[Rel] dod_dijon_rc2


Furyo
12-15-2005, 07:29 PM
RC2 is finally out, after a week of RL issues to deal with. I'd like to apologize for the crappy quality of the rc1 release, which had been pushed out of the door too quickly.

This rc2 should take care of all the known issues of rc1, except for some texture problems that were reported here and there.

Fixed bugs:

- Flag icons
- HDR reflections
- Church windows clipping
- hospital well prop intersected with brush
- Clipped the fountain park around the corner from the wineshop.

As always, I'll be looking forward to your constructive criticism, and hope the final SDK is upon us soon enough for me to have a final release of this map.


Download:

Exe file, hosted and made by 907th.com:

http://www.907th.com/file.php?id=512

Again, for those who'd rather have archives, there are rar and zip mirrors, hosted as well on 907th.com

ZIP: http://s109912960.onlinehome.us/Furyo/dod_dijon_rc2.zip


RAR:
http://s109912960.onlinehome.us/Furyo/dod_dijon_rc2.rar


Those files contain a readme for install purposes, and the usual res file, which you can also find here:


"resources"
{
"scripts/soundscapes_dod_dijon_rc2.txt" "file"
"resource/overviews/dod_dijon_rc2.txt" "file"
"maps/dod_dijon_rc2.txt" "file"
"maps/dod_dijon_rc2.res" "file"
}


Have fun (hopefully :) )

Furyo

dackz
12-15-2005, 07:41 PM
So, were you ever planning on using bspzip or what?

Bocasean
12-15-2005, 08:13 PM
He did.

CorleoneW
12-15-2005, 11:06 PM
Thanks Fran! ;)

Devils Rear
12-16-2005, 12:46 AM
excellent - know that you've fixed the issue with the flag icons this will be up and running on our server and also available in the latest map pack :)

Furyo
12-16-2005, 03:41 AM
I used pakrat instead, which has an auto feature that will make your life 100x easier. Trust me, if it wasn't zipped, you would have noticed 200 files in that download.....

German Killa
12-16-2005, 04:33 AM
i update the dayofdefeat.de server :)
ip: 213.202.211.62:27025

[SAS]==Colster==
12-16-2005, 05:33 AM
Just a note you dont need to include a reference to the res file in the res file ("maps/dod_dijon_rc2.res" "file"), it stays on the game server only, it doesnt need to go on webserver or be uploaded to clients.

Thanks for the update, Furyo, I will get this up on SAS tonight.

Supa
12-16-2005, 06:33 AM
Originally posted by Furyo
I used pakrat instead, which has an auto feature that will make your life 100x easier. Trust me, if it wasn't zipped, you would have noticed 200 files in that download.....

You can use pakrat to include the 3 files you left as external as well. Just need to add them and edit thier paths for maps, scripts, and resource/overviews.

Furyo
12-16-2005, 09:00 AM
Yeah I preferred not to experiment with those txt files. I've heard reports of bugs with them and pakrat (don't ask me why or how) and from the other custom maps I have downloaded, the mappers didn't pack those files either (anvil for instance)

teflon{the_truth}
12-16-2005, 09:02 AM
thanks for the rc2 release adding to gun runners_pub right now!!

dackz
12-16-2005, 08:50 PM
Originally posted by Supa
You can use pakrat to include the 3 files you left as external as well. Just need to add them and edit thier paths for maps, scripts, and resource/overviews.

And the ain file as well.

=A82A=WhataMack
12-16-2005, 10:26 PM
Uploaded onto =A82A= server (see sig). :cool:

haircut
12-17-2005, 07:47 AM
Originally posted by Furyo
Yeah I preferred not to experiment with those txt files. I've heard reports of bugs with them and pakrat (don't ask me why or how) and from the other custom maps I have downloaded, the mappers didn't pack those files either (anvil for instance)

All you need to do is check the file in pakrat after adding and saving the file and reloading it back into pakrat.

It sometimes screws the file/path up. As long as you check it should be fine.


EDIT: Our dedi is down atm ... will try the map later :)

ultranew_b
12-17-2005, 06:15 PM
Cool map !

I embedded all those text files in question into the sora bsp. I never had to edit any paths manually. I'm lazy. I first use a program called Map Analyst to auto embed all the necessary text files. Then, when that is complete I open the bsp in pakrat and it embeds the rest (models and textures). Whole process takes about 2 mins.

