....) are.

worked for me.

Thanks for that, that did the trick. I lacked the dod folder (used dods instead)

ultranew_b
11-22-2005, 05:26 PM
Originally posted by Furyo
Thanks for that, that did the trick. I lacked the dod folder (used dods instead)

I did the EXACT same thing. :D

Anyway, thanks boyz !!!

Furyo
11-22-2005, 05:29 PM
Compile time hasn't changed for me much, around 90 minutes for a full compile.

Ol' Noodle Head
11-22-2005, 05:32 PM
I have a problem, when i try to open Hammer, i have a error message: the configuration information for the game you're trying to edit is invalid or missing

I had this - make sure when you open up Source SDK that you have Day of Defeat: Source selected. I checked out the troubleshooting and it said that you first must run a game of DoD:S - so go to games and DoD:S and load up a map. Quit out and try opening Hammer again.

Odd, but the troubleshooting advice worked for me.

mahhag
11-22-2005, 05:48 PM
there's this really annoying problem: It won't let me clip something to make it a right triangle. EX: trying to clip a rectangle through the middle, but whenever you make it straight through the middle the white line disappears.

izuno
11-22-2005, 06:08 PM
Originally posted by mahhag
there's this really annoying problem: It won't let me clip something to make it a right triangle. EX: trying to clip a rectangle through the middle, but whenever you make it straight through the middle the white line disappears.

hmmm.....as a work around, have you tried using vertex manipulation?

Tonedef
11-22-2005, 06:09 PM
Originally posted by Ol' Noodle Head
I had this - make sure when you open up Source SDK that you have Day of Defeat: Source selected. I checked out the troubleshooting and it said that you first must run a game of DoD:S - so go to games and DoD:S and load up a map. Quit out and try opening Hammer again.

Odd, but the troubleshooting advice worked for me.

That is what I did and it worked, though you do not need to start an actual map, just fire the game up then close it.

mahhag
11-22-2005, 06:11 PM
Originally posted by izuno
hmmm.....as a work around, have you tried using vertex manipulation?

Yeah, I should have wrote that. Still the same thing. But when I tried to merge the vertexes, it wouldnt let me, but when i exited out of it they were merged, and when i tried going back into vertex manipulation for the same brush it gave me weird errors but i eventually got to it.

-=PHX=- WW2-WARDOG
11-22-2005, 06:20 PM
Originally posted by Nubbits
Open the properties for your steam short-cut. Then add it to the first line.

Still not updating for me ...hmmmm, why not, I don't get it.

My Steam short cut says "Steam -beta sdk", ran Steam several times, it still doesn't update wth? :confused:

Unk
11-22-2005, 06:22 PM
i love the updated hammer it rocks

skdr
11-22-2005, 06:30 PM
Originally posted by -=PHX=- WW2-WARDOG
Still not updating for me ...hmmmm, why not, I don't get it.

My Steam short cut says "Steam -beta sdk", ran Steam several times, it still doesn't update wth? :confused:
Make sure you have it right typed in the target-field

"D:\Program Files\Steam\Steam.exe" -beta sdk

That's how it's set up for me.

travis
11-22-2005, 06:34 PM
Originally posted by D4rkD0g
Well when compiling with hdr..it "feels" just a tad bit longer..but I am compiling with hdr... overall I love the new hammer.. just at the moment its taking up 154megs of memory, Which I have no problem with, but it would be nice if it wasnt as much :D

Was a bit disapointed when I didnt see more dod specific entites :(

Of course compiling with HDR is going to take longer, I wonder if people expected anything less.

kwsn
11-22-2005, 06:45 PM
so i actually got it working (thanks skdr), pretty neat, i like how it shows the model in the 2d mode

FuzzDad
11-22-2005, 06:46 PM
Bug reports here please:

http://developer.valvesoftware.com/wiki/SDK_Beta_Bugs

Insta
11-22-2005, 07:27 PM
Love the new changes, and HDR is truly superb! (and only ~20 minutes extra compiletime too!)

Here are some screenshots from my last compile with HDR (duh).


