[REL]dod_smallhill_b4


wickit
11-30-2005, 04:46 PM
Thanks to the following
Ranson for his nice gun model
pedroleum for the dead body (yes its in)
Hipshot for the 2d skybox (www.zfight.com)
. o yeah and my wife..

dod_smallhill_b4:
changed from day to night map
added custom ambient sound
added even more player spawn protection
Big guns when fired, explosion is in a random area
fixed errors (invisable box on hill)
added some little touches here and there....

download here
http://www.ktsa.co.uk/downloads/dod_smallhill_b4.rar
few pics here
http://www.ktsa.co.uk/modules.php?set_albumName=DoD_smallhill_b4&op=modload&name=gallery&file=index&include=view_album.php

no res required
32 player enabled

comments welcome....

BUGS
sound files missing
FIX
please download the following and add to your servers
http://www.ktsa.co.uk/downloads/dod.rar

theozzmancometh
11-30-2005, 05:14 PM
Looks great! Everytime you release this one there's always something better than the last one, so I'm adding it to my server as we speak.


GJ!


Ozz

teflon{the_truth}
11-30-2005, 05:28 PM
going on gun runners_pub right now!! Thanks!!

Wile E Coyote
11-30-2005, 10:41 PM
I like it

Thankyou for fixing that fence doorway

cannons don't make any sound now (must be a big silencer)

Flash
11-30-2005, 10:46 PM
Excellent work!

This is a very popular map :D

[DoMC].Cosmo
12-01-2005, 04:19 AM
Hi wickit,

we love smallhill, its our top server filler. u did a great job.

are there any chances u release an updated "day version" as well?
we played beta4 this morning and most of the players told me they prefer beta3, because the new version is too dark 4 them.



greets cosmo

wickit
12-01-2005, 04:49 AM
Originally posted by Wile E Coyote
I like it

cannons don't make any sound now (must be a big silencer)
can someone confirm this bug please


Originally posted by[DoMC].Cosmo

are there any chances u release an updated "day version" as well?
we played beta4 this morning and most of the players told me they prefer beta3, because the new version is too dark 4 them.

Yes
this was a bit of a test really to see how the players liked it.
if its a mixed review then i will release 2 versions
dod_smallhill_day
dod_smallhill_night

if the general fell is not good then i will revert it back to a day map !!!

as i said before im always up for suggestions to make it a better fun map to play.
:carrot:

pedroleum
12-01-2005, 05:21 AM
sweetness !! what an amazing sky :)
i can't wait to play it this evening!

Flash
12-01-2005, 11:12 AM
Originally posted by wickit
can someone confirm this bug please If you load the map client-side everything works as intended, but with the map running on the server clients receive these errors.

Failed to load sound "smallhill/night1.wav", file probably missing from disk/repository

Failed to load sound "smallhill/88fire.wav", file probably missing from disk/repository

wickit
12-01-2005, 02:45 PM
Darn sorry about that
Server admins use the fix above
see first post

=A82A=WhataMack
12-02-2005, 02:50 PM
I've uploaded the ver. b4 .bsp and .res files, as well as the sound files in your dod.rar file (as indicated in first post), but I'm still seeing the same error messages as Flash posted above. I've triple-checked to make sure all files have been uploaded correctly to the appropriate places on both our game server and web server, and have restarted the map a couple times...no joy re: those two sounds. :(

The weird thing is, the two sound files were downloaded to my client but they're still not being played.

ultranew_b
12-02-2005, 05:15 PM
It all looks nice except for that HL2 dead treeline texture surrounding the map. That needs to go. :)

Wile E Coyote
12-02-2005, 08:01 PM
Oh, it gets even weider.

I deleted the BSP. I downloaded the one from the link above. I tested it locally, everything worked. I tried to join online (sunlit, futurama I think). The sounds stopped working.

BTW there is no problem with Beta 3

RosietheRiveter
12-03-2005, 03:12 PM
Hmm that is strange Coyote. Are you referring to the sound of the flak cannon and airstrike?
They were added along with the res file to all 3 servers as per Wickit's instructions.

When did you have this problem?

ultranew_b
12-03-2005, 05:02 PM
In my journey bspzipping custom sounds into dod_sora, I found that if the sounds are put into the folder:

C:\Program Files\Valve\Steam\SteamApps\username\day of defeat source\dod\sound\Ambient

They seem to work when BSPzipped from that directory. I also tried a custom folder with sounds and it did not work.

:D

=A82A=WhataMack
12-03-2005, 07:07 PM
A little more info...

We had four guys from our clan on our server a few minutes ago. One of us could hear the 88's being loaded, the Axis soldier shouting "fire" and then the gun actually firing. The other three of us could not. All of us could hear the shell casings ejecting from the 88's and also the explosion when the shell lands in the Allied zone.

