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Day of Defeat: Source

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This information has been taken from http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=39444


Contents

General

Status

Q: How far has the game in development so far and is it going well?

A: Well, the game is ported.. the first playtest was hilarious, but really fun. The ragdolls were awesome. Some of us are busy with other Valve projects at the moment, but soon everyone will be full-time DoD again. (m_b,08/26/04)

Q: How much % is DoD:S done??? guess if you have to =D

A: It's not done yet. (piu,08/302004 )

Q: So the very first release of DoD: Source is just like a port of DoD 1.3 with better technology right? No new maps, weapons or classes right?

A: There will be a few new features, but outside of those, it will be identical to 1.3 (piu,08/27/2004)

Q: When can we expect some media? Usually when we ask the answer is, there is none. But since you've playtested, there must be, so GO GO GO.

A: We're not at a stage where we want to show things off yet. No idea when, sorry (m_b,08/26/2004)

Distribution

Q: Will it be an update?

A: no (piu,08/30/2004)

Q: Will we have to pay for DoD:S?

A: We make games, not make business decisions. This info will come from someone like Doug Lombardi at the appropriate time. (piu,08/30/04)

Q: Do you predict DoD:Source will hit stores in 04?

A: I wouldnt even dream of mentioning anything resembling a release date at this point in time. nice try though (piu,08/27/2004)

Q: Will we have to purchase it?

A: thats been answered already (piu,08/30/2004)

Q: Will we all move to Source at once?

A: Thats up to you guys. I would hope so. (piu,08/30/2004)

Q: Can you beable to turn off blood and gore?

Beta/Singleplayer/Rating/Valve

Q: So will there be a beta? (public or not) I mean 1.2 to 1.3 had a strong beta test if I recall and it went very well as opposed to previous versions.

A: My contacts tell me yes...but no dates yet and it'll be closed as the previous two were. I have no idea if there will be a open beta like CS:Source is now. (fd,08/26/2004)

There will most likely be a dod:s beta, who it will be available to has yet to be decided (piu,08/27/2004)

Q: Any plan on making a single-player version? I know you guys would make one hell of a game.

A: There's always a joke about it, but nothing ever serious. Thanks for the confidence boost though! (piu,08/30/04)

Q: What content rating are you guys shooting for with DoD source? Will we see the return of players blowing up into assorted bits from nades, even as a client-side setting?

A: the lower the ESRB, potentially the better it is for the product. That said, I believe most Valve products are rated M besides DoD. (Holy crap what a great PR type answer that didnt really answer anything!) (piu,08/26/2004)

We don't really shoot for a specific content rating. We develop the game the way we want it to be, and whatever rating is assigned is what we get. If gore adds a worthwhile element to the game, it will be in.. (m_b,08/26/2004)

Q: is the valve offices located near a park and ride outside of seattle? i was just there on vacation and happened to pass by a building with the Sierra logo on its side on my way to catch a bus...

A: Sierra is a publisher, not a developer. Valve is located in Bellevue. (piu,08/27/2004)


Gameplay

General

Q: Will the gameplay remain the same?

A: I dont think we've said that we will definitely be adding or removing anything. The first release of DoD:S will be a virtually identical port of 1.3 with a few changes to some features.

All this talk of vehicles is perpetuated more by you guys, the forum goes, than us the devs. There will not be vehicles in the initial version of DoD:S if that answers your question. (piu,08/27/2004)

Features

Q: Will bodies dissappear?

A: Yes (piu,08/30/2004)

Q: Are there plans to alter blood splash when hit in this version ?

A: Don't know at this point. I wouldnt guess either way really. (piu,08/30/2004)

Q: On a completely unrelated note, I wonder what the status is of Swastikas in DOD:S?

A: As for swastikas, I think this is going to have to remain a custom thing. If you want swastika's, please feel free to create them or download and plug them in. We the team are pretty torn on the subject. We strongly believe that in principle, to forget or deny history is ignorance at it's finest. However with today's media as insane and powerful as it is today, the less bad press we attract, the better. The flags in dod:s right now are the same ones in 1.3. Eventually they will be redone. (piu,08/28/2004)

Q: I don't know if this was posted, I was wondering will fastswitch still be a client side option or will it disappear?

A: as long as the timing is the same as not fast-switching, i dont see any reason to remove it. (piu,08/27/2004)

Q: Will we be able to pick up nades or ammo or even pistols from dead bodies?

