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DoD: Source update tonight

  • skdr
  • June 28, 2006 at 10:47 AM
  • Zacker
    • June 28, 2006 at 8:45 PM
    • #21
    Quote from ginger_lord

    I wish they'd actually do a code update to the main SDK aswell, its been 13 months without an update to it...

    QTF. It is incredible that they can get away with not updating the sdk more than they do. It's a long time ago I got tired of requesting news on that update...

  • Zeta
    • June 28, 2006 at 8:50 PM
    • #22

    Tried the dxlevel thing again and it's still broken but slightly less so. Really wish they'd it sorted already.

  • Fletch
    • June 28, 2006 at 11:02 PM
    • #23

    My main annoyance with the -dxlevel 80 fix is that it removes texture shaded as a rendering option in Hammer for me, so looking at a room full of the same fullbright texture gives me a headache.

  • Izuno
    • June 29, 2006 at 1:11 AM
    • #24
    Quote from Fletch

    My main annoyance with the -dxlevel 80 fix is that it removes texture shaded as a rendering option in Hammer for me, so looking at a room full of the same fullbright texture gives me a headache.

    Oh i just vomit in a pail from all the fullbright...then I leave that pail behind the boiler or something...let it fester and rot some more...then I seal it plastic wrap (yeah...kinda awkward) then I put it in a box and mail it to Valve and include a note that reads: "OWNED"

    Or I just deal with it and recall the old days when there wasn't even model preview available in WorldCraft. But yeah it does suck that it hasn't been updated. Probably a resource issue

  • KungFuSquirrel
    • June 29, 2006 at 1:21 AM
    • #25

    of course, even in the old days of worldcraft, there was a textured shaded view...

  • Bic-B@ll
    • June 29, 2006 at 2:19 AM
    • #26

    those videos are amazing, but the new gameplay mode is a total ripoff of efreeti

  • skdr
    • June 29, 2006 at 2:21 AM
    • #27
    Quote from Bic-B@ll

    but the new gameplay mode is a total ripoff of efreeti

    What?

  • Polaris
    • June 29, 2006 at 3:31 AM
    • #28
    Quote from skdr

    What?

    Indeed

    Isn't an efreeti some sort of mythological creature from the middle east?

  • Bic-B@ll
    • June 29, 2006 at 4:26 AM
    • #29

    squad made a map for hostile intent and i finished it up by adding 2 bradleys that can be blown up very similarly to the dod style. except mine was done with a bajillion entities.

  • Polaris
    • June 29, 2006 at 4:39 AM
    • #30

    I'm pretty sure that's been done a bajillion times before by many games, atleast after counter-strike. It's not even really a new gameplay mode since it was in the original dod.

  • Bic-B@ll
    • June 29, 2006 at 5:16 AM
    • #31

    nope, they stole it from me

  • PhilE
    • June 29, 2006 at 5:25 AM
    • #32
    Quote from Bic-B@ll

    nope, they stole it from me

    It was in DoD 1.3

    I'm enjoying the new update but apparently the US had very sophisticated invisible barrier technology in WW2.

  • st0lve
    • June 29, 2006 at 1:35 PM
    • #33

    Maybe I can start playing some more dod now

  • Thrik
    • June 29, 2006 at 1:43 PM
    • #34

    Yeah, the original Day of Defeat had a very pronounced destruction game mode as of 1.0 I believe with numerous maps for it, and as I recall it was fairly popular. Glider in particular was really well done as far as general mapping and environment destruction goes for HL1 (entity nightmare), which is no surprise as Fuzzdad was an excellent mapper.

    It wasn't actually called destruction though; the maps were prefixed with para_ instead of dod_ and you played as paratroopers. Really quite cool, though a lot of fans at the time didn't like the deviation from DOD's regular style.

  • Thrik
    • June 29, 2006 at 2:19 PM
    • #35

    Haha, they fixed the Argentain terrain bug. I don't know if you guys saw it, but basically you press against some cliff near the Allied spawn while proned and you fall under the displacements and can then go around shooting people up from beneath.

    But all that other stuff sounds awesome. That machinima trailer that Valve did of the effects in DOD a few months ago was unbelievably cool, and I honestly wouldn't mind having them ingame too if it were an option.

  • skdr
    • June 29, 2006 at 2:41 PM
    • #36

    I love the new maps!

  • Tequila
    • June 29, 2006 at 3:40 PM
    • #37

    Same here, they're lovely.

    This vertex lighting for props thing intrigues me. It's something the engine really needed, but so far I can't quite see the difference. Has it been applied to ALL static props etc.? Will other Source engine games get it?

    I need to know!

  • Zacker
    • June 29, 2006 at 4:27 PM
    • #38

    IMO they should stop tying render and engine features to the game and place them in the engine itself where they belong. Having to update each game with major code changes everytime the engine gets updated is a very ineffecient way of doing things.

    When I finally got into the game itself it crashed when I tried to connect to a server:/

  • Polaris
    • June 29, 2006 at 4:53 PM
    • #39

    Blocking walls? As in invisible walls?

    That's a no-no in game design :\

  • Thrik
    • June 29, 2006 at 6:22 PM
    • #40

    They mean clip boxes so you can't jump over the sandbags that are designed to only allow one way access, but by bringing over a prop or team member can be bypassed. Give Valve some credit.

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