:)

Furyo
12-17-2005, 06:38 PM
Thx for letting me know about this program, I'll make sure to give it a go :) Also check your PMs :)

Deceiver
12-18-2005, 03:50 PM
Furyo...you still have the HDR lighting bug (for those who have HDR on of course) on certain objects on the map. BTW I didn't have it on the b6 version someone made after the rc1 buggy release...so maybe you could have to talk to them about it?

some of the lighting on some stuff looks awkward weird...

http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10009.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10008.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10007.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10006.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10005.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10004.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10003.jpg
http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10002.jpg

and this roof seems out of place/awkward/weird/

http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10000.jpg

And ummm?

http://i7.photobucket.com/albums/y261/gwfreak/dod_dijon_rc10001.jpg

Furyo
12-19-2005, 03:26 AM
Are you just copying and pasting stuff from the rc1 thread? You're the first one to report hdr bugs on rc2....

As for the michelin man, I already answered that part in the rc1 thread

josh_u[RR]
12-19-2005, 09:35 AM
Originally posted by Furyo
Are you just copying and pasting stuff from the rc1 thread? You're the first one to report hdr bugs on rc2....


sorry, but I get the same errors. also all of the glass is almost white and you can't see through it until it breaks. not sure if that is by design, but would be nice if you could see through it at least a little bit.

Scooby
12-19-2005, 09:52 AM
First off let me say this is map is an amazing piece of work. It plays very well and the modelling is fantastic. The elevator inside the hotel, the interior of the cathedral excellent. One issue I had and forgive me if it's already been raised was with the hay bales in the map. I can shoot them, I can blow them up with a rocket or a grenade.... I can run through them..
other than that stellar as I said. and nice to see Bib the Michelin man on the walls,,,,,,,,

Furyo
12-20-2005, 05:45 AM
I asked one of my friends to take HDR screenies, and yeah the cubemaps aren't built, or at least aren't working.

Right now, I'm at my wits end with HDR. Seen as I can't have it myself, I need to send the bsp over to someone for him to build the cubemaps in HDR mode, but I can't control whether it's worked or not.

So my best bet right now is to leave it as it is, wait until I have a comp that will run HDR, and make the final release then. At least I'll be able to check everything on the map.

It really sucks but it's the way it's gotta be...

PS: Hay bails were meant to be that way. if solid to the player, they become the biggest source of lag/rubberbanding you'll ever see in Source. And they would block streets off. I'd rather have people tell me "It's weird I can walk through them" than "they suck they always block me when I'm being shot at"

Ginger Lord
12-20-2005, 07:36 AM
Don't you have ti run buildcubemaps with HDR on, and then with HDR off?

Furyo
12-20-2005, 07:49 AM
I don't know whether it matters in which way it's done (HDR on then off, or the other way around), maybe thats it. Either way I still can't run them myself with HDR on, and that pisses me off :( I need to upgrade

Deceiver
12-22-2005, 03:41 PM
Easter egg!

http://www.prisonerofwarclan.com/forums/viewtopic.php?p=8660#8660

Deceiver
12-22-2005, 03:43 PM
Originally posted by Furyo
I asked one of my friends to take HDR screenies, and yeah the cubemaps aren't built, or at least aren't working.

Right now, I'm at my wits end with HDR. Seen as I can't have it myself, I need to send the bsp over to someone for him to build the cubemaps in HDR mode, but I can't control whether it's worked or not.

So my best bet right now is to leave it as it is, wait until I have a comp that will run HDR, and make the final release then. At least I'll be able to check everything on the map.

It really sucks but it's the way it's gotta be...

PS: Hay bails were meant to be that way. if solid to the player, they become the biggest source of lag/rubberbanding you'll ever see in Source. And they would block streets off. I'd rather have people tell me "It's weird I can walk through them" than "they suck they always block me when I'm being shot at"

Maybe you could ask the guy who made b6 for your rc1 release for the HDR, he got it right, I didn't get the HDR lighting bug with his release of your map.

Furyo
12-22-2005, 03:57 PM
I got a hunch it's because I pack all the custom stuff in the bsp before building the cubemaps. I think I read somewhere it has to be done afterwards...

I'll check that out for RC3, which is actually more likely to be the final release, once the SDK is completely out (according to FD it shouldn't take long now)

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.