tag:blogger.com,1999:blog-51308911604425412842024-02-02T09:20:42.595+00:00[adct]Glassjaw : Day Of Defeat Source TutorialsGlassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.comBlogger32125tag:blogger.com,1999:blog-5130891160442541284.post-16306679878891634112013-03-31T14:46:00.000+01:002013-03-31T15:27:08.882+01:00Steam Update (steampipe) - How To Fix Your Custom Files<div dir="ltr" style="text-align: left;" trbidi="on">
Steam in their wisdom have updated the way in which the file system is organised on DOD Source. This means that all of my hard work no longer works until this change is taken into account.<br />
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Originally the changes happened in and around <span style="background-color: #f4cccc; color: #333333; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 15.199999809265137px; line-height: 16px;">C:\Program Files\Steam\Steamapps\USERNAME\Day Of Defeat Source\Dod\Materials</span> which if you read my older posts way back in 2010 until now you can see this. The new file system no longer uses this location as a default for custom files. That means people with custom skins, maps etc are pretty much confused. I even found last night that some servers no longer had admin rights set so no one could kick, ban etc. Anyway that sort of stuff will be fixed in the end. Right now lets look at the new file system.<br />
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I have (after some helpful information from an old DOD friend Michael) found the fix that will sort all of the mess out. There is a new folder called <b>custom</b>. This is where the custom file you created using my previous tutorials are placed. <br />
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<span style="background-color: #f4cccc; color: #333333; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 15px; line-height: 16px;">C:\Program Files\Steam\Steamapps\common\Day of Defeat Source\dod\custom\USERNAME\materials</span><br />
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This is the base location for any custom skins/textures.<br />
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I copied my original american army skins in the following location.<br />
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<span style="background-color: #f4cccc; color: #333333; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 15px; line-height: 16px;">C:\Program Files\Steam\Steamapps\common\Day of Defeat Source\dod\custom\USERNAME\materials\models\player\american</span><br />
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I copied my original german army skins in the following location.<br />
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<span style="background-color: #f4cccc; color: #333333; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 15px; line-height: 16px;">C:\Program Files\Steam\Steamapps\common\Day of Defeat Source\dod\custom\USERNAME\materials\models\player\german</span><br />
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I copied my scope skins in the following location.<br />
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<span style="background-color: #f4cccc; color: #333333; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 15px; line-height: 16px;">C:\Program Files\Steam\Steamapps\common\Day of Defeat Source\dod\custom\USERNAME\materials\sprites\scopes</span><br />
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I copied my weapon and grenade skins in the following location.<br />
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<span style="background-color: #f4cccc; color: #333333; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 15px; line-height: 16px;">C:\Program Files\Steam\Steamapps\common\Day of Defeat Source\dod\custom\USERNAME\materials\models\weapons</span><br />
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More useful info from <a href="http://forums.steampowered.com/forums/showthread.php?t=3093197" target="_blank">INSANE</a>.<br />
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Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-80256765620726989792012-02-17T08:47:00.002+00:002012-02-21T11:21:18.922+00:00Map : Hell_RC1<div dir="ltr" style="text-align: left;" trbidi="on">I have decided to start a new map based on the Hellraiser movies. The basic map idea is show in the next image.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1Zjs-SvhfrSIkVAYXNXJYtokX4kBkRmD0calV7Jyd8dy9tJCBdVZWwahDELbGRifKYn6VYpvZTRqvJd9Qb0u79NRSxbR7eNZ97pPrHuv0jxHBdlFs9kv1_qL_cOmxbjkrpKQO7URvUgA/s1600/mapidea_hell.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1Zjs-SvhfrSIkVAYXNXJYtokX4kBkRmD0calV7Jyd8dy9tJCBdVZWwahDELbGRifKYn6VYpvZTRqvJd9Qb0u79NRSxbR7eNZ97pPrHuv0jxHBdlFs9kv1_qL_cOmxbjkrpKQO7URvUgA/s320/mapidea_hell.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">It is a big build because of all of the different elements in the idea and would take a long time. I would like to make is small however for gun game but can see that I will need to be very hard on myself to limit the size.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Some images that I am getting ideas from (as well as the movies that I have at home) are:</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXX_kuaWkqiW0zXKRkBc3C4IiIIJvgeoeXcVFJiMArSTmbODHa6KRIxMTCYJJq7tzNdklv1yved2ra8uHZhKWq_ljjiaoP7o_mRxk3ozoYjT0X6D8ob0vHWjDu8EBQDsJOlSv_mp6b4Ks/s1600/Hellraiser2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="236" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXX_kuaWkqiW0zXKRkBc3C4IiIIJvgeoeXcVFJiMArSTmbODHa6KRIxMTCYJJq7tzNdklv1yved2ra8uHZhKWq_ljjiaoP7o_mRxk3ozoYjT0X6D8ob0vHWjDu8EBQDsJOlSv_mp6b4Ks/s320/Hellraiser2.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;">possible idea for a corridor</div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXRJ66pX8-PJB5BiPO762VCxXJjUJqH_4wGLzp_o5yOD_2HmFxFa0UIzrOB1FlVXzNGuov5wzhP0Fy_45LmBlcuxpCtRRIYAVqode_NP1K99gFj7CzWG3JnZMIJ0Pal9oDc3OUhLuPNoI/s1600/hellraiser+chatterer.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="206" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXRJ66pX8-PJB5BiPO762VCxXJjUJqH_4wGLzp_o5yOD_2HmFxFa0UIzrOB1FlVXzNGuov5wzhP0Fy_45LmBlcuxpCtRRIYAVqode_NP1K99gFj7CzWG3JnZMIJ0Pal9oDc3OUhLuPNoI/s320/hellraiser+chatterer.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;">char open mouthed</div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDUDhBcL0rEugkXIMrZYnZ8SblJAScu2ocZsa7YKPTSjZXHPHzm5WooMYkfh71AHLAS_SXoeQIYbD9nX1rDVCsLMef_0Ed6Gedz0u9fIxXqORvYCRuKjuKgKFgxs1reXJQAatajVT2cGk/s1600/hellraiser_4_3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="220" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDUDhBcL0rEugkXIMrZYnZ8SblJAScu2ocZsa7YKPTSjZXHPHzm5WooMYkfh71AHLAS_SXoeQIYbD9nX1rDVCsLMef_0Ed6Gedz0u9fIxXqORvYCRuKjuKgKFgxs1reXJQAatajVT2cGk/s320/hellraiser_4_3.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;">good side shot</div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbE34JAYiN1HN_QfAFMSVltHuyGZCOe0piY0aLjPPgDoZ4Dmx8ePsKHdYxjAHw_UQRPkACGedbkDAWuNnCR3nG4Lejn1hB7snUkMfj9SxHNJFZMBoAhK90UlLgsbzdQl2nlCFNSq_pOWw/s1600/hellraiser-return-to-the-labyrinth.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="251" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbE34JAYiN1HN_QfAFMSVltHuyGZCOe0piY0aLjPPgDoZ4Dmx8ePsKHdYxjAHw_UQRPkACGedbkDAWuNnCR3nG4Lejn1hB7snUkMfj9SxHNJFZMBoAhK90UlLgsbzdQl2nlCFNSq_pOWw/s320/hellraiser-return-to-the-labyrinth.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;">pinhead open mouthed</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">I wouldn't expect this to be done anytime soon. I am still re-making the messy room map to make it smaller and less laggy.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">UPDATE 21st Feb 12</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">I have built the basic areas with teleport doors (some functioning) and have created the basic maze which needs more work. I have started to create the pinhead 'head' which will be used as an entrance to the centre of the map. The idea is a player leaves the maze (finds the exit) and the mouth/jaw of the head lowers to let them through. It doesn't look much like pinhead yet and I don't know if it will eventually but so far I am hoping to come up with a recognisable attempt. Once the head is done I can copy it for the other head required and remove some of the pinhead pieces to make one of the other movie characters.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">I have started to make the hospital ward area with bed being made right now. I have started to make a prefab of a patient that sits cross legged, rocking their body back and forth while holding small rotating 'cube'. The limitation on this is the grid size, I am having trouble making small enough elements like the eyes and nose so might try and use textures on the face and clothes instead for the extra detail. The rocking works okay - set to a random timer so he rocks at different intervals. Once complete I will be able to replicate the patient, altering some textures and features like hair to make them all a bit different.</div><br />