Our server:
=A82A= DoD:S - Play as a Team
69.31.7.86:27015

Wile E Coyote
12-03-2005, 08:14 PM
Originally posted by RosietheRiveter
Hmm that is strange Coyote. Are you referring to the sound of the flak cannon and airstrike?
They were added along with the res file to all 3 servers as per Wickit's instructions.

When did you have this problem? Friday night.

yeah I saw wickit's post and also saw that you guys had added the fix that's why I tested on your servers.

wickit
12-04-2005, 08:50 AM
sorry this is causing issues people
i am working on the next version, but triplets are driving me mad...
lol
just kidding
time is tight but i will fix this in the next release

173D
12-04-2005, 03:15 PM
leave the map dark...contrary to popular belief in the dod community..not all combat is fought in broad daylight with crystal clear skies and clear fields of fire where all shots have to be one shot kills, while running dead on at one another blazing away with all weapons....
Make the tiger tanks able to fire toward the enemy when they are capped by whichever side.

Ol' Noodle Head
12-06-2005, 12:34 PM
Love this map...just played it last night. Fantastic job!!

The poor fellow yelling Medic! needs to go, I think...kind of annoying after a while.

But dang...cool. I love the lighting, the moon, the airstrike looks FANTASTIC. I was on allies, dying like crazy but having a blast anyway. It was worth it when we took the hill.

=A82A=WhataMack
12-06-2005, 02:04 PM
Originally posted by Ol' Noodle Head:
The poor fellow yelling Medic! needs to go, I think...kind of annoying after a while.Yeah, I have to agree. I was hoping to find a body lying in the weeds so I could shoot him and shut him up. ;)

pedroleum
12-08-2005, 12:53 AM
Originally posted by Ol' Noodle Head

The poor fellow yelling Medic! needs to go, I think...kind of annoying after a while.


yeah, i also found him a little misplaced next to the fountain... i would have put him into the small burning ruin near the hedge.... but dead ;)

or remove him completely. the deadbodies suck anyways :D

wickit
12-08-2005, 06:03 AM
Originally posted by pedroleum

or remove him completely. the deadbodies suck anyways :D

yep he is gone
sad to see him go tbh

but added some nice touches
plane model on bombing run now with search lights and flak(0o0o0o0)
also tank 1 is now firable :) (will see how that works out on a test run first)
:tnp: <----wtf

Jimmy Crack Corn
12-08-2005, 08:35 AM
Can you make the clouds move so they block the moon light now and then?

JCC

Wile E Coyote
12-08-2005, 11:33 AM
Originally posted by wickit

:tnp: <----wtf Canadian

I dunno about the tank. Like you said, we'll see how it goes.

Do have one request. Is it possible to make a trigger work for only one team? Right now the allies can fire the 88's, which means a real jerk could intentionally try and kill his teammates and not suffer consequences (since it doesn't count as a kill for him). Axis CAN set off the airstrike too, but is less likely since they will die in the process.

Another interesting (altough useless) glitch I found was in the allied spawn in the room with the fireplace. If you stand on the right side of the table and KNEEL, the left half of the fireplace animation just freezes (but not the right). WTH is up with that? :)

StreamlineData
12-08-2005, 09:08 PM
Originally posted by Jimmy Crack Corn
Can you make the clouds move so they block the moon light now and then?

JCC I've actually been trying to do something like this - creating clouds. So far it's been unsucessful. But if it were to work, it would have all the same effects as clouds:
- Moving (attach it to a func_train - or whatever it is - track)
- Can fire nades into it and they'd disappear until the nades start falling
- Affect lighting (possibly)
...and more, probably.

[edit]
is it me? or all of our signatures (suddenly) automatically excluded with our new posts unless we specify to include?

Ol' Noodle Head
12-10-2005, 04:12 PM
yep he is gone sad to see him go tbh

Don't worry, wickit. He's in a better place now.

[oap]Agent_S
12-10-2005, 04:34 PM
Originally posted by Wile E Coyote
Do have one request. Is it possible to make a trigger work for only one team? Right now the allies can fire the 88's, which means a real jerk could intentionally try and kill his teammates and not suffer consequences (since it doesn't count as a kill for him). Axis CAN set off the airstrike too, but is less likely since they will die in the process.


yes it is what you want is a "filter_activator_team", set it to "allow" the side you want and give it a name, then in the trigger set the "filter name" and hey presto,

If you want an example let me know.

wickit
12-10-2005, 06:51 PM
ahh but there is a problem with that
func_button has no filter !
i already have filters setup for team spawn protection, that works fine.
any ideas on the button thing !

[oap]Agent_S
12-11-2005, 04:37 AM
Originally posted by wickit
ahh but there is a problem with that
func_button has no filter !
i already have filters setup for team spawn protection, that works fine.
any ideas on the button thing !

What you can try is in the button flags, set it to locked, then set up a trigger round the button tied to a team filter that on start touch triggers the button "unlock" and on end touch triggers the "lock" again

should see you right

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