A: the short answer is no. (piu,08/27/2004)

Q: Any new items? ie radios, binoculars, bandages, etc. If yes, what do you anticipate or have discussed?

All of those, those we havent found a place for everything yet. We've talked about redoing bleeding but having the bandage as an item/weapon that you use. (m_b,08/27/2004)

we've talked about lots of stuff. Unfortunately your question is a bit to open ended to really discuss in any real detail. Plus, thats what being a dev is about, knowing stuff you the public doesn't

Suprise n all. (piu,08/27/2004)

Q: Are there any chances of a console command being invented to brighten dark areas without jacking gamma through the roof?

A: No (piu,08/27/2004)

Q: Will there be defuseable bombs at cap points like in CS ?

A: no (piu,08/27/2004)

Q: Will the death cam remain the same?

A: 95% (m_b,08/26/04)

Q: How about the 3.1 swaying cross hair as an option? man that rocked....

A: 75% chance of multiple selectable crosshairs (m_b,08/26/04)

Q: Will the mini-map marking system change?

A: 50% (m_b,08/26/04)

Physics

Q: Will the physics play any significant roll in the game, or be more like an eye candy?

A: Initially, physics will be superficial. (piu,08/30/2004)

Q: What are some example's of items that will have physics? Items that are more WW2 oriented than a metal drum.

A: Look at a WWII photo. pic something (piu,08/27/2004)

Classes/Nations

Q: Are mortars planned to debut in this release?

A: 80% (m_b,08/26/04)

Q: Any other new classes to be added?! (aside from mortar) / Any chance on new types of weapons?

A: 99% (m_b,08/26/2004)

Q: Is engineers one of the possible new classes ?

A: not at this point in the game (piu,08/27/2004)

Q: Will there be extra characters (i.e. non-combatant bots that get in the way or sound an alarm if you're lurking about)?

A: Its been joked about, but nothing serious. Theres numerous issues that would have to be taken into account first. So for now, the answer is no. (piu,08/26/2004)

Q: So it is planned that you, maybe, will add more nations in DoD: Source? Like Russians, to simply own the crap out of RO.

A: It's been talked about.. since we're redoing all the art anyway, might as well do a different setting (not necessarily East Front) Too uncertain to even give a percentage. (m_b,08/26/04)

Q: British development: Since 1.0 has come out, almost nothing has done with the british. No new maps, no new weapons and all their weapons are mere clones of another weapon. Do you plan on doing something with this faction to make them more unique and more popular?

A: This is just a nightmare really. By history, the brits are limited. So when we portray them as accurately as possible, no one likes them. Then we we talk about giving them loan-lease items like a garand or 30-cal, everyone flips out that things just weren't done that way. Initially, nothing for the brits will change, as of my knowledge as i type this. (piu,08/28/2004)

Bots

Q: Will there be official bots for DoD:S? Much like CS:CZ has done where they come with the package.

A: We've been nagging the CZ bot guy for a while. Eventually yes, we really hope we'll have a stock DoD bot. When that will happen is anyone's guess. (piu,08/27/2004)

Q: Ah, the bot question has been asked, but any chance of Sturmbot being brought into the fold, or will it be the CZ bot, if at all?

A: We already sort of have an in-house bot guy. So if there is ever an official bot, it will come from him. However we will do whatever we can to support the Sturm and Shrike bots. (piu,08/30/04)


Vehicles

Q:If the DoD team does decide to add vehicles to the gameplay, will we see maps built specifically for them or will they become a neccessary part of the gameplay?

A: Don't know yet. (m_b,08/26/04)

Q: If vehicles are added will mappers control the ability to determine how many people it takes to use it or if its just a vehicle that stands there like ours currently do

A: what vehicles. if we do vehicles, mappers will be able to implement vehicles with properties predetermined by us the devs, not make up rules on their own. (piu,08/27/2004)

Q: Will all tanks have different armour strengths to represent the side, front, top etc, i ask this because bazookas etc won't penetrate the front of a tank because the armour is to thick for it.

A: what tanks? (piu,08/27/2004)

Q: I noticed you talking about vehicle spawning. What is the probability of them being added and if they are, ho will they be implemented? ie. light vehicles, tanks, how they're operated etc.