</div>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-27190751281946457752012-02-14T18:24:00.002+00:002012-03-05T18:58:24.739+00:00Map : CHESS.RC2<div dir="ltr" style="text-align: left;" trbidi="on">I have completed CHESS.RC2 as a working map and expect that if there are any changes it will be small. The map itself is a smaller (more workable version) that the one I initially envisioned in this blog and now looks very playable in gun game.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCLLp4Z1eq5yU_LVQ_5X38khVQRr_9SgI6cVb9XvJ9-WEFNpanZZG33Fe75-Phkmk-gAtqDhcDy3LWHbHxTR1G_QiERsJuLvntka0scpCB8ytRMtRiOmOoathuQ6ZeXdjagslWFWzoOfU/s1600/RC1_IMAGE.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCLLp4Z1eq5yU_LVQ_5X38khVQRr_9SgI6cVb9XvJ9-WEFNpanZZG33Fe75-Phkmk-gAtqDhcDy3LWHbHxTR1G_QiERsJuLvntka0scpCB8ytRMtRiOmOoathuQ6ZeXdjagslWFWzoOfU/s320/RC1_IMAGE.jpg" width="136" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5Q1EDDtELTiI_qk8YNthtEL8hkZcGANXlrq9ICUJDy3VvsEIKTyUYaEHPwZmvK0IvNmKdUxDhFlyb3yfx_dqUJ-647I6NwaIz2jiQmPbeoRk0qmtzqvd1z05Go1XZJ-OYkOoFAsJzlMM/s1600/chess0.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5Q1EDDtELTiI_qk8YNthtEL8hkZcGANXlrq9ICUJDy3VvsEIKTyUYaEHPwZmvK0IvNmKdUxDhFlyb3yfx_dqUJ-647I6NwaIz2jiQmPbeoRk0qmtzqvd1z05Go1XZJ-OYkOoFAsJzlMM/s320/chess0.jpg" width="202" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">As you can see I have made a more reserved version of the map. There are exploding castles, sniper positions in the king, teleports to get you to the rear keeps/forts in the sky, chess clocks, electrified middle rows on the chess board, secret drawers below the chess board to teleport and also get across the map quietly, and if you fall of the map you get teleported to the chess board in awkward places.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">chess_rc2.bsp If I need to do more edits it willl be chess_rc3</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"></div><ul style="text-align: left;"><li>Download Link #1 <a href="http://www.strategyinformer.com/pc/dayofdefeatsource/map/42314.html" target="_blank">Chess on strategy informer</a>.</li>
<li>Download Link #2 <a href="http://www.fileplanet.com/files/220000/224715.shtml" target="_blank">Chess on file planet</a></li>
<li>Download Link #3 <a href="http://www.gamebanana.com/dods/maps/164183" target="_blank">Chess on gamebanana</a></li>
</ul><br />
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</div>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-86789343405762131202012-02-14T18:17:00.002+00:002012-03-05T18:59:15.019+00:00Map : Skelter RC3<div dir="ltr" style="text-align: left;" trbidi="on">I have completed SKELTER.RC3 map as a final version. I recently started to use func_detail seriously and iy has made a great difference to map size and overall FPS on server. I like skelter because I made it so quickly and the fact is it is actually a nice gun game map.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiS2Vnni4ZUhUMjXaHZmbJZhhalhAUgYrzWxxOKLrLA_E2cZGrjuwQbrzkXIxgKGkpcY1qXguCwSqJW2e3shxwECKXKdT4FnEIufZLkbwCqdya6IgSjq3HCciu60PpI66CiAB79eTd5Tms/s1600/skelter0.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiS2Vnni4ZUhUMjXaHZmbJZhhalhAUgYrzWxxOKLrLA_E2cZGrjuwQbrzkXIxgKGkpcY1qXguCwSqJW2e3shxwECKXKdT4FnEIufZLkbwCqdya6IgSjq3HCciu60PpI66CiAB79eTd5Tms/s320/skelter0.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">this has 2 spawns for each team (nort, south and east, west). There are 3 towers that you can make your way up on to the top of the map. Above the towers is a rotating star that can be reached via teleports. There is a water bubble that can be teleported to the very top of the map and there is also ground teleports that mve you from one side of the map to the other. There are also 4 exploding bombs that when you get close to will kill you BIG time. Enjoy.</div><div class="separator" style="clear: both; text-align: left;"><br class="Apple-interchange-newline" /></div><ul style="text-align: left;"><li>Download Link #1 <a href="http://www.fileplanet.com/files/220000/224717.shtml" target="_blank">Skelter on file planet</a></li>
<li>Download Link #2 <a href="http://www.strategyinformer.com/pc/dayofdefeatsource/map/42313.html" target="_blank">Skleter on strategy informer</a></li>
<li>Download Link #3 <a href="http://www.gamebanana.com/dods/maps/164184" target="_blank">Skelter on gamebanana</a></li>
</ul><br />
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</div>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-6525029147384890542012-01-30T19:25:00.000+00:002012-01-31T21:10:19.740+00:00Map: Skelter_glass - Complete (all in 1 day)<div dir="ltr" style="text-align: left;" trbidi="on">I have started today and just completed and posted on my clan server a new map called Skelter_glass. It is a medium sized gun game map with 4 spawn areas (2 for each side) called Nort | South | East | West. There are 2 teleport doors on sides of the map that swap player position with each other, there are some triggers to stop enemy players entering your spawn, and 4 huge towers made from parts of sloping cylinders that form strange circular ramps. At the top of each tower is a teleport that takes you to the up most point - a star that rotates and you can shoot from (an eagles nest). There is also a water bubble in the middle of the map that contains another teleport in the middle that quickly gets you to the eagles nest. I added in 4 rotating cartoon bombs that destroy a player when they get to close which also have nice sparks, smoke and explosive effects. See the screenshot. **Note that it is made as a custom map for s6monkeys who use big jumps and low gravity - the water bubble teleport kills if you dont have this or a parachute.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6-NNKqW8ZLZiQRQp_TNzB-A5Ty0g4Gq9tCpQu_hEeVDlHqCkfZonb4XaeCOO0h5r1etakKWxs4bIRYaShkQfETDUA7WywKuIUGAoRNT1Kse2wG2q-WO5vS6bhhyphenhyphenPh3enn2-JXGALIWvo/s1600/skelter_glass_map.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6-NNKqW8ZLZiQRQp_TNzB-A5Ty0g4Gq9tCpQu_hEeVDlHqCkfZonb4XaeCOO0h5r1etakKWxs4bIRYaShkQfETDUA7WywKuIUGAoRNT1Kse2wG2q-WO5vS6bhhyphenhyphenPh3enn2-JXGALIWvo/s320/skelter_glass_map.png" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Tested on server. Found no lag with 8 players +good sign. The bombs have a sound that is annoying so reduce scope of sound or remove sound from bombs. reduce 10 degree rotation so shooting is easier on eagles nest, lower walls N,S,E,W so a jump allows landing on. Possibly make it easier for GG_naders to make kills but how?</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">All in all a reasonably good reception.</div><div class="separator" style="clear: both; text-align: left;"><br />
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</div>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-21333657053912054732012-01-05T11:09:00.000+00:002012-01-05T11:09:08.757+00:00Map: Messyroom1 Jan 5th 2012 Update<div dir="ltr" style="text-align: left;" trbidi="on">A bridge too far. (<br />
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I have had the 'fixed' version (2) of messyroom run on server for testing and it is lagging. It lags that much it looks like I need to dump the map as a playable version and use the ideas/concepts that I managed to make work on a smaller map. I am a little annoyed at myself for letting the map get so big and bulky, on the positive side I have learned a lot and made some really nice features that I have not seen on other maps. I plan on using some of the features in smaller maps instead.<br />
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<ul style="text-align: left;"><li>Lighting up dance mat - players location is easy to spot when the bit they stand on is light up.</li>
<li>Player cannons - throw players across the map by firing them out a cannon/tube.</li>
