Posts by Xanthi
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Quote from Christian H
3 hours ago, Christian H said: personally I would appreciate a deadline of End of Day Thursday instead
I'll be racing against the clock tonight to finish last minute playability things.Your wish has been granted
Deadline is now Thursday night at 12:00 am midnight EST (4 AM GMT)Quote from wslysnps25 minutes ago, wslysnps said: Compiling ATM.
Its going to look sketchy, but it'll play. Will any changes made to the maps on the workshop also carry over to the maps on the server? Like, if i where to add something new to the map, will it upade on the server?3
That's something we are considering if we can manage it. But we can't make any guarantees. We may try instead to have another day where we reset the servers, and we would notify mapmakers here. A server reset should ensure that the maps are updated with any changes you've made and uploaded to your map's Workshop item. We will have to see. Just be sure that your map is playable for this playtest here.
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Quote from Bevielis
On 31-10-2016 at 2:20 AM, Bevielis said: Tried compiling my map today, $envmap and $phong reflections completely messed up before building cubemaps in the console, but the "buildcubemaps" command upon finishing has no actual effect on the level. Lighting and bloom intensity are also absurdly exaggerated. @Xanthi Hope it's an issue with the Salerno update and not anything on my side. Hope you guys inform us on what's happening ASAP.
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We added atmospheric bloom in our latest update, but it still needs some tuning. You can turn it off in Settings > Video and set atmospheric bloom to disable.
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Hey guys!
Just a reminder, only two more days to submit your maps for our optional playtesting!
Keep up the great work!
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Here is the youtube link of the stream we did on October 2nd. Sorry for the delay.
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Yes, the playlist will stay active after the 6th.
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Quote from CommodusPvP
On 22-10-2016 at 0:30 PM, CommodusPvP said: Who clarified that? Someone from NWI, or just some random person?
If it wasn't someone from NWI, then could we perhaps get someone from NWI to state whether or not we can use assets from Valve games?
Might be an legal issue (correct me if I'm wrong here) if one were to win money from a level that uses assets from Valve games, and it wasn't approved by Valve.
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You can use assets from Valve games, we have a license for their assets and they can be used in maps that are created for Day of Infamy.
Quote from JakHalzOn 24-10-2016 at 9:31 PM, JakHalz said: Hi there.. I havent a thread of my entry for the contest(will make 1 asap
) I have a question about the sounds for the soundscapes in the textfile.How do you have to point out the paths to the CSGO and DOD sounds in the soundscapes_mapname.txt file? Or isnt this working this way?
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We're not using any soundscapes from CSGO and DOD, they're not included in DOI. However, if you want to use them. You have to extract the files yourself from CSGO and DOD and pack them in your BSP.
@Bastion That's some true dedication man. I hope you can find a better monitor

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Quote from Squad
8 hours ago, Squad said: Also, since a week or so I've had a bunch of models showing like an Error in Hammer (they get deleted during compile). They worked fine before. Have they been removed from the game or is something wrong on my end? They're still listed inside the model browser though.
I think there is something wrong on your end because they work fine for me. We definitely didn't remove them.
Your other question. 3 and 4 way blend materials should work in DOI.
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The servers will be open to the public, so anyone who subscribes to the playlist we make will be able to join. We'll likely have some devs in there too. You can find more details here: http://steamcommunity.com/games/447820/a…919582817983861
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Hey guys![/b]
We decided to host a playtesting event for your Day of Infamy map contest levels on November the 6th. We want to give you the opportunity to receive feedback and test out the playgrounds you have all been working on. This test is not part of the judging process, and is totally optional. The only requirement is that at least one game mode is functional. Also, we highly recommend adding an overview of your map, even if it's still work in progress. Players will appreciate that :)[/b]
If you are a map creator and would like to submit your map to be included in this testing, your map must first be uploaded to Day of Infamy’s Steam Workshop here: http://steamcommunity.com/app/447820/workshop/ Then, you must post in this thread with a link to your map on the Workshop and let's know which game modes your map supports. Deadline for submission is November 3rd at 3:00pm EST, at which point we will create a playlist for all the submitted maps and ready our servers to host them starting November 6th.[/b]
We're looking forward to testing your maps![/b]
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Good to hear that you fixed it. Only wav and ogg files are supported in DOI. So just be aware that mp3 won't work.
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Can't wait to play this!