A: We've talked about it, and vehicles are planned to be put in eventually. We wont spawn them in the way that BF1942 spawns them, or in the way our weaposn are chosen - you won't be able to select and use any vehicle at any time. (m_b,08/27/2004)


Source Engine

Performance

Q: What hardware DoD:S will work best with?

A: Any computer that runs HL2 and/or CS:S to your satisfaction will do the same for DoD:S (piu,08/30/2004)

Q: How extensively will you be using bump-mapping, if at all?

A: We will have a target fps on a target machine that we will shoot for. We could bumpmap the whole thing, but then it would run at .5 fps. (piu,08/30/04)

Q: Does/will/can the new engine set the appropreate video settings for your system

A: video settings are being tested with CS:S (piu,08/27/2004)

Q: Do you think DoD: Source will require higher system resources than CS: Source?

A: No (m_b,08/26/2004)

Netcode

Q: How does source netcode compare to the current HL netcode? I have noticed that if players are in motion horizontally across from the POV shots tend to not register if fired directly at them, but shots aimed about a player model's length behind seem to register quite reliably(correct me if I'm wrong about this). Does this sort of thing still exist?

A: The netcode is an obscenely complicated thing that shouldn't be lumped under one all inclusive word like "the netcode". I have no comment on how it performs vs goldsource because I do not know anything about networking. (piu,08/30/04)

Features

Q: Can the Source Engine handle wind? If so, will there be wind in DoD:S?

A: don't know. bigger fish to fry at the moment. (piu,08/27/2004)

Q: Any new weather effects?

A: Well we have rain and snow,what else are you looking for? I suppose we could do some better fog, but really we're a small team so stuff like this is kinda low priority (piu,08/27/2004)

Q: Do you know if DoD:S will use hitscan or will it have some level of realworld physics for its bullets?

A: DoD:S will use hitscan tho other options are being discussed (piu,08/28/2004)

Serverstuff

Q: will the player count on servers still be 32 player or will in be 40 like in css or will it be even higher?

A: Possibility for much higher.. (m_b,08/26/2004)

Q: will u improve something for the clangameplay? like built-in menus or such? Will it be more friendlier for clan gameplay?

A: I would personally like to see a UI for Server admining and whatever you wanna call "clan mode". Will it happen as yet to be answered. (piu,08/27/2004)

Q: Will we be able to limit player classes using a ratio? will we be able to limit players per side on certain maps using percentages?

A: The less server options the better, imho. I don't think what you're requesting for class limits sounds unpossible However I would not want server ops changing the team limits. Mappers, maybe, server ops no. (piu,08/27/2004)

Q: Are there going to be more server-side options and toggles, for instance, the ability to play different sides on each map, or make it random, so we could have the british and the axis paratroopers fighting in anzio, or whatnot?

A: Mappers could setup some of this stuff, but none of it would be a traditional "server-side" option. The fewer "server-side options" there are, the happier I will be. (piu,08/27/2004)

Q: Can we get a server-side command to limit the fg-42's ala what you did w/ the German MGs?

A: I think there should be an easy way to limit ALL classes. When that will show up is unknown. (piu,08/30/2004)

Q: some of command can add? such as " sv_restartround " or like this .. and " mp_fadetoblack " .. I think its useful

A: O_o ... there will be a "clan mode" (piu,08/30/2004)


Weapons

Current

Q: Will weapon coding remain unchanged for Source?

A: No (m_b,08/26/04)

Q: Can we expect a melee attack on more weapons?

A: 90% (m_b,08/26/2004)

Q: Is it likely that the mp40 and the thomson will be uncloned ( recoil, accuracy )?

A: 70% (m_b,08/26/2004)

Q: Is it likely that the 30cal will be improved to match the mg42 a bit more?

A: We are discussing new attributes for all weapons (some attributes that aren't in game right now), to make them behave more like their real world counterparts. We haven't decided on what if any of the missing attributes we want to include. (tw,08/26/2004)

Q: Are you disposed to lower the mp44 recoil, like it was in 1.2?

A: Same answer as above (tw,08/26/2004)

Q: Will the M1 Garand fire for every mouse click? (As in behave truly semi-automatic)

A: IMO a mouseclick does not reflect true semi-auto. I don't think we'd want the garand to be any more powerful than it is. If we gave it a faster ROF, we'd have to lower accuracy again, or give it an insane amount of recoil. (m_b,08/26/2004)

Q: Will the rate of fire for the carbine and pistols be slowed? Or at least have greater recoil after each shot?