<li>Player conveyors - push players across the map quickly when they stand on a conveyor.</li>
<li>Shootable dropping targets that trap players and explode causing player damage.</li>
<li>Giant pointing arrow that lets others know when a player is hiding in certain areas.</li>
</ul><div>I will use these soon - the ideas will not die out.</div></div>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-33453813553518310972012-01-01T22:57:00.000+00:002012-01-01T22:57:48.549+00:00Map: Messyroom1 Jan 1st 2012 Update<div dir="ltr" style="text-align: left;" trbidi="on">I have made 2 version of this map now that I have tried on server. The latest fixes a spawn issue I had. I still have a helicopter that only works once but I am better about it now that the map is being tried on server. I just need player comments on it and from there I will decide if I need to make many adjustments.</div>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-75900437335002283482011-12-20T16:40:00.000+00:002011-12-20T16:40:06.248+00:00Map: Messyroom1 Dec 20th Update<div dir="ltr" style="text-align: left;" trbidi="on">I have decided to knock this map on the head. It needs to be completed so I will stop adding new ideas when some of the original ideas are only 90% working. Now I work on the 'bugs' and see about making the lighting better and the room contents better.<br />
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</div>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-80012273900836973532011-12-17T12:58:00.000+00:002011-12-17T13:03:33.404+00:00Map: Messyroom1 Dec 17th Update<div dir="ltr" style="text-align: left;" trbidi="on">Got the tardis working now - it is bigger on the inside. I have just made the main room with the console in it - not much detail but at least it works. I want to use a camera so you can see out of the tardis - waiting for other players to enter. I would have liked to have 2 cameras but the game mechanics won't allow 2 active cameras, so I will stick with one.<br />
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The shootable targets work fine, dropping from the ceiling and trapping other players who are exploded after a few seconds.<br />
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The moving helicopter works 90% now - it moves when you enter it and travels the path I set out but I need to build a return path.<br />
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There are 4 conveyer now on the floor that shoot you along the ground fast.<br />
<br />
There are 4 cannons that fire the player into the sky. If there are no chutes or gravity changes to the server then they fall to the ground and die, but a server with parachutes can use the cannons easily.<br />
<br />
I am working on a bouncing betty-type bomb. The idea is you walk next to it - it rises quickly from the ground and blows you to fuck. It works in a small example I have built. Now I am making the bomb look like a cartoon like cannon ball with a face on it. I did have a nice fire and smoke effect working on it but the minute I move the bomb the fire and smoke don't move with it. I think that is because it is a env_fire entity that is not expected to move. The fire would be nice but I will dump it to save some time I expect.<br />
<br />
I know that this map has been ongoing for some time now and I honestly am getting bogged down in it. I think I have made the room to big and therefore filling it up is taking some time.<br />
<br />
My son x-Psycopath likes futurama and reckons I should try and make the travel-tubes from the show. I see how to make the idea work in theory (hidden brushes that push a player along a clear tube, or even some sort of speed up player option in water?) but again that might take some time. The map itself is looking a bit ugly and I have not had time to make any jokey elements but a few. I have nuts magazines, duff beer cans, cancer stick fag boxes, some y-front underwear but need to add in some more once I think of them. I want the map to be memorable - that should balance out the ugly factor.<br />
<br />
P.S.<br />
<br />
I got the digital photo frame to finally work so it displays different images in a sequence. I used one brush and texture, but the texture is saved as an animated texture - which although works okay for in game sprays needed tweeked in the .vmt file to make it work properly.<br />
<br />
I still see no way to get the current server time into the map. If I could do that I already worked out how to make my analog clock show the time, so until that is worked out the clock just turns its hands with no relation to the actual time.</div>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-83912683952236190372011-11-19T09:30:00.000+00:002011-11-24T03:18:06.492+00:00Map: Messyroom1 (Work In Progress) additional<div dir="ltr" style="text-align: left;" trbidi="on">I have been working on the messy room map again with success and failures abound. Every 3 steps forward drops me back 1, but progress is being made.<br />
<br />
I have a helicopter that I would like players to jump in, which should then automatically follow a tanktrain path. This works a little but is not moving all the way along the paths. I used a trigger_multiple to make it work. The rotors have stopped rotating but I know that I made a mistake with tie-2-entity - that can be fixed.<br />
<br />
I have some huge targets on the ceiling that can be shot and then drop to the floor. After so many seconds they respawn and can be shot to drop again. The problem with them is I would like them to damage players on the ground when the come into contact with them - they don't damage them.<br />
<br />
P.S. Some research and I have fixed it. I used env_explosion along with my trigger_multiple. The new process is:<br />
<br />
<br />
<ul style="text-align: left;"><li>Shoot the trigger_multiple which looks like the target - does that mean its just breakable and not a trigger?</li>
<li>That lets the target which is a physbox drop to the ground.</li>
<li>6 seconds after the shooting the env_explosion is set of.</li>
<li>8 seconds after the shooting the trigger_multiple it is respawned using the point template.</li>
<li>10 seconds after the shooting the physbox is respawned using the point_template.</li>
</ul><div>Sounds a little complex because it is a bit. Its a bit of a headfuck.</div><div><br />
</div><div>My next problem is working on my tardis. I want it bigger on the inside? LOL - I wonder if I will manage that.<br />
<br />
P.P.S.<br />
<br />
Tardis idea working so far. I used a trigger_teleport to enter and exit the tardis, so it really is bigger on the inside. The only problem is I need to make a camera on the door so the player gets the impression that they are seeing into the tardis from outside and also one that does the same on the inside. That way players will be able to see if there is someone in the tardis and also when they are in - see if anyone is going to come into the tardis. I might also have the tardis light on top activate in some way when the tardis is occupied. I added some orange and green lighting to the inside of the tardis that didn't show up. After a few hours of not thinking about it I realised that the tardis inside was a cube outside of my main room - therefore no skybox enclosed it, so thats why there was no light! You need a skybox around the tardis inside as well.<br />
<br />
Silly really. >> didn't work (. Back to the drawing board.<br />
<br />
<br />
</div><div><br />
</div></div>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-32697360384650622852011-11-12T15:37:00.000+00:002011-11-13T20:02:42.613+00:00Map: Nuke Town<div dir="ltr" style="text-align: left;" trbidi="on">I have acquired a CCS version of COD Black Ops map Nuketown, which I am busy converting to work in DOD Source. Here is a work in progress. Mainly just retexturing now coz the ones used were all CSS textures, how annoying.<br />
<br />
There will be a GG (Gun Game) and a CTF (Capture The Flag) version soon!<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEismmaw2i3tvSudvcW5TYChQ28cb6XZVIaNSUIM9PSWQkQ7RkjC-eTVCyIXV9zrREDeoqWm1pcSNPdPj5_VVb8RHAJ2PovZjsZFuIz0f0oONxBqXYiUfBrjYDFgNScc60qwo3f3AaongGc/s1600/nt.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="301" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEismmaw2i3tvSudvcW5TYChQ28cb6XZVIaNSUIM9PSWQkQ7RkjC-eTVCyIXV9zrREDeoqWm1pcSNPdPj5_VVb8RHAJ2PovZjsZFuIz0f0oONxBqXYiUfBrjYDFgNScc60qwo3f3AaongGc/s320/nt.jpg" width="320" /></a></div><br />
