dod_anvil rc3?


Deceiver
12-18-2005, 05:39 PM
Any news on this Fuzzdad? Will you roll it out soon with the HDR goodness and performance/visual tweaks?

Shane
12-19-2005, 12:47 PM
/grabs pitchfork, marches on FD's house!

FuzzDad
12-19-2005, 03:46 PM
Still tweeking away. I'm waiting on Valve to put out their next patch (should be this week). Some changes:

1) More detail all around
2) Replaced the default skybox church from donner w/minature Falaise Castle (looks like a nuke plant).
3) Upped perf in some area's but not as good as I wanted.
4) Replaced most of the electric lights with natural or lantern-fuled lights (kinda hard to have electric lights working in a bombed out city).
5) Closed up Axis one a tad.
6) Replaced Axis one and Allied one models from argentan.
7) Added the obligatory b-17 flyby (I'm such a mapping prostitute).
8) Redid 90% of the rubble terrain to be more efficient (I had tons of overlapping displacements...now not so much).
9) Closed up some spawn exits so you can't shoot too far into each spawn
10) Redid 100% of the lighting...based on argentan now but I'm not sold on it yet.
11) Added what are called occluders to help perf in high-model content area's (Allied one and axis two).
12) Added breakable glass shards to some windows because of all the sounds in dod source the one where glass breaks sounds the coolest.
13) Lots of map tricks to keep the map running as smooth or better than dod stock maps.
14) Added HDR (of course).

There's a lot more but that's all I can think of for now. Here's the nuclear plant (ermm...Falaise castle) and a few other not-so-good screens

http://mysite.verizon.net/warewind/images/dod_anvil_rc110002.jpg
http://mysite.verizon.net/warewind/images/dod_anvil_rc110000.jpg
http://mysite.verizon.net/warewind/images/dod_anvil_rc110001.jpg

Here's a shot of the real castle...I made mine really simple so as not to drag perf down so it's not exact:
http://mysite.verizon.net/warewind/images/Normandy.jpg

Deceiver
12-19-2005, 03:58 PM
Thanks for the update. T'was much appreciated!

Glad to hear it's going well! Keep up the great work! It shall be awesome to replay it in it's HDR goodness and better visuals/performance =).

Just one question though...how come you're waiting on the update? Do you just wanna try it out with the various tweaks the game is going to have? Or is it just because you still want to get some tweaking in.

[I&S] Pvt. John
12-19-2005, 04:54 PM
Fuzzdad, that looks awesome. I love the addition of the castle.

dod_anvil is hands down the very best custom map out there right now.

Can't wait to see the new version. Let us know if you need any help playtesting it.

StreamlineData
12-19-2005, 04:58 PM
Looks very sweet FD! You seriously need to update your blog more with this stuff! ;)

NotAgOat
12-19-2005, 05:01 PM
Thats the tallest tree in history! Or mabey it just looks scewed in that screen for some reason, but its taller than the castle. :)
http://mysite.verizon.net/warewind/images/dod_anvil_rc110002.jpg

StreamlineData
12-19-2005, 05:09 PM
Originally posted by NotAgOat
Thats the tallest tree in history! Or mabey it just looks scewed in that screen for some reason, but its taller than the castle. :)
http://mysite.verizon.net/warewind/images/dod_anvil_rc110002.jpg Maybe not in history. Redwoods are ginormous... but it certainly does look bigger than it should be.

FuzzDad
12-19-2005, 05:22 PM
Originally posted by deceiver
Thanks for the update. T'was much appreciated!

Glad to hear it's going well! Keep up the great work! It shall be awesome to replay it in it's HDR goodness and better visuals/performance =).

Just one question though...how come you're waiting on the update? Do you just wanna try it out with the various tweaks the game is going to have? Or is it just because you still want to get some tweaking in.

Well...perf will not be that much different than the current version because as I got perf better I'd add in detail so it's more or less a wash (better in some places, not better in others). If you feel comfortable running the map now you'll feel as comfortable w/this release.

