|REL| DoD_Hill_Classic Beta 3


Someth|ngW|cked
07-31-2006, 11:51 PM
This is the 3rd (and hopefully final) beta release of DoD_Hill_Classic, the changelist below can also be found in the ReadMe.txt included in the .rar

DOWNLOAD BETA 3 - http://files.filefront.com/dod_hill_classic_b3zip/;5321736;;/fileinfo.html

WIP THREAD, WITH IMAGES - http://www.dayofdefeat.net/forums/showthread.php?s=&postid=825498#post825498


* Changes in Beta 3 *
___________________________________


-Performance tweaks, better fps

-Axis now earn 1 team point for ever minute that they control the hill

-Changed hilltop capture zone to only take 5 seconds to capture
-Changed mortars to deal more damage, have double the damage radius and changed their sounds to only be audible within a certain radius

-Added soundscapes
-Added 3dskybox distant mountains

-Removed old ambient sounds
-Removed old mortar sounds



* Known bugs in Beta 3 *
___________________________________

-Hud says "U.S. Army has scored 1 point" when axis recieve per minute team points, cause = unknown


Please post comments, bugs, mirrors for the file and IPs of servers running the map

Have fun !

Dustin Diamond
08-01-2006, 02:22 AM
cool deal. First off let me say this map was one of my favs pre-source, so I'm excited to see the progress you've made.

Just a few things I noticed:

There seem to be some problems with model view distances. In this next pic, i can see through the axis area to the other side of the hill. It's where the trench and sandbag model are supposed to be.
see-thru hole (http://imagesocket.com/view/dod_hill_classic_b30002346.jpg)
now the hole is gone (http://imagesocket.com/view/dod_hill_classic_b3000302e.jpg)

Next, where the heck is this light coming from?
http://imagesocket.com/view/dod_hill_classic_b3000455f.jpg

Shouldn't this debris be appearing after I blow the wall?
http://imagesocket.com/view/dod_hill_classic_b3000585b.jpg

Lastly, did you remove the mortars completely? I didnt seem to notice any random ones, and I couldnt seem to find the shootable ones.

Great work!

Panteror
08-01-2006, 05:11 AM
Console messages each second :

d to load sound "wicked_custom\ambient\amb_africa_tankbattle.mp3", file probably missing from disk/repository
Failed to load sound "wicked_custom\ambient\amb_hill400_charge.mp3", file probably missing from disk/repository
Failed to load sound "wicked_custom\ambient\amb_africa_tankbattle.mp3", file probably missing from disk/repository
Failed to load sound "wicked_custom\ambient\amb_hill400_charge.mp3", file probably missing from disk/repository
Failed to load sound "wicked_custom\ambient\amb_africa_tankbattle.mp3", file probably missing from disk/repository
Failed to load sound "wicked_custom\ambient\amb_hill400_charge.mp3", file probably missing from disk/repository
Failed to load sound "wicked_custom\ambient\amb_africa_tankbattle.mp3", file probably missing from disk/repository
.......


Nice map, I loved to play it on previous dod version, good to see it on source :)

Devils Rear
08-01-2006, 05:51 AM
running on:-

195.242.236.212:27045 !! INX-Gaming.co.uk >> dodirectory.com - 66 Tick

Is it ok to include this version in the latest dodirectory map pack??

[FON]BlackHole
08-01-2006, 03:02 PM
Lifted from a post on our forums by a member:



Subject: HILL ROX the HIZ0USE

Body: Can i just say that dod_hill_classic rocks? That used to be one of my favorite maps back when DOD was beta and i'm so happy to see it back!!

Now if only we could get an updated dod_caen and dod_omaha that don't suck i'd be able to die a happy comedian.

Keep up the good work!

Someth|ngW|cked
08-01-2006, 04:41 PM
Thanks for the comments guys, glad you enjoy the map

I do know about the trench and sandbags disapearing while still in sight of the player and this will be fixed in the final release

That light is an indor ambient light comming from the outside, i thaught it looked cool so i left it in but that tunnel might be to short to justify it

And the rubble was giving me a problem when i tryed to start it disabled then enable it after explosion but i have since fixed it

The mortars are there, they should be audible when they go off, they are "random" no controlable ones

As for the console messages about the missing sound files, you might want to try deleting the soundcache for the map and reloading it

All of the custom files for the map are packed into the .bsp and those 2 files are in there

If anyone else gets these messages in their console let me know and i will look into it

The files might have been corrupted durring compression

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