Just a quick update. The retexturing is done, the counterstrike crap have been removed and I am in the process of adding in some props that were on gamebanana (a tanker trunk, a long trailer truck which I am making out of the tanker and a helicopter). The props were okay but again te textures were mostly gone because they were made for counterstrike course. I have also had to fix the helicopter because the rotating blades were made incorrectly and did a jiggle more than a rotate!<br />
<br />
<br />
</div>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-56418268562211473782011-11-11T09:42:00.001+00:002012-03-05T19:00:43.545+00:00Map: Red Water 1<div dir="ltr" style="text-align: left;" trbidi="on">I have completed redwater1 in two forms. There is a gun game (GG) version and a capture the flag version (CTF). It has been posted on a few websites so others can get it.<br />
<br />
Here are some screenshots.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOLYAlS1lv_mJieEehyHwQN-PCQ4hATQDFHh4G9-UiFkcSAW8UoKiaHgmEqClwuGsJqDhy4t3AaDnLNIqAt5MKw8H5N7-WSq8ATmA0c3KsmfrtknWlvChd3Lc7EN8QGJYEa_uHuCZjFUs/s1600/ggrw5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="201" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOLYAlS1lv_mJieEehyHwQN-PCQ4hATQDFHh4G9-UiFkcSAW8UoKiaHgmEqClwuGsJqDhy4t3AaDnLNIqAt5MKw8H5N7-WSq8ATmA0c3KsmfrtknWlvChd3Lc7EN8QGJYEa_uHuCZjFUs/s320/ggrw5.jpg" width="320" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmPn3Vm-SqzIFSCbZF1acjTL4qYPTvLhEvw5Splia2-mKav0atCp6mjVH9YQgkmJ3piu714Q32omsKxbs2kX1AVv4fVhhPOI9Wex7ZZ0FDZYgo7T6duNA42R0uV-tlkYBbu0GSj17BSTk/s1600/ggrw1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="197" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmPn3Vm-SqzIFSCbZF1acjTL4qYPTvLhEvw5Splia2-mKav0atCp6mjVH9YQgkmJ3piu714Q32omsKxbs2kX1AVv4fVhhPOI9Wex7ZZ0FDZYgo7T6duNA42R0uV-tlkYBbu0GSj17BSTk/s320/ggrw1.jpg" width="320" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhavjHZBFX8fLt5QM4sfD_gjX7Hxp_16qoBBsgpaG2upa5TxMr9nk81y-2juEgMxZYB5mwpHCo2eyG1lEtWquFwpmQieO_4ggZzJsPWzXgHiQVEckGdniwLWTMivjSZLoi6eGNGYlg_L_M/s1600/ggrw2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="159" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhavjHZBFX8fLt5QM4sfD_gjX7Hxp_16qoBBsgpaG2upa5TxMr9nk81y-2juEgMxZYB5mwpHCo2eyG1lEtWquFwpmQieO_4ggZzJsPWzXgHiQVEckGdniwLWTMivjSZLoi6eGNGYlg_L_M/s320/ggrw2.jpg" width="320" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDDkZuT3KsB0EVmPf0R3KfVnHCoLUeettEdMokteO6oiVvj8IkuxipBzqqpITM4MA5yVItDG3HQEEculMcwQLk96IHtxR0z867OC1PtXZQ861Xj7Un5UmzNQu40rOFVRtq_WDgwgr3h8w/s1600/ggrw3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="193" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDDkZuT3KsB0EVmPf0R3KfVnHCoLUeettEdMokteO6oiVvj8IkuxipBzqqpITM4MA5yVItDG3HQEEculMcwQLk96IHtxR0z867OC1PtXZQ861Xj7Un5UmzNQu40rOFVRtq_WDgwgr3h8w/s320/ggrw3.jpg" width="320" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVM-uD-qMhc6WSyfqibU_aqEeCWfp0SeVx2hGf4ajQEQHBTl8EbXnzrKobk8a3QDq2zCpRxsg6VzzU7TyyVqXphtMlYdAWDO0GhCqSIuHEhIMC9OBUt22gnDr95GIRjC1GFS5eUPjUug0/s1600/ggrw4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="188" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVM-uD-qMhc6WSyfqibU_aqEeCWfp0SeVx2hGf4ajQEQHBTl8EbXnzrKobk8a3QDq2zCpRxsg6VzzU7TyyVqXphtMlYdAWDO0GhCqSIuHEhIMC9OBUt22gnDr95GIRjC1GFS5eUPjUug0/s320/ggrw4.jpg" width="320" /></a></div><br />
<br />
It is based on some classic orange-type maps I have seen over the last few years but with some 'twists' to make it more interesting. The spawns are protected from other team invasion, there are two towers and a raised middle area. You can get out of spawn 3 different ways, underwater, jump out or run along a walkway. The walkway takes you to the niddle. If you play the CTF version then the 2 towers and middle area have the capture points which are identified by the blue electric beams! There are a number of special effects including vertical moving platforms to shoot from, the 'Hellraiser' cube and a dark, moody, red and wet killing arena.<br />
<br />
Some links to the maps are:<br />
<br />
<a href="http://www.strategyinformer.com/pc/dayofdefeatsource/map/40916.html">http://www.strategyinformer.com/pc/dayofdefeatsource/map/40916.html</a><br />
<br />
and also<br />
<br />
<a href="http://www.strategyinformer.com/pc/dayofdefeatsource/map/40915.html">http://www.strategyinformer.com/pc/dayofdefeatsource/map/40915.html</a><br />
<br />
But you can find the maps also in http://www.map-factory.org/<br />
<br />
Enjoy! Feel free to decompile the maps and see what I have done in Source SDK.<br />
<br />
Link to CTF Redwater 1 <a href="http://www.gamebanana.com/dods/maps/164186" target="_blank">on gamebanana</a><br />
Link to GG Redwater 1 <a href="http://www.gamebanana.com/dods/maps/164185" target="_blank">on gamebanana</a><br />
<br />
<br />
<br />
</div>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-54536289621053916862011-11-10T02:53:00.000+00:002011-11-14T14:28:02.764+00:00Map: Messyroom1 (Work In Progress)<div dir="ltr" style="text-align: left;" trbidi="on"><span style="font-size: large;">Messyroom1 Map</span><br />
<br />
This is the progress so far with a RATS type map which can be used for DOD public CTF, Gun Game and also Sniper (possibly).<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifbVfCzcA65gxIh8wDbnq7w2jfY42qOyV1ecw1r8iYyA1PTICMrOhA2dWQyAIvOiiWEjSqCzThAGToxCGBuLZhhaDMgiKMuD0fOwxnwbvhoDnWM2DEGQO2pFUg1iHkptvHR7e0lx6cXDI/s1600/progress10nov.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifbVfCzcA65gxIh8wDbnq7w2jfY42qOyV1ecw1r8iYyA1PTICMrOhA2dWQyAIvOiiWEjSqCzThAGToxCGBuLZhhaDMgiKMuD0fOwxnwbvhoDnWM2DEGQO2pFUg1iHkptvHR7e0lx6cXDI/s320/progress10nov.jpg" width="160" /></a></div><br />
The development time on this map is growing simply because I need to make the room look 'full' i.e. I need to make objects. I have worked on an xbox 360 and controller, some DVDs, CDs, a plasma tv, some ikea type furniture, a samsung galaxy phone, some storage baskets, but every time I make an object for the room I see that I have so much more to make. The storage baskets are enpty so I need to make objects to put in them! It is a time consuming job but hopefully the end result will be a good rats map and played by the dod source community.<br />
<br />
Updated Nov 14th 2011. I have added a number of elements to the room including a giant Kenny doll.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZ78Xgjub6sWWhkwTzUWw-gDRN4FOn6FaFZyIKyL2CsbgGeYvIrFEFUe1j4qhjDr7qn3q5g5VU3JSfmtIXuKH7v_Pg3Te16C0-V1o3085EWb_26nF7zmOBNbVGmPJTJSiGVbT3RGlGQco/s1600/messyprogress.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="182" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZ78Xgjub6sWWhkwTzUWw-gDRN4FOn6FaFZyIKyL2CsbgGeYvIrFEFUe1j4qhjDr7qn3q5g5VU3JSfmtIXuKH7v_Pg3Te16C0-V1o3085EWb_26nF7zmOBNbVGmPJTJSiGVbT3RGlGQco/s320/messyprogress.jpg" width="320" /></a></div><br />
</div>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-23292152420804577342011-10-15T15:40:00.000+01:002011-10-15T15:40:48.300+01:00Mapping 04<div dir="ltr" style="text-align: left;" trbidi="on">Yes its true I have already got my fourth map ideas spawning fourth - thanks to some help from my ten year old son. He loves the CS rats type maps and so do I so we have decided between ourselves to imagine what sort of one we would like ourselves.<br />
<br />
The idea is currently called messy room so dod_mesroom_b_?.bsp seems like a suitable name for the map. In order to make this map I will need to have completed the other 3 sinply because the ideas we are already discussing involve all of the methods and techiques I see being needed in those maps plus much more!<br />
<br />
Imagine a teenagers bed room with the expected elements. <br />
<br />
<ul style="text-align: left;"><li>An XBOX 360 with working power button and of course red ring of death. Probably even the DVD eject tray.</li>
<li>A TV that works with the XBOX.</li>
<li>A computer or laptop playing DOD.</li>
<li>A messy bed with some sad loser type covers and pillows.</li>
<li>Some lads mags.</li>
<li>Some suitable wall posters.</li>
<li>Some classic drug objects like a bong.</li>
<li>Some toys including starwars (that way we can bring in the nice starwars models in HL2).</li>
<li>Some working toys like a Dr Who tardis police box (bigger on the inside + can move/teleport from one part of the room to another).</li>
