Beach maps ??


tdhainaut
08-26-2006, 01:48 AM
Ho, where are they ???
What's the matter with "Strand" and "Dog sector" ??
Is it an optimizised problem ??
We're waiting for a long time ago now...
I know it's not simple to realize a good map on DOD source...
but the first thread about "Dog Sector" was posted in january
or february... I don't exactly remember.

Furyo
08-26-2006, 01:51 AM
Dogsector may one day come. At this point in time, I'm not sure whether a) it's a viable map for the Source gameplay b) it can be optimized enough so that anyone with a more than 1 year old comp can play it.

Not my call at all, but that's how I see it. Patience is a virtue, and you'll have to wait for TheSurgeon to decide what to do with it

Deceiver
08-26-2006, 02:00 AM
Aren't you trying your hand at optimizing it right now? From what you posted about it in the other thread, there seemed to be a glint of hope for it?

Furyo
08-26-2006, 02:38 AM
Well really, it isn't all that hopeful for the lesser comps anyway. This map is about as big as any map could ever get. I first started converting some of the stuff to func_detail, and remaking some brushes too. That made me go overboard with the max number of entities supported by Source (4096!!!) I then went back and deleted one so I'm just under the limit, then converted almost all func_detail to func_lod so they wouldn't show at all times. That again made me go overboard with the max number of brush based entities allowed (1024) As func_detail aren't counted as brush based entities in this case, I had to go back to func_detail for about 200 or so entities.

And just now I tried to launch the overnight compiled map, and it won't as it says there's too many models (again, though the map compiled fine)....

What really gets me upset is the thought that this map has never been tested (to my knowledge) under appropriate circumstances (i.e. with fps good enough that people could play it) before it went full fledge on the details, and now I may be working on something that just won't play well anyway. In which case, all efforts by the different other guys that made some optimizations, as well as my own, will all go to waste.

There are large maps, there are beach maps, and there is dod_dogsector.

PS: This is what I get in the console:
Executing listen server config file
Warning: Table modelprecache is full, can't add sprites/fire1.vmt
couldn't exec listenserver.cfg
couldn't exec dod_dogsector_b2.cfg

Host_Error: CVEngineServer::PrecacheModel: 'sprites/fire1.vmt' overflow, too many models

The Source engine has found its killer....

Someth|ngW|cked
08-26-2006, 03:07 AM
I have a beach map in the works, its not a fake looking one like the one from saving private ryan, it doesnt have the fabricated huge mg bunkers but it will be a pretty intense map

I have some screens and info for it soon

V.C. Sniper
08-26-2006, 02:18 PM
Finally, another beach map that doesn't have that fake SPR bunkers.

ultranew_b
08-26-2006, 04:08 PM
yep...I'm working on a beach map as well, fictional though and not gigantic. No point in having a big beautiful map that noone can play. A scaled down map that runs well for everyone WILL work.

:)

Dustin Diamond
08-26-2006, 05:49 PM
first playtest of my charlie remake, dod_strand is tomorrow night
Playtest signup: http://www.dod-federation.com/forum/showthread.php?t=444

WIP thread: http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=65490&highlight=WIP+dodstrand

OZZMAN
08-28-2006, 04:09 PM
Waiting for your beach map Someth|ngW|cked!!

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