[Rel] dod_rive_rc2 is now available

02-08-2007, 01:49 AM
After fixing all reported bugs of rc1 dod_rive is nearing completion. This should be your final chance to see changes made to it, so don't hesitate to provide some feedback :)

Changelist from RC1:

- Fixed water to allow real time refraction. This isn't proper water, but a refract shader. Closest solution to replace water without its expensive physics.

- File size dropped by 15 Mb, for easier and faster download from in game servers.

- Full clipping pass to prevent user exploiting certain areas.

- Full sound pass, to immerse the player in the map entirely.

- HDR supported

- Introducing color correction system, providing the player with 2 choosable lighting settings to play with. (enable color correction in your game's settings)

- Full 32 player support.

This map features CTF gameplay in a village in the Marne region, stretched along a river.

The atmosphere is tense and gritty, as both factions engage in battle for the control of this key village on the road to Germany. Prepare yourself for very intense fights inside the vllage, and watch out for sharpshooters along the river. You won't be safe.

Screenshot gallery, thanks to CoolHandLuke:


Download links:

Exe file:




Rar file:


Zip file:


Res file for server owners:

"maps/dod_rive_rc2.res" "file"
"materials/mapDesc/dod_rive.jpg" "file"
"materials/sprites/obj_icons/icon_obj_allies_torntree.vmt" "file"
"materials/sprites/obj_icons/icon_obj_allies_torntree.vtf" "file"
"materials/sprites/obj_icons/icon_obj_allies_woodenbridge.vmt" "file"
"materials/sprites/obj_icons/icon_obj_allies_woodenbridge.vtf" "file"
"materials/sprites/obj_icons/icon_obj_axis_torntree.vmt" "file"
"materials/sprites/obj_icons/icon_obj_axis_torntree.vtf" "file"
"materials/sprites/obj_icons/icon_obj_axis_woodenbridge.vmt" "file"
"materials/sprites/obj_icons/icon_obj_axis_woodenbridge.vtf" "file"
"resource/maphtml/dod_rive_rc2_english.html" "file"
"materials/correction/dod_rive2.raw" "file"

Hope you'll enjoy playing it, it should provide an unusual gameplay experience, not many foggy maps have made it out there, so content your curiosity and give it a go :)

02-08-2007, 03:44 AM
Great job Furyo
Looking forward to try it out this weekend :D

02-08-2007, 04:28 AM
Sweeeeeeet stuff.

You've got some lovely architecture there, Furyo... :)

I'm especially curious by how much the performance has been boosted. Great job on cutting those 15 MB... I know what an effort that is!



02-08-2007, 05:51 AM
cool...can't wait to try out.

02-08-2007, 06:46 AM
Map has always been a hit on our server, nice changes which will ensure good fraggin' fun! :D
Thanks Furyo!

Ol' Noodle Head
02-08-2007, 08:49 AM
Will alert our server Chief and hopefully trot this one out tonight. Thanks Furyo!

p.s. you mentioned CoolHandLuke, whatever happened to him.

02-08-2007, 09:28 AM
Oh he's around as before, he just no longer has the time to map :) Real time kicked in big time for him.

Thx for the kind words so far :)

02-08-2007, 10:10 AM
I must say that I like this version much much better visually. The sky is a dramatic improvment (color of it) and having water that looks like water is really nice. It's just too bad that you can have the sound of water too.

The fps is great in this map now also. In most places I was getting 60 or more, and I have everything maxed out with a 16x12 resolution.

Great work!

02-08-2007, 12:11 PM
I'll look into adding the water sound, but the water was the reason for the bad performance in beta versions. I just had to get rid of it and fake the water instead. Faking it means the physics are out, but the sound too. My hurdle right now is figuring out how to enable the sounds of footsteps in water without using water.

The reason for the too early RC1 release was I was using DX7, and the water was fine. IN Dx9 I saw in the screenies that it looked very bad, and was very eager to get RC2 out instead

02-08-2007, 12:56 PM
congrats fran-man, she looks like a winner! :D

02-08-2007, 01:12 PM
Could you go into the texture properties and call out a different sound?

02-08-2007, 03:18 PM
I think those sounds are played on impact, whereas on rive the player walks through the water, not on it (how original). So while this could be a fix if applied on the displacement below, it would also play the sound when walking on the parts out of the water

02-08-2007, 03:25 PM
Could you add a nodraw texture somewhere underneath the water and change the properties that way?

02-08-2007, 03:43 PM
I'll weigh out the different possibilities for the final release

02-08-2007, 05:15 PM
I just ran around it for a few and the ambience/look/atmosphere is simply fantastic. It's really a shame more maps aren't murky/foggy/gloomy. Campazzo comes to mind, but there are not many after these two.

Great job.

P.S. The drop down ladder to the attic is sweet.:D

02-08-2007, 07:53 PM

Wile E Coyote
02-09-2007, 07:38 AM
This is the ONLY real problem I've ever had with the map.

Church sniper position (allies) has unrestricted 180deg field of view
House sniper poistion (axis) has, at best, a really crappy field of view, and can't even see to the right hand side. If I am missing something here, if there is another building with a better spot over the middle or maybe another door opens up, please tell me because I'm not seeing it.


Ol' Noodle Head
02-09-2007, 08:41 AM
Furyo, I'm sure you've already spotted the group of floaters you have on the map (some dragonstooth columns out allied spawn to the right).

Very enjoyable. We got to this one later last night with only ten people on. I hope to try it tonight with a full, fat 'n' sassy server.