<li>A walking kenny doll from south park that you can ride in (shooting from kennys brain would be cool) along with some way to stop kenny dead and destroy those riding his brain - so watch out campers.</li>
<li>A train set (manily because I have some tran set models - sad).</li>
<li>And any other stupid idea we can come up with.</li>
</ul>The walls will have tunnels and ladders, the lights can go on and off, the general room objects like chair, book shelf etc is just like the way they work in rats type maps. I would like some nice objects to get power jumps from although I need to work out how to do the power jump mechanism. Anyway lots of maps to make and hopefully I will have this map done or at least half done in about a months time. I would like to have 2 maps made every month - that way bringing in some variety. I will stick to the 2 types of maps as well. Proper battlefield type maps and also fun maps. Don't even ask me about map 5 because I already reckon it will be desert-like or jungle.</div>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-69386065869242234622011-10-15T15:26:00.000+01:002011-10-15T15:26:28.570+01:00Mapping 03<div dir="ltr" style="text-align: left;" trbidi="on">I have already started coming up with a basic plan for my third map which will be a bigger version of dod_para_s_3.bsp and will be called dod_para_b_?.bsp and will contain some of the following elements.<br />
<br />
<ul><li>A snow covered battlefield with a small town in the middle of the map - some place like bavaria. It will be rough terrain with hills, slopes and cliffs.</li>
<li>There will be a major tank battle taking place on the map between the two sides with panzer and sherman moving around the map, stopping once in a while to shoot their cannon. These tanks can be used for cover, but can also kill anyone who gets in front of them.</li>
<li>There will be some small trench systems.</li>
<li>There will be bunkers allowing for long distance fighting.</li>
<li>There will be flags at each end of the map but more in the small town where players will need to fight house to house to take the place over.</li>
<li>There will be spawn points at each end of the map but also over the town to allow for paratroopers from each side. The paratroopers will spawn in 2 planes and have to jump out the plane door. The planes will also move around the map, and because of the thick cloud cover it will be very difficult for a player to know which part of the town they are over when they jump - making it possible to parachute into enemy held areas.</li>
<li>There will be howling winds, driving snow and many sound effects and special effects including fires.</li>
<li>There will be worknig mortars that can be used and will infilict damage on players if they are in a mortar area at the time.</li>
</ul>This will be a very big map, that will contain many features rarely seen in dod source maps. Expect a huge battle with some almost scinematic views.</div>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-68554796646885216732011-10-15T15:18:00.000+01:002011-10-18T16:26:10.532+01:00Mapping 02<div dir="ltr" style="text-align: left;" trbidi="on"><span style="background-color: #f1c232;"><strong>The following map adeal has been sidelined until I have more time. I have decided to concentrate on dod_para_b instead (See Mapping 03).</strong></span><br />
<br />
The dod_chess_b_?.bsp map or chess for short is starting to take shape. I have built the badic playing board and some pieces including Castle, Knight, Bishop, and Pawn.<br />
<br />
<ul><li>Castle: An opening at the rear leading to a ladder that takes you to a middle room with a triangular window to shoot from that also has some cover and the top of the castle, battlements to shoot from. I need to add in the buttons to move the castle and the mechanism to make it move but I believe that is very do-able.</li>
<li>Knight: An opening at the rear leads to a ladder that takes you to a middle room that has a square opening but no cover. Higher up you can crawl to the eyes of the horse where you can shoot from. The buttons to move it and mechanism has still to be built along with the glowing eyes and fire/smoke from the nose.</li>
<li>Bishop: A non-mover. Some pieces cannot be moved in order to make the moving mechanisms operate well. If I moved everything the complexity would become very difficult. Right now the complexity will be hard.</li>
<li>Pawn: A moving piece with no way in or ladders. I see these being used as blocking objects or squashing objects. They can be used for cover by players or they can also get squashed by them. Shoot the head moves the piece one space toward forward. Shoot the body moves the piece one space backward. There will have to be some sort of animation/ warning built in to alert players that the piece is about to move. That way the have a small opportunity to get out of the way. I might need that with most pieces that move.</li>
<li>Queen: Not built yet but will have a ladder, places to shoot from and buttons to move.</li>
<li>King: Not built yet but will not move, although will have a ladder and places to shoot from.</li>
<li>Teleports: There will be some teleports near eash sides spawn that will take players into the sky in the middle of a crazy bad storm cloud with lightning, thunder, weird lights etc. They will then fall to their death from the storm unless they deploy their parachute (plugin for SM_Parachute).</li>
<li>Conveyer belts: I see a need for some fast moving conveyer belts so players can move along the side of the chess table quickly to get access to their tunnel systems. This may be in the form of moving vehicles or the like e.g. halftrack or perhap something funny.</li>
<li>Tunnels: There will be some tunnel systems built into the chess board that will allow players to come out somewhere near the middle of the board.</li>
<li>Clocks: There will be two clocks like the ones used in professional chess that will have rooms to enter and shoot from - another place for a battle.</li>
</ul></div>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-413882937801619312011-10-10T17:29:00.000+01:002011-11-13T20:08:51.747+00:00Map: DOD Para S 3<div dir="ltr" style="text-align: left;" trbidi="on"><span style="font-size: large;">First Map On DOD Source</span><br />
<br />
I have not tried mapping in a long time but have recently had another go at it using the Source SDK. My first map is called <span style="background-color: #ea9999;">dod_para_s_3.bsp</span> (Para because it would be good with a parachute enabled server, s for small and 3 for version 3). I have uploaded the map to some places like filefront but the mapping activity was a few years ago. I have a feeling that I am one of the few working on maps right now.<br />
<br />
Below are some screenshots.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhL9H1bLXj8MrEo2fpaL7H5SOKxJIVTE6II3bTnFrg_63N-IZS9ClsYGcB6BEbRvzoUzh_iA81FX9uVyfI5CzWO5BTJDvrChnr-BZH8fHz3tl92lTDopFusRS2HpTUXncUHDn4GKtB-gz8/s1600/para01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhL9H1bLXj8MrEo2fpaL7H5SOKxJIVTE6II3bTnFrg_63N-IZS9ClsYGcB6BEbRvzoUzh_iA81FX9uVyfI5CzWO5BTJDvrChnr-BZH8fHz3tl92lTDopFusRS2HpTUXncUHDn4GKtB-gz8/s320/para01.jpg" width="320" /> </a></div><div class="separator" style="clear: both; text-align: center;">Axis Spawn Area and Bunker</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh48mc3g-BoALsM6BuCesd_l9HqCTtQV60FXAGacBQ7NGoYnapSsrYy3CD4gX9QU6JRl4931uGAeRtoWrwJNYWFTOYv2JlVqMDnLVq2MffB0FQ45jRQHFCsmej2c_RH4jwqkSr31LCvCNA/s1600/para02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="270" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh48mc3g-BoALsM6BuCesd_l9HqCTtQV60FXAGacBQ7NGoYnapSsrYy3CD4gX9QU6JRl4931uGAeRtoWrwJNYWFTOYv2JlVqMDnLVq2MffB0FQ45jRQHFCsmej2c_RH4jwqkSr31LCvCNA/s320/para02.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"> Axis Tower Flag</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrmOu81Nm-ojI0fEHvYgku3s11CFUrxpMjJSg6Kzxlssj2oKyci7JHZC3iAYlXpGCBKqsbASfEgJ1iLsLvtS5sXZVyJwUiq65Uxpgwz6-flMoQQBurh3ABjmbsAnSg71wcB67cSg4Kw9c/s1600/para03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="226" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrmOu81Nm-ojI0fEHvYgku3s11CFUrxpMjJSg6Kzxlssj2oKyci7JHZC3iAYlXpGCBKqsbASfEgJ1iLsLvtS5sXZVyJwUiq65Uxpgwz6-flMoQQBurh3ABjmbsAnSg71wcB67cSg4Kw9c/s320/para03.