Sunday 31 March 2013

Steam Update (steampipe) - How To Fix Your Custom Files

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.

Originally the changes happened in and around C:\Program Files\Steam\Steamapps\USERNAME\Day Of Defeat Source\Dod\Materials 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.

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 custom.  This is where the custom file you created using my previous tutorials are placed.

C:\Program Files\Steam\Steamapps\common\Day of Defeat Source\dod\custom\USERNAME\materials

This is the base location for any custom skins/textures.

I copied my original american army skins in the following location.

C:\Program Files\Steam\Steamapps\common\Day of Defeat Source\dod\custom\USERNAME\materials\models\player\american

I copied my original german army skins in the following location.

C:\Program Files\Steam\Steamapps\common\Day of Defeat Source\dod\custom\USERNAME\materials\models\player\german

I copied my scope skins in the following location.

C:\Program Files\Steam\Steamapps\common\Day of Defeat Source\dod\custom\USERNAME\materials\sprites\scopes


I copied my weapon and grenade skins in the following location.

C:\Program Files\Steam\Steamapps\common\Day of Defeat Source\dod\custom\USERNAME\materials\models\weapons

More useful info from INSANE.




Friday 17 February 2012

Map : Hell_RC1

I have decided to start a new map based on the Hellraiser movies.  The basic map idea is show in the next image.


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.

Some images that I am getting ideas from (as well as the movies that I have at home) are:

possible idea for a corridor

char open mouthed

good side shot

pinhead open mouthed

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.

UPDATE 21st Feb 12

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.

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.

Tuesday 14 February 2012

Map : CHESS.RC2

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.



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.

chess_rc2.bsp  If I need to do more edits it willl be chess_rc3



Map : Skelter RC3

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.


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.



Monday 30 January 2012

Map: Skelter_glass - Complete (all in 1 day)

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.


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?

All in all a reasonably good reception.


Thursday 5 January 2012

Map: Messyroom1 Jan 5th 2012 Update

A bridge too far.  (

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.


  • Lighting up dance mat - players location is easy to spot when the bit they stand on is light up.
  • Player cannons - throw players across the map by firing them out a cannon/tube.
  • Player conveyors - push players across the map quickly when they stand on a conveyor.
  • Shootable dropping targets that trap players and explode causing player damage.
  • Giant pointing arrow that lets others know when a player is hiding in certain areas.
I will use these soon - the ideas will not die out.

Sunday 1 January 2012

Map: Messyroom1 Jan 1st 2012 Update

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.