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Quote from poLemin
On 10-10-2016 at 2:33 PM, poLemin said: Thank you @Xanthi! Are these timings to be understood as "Sprinting the shortest route possible"? Or are you using the main route for measure? Or are those timings on "average" for all the different routes? Thank you for the effort!
Fastest route for the majority.
Quote from clankill3rOn 10-10-2016 at 11:29 PM, clankill3r said: Any youtube of it soon?
Yes, very soon.
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Here are the map timings for some of our maps. For most of our maps, the center objective is not further away than 30 seconds from each start spawn. For offensive the timings can be different for each team, as long the defending team is a few seconds faster at the objective than the attacking team to prepare for battle. CW = Commonwealth
Comacchio - Liberation US > A = 12 sec US/Axis > B = 25 sec Axis > C = 12 sec
Sicily - Liberation CW > A = 24 sec CW/Axis > B = 27 sec Axis > = 25 sec
Sicily - Offensive A = CW: 19 sec Axis: 18 sec B = CW: 24 sec Axis: 13 sec C = CW: 18 sec Axis: 10 sec D = CW: 23 sec Axis: 6 sec
reichswald - Liberation CW > A = 24 sec CW/Axis > B = 28 sec Axis > C = 24 sec
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Thanks! Glad to hear that you enjoyed the stream.
I will post the map timings later this week.
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We're planning to put the video on our Youtube channel soonish.
Thank you Zastels!
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Quote from zastelsDisplay More
4 hours ago, zastels said: In regards to the contest and how maps are going to be judged and tested, are we expected to have all 3 game modes fully functional? Can the map maker request which game mode the map is judged on or will all 3 be tested?
When judging the map, do the following features matter in terms of judgement?
Bot pathing, are you testing the maps with bots?
Minimap quality, can it just be functional for the time being? Pouring time into a minimap can prove to be fruitless once the maps are community tested and layout changes are made. So the question really is, would you rather have map makers putting their time somewhere else until after the contest?
Optimization, current official maps need work and we only have 3 months, so can we aim for a passing grade instead of a flawless experience?
Maybe I'm just over thinking things, but I was trying to compile a list of things I needed to do so I could manage my time and make deadline goals. If say bot pathing is not important, I'm going to take advantage of that and save that feature until after the contest.
Game modes: Maps will be tested with the game modes that are included in the map script. We won't be too harsh with judging though if one of the modes falls a bit behind compared to one of the others. It's not a requirement to support all game modes but it would be nice to have a few options

Bot pathing: Only Co-op maps will be tested with bots.
Minimap: Functional is fine.
Optimization: Try the best you can, it's part of the judging criteria but it has less impact than gameplay and visuals. We won't crucify a map for a few fps drops here and there, but it shouldn't be running worse than our official DOI maps.
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Quote from SquadDisplay More
On 4-10-2016 at 0:44 PM, Squad said: I have a few questions regarding settings things up.
The latest update made it possible to set a max viewing distance for bots, but I'm not sure how exactly to configure it.
Do we add this line in the mapname.txt file in /maps?
I'm adding the Offensive gamemode to my map and so far everything is functional except for the last objective, the radio. It shows up ingame, but I'm not able to destroy it.
Here is how the offensive gamemode is configured in the .txt file. I copied the part about the radio objective from an official map that has Allies as the attacking team as well.
I'm guessing it's related to the "teamnumber" parameter, but I'm unsure about the possible values for it.
Thanks in advance!
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Teams:
1 = commonwealth 2 = americans 3 = axis
The targetname for your radio point_controlpoint should be: "radiopoint_axis_final". Same name as the "Controlpoint" in your obj_destructible.
I will ask our AI programmer about the bot view distance parameter, not sure myself. Probably post the answer tomorrow.Bot view distance needs to be added in the ai block. It's for Co-op only "ai" { "allied_count_minimum_players_base" "5" "enemy_count_minimum_players_base" "10"
"max_vision_range" "200" (default 5000) }
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Don't focus too much on drawing a layout on paper. Creating a basic layout on paper is fine, but you should start constructing the map in Hammer as soon as you can. Everything depends on testing.
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Hey guys!
We will be hosting a special live stream today at our Amsterdam studio to talk, learn and design a Day of Infamy map. During this stream, we will check out some of your maps here on the forums and give constructive feedback. The stream starts at 2:00 PM EST on Twitch at https://www.twitch.tv/newworld
We hope to see you there!