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"> Allied Tower Flag and Bunker Spawn</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnyVjMSMwVcuEha5lelRL1IkVD9ODN7zyrRUhx74RwqeF6a9LXR4CnXkgauJIAdr_9bwBHB30BH4z3Wo6UaBuabg9gODzHTqBkvNfYWhwigsWudWSyGAI7O1GDxMlKjVRtKN7cRricBTk/s1600/para04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="249" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnyVjMSMwVcuEha5lelRL1IkVD9ODN7zyrRUhx74RwqeF6a9LXR4CnXkgauJIAdr_9bwBHB30BH4z3Wo6UaBuabg9gODzHTqBkvNfYWhwigsWudWSyGAI7O1GDxMlKjVRtKN7cRricBTk/s320/para04.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"> The Moving Panzer Tank viewed from the Red Smoke Flag</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUqXAkDv2smU_lCiB8Dev0AcjZOtBqo1XBg9WI4vAQEDjFTNgYfSYk1HBeufrL5q5M2KnpGECqhWZIGx5oYGoYhyQahSV7NXGqbhSp0CqIC3QXNBIvrx30StQdLG4OxPL5bvJrqyMWLRA/s1600/para05.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="205" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUqXAkDv2smU_lCiB8Dev0AcjZOtBqo1XBg9WI4vAQEDjFTNgYfSYk1HBeufrL5q5M2KnpGECqhWZIGx5oYGoYhyQahSV7NXGqbhSp0CqIC3QXNBIvrx30StQdLG4OxPL5bvJrqyMWLRA/s320/para05.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"> The open area of the map where heroes are made</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5o4qfbVISu7qcHJGSBk0kvfKJbqe2a5Y_hYPcTVhLHKAWuJPESfxsqGWc8YFGbg2m6jBAnkFx9JD2nM4_l7We6K3DbUqZZjXyRgm3nNN7K9I9cg3qg6JEVONPCfHudKleLtQRj4wVSgA/s1600/para06.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="182" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5o4qfbVISu7qcHJGSBk0kvfKJbqe2a5Y_hYPcTVhLHKAWuJPESfxsqGWc8YFGbg2m6jBAnkFx9JD2nM4_l7We6K3DbUqZZjXyRgm3nNN7K9I9cg3qg6JEVONPCfHudKleLtQRj4wVSgA/s320/para06.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"> Axis Bunker Roof showing another view of the battlefield</div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div align="left" class="separator" style="clear: both; text-align: center;"></div>This map is on the TFT (The Fighting Tigers - house of love) DOD Source Server 87.117.201.194:27017 and is being tested for playability and bugs right now. I have rejoined the TFT after a break and am now tagged [TFT]Glassjaw. It is also hosted on the Map Factory <a href="http://www.map-factory.org/day-of-defeat-source/cp-control-point/dod-para-s-3-bsp-3526">here</a>. The maps ia also ai <a href="http://www.moddb.com/downloads/dod-source-ctf-dod-para-s-3" target="_blank">MOD DB</a> now.<br />
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I am already working on another map, even as though I have just completed this one. It will be called <span style="background-color: #ea9999;">dod_chess_b_?.bsp</span> The ? meaning no idea what version I will end it at. The map will be a big fun map containing a chess board and pieces. Sounds crap? Yes on first inspection it does but I will have gigantic chess pieces with the ability to have them moved by players that are inside them. You can enter some of the pieces, find a place to shoot from and even move the piece to certain positions on the board! There will even be some flying as some of the pieces will take to the air to get to their positions. I am hoping to make the knight (horsie thing) breath out smoke or fire or something and have glowing eyes. There will be some tunnels cut into the chess board to allow brave players to move around the board independently - but they will have to beware as pieces that land on you or hit - you will be squashed! There will be some teleports on each side of the board that will allow players to appear in a crazy looking storm cloud system that will be above the centre of the map - they will fall to their deaths if they do not deploy their parachute (requires SM_Parachute SM Mod Plugin). They can then sail down onto pieces that are near the middle of the board or brave heroes might even try to invade and take over the enemies pieces. Many of the pawn will be moved by shooting them. Shoot the head will move it one place towards the middle and shooting the body will move it back. This way players can use them for cover or even be squashed by them. There will be 2 stop clocks as in professional chess which will also have a few surprises. I bet a chess map sounds better now!<br />
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</div>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-78152850543094378012011-08-09T18:03:00.000+01:002011-08-19T00:37:33.257+01:00Nothing New To Talk About<div dir="ltr" style="text-align: left;" trbidi="on">I have noticed that it has been a while since I added anything useful about DOD Source. I think I may have come to the end of my knowledge acquisition as far as tweaks are concerned. If anyone has any interesting workarounds I would love to hear. I will go back to my one failure - Stopping Smoke - and see if I can come up with an undetectable solution.<br />
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I have recently bought some new games - after DOD:S although I love the game engine. I got TRUE CRIMES ; NEW YORK CITY, RED ORCHESTRA OISFRONT, and also METRO 2033. I expect that true crimes will be just a quid play single player game (practice), red orchestra for some slow but appealing kills and metro for some much needed storyline. I got them all cheap. Orchestra 2.99, Crimes 99p, and Metro 7 quid, which I reckon is low even for a supermarket. GG steam games..... </div>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-27229475867214637662011-07-11T20:36:00.000+01:002011-08-19T00:46:14.620+01:00Steam Ping and Clans<div dir="ltr" style="text-align: left;" trbidi="on">I have just left a quick message with my CL Mossop from TFT (The Fighting Tigers) that I won't be wearing the tags anymore. I have had ping issues with my 3G dongle and mix that in with the TFT server using a ping manager that decides to kick me every few minutes?! I see no point continuing with them.<br />
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I can easily get on other servers in Europe and America with no ping kick issues so I will just bum around as [adct] Glassjaw again. I only lasted <1 year in that clan, which for me is surprising because I tend to hand around. I was 5 years in the FFC (Fat Freddies Cathouse).<br />
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Guess im an [adct] Addict again, haha.<br />
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[ADD POSTY] I'm noyt a cunt. I miss the TFT clan coz i am a wee softy - but Right now my ping is getting fucked. I miss Mrs Stoned, Ludsa, even Moss :::: but right now I am fucked PING-WISE. I don't wanna be a drifter but my chocolate outsides says I must be. [HIDE WITHIN ONE;S SELF LIKE A FUCKING ROYALIST]. Open my shit covered nacks 2 reveal Furious George's Killie Pie!! .. f .. e.. c .. k .. </div>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-33992095320099761332011-01-30T15:32:00.000+00:002011-01-30T15:32:27.661+00:00Day Of Defeat Source : Tutorial 6 - Animated Spray Tag<div dir="ltr" style="text-align: left;" trbidi="on"><br />
<span style="font-size: x-large;"><b>Animated Spray Tag</b> </span><br />
It seems that an animated spray is not an impossibility in source games, just a little bit tricky. In order to make one, you need some individual images that will make up your animated sequence/picture<br />
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For those unsure what an animation is, take an original image, make a copy of it and change it a bit and so on until you have some 'animation' :: the first to the last image if show quickly one after the other gives the impression of animation. If you are making your own, I suggest using Adobe Fireworks which allows the use of layered imaging..Unfortunately this is not an animation tutorial, but will simply show the mechanics of what needs to be done.<br />
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You need 1 essential program called <span style="background-color: yellow;"><span style="background-color: #f4cccc;">VTFEDIT</span></span>. It allows you to edit VTF files and also make them. The game spray is essentially a <span style="background-color: #f4cccc;">VTF</span> file. If you view some of my older posts you will find a link to the program there or simply type into Google, <strong>VTFEDIT DOWNLOAD</strong>. It is very easy to find.<br />
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<ol style="text-align: left;"><li>Download <span style="background-color: #f4cccc;">VTFEDIT</span>.</li>
<li>Install <span style="background-color: #f4cccc;">VTFEDIT</span>.</li>
