[dod-s Rel] Dod_opo_liberer_rc1


[oap]Agent_S
12-09-2005, 07:50 AM
DOD_OPO_LIBERER_RC1

A beach based map, close fighting, designed to be a real fight to get off the beach for the allies.

Support for up to 40 players, working overview map, defence gun, 88mm gun, mortars, Allies spawn protection on beach, 6 minute timer for Axis to win, for the allies there are 3 flags all 2 man caps (these cannot be re-captured by axis so defend em like hell!)

There are now red targets on the bunker weakpoints with a hud hint when your close to them so there should be no more confusion for the Allies.

Allies there are 3 "weakpoints" on the bunkers, to destroy them shoot the targets at their bases.

Axis defend with all your might, intelligence indicates the allies have enough re-enforcements for 6 minutes of assault.

** SCREENSHOTS **

http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_rc10001.jpg
http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_rc10002.jpg
http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_rc10003.jpg
http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_rc10004.jpg
http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_rc10005.jpg
http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_rc10006.jpg
http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_rc10007.jpg
http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_rc10008.jpg
http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_rc10009.jpg

** DOWNLOAD **

** TEMPORARILY REMOVED DUE TO POSSIBLE MODEL ERROR **

Self extracting zip, simply point it to your C:\Program Files\Valve\Steam\SteamApps\USERID\day of defeat source
and it will unzip to all the right folders.

** RES FILE FOR SERVER OPERATORS **

** TEMPORARILY REMOVED DUE TO POSSIBLE MODEL ERROR **

Thanks to KwC for the bunkers, Sly Assassin for the 155mm Casemate and Ranson for his 88,TheSurgeon for the mortars and pedroleum for the dead bodies.

hica
12-09-2005, 08:05 AM
it seems a wonderful map.
downloading...

HENCH
12-09-2005, 08:54 AM
The Screens are simply awsome. I look forward to downloading this map. Good work!

Supa
12-09-2005, 09:07 AM
There are some errors in the release.

The maps folder is captilized which cause probs on unix case sensitive filesystems.
The res file doesn't list all the extras and refers to some older b3 files.
The map.txt has RC1T.txt ending instead of just rc1.txt
The overview txt specifies "mapname" instead of the actual map name.

Here is a zip of the fixed files.
dod_opo_liberer_rc1_fix.zip (http://xsgamedesign.com/source/maps/dod_opo_liberer_rc1_fix.zip)

RosietheRiveter
12-09-2005, 09:57 AM
Is your "fixed" res file to replace the entire original res file OR just correct those specific files' lines ?

[oap]Agent_S
12-09-2005, 10:01 AM
Originally posted by Supa
There are some errors in the release.
The res file doesn't list all the extras and refers to some older b3 files.

Thanks for the hease up Supa, the maps cap and T at the end of the text file are fixed, both silly mistakes I mark the txt file with a T so I know that is the map description not the compile info and forgot to take it off.

Got the overview "mapname" fixed thanks for pointing it out

but as for,
"The res file doesn't list all the extras and refers to some older b3 files."
What extras has it missed cos I really cant see them?
the 88 and decal from b3 still need to be put in there for people that never had B3.

Originally posted by RosietheRiveter
Is your "fixed" res file to replace the entire original res file OR just correct those specific files' lines ?

Ive updated the res file on my original link now and ive updated the .zip as of 17:17 GMT anyone who downloaded the map before this the map will still be fine but if you cant see the overview then you need to d/l this
http://www.msportcam.co.uk/Media/dod_opo_liberer_rc1.txt
just right click and click save as then point it to the dod\resources\overviews directory

Supa
12-09-2005, 06:49 PM
Originally posted by RosietheRiveter
Is your "fixed" res file to replace the entire original res file OR just correct those specific files' lines ?

the res file replaces it

I added all the missing extras

RosietheRiveter
12-09-2005, 07:43 PM
Im confused here.
Who is the author of the map ?
Which files are the "official" version?

col.montoya
12-09-2005, 08:00 PM
Wow! great looking map. GJ:)

Bocasean
12-09-2005, 09:59 PM
I'm having a problem with this map. I can get it to run on my server, but only 3 people were able to download it and play it.