I'm waiting on Valve for one reason only...I hope they have a new map to release. I know they are working on map(s) but I don't know their status w/respect to a release date(s). I'm not telling you all anything you don't already know (that they are working on maps). I'm just thinking if I were Valve, and I had a map near completion, it sure would be a nice christmas present wouldn't it?

As to the Jurrassic Park-sized tree...that's a engine-deal...the "trees" in the skybox are placed there by the engine during compiling. Mappers don't choose them unless we screw with the details files. It looks OK to me...there are tree's in Europe that go hundreds of feet up. IMO DoD has been populated (over the years) with miget tree's for some reason...real tree's are massive deals.

Bombfactory
12-20-2005, 12:50 PM
That flag looks a little more like a Sherman than a Tiger. :o

pedroleum
12-20-2005, 12:54 PM
Originally posted by Bombfactory
That flag looks a little more like a Sherman than a Tiger. :o

i guess it's a clue then! ;)

SilentSteps
12-20-2005, 01:28 PM
Very nice! Out of curiousity, is the SDK out with a blue skybox only for DoD:S?

Deceiver
12-20-2005, 02:09 PM
Originally posted by Bombfactory
That flag looks a little more like a Sherman than a Tiger. :o

Yep it is a Sherman, wonder if it's really a sherman model or FD just wanted to use something other than the tank heh.

FuzzDad
12-20-2005, 02:33 PM
Originally posted by SilentSteps
Very nice! Out of curiousity, is the SDK out with a blue skybox only for DoD:S?

Nope...there are more (but most are clear). I choose that one because it actually has clouds all around it (they don't show up well in the pics) and it fits the lighting I have. One thing Source mapping in HDR has taught me is you have to be cognizant of light at all time. The fog, the sky, the shadow, the sun, the sun flare...all have to be set correctly or the map will look like crap.

I think you might be hinting that you'd like to see a darker map or maps that have clouds and perhaps set at night. As much as some folks like them I don't. Those maps might have great ambience but, in general, they empty servers and only appeal to a small set of gamers. Not for me.

Originally posted by deceiver
Yep it is a Sherman, wonder if it's really a sherman model or FD just wanted to use something other than the tank heh.

Yes, it is a Sherman. I'm hoping one might show up because a jeep there wouldn't look as cool as Sherman.

Deceiver
12-20-2005, 02:43 PM
Oh ok, so you just put a jeep as a place-holder until the Sherman tank rolls in?

FuzzDad
12-21-2005, 09:16 AM
Originally posted by deceiver
Oh ok, so you just put a jeep as a place-holder until the Sherman tank rolls in?
Nah...Tiger...I use the jeep as a road block. Been playing with this:
http://mysite.verizon.net/warewind/images/dod_anvil_rc110006.jpg

otF yetihw
12-21-2005, 10:33 AM
I had a go at a similar thing when I was testing the b17's out but I haven't got the smoke looking nice :P



Might have another crack at it, still trying to get explosions from the planes to work.

RA7
12-21-2005, 10:39 AM
Like the new pics, good work.

Watchtower
12-21-2005, 10:41 AM
Now what whould be hot is having tracer fire or flak firing at the planes.

FuzzDad
12-21-2005, 01:00 PM
lol...at some point though all this work is useless eye candy and you start to get the "so, how does this effect fps?" questions (the answer so far is negligible). It's just a quick thing I wanted to try to see if it was possible.

FuzzDad
12-22-2005, 08:33 AM
I heard DoD is dead. Here's proof:

http://mysite.verizon.net/warewind/images/dod_anvil_rc110016.jpg
http://mysite.verizon.net/warewind/images/dod_anvil_rc110017.jpg

Furyo
12-22-2005, 11:17 AM
Oh cool they do render quite nicely in game Wes :) Are those ok for you then or should I change things a bit?

Pfarrer
12-22-2005, 11:33 AM
Originally posted by FuzzDad
[B]I heard DoD is dead. Here's proof:



Shane, Waldo and the others will be happy to know they rest in peace. Requiem aeternam dona eis, Domine.
Et lux perpetua luceat eis. :o

bazooka
12-22-2005, 12:41 PM
Originally posted by Furyo
Oh cool they do render quite nicely in game Wes :) Are those ok for you then or should I change things a bit?