<li>Make your images for the animation and save them as <span style="background-color: #f4cccc;">JPG</span> image files. Make sure the names of the files are in a sequence e.g. <strong>image01.jpg</strong>, <strong>image02.jpg</strong>, <strong>image03.jpg</strong>. Why a sequence of names? This is the order that the animation will appear in the game spray.</li>
<li>Run <span style="background-color: #f4cccc;">VTFEDIT</span>. </li>
<li>Import the images and click OK to any messages (we only need the default settings). If everything went well you now have the images imported and ready to be turned into a <span style="background-color: #fce5cd;"><span style="background-color: #f4cccc;">VTF</span></span> file. If you had errors it may have been because your images have different sizes/dimensions. Ensure that all of your images sequences are the exact same size width X height.</li>
<li>Select <strong>File</strong> menu <strong>Save </strong>option. Here you will save the VTF file. Ensure you save it in the correct location where the logos/sprays are held within the game folders. <span style="background-color: #fff2cc;">C:\Program Files\Steam\steamapps\<strong>USERNAME</strong>\day of defeat source\dod\materials\vgui\logos</span>.</li>
<li>Now <strong>Toole </strong>menu <strong>Create </strong><span style="background-color: #f4cccc;">VMT</span> <strong>File</strong>. The VMT file contains the images.</li>
<li>Start your source game, select <strong>Options</strong> and <strong>Import </strong>the new spray. </li>
</ol>This process is not overly complicated but making your own animation takes some time. You may want to cheat and try and find existing animations that are in <span style="background-color: #f4cccc;">GIF</span> image format. In order to use these you will also need a GIF Animation program to extract the individual images that make the GIF image.<br />
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Happy animating!<br />
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</div>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-27473151322481182422010-12-20T09:49:00.000+00:002011-08-09T18:06:19.437+01:00Rocket/Bazooka Class Combo<div dir="ltr" style="text-align: left;" trbidi="on"><span style="font-size: x-large;"><b>Try A Rocket Up Your Beeper</b> </span><br />
It may seen like a mistake to select a bazooka/rocket class in the game because all you really get is a rocket launcher and some rockets but in reality it is a great idea and very helpful. Once you have selected the class (number 6) and spawned, press G or what ever key you have set to drop your primary weapon and throw away the bazooka.<br />
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Yes, throw it away, leaving you with a secondary weapon. The allies have a nice little M1 carbine and the axis have what can only be described as an automatic pistol. These two guns are highly accurate. The M1 can be fired very quickly with lots of left mouse button presses and the bullets go where they are aimed at. The axis pistol fires all of the magazine as long as you hold down the left mouse button - and delivers an amazing set of hits if your accurate.<br />
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Now the best part, when you run over a dropped weapon such as an enemy primary gun (rifle, machine gun etc) you will automatically pick it up. This gives you two weapon options - each with their own ammo. Once you pick up another weapon take time to reload it.<br />
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When you are in a gun fight now you can select either weapon, but notice that your secondary gun has limited ammo so use it wisely.<br />
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EDITED UPDATE: Keep the weapon until the rockets run out or you need a better primary. I have found the game is more fun rocketing other gamers up the wazoo on many occasions! </div>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-84558801213021888602010-12-04T18:44:00.000+00:002010-12-04T19:10:32.816+00:00Day Of Defeat Source : Tutorial 5 - Transparent Smoke<b><span style="font-size: x-large;">Stop Smoking <span style="background-color: red;"><span style="color: white;">NOT WORKING</span></span></span></b><br />
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When playing the game some people throw smoke grenades to obscure your view. It is possible to remove the actual smoky effect my editing the appropriate file. In this case it is the <span style="background-color: #f4cccc;">particle_smokegrenade.vtf</span> file.<br />
<ol><li>Download <b>GCFSCAPE</b>. It is <a href="http://nemesis.thewavelength.net/index.php?p=26">here</a></li>
<li> Download <b>PAINT.NET</b>. It is <a href="http://www.getpaint.net/download.html">here</a>.</li>
<li>Download <b>VTF PLUGIN FOR PAINT.NET</b>. It is <a href="http://nemesis.thewavelength.net/index.php?p=50">here</a>.</li>
<li>Install <b>GCFSCAPE</b>, <b>PAINT.NET</b> and the <b>VTF PLUGIN</b> (comes with instructions).</li>
<li>Run <b>GCFSCAPE</b>.</li>
<li>Select Open. Go to <span style="background-color: #f4cccc;">C:\Program Files\Steam\Steamapps</span>.</li>
<li>Select <span style="background-color: #f4cccc;">Day Of Defeat Source.gcf</span> - which contains all of the game materials.</li>
<li>Navigate to <span style="background-color: #fff2cc;">root/dod/materials/particle</span> in <b>GCFSCAPE</b>.</li>
<li>Drag that folder to your location <span style="background-color: #f4cccc;">C:\Program Files\Steam\Steamapps\USERNAME\Day Of Defeat Source\Dod\Materials\particle</span> - this puts the necessary file in your game folder.</li>
<li>Run <b>PAINT.NET</b> and open the <span style="background-color: #f4cccc;">particle_smokegrenade.vtf</span> file in the <b>Particle</b> folder.</li>
<li>Edit the file in <b>PAINT.NET.</b></li>
<li>In order to remove the smoke use the eraser tool in <b>PAINT.NET</b> with a large brush size.</li>
<li>Save the file.</li>
<li>Run <b>Steam</b> and <b>DOD Source,</b> select a class in game that has smoke grenades.</li>
<li>Throw a grenade and see if you can see any smoke - nope it's all gone. </li>
</ol><br />
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What is happening is you are throwing smoke but you wont see the effect now, but of course the effect works for everyone else.Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-20496464946665496872010-12-02T15:51:00.000+00:002010-12-03T16:03:14.621+00:00No Scope Practice - Step 1<span style="font-size: x-large;"><b>I Really Have Lost The Nack</b> </span><br />
I am really quite confused. In Old DOD you can no scope quite successfully after lots of solitary practice. I know this because I have done it and know the technique I use works. The maps on that DOD are not that large and the sniper rifle bullet is engineered in the game to just go until it hits something, even the edge of the map. All you need to do is get used to shooting without a crosshair. Sounds easy but does take a lot of trying and failing. You need to get very good at hitting your mark close up and then slowly trying to move about and do it and eventually put on more distance.<br />
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In this post I will describe with screen shots my progress in DOD Source up until now.<br />
<ol><li>Create a new game in DOD Source. Don't try this on a live map with players or even online. Give yourself a chance. Start up a map from your list that is a colour map. One of the orange maps will do. If you don't have an orange map then go online, connect to a server playing one and the map will be downloaded to your computer. Why? Orange maps have nice textures on the walls with lines that make up squares and intersections. </li>
<div class="separator" style="clear: both; text-align: center;"><a href="http://i887.photobucket.com/albums/ac73/glassjawuk/models/noscope1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="205" src="http://i887.photobucket.com/albums/ac73/glassjawuk/models/noscope1.jpg" width="320" /></a></div><li>Select one of the sniper classes and move very close to the orange wall.</li>
<li>Scope the sniper rifle and place the crosshairs on one of the intersected lines.</li>
<div class="separator" style="clear: both; text-align: center;"><a href="http://i887.photobucket.com/albums/ac73/glassjawuk/models/noscope2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://i887.photobucket.com/albums/ac73/glassjawuk/models/noscope2.jpg" width="320" /></a></div><li>Shoot the intersection.</li>