A: Probably not for the carbine.. that's the one thing that makes it a useful weapon.. something that makes it unique. (m_b,08/26/2004)

Q: will the rocket launchers fire more realically (the missile is propelled at a very high velocity) or with the slower ones that take fits on its journey remain?

A: This doesnt effect gameplay, so I don't think there will be any change untill it becomes necessary. (piu,08/27/2004)

Q: Will we be able to use machine guns for indirect fire.

A: By indirect fire I assume you mean to bounce bullets off walls? In that case, no. (piu,08/26/2004)

Q: Will we see a real, noticable difference in MG-42 ROF behaviour to reflect the gun's real-life characteristics of extremely-high rate of fire?

A: This is a game in the end, so gameplay will come first before real-life characteristics 100% of the time unless they are the same. I don't know of any changes to any of the weapons at this time. (piu,08/27/2004)

The primary problem there has to do with network performance. The server has to track all of those bullets, so a weapon that fires at something like 1200RPM can reduce server performance considerably just by itself.

So imagine that everytime the MG42 fired, your ping would shoot up. That's just one machinegun.

So, in the event that source handles those sorts of things better, then we would probably experiment with higher rates of fire. (m_b,08/27/2004)

Q: Will there be barrel overheating still, and/or the ability to change out barrels instead of waiting for them to cool?

A: We could make it so you have to change barrels, but it doesnt sound very fun, and I think mg's are a fairly thankless class already so I'm not sure if you'll ever see this ingame. Not to say it won't, but right now there are not plans to make it so. (piu,08/27/2004)

Q: Are there going to be any changes in the way deployable weapons are implemented?

A: I would like to see that whole system get a facelift. It shouldnt be such a pain to deploy and undeploy. Especially the endeploying part.. it makes no sense for the weapon to be down as long as it is. Abandoning the gun to be able to quickly run away might be an option.. that's gameplay tho. We sort of want deployed MG's to be good targets for grenades. (m_b,08/28/2004)

Q: Also, one last thing. The m1 Garand had an eject clip button where it would eject the entire clip. Will this feature be added where you could make this a reload ability? such as you eject the clip...you loose the bullets that were still in...but i gives you a fresh clip to use?

A: Don't know. While in real-life I think its silly to not be able to reload mid-clip, I think it works in the game pretty well. "do i shoot off these last 3 round and maybe give myself away? or do i wait and hope i dont miss and there aren't too many of them?" And as always, who knows what will happen eventually. (piu,08/30/04)

New

Q: Will DOD ever have the Walther P38?

A: 45% (m_b,08/26/2004)

Q: Are there any thoughts on introducing large cannon type weapons other than mortars? movable and fireable light field artilliery ? Or grenade launchers to rifles?

A: All of the above have been discussed, none are in dod:s yet, maybe never. (piu,08/27/2004)

Q: Will the Brits eventually get a true medium machine gun such as the Vickers K that will stand up to the axis MG34 and 42?

A: There's been no talk of any additional weapons outside of the mortar for the immediate future. (piu,08/27/2004)

Q: Will the P17 rifle ever be added as an alternative to the Enfield rifles the british use?

A: The p17 is just a p14 using the 30-06 US round instead of the british .303. This minor change wouldnt effect gameplay, so the time it would take to make a minutely different model and skin really be better spent elsewhere. (piu,08/30/04)

Grenades

Q: Smoke grenades?

A: 90% (m_b,08/26/04)

Q: will nades make your hearing go all funny like in cs source?

A: 90%, we'll see how annoying it gets (Considering the number of grenades thrown around in DoD) (m_b,08/26/04)

Q: Will nades also give you the blurry and dizzy effect of Call of Duty, and most likely knock you down if you are very close?

A: Same answer as above (90% chance of adding SOMETHING to the grenades, we'll try a bunch of things and pick which ones are cool yet not annoying) (m_b,08/26/04)

Q: what about cooking nades will you add a mode where you just alt fire to pull the pin out?

A: 75% (m_b,08/26/04)

Q: would it be possible if you are too close to a granade and you are going to die from it could limbs be blown off like arms and legs or would that be too much as young people play it?