High-res normal maps with a lighter base-texture would be so much better, ya slacker. :p

FuzzDad
12-22-2005, 01:44 PM
Hi-rez = fps drops. FD is fine w/these.

bazooka
12-22-2005, 07:55 PM
I kid.

ultranew_b
12-22-2005, 08:34 PM
Nice touch with the gravestones !

:D

StreamlineData
12-22-2005, 09:05 PM
LOL those are awesome! :D

If you don't mind... I think I'll try doing that in my map now... except for people I hate. mwahahahahahahahaha!!!!

Jibba-Jabba
12-23-2005, 12:51 AM
Ha, nice markers.

Pvt. Stephenson
12-23-2005, 12:53 AM
Originally posted by StreamlineData
LOL those are awesome! :D

If you don't mind... I think I'll try doing that in my map now... except for people I hate. mwahahahahahahahaha!!!!
what if those are the pople he hates.:D

StreamlineData
12-23-2005, 01:02 AM
Originally posted by Lt. Stephenson
what if those are the pople he hates.:D There's a stone with FD on it. Does that mean he hates himself? ;) :D

Furyo
12-23-2005, 04:27 AM
I made the selection of names based on FD's "Pick the big CoJ guys, including yourself" comment :) What does that tell you ? :D I say we're all big fat lazy *******s :)

FuzzDad
12-23-2005, 08:28 AM
Originally posted by StreamlineData
There's a stone with FD on it. Does that mean he hates himself? ;) :D

Hrmmm...good point! Considering I've spent a FRICKING YEAR on this stupid map...perhaps you are right.

BTW...I have a playable version of HDR-enabled anvil w/all the changes/fixes but it's not running as smoothly as I want. I added a great deal of detail and managed to keep fps in check but it's not running as smooth as rc2 (even on no HDR). Showbudget shows a good hit on displacements as I've added a lot to compensate for face splitting but I may have gone (pardon the pun) a Displacement Too Far. I'm also seeing a slightly higher cost with my static props despite some good results with occluders.

I think what I'll do is let the guys at CoJ do a internal test over the holidays and get their feedback...the map will play almost exactly like it does now w/some exceptions due to smaller models being used as cap points (kubelwagen at axis 1 and the 222 thing at allied 1). If it plays out OK there the only thing to complete it would be a Sherman tank for allied two. I have it on good authority one will be available soon...I'm just not sure how soon.

Deceiver
01-08-2006, 11:03 AM
Does that mean Kalt will have a sherman tank ^_^?

Also FD found a small typo/mistake in your map for a french word...

http://img289.imageshack.us/img289/1048/dodanvilrc200090jt.jpg

It says "ENTRER" when it should "ENTRÉE" (une entrée/entrance). Even if you meant that to be as "come in", it should be "ENTREZ" if that's what you wanted it to mean.

If you need any help with some word translations or such, I'd be glad to help =D.

FuzzDad
01-08-2006, 05:23 PM
Originally posted by deceiver
Does that mean Kalt will have a sherman tank ^_^?

Also FD found a small typo/mistake in your map for a french word...

http://img289.imageshack.us/img289/1048/dodanvilrc200090jt.jpgIt says "ENTRER" when it should "ENTRÉE" (une entrée/entrance). Even if you meant that to be as "come in", it should be "ENTREZ" if that's what you wanted it to mean. If you need any help with some word translations or such, I'd be glad to help =D.

I used default DoD decals for that so I guess the same is wrong on the official maps as well...I'll see if there's another decal I can use. As the Sherman tank...I sure hope so. There's a Sherman in the original Kalt and it looks like they've been fairly faithful to the original based on Molotov_Billy's posts. If not I'll go ahead and release it almost as-is.