<li>Shoot the lines near the intersection until all of your bullets hit where you aim. Why? No point being a sniper if you cannot hit what you aim at while scoped.</li>
<div class="separator" style="clear: both; text-align: center;"><a href="http://i887.photobucket.com/albums/ac73/glassjawuk/models/noscope3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="259" src="http://i887.photobucket.com/albums/ac73/glassjawuk/models/noscope3.jpg" width="320" /></a></div><li>Turn around and shoot at intersection at a distance again until you hit what you aim at scoped.</li>
<li>When the bullets run out empty the pistol in a similar way at close distance then join the other team and select their sniper class.</li>
<li>Do steps 3 to 7 again a few times, even when your bored with it.</li>
<li>Now with a fresh sniper rifle lets try unscoped. Go very close to an intersection and scoped the rifle to see where the crosshair meets the intersection. Unscope quickly to see the position of the rifle barrel. Now shoot and see where the bullet went.</li>
<li>You might find that the bullet did not hit its target in the place expected. The gun has a natural sway so the aim can be of a little even at close distances.</li>
<li>Move to another intersection and do the same again. Try to see how the gun barrel sits when you shoot to give you a visual impression of how to hold the sniper rifle in order to hit the target.</li>
<li>Keep doing this until you use up a few clips of the rifle.</li>
<li>Now try doing the same but without scoping the rifle, just go near an intersection, and shoot. It is important to not be moving while shooting - this will be tried later. If you find you are getting better at this unscoped shot, trying it crouched, prone, standing.</li>
<li>It is now time to increase the distance from the intersection, just a little at a time to see what distance your shots are missing more than hitting at - this will give you an idea of your maximum range.</li>
<li>Vary the distance close and further until you are just really good at it.</li>
<li>Now to add in movement. So far you should have tried this without moving around. Get close to the wall again and shoot an intersection, move to the side and do it again at another one and so on along the wall. Spend time trying to do this - slowly at first and then quicker as you get better. Try both directions as well to make sure you are okay at left and right.</li>
</ol><br />
This is step 1. No enemy to shoot, just practice. I suggest at least a few weeks of this an hour or so a day. Why so long? Easy. If you try this too early without building up some skill level you will look like a complete moron on an online server.<br />
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</b>Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0tag:blogger.com,1999:blog-5130891160442541284.post-56207412959160740302010-12-01T19:47:00.000+00:002010-12-29T18:23:17.245+00:00<b><span style="font-size: x-large;">Universal Crosshair - Its A Boring Game Though</span></b><br />
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I found this scanning forums and have added it for those who just want to be boring. It is the universal crosshair made by <b>pro-hax</b> and is <a href="http://www.filefactory.com/file/b4847dh/n/UniversalCrosshair.rar">here</a>. I tried it out today <span style="background-color: yellow;">01/12/10</span> and found it actually put me off the game. I am a good sniper "no scoper" in <a href="http://en.wikipedia.org/wiki/Day_of_Defeat" target="_blank">DOD original</a> and found this actually put me off trying no scopes. I tested it on some servers I am on regularly now for a few hours and gave up. There is no real feeling of being a good player with this but I am going to stick to my guns and make sure that all this stuff gets out there. Below is my desktop at the centre - the software overlays itself centrally on top of any windowed game. So to make it work you must play DOD Source windowed. This works for many games so that is why it is universal.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4naAMkZ7GXMRJKOh4h2b066sv2TPSwzl3KxIR9MWIt_I5yZsvH7Zy6roA4sY1gCU0lm4kWnrIv1US2TFZ4cH4VkuA6BY3_mhHJXXGXw6Jt2LndogxdbguWiMPN2bH4wwTnXMcLOy6QvU/s1600/haxor.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="216" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4naAMkZ7GXMRJKOh4h2b066sv2TPSwzl3KxIR9MWIt_I5yZsvH7Zy6roA4sY1gCU0lm4kWnrIv1US2TFZ4cH4VkuA6BY3_mhHJXXGXw6Jt2LndogxdbguWiMPN2bH4wwTnXMcLOy6QvU/s320/haxor.JPG" width="320" /></a></div><br />
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Thanks to <b>pro-hax</b> for this although belated. I will try and make my own version soon - looks like it is programmed in VB or C++ using Direct X Unfortunately the term <b>pro-hax</b> has taken over so I cannot identify the author. Genius has such anonymity. <br />
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<span style="background-color: yellow;">{UPDATE: I have written a version of my own 80% complete using Visual Basic Express 2005. It makes a large crosshair of a colour chosen from the colour picker but also can place an image in the same place which means I could make my own image files for very detailed cross hairs. I have chosen Cyan as the transparent colour. I will work on this in January again and perhaps complete it.}</span><br />
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On a personal note I found that the sniper un-scoped in DOD Source is placed at a different location compared to DOD original and has much more 'sway' in your own movement making no-scopes quite difficult. My admiration to all of the real no-scopers in DOD Source which I hope to become a member of in a few months.Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com2tag:blogger.com,1999:blog-5130891160442541284.post-45303870117840219622010-12-01T12:41:00.000+00:002010-12-01T12:41:10.219+00:00Day Of Defeat Source : Tutorial 5 - Changing The Size Of The Chat Box Text<strong><span style="font-size: x-large;">Player Chat Box - Changing Text Size</span></strong><br />
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While looking over some forums I found some of INsane's Posts from a few years ago. They are a bit complex and take some time to understand but I have found useful information there. To that end I have taken a copy of INsane's edited file <strong>ChatScheme.res</strong> which is <a href="http://www.filefactory.com/file/b483359/n/ChatScheme.res">here</a>. This file contains the settings for the player chat box you see on screen when players are typing messages to each other. INsane has already made some changes to the file so the chat box is different colours making it stand out more when you use it.<br />
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I have added a change to a section of the file in <strong>"ChatFont"</strong>. I always found the text in the box to be too small for my eyes to see properly and so have increased the size of all the text to 24. The default is 12. That means my text is twice as big as normal - for easy reading. Below is the section which is also included in the file.<br />
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<span style="background-color: #fff2cc;">"ChatFont" // Just the chat font only<br />
{<br />
"1"<br />
{<br />
"name" "Arial"<br />
"tall" "24"<br />
"weight" "700"<br />
"yres" "480 599"<br />
"dropshadow" "1"<br />
}<br />
"2"<br />
{<br />
"name" "Arial"<br />
"tall" "24"<br />
"weight" "700"<br />
"yres" "600 767"<br />
"dropshadow" "1"<br />
}<br />
"3"<br />
{<br />
"name" "Arial"<br />
"tall" "24"<br />
"weight" "700"<br />
"yres" "768 1023"<br />
"dropshadow" "1"<br />
}<br />
"4"<br />
{<br />
"name" "Arial"<br />
"tall" "24"<br />
"weight" "700"<br />
"yres" "1024 1199"<br />
"dropshadow" "1"<br />
}<br />
"5"<br />
{<br />
"name" "Arial"<br />
"tall" "24"<br />
"weight" "700"<br />
"yres" "1200 10000"<br />
"dropshadow" "1"<br />
}<br />
}</span><br />
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The name = font name, tall = font size. <br />
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Ensure the ChatScheme.res file is copied into <span style="background-color: #fce5cd;"><span style="background-color: #f4cccc;">C:\Program Files\Steam\Steamapps\USERNAME\Day Of Defeat Source\Dod\Resource</span></span>. This file will them be used instead of the game defaults.Glassjawhttp://www.blogger.com/profile/16397363666545352412noreply@blogger.com0