Lol back when I was working for Apple, we'd always have a nice chuckle at those thinksecret revelations
The best part of it was they always knew stuff before us (not surprised really) but then we'd get to see the stuff for real before them anyway...
Posts by Furyo
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In case it comes back again, check this stuck thread in the support section of steampowered:
http://support.steampowered.com/cgi-bin ... _topview=1
This kinda error is known to happen for multiple and very different reasons, so it's very possible to see it pop up again
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Aren't those weapons contained in a font actually? Knowing nothing about coding, I'd start looking for any mention of a ttf file in the code.
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Thx for the feedback
I think this feeling the two of you have is due largely to textures, and the fact there's close to no color matching, so it feels like buildings put together from different maps, as opposed to say dod_salerno, which is the exact opposite. But in the end, the real city feels that way too, and though you may just have to take my word for it, it's pretty close to the real city.Of course, the debate of whether or not mapping real life locations is better than mapping imaginary ones is for another topic
I'm just glad to have pushed this one out of the door, after over 2000 hours of work on it (it's the project I learned everything I know with, starting from not being able to set up Hammer
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Yeah I didn't include a short description of the map, but it's based on the actual layout of Dijon's downtown, which was preserved unscathed throughout WWII (no bombing). That's the reason why it doesn't look torn.
The city itself was liberated by the French army and the resistance movement in the early days of Sept. 44. So the map is not historically accurate, but as it happens to be where I live, I liked the idea of having as good reference material as I'd ever get

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Here it is, final version of dijon.
I spent the last two weeks gathering all sorts of feedback and working on minor details after rc3 was tested among CoJ testers.
Among these changes, the most important ones are the modifications to the wineshop and the garden house, but here's a full list:
Changelist:
Fixed various models drawing distance
Improved architecture => better FPS in the main street area.
Fixed front entrance arches of church
Improved texturing
Fixed entire wine shop flag cap zone -> ground floor only to cap flag
Reworked wineshop to prevent allies spawn camping
Added allies spawn exit
Reworked garden house
HDR fixed
new interiors in most buildings
Enhanced optimization for a more progressive load and hit on performance
Screenshots can be seen at the following link: http://907th.com/Furyo/gallery.html
As always, there are multiple options for downloads:
907th exe file: http://www.907th.com/file.php?id=512
or if you don't want the exe, you can get either a zip or a rar archive:
zip: http://s109912960.onlinehome.us/Furyo/dod_dijon.zip
rar: http://s109912960.onlinehome.us/Furyo/dod_dijon.rar
The map is as far as I'm concerned as good as it'll ever be. It remains my first map ever and as such it may not have everything a good map should, but I'll see about that in my future projects. Time to move on as they say, and the next one will be dod_rive.
Big big thanks to all CoJ testers throughout the beta versions, who have been both very supportive and very detailed in their feedback.