And...what's a WW2 game based on American vs. Germans w/o a Sherman Tank?!?! :) I'm sure if they just release it and it's released w/snow camouflage job someone in in the models forum will have a reskin out in a few days. Here's a few non-hdr screenshots:

Pic, (http://mysite.verizon.net/warewind/images/dod_anvil_rc30000.jpg)Pic, (http://mysite.verizon.net/warewind/images/dod_anvil_rc30002.jpg)Pic, (http://mysite.verizon.net/warewind/images/dod_anvil_rc30003.jpg) Pic, (http://mysite.verizon.net/warewind/images/dod_anvil_rc30004.jpg) Pic, (http://mysite.verizon.net/warewind/images/dod_anvil_rc30005.jpg) Pic, (http://mysite.verizon.net/warewind/images/dod_anvil_rc30006.jpg) Pic, (http://mysite.verizon.net/warewind/images/dod_anvil_rc30007.jpg) Pic, (http://mysite.verizon.net/warewind/images/dod_anvil_rc30008.jpg) Pic, (http://mysite.verizon.net/warewind/images/dod_anvil_rc30009.jpg) Pic, (http://mysite.verizon.net/warewind/images/dod_anvil_rc30010.jpg) Pic, (http://mysite.verizon.net/warewind/images/dod_anvil_rc30011.jpg) Pic, (http://mysite.verizon.net/warewind/images/dod_anvil_rc30012.jpg) Pic, (http://mysite.verizon.net/warewind/images/dod_anvil_rc30013.jpg) Pic, (http://mysite.verizon.net/warewind/images/dod_anvil_rc30001.jpg) Pic (http://mysite.verizon.net/warewind/images/dod_anvil_rc30014.jpg)

Ace_McGirk
01-09-2006, 02:18 AM
The only issue I have had with RC2 is that you can get stuck on almost all objective models if you crouch by them.

RA7
01-09-2006, 04:16 AM
Like the new pics. :crown:

Koblentz
01-09-2006, 06:42 AM
Those pics are top-notch, FD. Really like the new lighting you've stuck in there; we already have plenty of broad daylight maps. Castle adds a lot of atmosphere too. Good luck, mate :)

FuzzDad
01-09-2006, 08:36 AM
Originally posted by Ace_McGirk
The only issue I have had with RC2 is that you can get stuck on almost all objective models if you crouch by them.

You know...I think this is a problem since they came out with that last patch addressing the sticky-player deal. There's literally nothing I can do about it save reclip a model that's already clipped by the engine. I might be able to put a small player-only clip a few units larger than the model around the model at the base...but I've seen that stick-on-models bug happen now for ALL models...like window frames, sandbags, etc. It's a game-engine problem...not a map problem.

cheese-sarnie
01-09-2006, 10:38 AM
Originally posted by FuzzDad
You know...I think this is a problem since they came out with that last patch addressing the sticky-player deal. There's literally nothing I can do about it save reclip a model that's already clipped by the engine. I might be able to put a small player-only clip a few units larger than the model around the model at the base...but I've seen that stick-on-models bug happen now for ALL models...like window frames, sandbags, etc. It's a game-engine problem...not a map problem.

it's definately the last patch.
there i was running about in a jungle minding my own business when out popped a patch and blam i've goto clip every tree model in my pacific jungle.

valve will have to fix it,as it kind of makes all hl2 models unuseable for dods (unless you clip them all)

can i have my week back please valve :)

FuzzDad
01-09-2006, 11:15 AM
Originally posted by cheese-sarnie
...valve will have to fix it, as it kind of makes all hl2 models unuseable for dods (unless you clip them all)

Not entirely true...it's only really bad when models are placed on displacement surfaces (at least that's what I see) and it's not always 100% reproduceable. That basically leaves model vehicles, large-scale debris, and sandbags as the most probably models to get stuck. All other models are eye-candy and as such would not have impact.

One thing I was able to get stuck on fairly regular was walking backwards into sandbags. Wierd. I agree w/you that it needs to be looked at.

cheese-sarnie
01-09-2006, 11:21 AM
hi
yep that's a good point about displacements.
i think it's mainly models that have a collision mesh that's angled from the verticle that are affected, not all models.