TheMiede
11-22-2005, 07:53 PM
Damn, my mom just had me uninstall all my :donrluvs::donrluvs::donrluvs::donrluvs: because i got a 3.4 in my classes. Right when the damn SDK is released.

travis
11-22-2005, 08:00 PM
looking great Insta

CryptFiend
11-22-2005, 08:03 PM
Originally posted by -=PHX=- WW2-WARDOG
Still not updating for me ...hmmmm, why not, I don't get it.

My Steam short cut says "Steam -beta sdk", ran Steam several times, it still doesn't update wth? :confused:

Log off, then log back on with the new target parameter. Should work for you then.

~}A{~TF2
11-22-2005, 08:15 PM
I got the update downloaded, but when I try to run the SDK by selecting the DOD:S option it says this: "The configuration information for the game you are trying to edit is invalid or missing."

I have had something like this happen to me in the past with CS:S, but I figured out how to get past it and make it work, but I can't figure this out. And I also verified the integrity of the caches to both DOD:S and the SDK but still nothing.

Anything that could help would be most appreciated!

~}A{~TF2
11-22-2005, 08:19 PM
To get it to work I opened up the actual game, loaded up a level, quit the game, and opened up the SDK and now it works... sorry.

ultranew_b
11-22-2005, 08:24 PM
Looks very tasty insta !!! :eek:


Unfortunately, I do not have an HDR capable graphics card :( (my computer blows). I find in in the 3rd pic you posted, the contrast seems extreme to almost blinding (from the HDR), can this effect be reduced by the mapper?

Ca-Chicken-Soup
11-22-2005, 08:29 PM
For anyone having problems with the beta SDK, reset the configiration and run dod:S once, restart Steam then it should run. thats how I fixed me.





OMGOMGOMGOMGOMG "dod_control_point"!!!!!!!!

Insta
11-22-2005, 08:33 PM
Originally posted by ultranew_b
Looks very tasty insta !!! :eek:


Unfortunately, I do not have an HDR capable graphics card :( (my computer blows). I find in in the 3rd pic you posted, the contrast seems extreme to almost blinding (from the HDR), can this effect be reduced by the mapper?

I think it was caused by me being a bit too quick on the screenshot-key :)
The effect is very intense when you go from a dark place into a bright one, but it only lasts half a second then it adjusts.

Neutrino
11-22-2005, 08:44 PM
ugh. its getting worse :p
my cursor randomly dissapears, and the screen still goes to black when i use the arrow keys (i never knew how much i used those keys as i map)
but i do like seeing the models in 2d now, a very nice help.
i cant wait till these bugs are fixed :)

Ol' Noodle Head
11-22-2005, 09:14 PM
Hmm, I reboot my computer, try to restart Hammer and blammo - "The system cannot find the file specified."

EDIT: I refreshed SDK content and it seems to be working fine...:confused: :D

:( But now my entities are all showing up "obsolete" :confused:

-=PHX=- WW2-WARDOG
11-22-2005, 10:06 PM
Originally posted by skdr
Make sure you have it right typed in the target-field

"D:\Program Files\Steam\Steam.exe" -beta sdk

That's how it's set up for me.

Thanks that info helped and worked.

I open up model viewer, and open up v_bar, but there is no way to export it to edit and skin it.

Thought this might be like Jeds HLMV but I guess not. Was thinking we could skin with this, but there is no way to export, import with it.

Insta
11-22-2005, 10:25 PM
You'll need to extract models directly from the cachefiles, using a program called GCFScape.

Have a looksie here :
http://nemesis.thewavelength.net/index.php?p=1&c=76&o=15

FuzzDad
11-23-2005, 12:47 AM
Looks like some xbox code is in the compiler as well:

XBox Specific Data:
lightmap pages [variable] 0/0 ( 0.0%)
lightmap infos [variable] 0/0 ( 0.0%)
==== Total XBox BSP file data space used: 19672058 bytes ====

A little tidbit I picked up as well...you need to run cubemaps for both HDR and LDR.