02-09-2007, 09:31 AM
Yeah Wile, I'm not sure how to fix that or even if I really want to. Something tells me making it exactly the same might be boring (less of a challenge for the axis). I'd need to see how this impacts balance right now, to better assess the situation, unfortunately I can't even play the game at my hotel (crappy internet)

Wile E Coyote
02-09-2007, 05:11 PM
honestly, I was expecting that loft door to be destructable just like the wooden slats in the church tower - or it could go vice-versa - make the slats in the church tower indestructable so the player cannot perch on the ledge and has to shoot through the slats.

02-09-2007, 06:14 PM
fair enough, and that's easy to do. final release won't be out for some time though

02-10-2007, 10:36 AM
Alright Wile, the doors can now be broken. Either you want to have fun and can destroy each reinforcement piece (the Z shape) individually, or you can blow the door itself, and the rest of the pieces will be broken automatically.

Noodle Head, I'm still confused as to which dragonsteeth you're talking about, as I checked all of them (or so I think) in the vmf and none seem to be floating about? Can you please give me a screenie?

02-10-2007, 12:07 PM
I was just playing having a great time on this map. I must say, it is quickly becoming a favorite with the new changes.

One thing I noticed that bothered me, was I was trying to grenade a fellow that was sniping us against a building on the axis side. I was on the allies side (behind the red barn) trying to throw a grenade over the barn to get this guy, but my grenade would bounce back in my face.

Not sure if this was intentional, but it was extremely hard because he was behind a rock.

Ol' Noodle Head
02-10-2007, 01:05 PM
I won't be home for awhile, Furyo, but will try to get you a screenshot later.

The floaters I saw were on the right side edge of the map, on the allied half.

Unless I'm taking crazy pills or something :p

02-10-2007, 01:21 PM
Sorry about that Formologic, it's now fixed. Noodle Head, don't worry about the screenies, I found them and they're also fixed :)

Keep that feedback coming :)

02-16-2007, 12:25 AM
During play some the color seems to randomly change...Here is some example screen shots from a buddy. Could this be because of the 2 color schemes? Could you explain that more for nubs?


02-16-2007, 01:45 AM
Clearly these two screenshots have color correction enabled for the first one, and disabled for the second, but I have yet to see something about it disabling/enabling itself in game. Of course the player may have disabled it himself, but for the system to do it on its own would be a first, and an engine bug

02-16-2007, 11:19 AM
It must be a bug then because it happened on my system as well and I never enabled/disabled. I just sat in one spot to see if what my buddies were saying was true. On my system it looked like the orange faded away to the gray so at first I thought you had some hidden flare system in the map but when I looked in the entity list there wasn't one so I visited here.

We are all on nvidia cards BTW, two of us are on 7800GT's I believe and the other I can't remember.

02-16-2007, 12:16 PM
I'll investigate then, but if worse comes to worst, I'll take color correction away for the final release and will apply the color correction settings to the map. I don't want that kinda bug happening.

02-16-2007, 12:41 PM
sorry to be dense, but what do you do with all that code?

02-16-2007, 04:06 PM
It's just for server owners to set the autodownload feature on their servers. It's a list of the required files to be able to play the map. Don't worry about it if you don't own a server

02-16-2007, 04:27 PM
Ok, thanks. I've never had to worry about it before, but as my mate is renting a sever *whimper* I've been asked to "admin" it, so if you would be so kind as to pm me with what to do wiht it, i'd be very grateful.

It's a bit of a learning curve - I'm currently feeling like roadkill :(

02-16-2007, 05:59 PM
Problem is I wouldn't know where you should put it. All the code you have there should be copied and pasted into a text file which you'll rename as dod_rive_rc2.res, but that's all I can say about this

02-16-2007, 07:53 PM
res files go in the maps folder.
Visit the server forum for more info on running a server.

02-17-2007, 01:27 AM
Thanks Furyo & Rommels, Just what I needed to know!

Brilliant map!!

And ty Rommels, I did go through there... (was a bit distracted by trying to get Mani to work...)

|TCO| ZoSo
02-18-2007, 10:40 PM
Great map Furyo, love the murky early morning atmosphere. Ran quite well during our play test tonight, didn't pick up any trouble spots in the map. Only problem I've seen is that the bridge icon shows up as a checkerboard, whereas the fallen tree icon works perfectly. I know they are both in the same file, so my guess is something got messed up during the upload. At any rate, great map man!

02-19-2007, 01:06 AM
one thing I noticed (I think it's been mentionned before) is that from time to time the overall atmosphere of the map changes. Sometimes there's some kind of blueish atmosphere, sometimes it just changes to yellowish....not sure what that's all about ?!?!

02-19-2007, 01:09 AM
Beautiful map! Bravo!

Cpt Ukulele
02-22-2007, 03:59 PM
Just echoing Rommel and Beta~Thanatos. Today I got the same issue with colors (7900GS here). They seemingly change at random. I've never done anything about enabling/disabling color correction.

Just letting you know it's happening. Hopefully the issue can be pinpointed and fixed. Thanks.

02-22-2007, 04:26 PM
fog_blend enabled, perhaps ?

02-23-2007, 01:16 AM
I really just don't have a clue as to what's going on. I'll check at work with some of the engine coders

02-24-2007, 10:22 AM
I actually had this happen to me also. For the first two rounds the atmosphere had the blue color of previous releases. It wasn't until the thrid round that the map went to the latest color that you have. Extremely odd to say the least.

02-24-2007, 11:52 AM
fog_blend enabled, perhaps ?

Checking with Entspy, fog blending is enabled in this map. But, both fog colors are the same, may not make any difference. First thing to try is disabling the fog blending.

02-27-2007, 06:17 PM
Ya, beautiful map! I finally got a chance to check it out today... Im glad I did. We'll playtest it some more for ya :cool:

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