Normally, if I've done something wrong, NO ONE can get it. But since a few people got it successfully, then it would seem that something else is amiss.

I'm not sure what it is, though. I ask people if they receive an error, and they can't give me an answer. One guy said it had something to do with "worldmap" and another guy wasn't able to see it before HL2 crashed. Then a third player said that no error was shown...it just doesn't start the download at all.

Perhaps it has something to do with all the support files. I know that alot of Source maps have everything zipped into the bsp. Is there any chance you could do that for the next release?


EDIT: I was finally able to find out what error people keep getting. I downloaded the map successfully from our server, so it appears to be random. Here it is:

Engine Error Message: Bad inline model number 9, worldmodel not yet setup

[oap]Agent_S
12-10-2005, 03:52 AM
Originally posted by Bocasean
I'm having a problem with this map. I can get it to run on my server, but only 3 people were able to download it and play it.

Normally, if I've done something wrong, NO ONE can get it. But since a few people got it successfully, then it would seem that something else is amiss.

I'm not sure what it is, though. I ask people if they receive an error, and they can't give me an answer. One guy said it had something to do with "worldmap" and another guy wasn't able to see it before HL2 crashed. Then a third player said that no error was shown...it just doesn't start the download at all.

Perhaps it has something to do with all the support files. I know that alot of Source maps have everything zipped into the bsp. Is there any chance you could do that for the next release?


EDIT: I was finally able to find out what error people keep getting. I downloaded the map successfully from our server, so it appears to be random. Here it is:

Engine Error Message: Bad inline model number 9, worldmodel not yet setup

Thanks for the info, the reason I dont zip everything into the BSP is that things like the 88 model are in alot of maps so people already have them and it saves the 2-3mb download.

that error message is what you get when you dont have one of the models normally the mortar model, check the path's etc and see how you get on, if its still a problem let me know.

[oap]Agent_S
12-10-2005, 03:54 AM
Originally posted by RosietheRiveter
Im confused here.
Who is the author of the map ?
Which files are the "official" version?

Yea its ended up that way! please only d/l off the first post, any errors were corrected and the zip updated.

Bocasean
12-10-2005, 10:25 AM
It still gets errors. I had more people connect to the server this time around, but it still seemed to prevent many people from joining. However, they weren't clan members and I was unable to ascertain WHY they couldn't connect.

I also got some screenies from a player. They seem to be the Allied bodies and the right rear mortars for Axis:

http://webpages.charter.net/turdrulz/HL2/dod_opo_liberer_rc10000.jpg

http://webpages.charter.net/turdrulz/HL2/dod_opo_liberer_rc10002.jpg

The weird thing is, I seem to have all of the needed files on both our webserver and game server, but we still get errors. I'm at a loss. And again, these errors were only for the players who could join...there still seems to be a larger error that prevents some people from joining at all.

[oap]Agent_S
12-10-2005, 12:09 PM
Originally posted by Bocasean
It still gets errors. I had more people connect to the server this time around, but it still seemed to prevent many people from joining. However,,,,,,,

Yep those are the dead body and mortar models that are missing in those pics, I dont know why they wouldn't download but it looks like they arent for some people.

Is anyone else running this map on a server having probs, or similar probs to this, ive gone over everything at my end and cant figure it out.

All I can suggest for now is re-download the zip and repalce all the files incase and are corrupt.

Bocasean
12-10-2005, 12:26 PM
I keep checking in Steam to see if any servers are running RC1, and none seem to be doing so. For such a good map, as well as it being the ONLY timed-objective map, you'd think that it'd be very popular.

That tells me that something is wrong, though I wish I could be more help in telling you what it was.

EDIT: Here's a theory from one of my admin:

The Artist: a couple of the vtx files are entirely broken down into subcomponents in that version of the map, we might need to compile them into one file.....but we'll see
The Artist: we'll cross that bridge when we come to it
upa2005: that might be the problem altogether
The Artist: yeah it could be
The Artist: did you notice that when you were uploading them?
The Artist: they were split into all the different dx versions for the vtx files
The Artist: and normally, all the dx versions are compiled into one file
The Artist: and then we have to consider, that maybe the people who had the most problems connecting were using dx 8 or 7
The Artist: instead of 9
The Artist: and it was because the vtx's weren't compiled altogether so only the 9.0 texture was usable

[oap]Agent_S
12-10-2005, 01:01 PM
Originally posted by Bocasean
I keep checking in Steam to see if any servers are running RC1, and none seem to be doing so. For such a good map, as well as it being the ONLY timed-objective map, you'd think that it'd be very popular.


good theory, I know all 4 of my pc's here run DX9 happily so that might be why im not getting it, I guess the easiest course of action is to remove the dead bodies and mortar models as they are the only new models and see if that cures it.