IcyChris
01-13-2006, 12:45 AM
Hi there.. I know this questions has been asked many times before, but I am headadmin of a german DoD:S league and I hope you can refuse some of my worries ;)

First of all... some graphic bugs.
Some players tell me, that say see "blue" stairs and other graphic bugs during the play, something happened on that issue ?

Then the "balance" of the spawns and the general gameplay. In a few "practical" Matches I could see that the Axis can easily control the main points of the map but the Allies can`t , because to "long" distances or even to hard to go through some ways.. Did something happened on the "general" balance on this map ?

Of course, the "spawns" , some Allie-Players tell me, that they think the spawn points are not very fair and good set up, is there something changing ?

And the most important question of all.. will there be a "new" dod_anvil version in January or don`t you think so FD ?


But beneath all this questions I would like to thank you FuzzDadd, dod_anvil is the only "Custommap" which every Clan in our league acceptet without any problems with the map itself (other maps are to much "fun" or to rarely dod-s based) .

Deceiver
01-13-2006, 05:08 AM
Originally posted by IcyChris
Hi there.. I know this questions has been asked many times before, but I am headadmin of a german DoD:S league and I hope you can refuse some of my worries ;)

First of all... some graphic bugs.
Some players tell me, that say see "blue" stairs and other graphic bugs during the play, something happened on that issue ?

Then the "balance" of the spawns and the general gameplay. In a few "practical" Matches I could see that the Axis can easily control the main points of the map but the Allies can`t , because to "long" distances or even to hard to go through some ways.. Did something happened on the "general" balance on this map ?

Of course, the "spawns" , some Allie-Players tell me, that they think the spawn points are not very fair and good set up, is there something changing ?

And the most important question of all.. will there be a "new" dod_anvil version in January or don`t you think so FD ?


But beneath all this questions I would like to thank you FuzzDadd, dod_anvil is the only "Custommap" which every Clan in our league acceptet without any problems with the map itself (other maps are to much "fun" or to rarely dod-s based) .

The blue you saw in the stairs was the result of the overbright cubemap bug, but that was fixed this week by Valve. So in theory, you shouldn't have it anymore. Though there is a white reflection which is normal. And I believe FD is waiting for Kalt to come out seeing as how it'll put more stuff at his disposition and there will possibly be a Sherman Tank for him to put in his map heh. So might be January, might be February I think.

FuzzDad
01-13-2006, 03:30 PM
The pathways are almost identical to dod 1.3 Falaise. My friends at Valve ran some numbers for me:

dod_anvil_rc2 player minutes: 80851 allied wins: 832 ( 45.3% ) axis wins: 1003 ( 54.7% )

I'm not sure if this data is a week/month/whatever but knowing the axis weapons are, as a team, better than the allied weapons you'd expect the axis to win a few percentage points over 50% on a balanced map and that's what I think this represents. I'm still "tweeking" because there are some technical things wrong w/map I'm trying to address (I don't like the fps in certain area's and there's still a herky-jerk to some sections as models load).

CryptFiend
01-14-2006, 03:08 AM
I really like your map fuzzdad....just release the thing (as final) already, and let's move on :]

smashingpunk007
01-15-2006, 12:36 PM
I agree just add HDR and map will own. It is already my favorite map, just needs to be finalized.

IcyChris
01-17-2006, 08:00 AM
Any News on the anvil front ? :rolleyes:

FuzzDad
01-17-2006, 10:53 AM
Yea...good playtests on two versions last night. Almost ready to go. Shooting for final release in a week or so.

bmartinson13
01-17-2006, 11:59 AM
w00t.

Too bad Valve isn't adding custom maps to the 'official' rotation with dods. Really is a shame - anvil belongs on the 'official' rotation.

Ca-Chicken-Soup
01-17-2006, 12:17 PM
Oh well perhaps we can do a community "offical custom maps" or something :D

Go hard FD we all know it's a great map, as for those stats; that's pretty damn good! Pretty hard to improve on that.

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