-=PHX=- WW2-WARDOG
11-23-2005, 02:13 AM
Originally posted by Insta
You'll need to extract models directly from the cachefiles, using a program called GCFScape.

Have a looksie here :
http://nemesis.thewavelength.net/index.php?p=1&c=76&o=15

Yep, got that already.

The problem is I want to skin some weapons, I go to the extracted v_bar.mdl, now how do you open it to edit the skin in you CS Photoshop? With what program? Jeds HLMV v1.35 doesn't work, it crashes.

But I guess I should pose this question in another thread.

Ace_McGirk
11-23-2005, 02:59 AM
Originally posted by Insta
I think it was caused by me being a bit too quick on the screenshot-key :)
The effect is very intense when you go from a dark place into a bright one, but it only lasts half a second then it adjusts.

Look at the example map, it seems they have it set up to adjust the HDR parameters each time you go in and out the door to the hut(look at the output tab)............hmmmmm lots of ideas for that methinks

[oap]Agent_S
11-23-2005, 03:54 AM
Well the round timer is in so im a step closer to finnishing a few of my maps, but no mortarfield yet and no options to disable player spawns after an event or round start etc.

Keeping eye's peeled for these additions

wickit
11-23-2005, 04:02 AM
Originally posted by [oap]Agent_S
Well the round timer is in so im a step closer to finnishing a few of my maps, but no mortarfield yet and no options to disable player spawns after an event or round start etc.

Keeping eye's peeled for these additions

Mortar field....
func_tracktrain
path_track
env_explosion:dog:

[oap]Agent_S
11-23-2005, 04:24 AM
Originally posted by wickit
Mortar field....
func_tracktrain
path_track
env_explosion:dog:

Thanks, but thats not random I know you can tie it to a func_rotating etc but I'd have prefered to have the old mortarfield in.

wickit
11-23-2005, 04:36 AM
lots of paths
speed 500
how random do you want..!

[oap]Agent_S
11-23-2005, 02:14 PM
Originally posted by wickit
lots of paths
speed 500
how random do you want..!

Your quite right, had a little play with it today and got it working nicley, only ever really used this for elevators so it took a bit of getting my head round but its working a treat now thanks.

TheMiede
11-23-2005, 04:12 PM
When I tried to load Hammer 4.1 it said that my configuration was invalid or missing.

Is this because i used the manual skd?

And how do i get around this or fix this?

[oap]Agent_S
11-23-2005, 04:24 PM
Originally posted by TheMiede
When I tried to load Hammer 4.1 it said that my configuration was invalid or missing.

Is this because i used the manual skd?

And how do i get around this or fix this?

Just run DOD-S then try again, if this dosent work try the refresh SDK content button

travis
11-23-2005, 06:20 PM
I think a good way to setup a mortarfield for dod would be have logic_timer or logic_auto forget the actual name have it randomly trigger and preset area for the explosion etc..... you would have to setup a lot of explosion sites but since we dont need to worry so much about entity overheads so much it should be cool.

TheMiede
11-26-2005, 08:00 PM
Ok, my Hammer 4.1 in the tool option menu says that it is still using the DoDcustom.fgd. How do i make it so it uses the actual fgd.

otF yetihw
11-26-2005, 08:32 PM
Well.. delete the customfgd from sourcesdk\bin and update the sdk from the source sdk menu -> refresh sdk content. I assume this will work, make sure in hammer in tools/options it says Game Data Files: sourcesdk\bin\dod.fgd

kwsn
11-26-2005, 08:45 PM
ok all the expert compile settings got wiped... help!

TheMiede
11-26-2005, 11:52 PM
is that what happened when u did what he said. Cuz if thats true, :donrluvs::donrluvs::donrluvs::donrluvs: that.

TheMiede
11-28-2005, 09:59 PM
hehe, my compile settings were erased also. ANyone know a way to fix.

Ace_McGirk
11-29-2005, 02:13 AM
Originally posted by TheMiede
hehe, my compile settings were erased also. ANyone know a way to fix.

Yes.



Find the CmdSeq.wc file in the sourcesdk/bin folder and delete it, then refresh the sdk from the sdk menu...

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.