I will make a version for you if you'd like to test it?

Bocasean
12-10-2005, 01:02 PM
Heck yeah. This map is TOO sweet not to have working. Thanks bro.

Supa
12-10-2005, 01:04 PM
I've been dealing with custom source models for awhile and the standard fare is six files for each model.

for instance....

"models/surgeon/mortar.mdl"
"models/surgeon/mortar.dx90.vtx"
"models/surgeon/mortar.dx80.vtx"
"models/surgeon/mortar.vvd"
"models/surgeon/mortar.sw.vtx"
"models/surgeon/mortar.phy"

In newer Source projects where they have dropped dx8 support it will be five.

[oap]Agent_S
12-10-2005, 01:05 PM
give me 20mins ive been working on optimisation for the past 3 hours so ive got to tie up the loose ends and remove those bits.

Found where alot of the lag is coming from, the mortar explosions on the beatch wer projecting dynamic light and as they go all over the place the budget for dynamic lighting was off the scale.

[oap]Agent_S
12-10-2005, 02:01 PM
Bocasean you have a pm

to everyone else reading this thread im sorry for the probs and delay but were working at it.

Bocasean
12-10-2005, 11:28 PM
Thank you very much for RC2. We had 8 v 8 at one point, though we did empty about half the server when we first changed.

I know of at least 2 people who still got the Worldmap error. I hope that can be discovered at some point.

Now, on with the map issues that need addressed:

1) Axis Spawn Exits: Only two exits is kinda rough, though I understand that the Allies have a disadvantage. The problem is that the left-side exit is ALWAYS causing people to get stuck. Sometimes I make it through, but it's very random and it takes way too much time. Please make the left-side exit equal to the right.

2) Allied Spawn: The beach causes a massive amount of rubber-banding and lag. FPS drops below 10 for me, but more importantly, every single person on Allies complained of constant rubber banding on the beach. It too will need addressed before the map will find great success.

3) Some people said that they wished there were more routes. I dunno if it's a big deal, as the teams seem to win equally. However, if you did feel like messing around, maybe another tunnel that leads to the far right rear of the map (from the Allied perspective) and comes out right in front of another Axis spawn exit? Just an idea, but not a necessity.

4) One player complained about a red error on the beach still.

5) It's hard to find your targets on the map. It felt like it was hurting my eyes. I don't know if it was the crazy FPS issues or the sky, though. I like the color of the sky, and the problem did feel like a lag-related vision problem.....I guess that could be dealt with a release or two down the line.


That's it from what I gathered from people. The spawn and rubber-band/FPS issues need to be fixed. The other suggestions are not necessary, but may be something to look at.

This map has so much potential and is only missing in a few areas. I wish I could tell you what the deal was with the Worldmap error. Sorry bro. I truly hope you get it fixed, because this map was a blast to play.

[oap]Agent_S
12-11-2005, 03:17 AM
1) Axis Spawn Exits, already done :)

2) Allied Spawn, im actually striggling really hard with this, no matter what I try the client is drawing the entire map all the time, still working on it though

3) more routes, the allies have 3 routes as it is, im going to hope to see it on more servers and see how it goes before making judgment on this

4) red error on the beach still, the only models on the beach are all standard dod files, I think,,, though I may have left a leg behind ;) **update ** yup I left a leg behind in my haste. its wandered off now ;)

5) It's hard to find your targets on the map, you mean the decal sprays on the bunkers that indicate the breakable points?

but yea optimization is by biggest challenge on such an open map, and I need to figure out how to do it cos one of my other maps is even bigger and open, ive read zombies tut over and over but just feel im missing something.

Bocasean
12-11-2005, 01:24 PM
It's hard to find your targets on the map, you mean the decal sprays on the bunkers that indicate the breakable points?

No, I mean the actual player models. It's hard to see other people on the map to shoot at them. It strains our eyes. However, I'm not sure WHY it does. It could be the sky color, but to me, it felt more like an optimization issue.

As a specific example, when I was coming out of Axis' right spawn, there was an Allied MG set up on the sandbags near the right bunker flag, about 75-100 yards away. I knew he was there, because I heard him and my teammates were dying from him. However, when I Ironsighted, I still couldn't really see him. He had to start firing, and it was still difficult to get a bead on him. I finally hit him, but I didn't have much confidence in my shot at the time.

I'm glad to hear about the Axis spawn issues, and I hope you can clear up the rubber-banding on the beach. Thanks again!

[oap]Agent_S
12-11-2005, 02:20 PM
Originally posted by Bocasean

I'm glad to hear about the Axis spawn issues, and I hope you can clear up the rubber-banding on the beach. Thanks again!

Understood with the lighting, its not your eyes it the way I have the lighting set up on my map, its intended like that but I think I may have over done it, I will try brightening things up a bit.

As for the beach I have tried everything today, its really annoying me, removing all props from the maps gives me 30-40 fps increase but thats not an option, it isnt the lighting from the explosions as ive tried removing them too, its not the smoke in the chimney, heck ive even tried removing the displacements from the beach and making it standard world brush but again only a very slight increase!

Anyway im going to appeal in mapping for help as ive read tutorials over and over again but just cant understand why the vis system is drawing things that could never be seen from the beach etc.

Going to hold off RC2 till I have got at least a 20fps increase on the beach alone, the rest of the map should be runing ok for you.

Multiple Wounds
12-12-2005, 10:59 AM
I think the foliage is too high on top of the cliffs. Its really REALLY hard to defend from the top shooting down on allies. I think Charlie was perfect for that.

So basically once the allies reach the top, they can realy pwn the axis spawn points, and the map becomes very irritating at that point.

Bocasean
12-12-2005, 01:09 PM
You might want to call it RC3 when your release the update, as many people already have RC2 from our server.

[oap]Agent_S
12-12-2005, 02:56 PM
Originally posted by Multiple Wounds
I think the foliage is too high on top of the cliffs. Its really REALLY hard to defend from the top shooting down on allies. I think Charlie was perfect for that.


When you say its too high how do you mean, I think you mean bushes that the Axis can crouch behind, pop up and fire etc? how about more low sandbags for that?

Originally posted by Bocasean
You might want to call it RC3 when your release the update, as many people already have RC2 from our server.

Noted, I think you could be right, how are things going for you guys with RC2? any improvement suggestions other than the fps optimisation.

Multiple Wounds
12-13-2005, 10:49 AM
Well, basically once the allies have breached the initail bunker defence (dead easy btw) they can run around on top, and the axis wudnt know where to turn when leaving spawn?

Hopefully thats a good explanation :p

[oap]Agent_S
12-13-2005, 12:13 PM
Originally posted by Multiple Wounds
Well, basically once the allies have breached the initail bunker defence (dead easy btw) they can run around on top, and the axis wudnt know where to turn when leaving spawn?

Hopefully thats a good explanation :p

Good enough :) and its even given me an idea, how about a wall right across the middle of that plateau with one "gate" in it, would add a choke point and help me with optimisation as it could break up the vis with any luck. of course the allies could get up behind in the spiral well so it wouldnt be a complete choke point.

I also wonder if its worth getting rid of the ridge at the top of the beach, making the entire beach lower down and further back to make it a longer run. of course these are pretty majour changes so id love to hear you guys opinions before I potentially destroy my map ;)

bmartinson13
12-16-2005, 11:50 PM
zomg i want this map

[oap]Agent_S
12-17-2005, 02:03 PM
Originally posted by bmartinson13
zomg i want this map

Thanks for the support, my apologies for the delay but I'm getting closer to a version I'm happy with, its going through some testing at the moment so shouldnt be too far away.

Quite a few changes, some to the layout of things and general tidying up of the map, optimisation is going well too, lowest FPS on my system is 70Fps on the beach and thats nearly 20Fps better than when I'm on the beach at Anzio so im happy at the mo :D

Just being alot more cautious after the disasterous RC1 release :(

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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.