A: 75% (m_b,08/26/2004)

Q: Will grenades be effected by the physics? I.E : A nade lands 5 feet away from me, i can't run and don't have time to pick it up and throw it, so i shoot it. Will the nade be effected by that shot?

A: No idea. Doesn't sound very fun though. (piu,08/30/2004)

Q: Grenade priming: I read there's a good possibility of having it's own button.

A: There's a good chance of priming changing. To what is still undecided. (piu,08/30/04)

Weaponbehaviour

Q: Another thing. Will we stil see people hanging out of windows with MG's (or any weapon) using nothing more than their left foot to hold on?

A: As if this moment, this is unchanged. However we really have yet to hit DoD:S with our full attention, so maybe this will be different. And if not at first, maybe later. It's hard to discuss anything with any certainty. (piu,08/28/2004)

Q:What are the chances of ironsights being implemented?

A: 20%, most likely only as a graphical thing, no change to gameplay. (m_b,08/26/04)

Q: Can we expect to see another increasing in wall penetration?

A: It will be a whole new system in Source. Better material information will allow us to do different penetration for wood, concrete, metal, flesh, etc.. (m_b,08/26/2004)

Q: Will recoil retain the same fundamental properties? I mean, will your crosshair jump with each round fired as it does in current DoD or will it change slightly like the recoil system in CS? (sustained fire increases inaccuracy)

A: It will probably remain the same, since it's a core DoD feature. I would like to try something with the MG's that encourages burst firing, though.. sustained fire decreasing accuracy (only for deployed MG's) would be something to try. (m_b,08/26/2004)

Q: can you do the same effect as the sniper rifles in cs:source, where when the rifle is unscoped you can see a realtime reflection in the eyepiece ?

A: 90%, or maybe even something better. (m_b,08/26/2004)

Q: will we ever see WW2 ballistics of any sort implemented in game instead of a collection of space age laser guns?

A: Who knows what will happen in the future, as of now, no. (piu,08/27/2004)

Q: in cs source for example if you shoot a weapon thats laying on the ground itll leave marks and itll move around and crap, what about for instance an mg thats laying on the ground can be shot at or blown up so it cannot be picked up again and used by the enemy?

A: Nifty ideas but probably not very likely to make it in. I like the idea that when someone drops their mg, you can pick it up and turn it against their team. would be crappy if a grenade went off and destroyed the mg. I dont think that's as fun. (piu,08/27/2004)

Q: What does the DoD team think about jolt effects?

A: I really hate them, personally. The MOH jolt effect where your screen would jerk up with each hit was probably the most frustrating game feature I've ever seen in an FPS.

The jolt effects in CS bother me as well - where if you get tagged by a single shot, your only choice is to turn and fire at the attacker. If you try to get away, you're out of luck unless he runs out of ammo.

It wouldn't have as big of an effect with DoD, since damage is so high.. but it would nudge the gameplay in the direction of favoring the guy who shot first, with less of a chance for a sustained firefight. I don't see what it could possibly add to the game. (m_b,08/26/04)

Q: How about scope walking? Is it going to stay as is or will it be tweaked in some way? / Or will sniper be reworked again?

A: No idea. I don't know much about it. (m_b,08/26/04)

Right now there are no plans to change the sniper in a major way. However when the sniper discussion happens, I would personally like to see a change to scope walking. Something where you can only walk for a foot or 2 before you're unscoped. The purpose of scope walking, in our mind, was so that if a sniper was at a window, he could adjust around the window frames without having to scope in and out. However its being used differently so we'll probably tweak it. (piu,08/27/2004)

Q: In source, do you think there will be anything done to make burst firing more viable as a tactic? What about single shot modes for the assault rifles?

A: Probably not. This hasn't come up in any discussions. (piu,08/30/04)

Q: Will guns still have the same cone of fire like its currently ?? If any are planned for change which?? and what improvements??

A: Until further notice, guns will always have cones of accuracy. (piu,08/30/2004)

Q: With the new physics system will bazooka projectiles 'bounce' off tanks, halftracks etc if they hit them at the right angle and not cause damage to the vehicle?

A: what tanks? (piu,08/27/2004)

Q: Thanks to powerstip, people can avoid the scope delay. Has the implementation of that been changed to avoid this? Since your using a new engine and all.

A: As for powerstrip or gamma changes, people don't usually tell us how they cheat. This is the first I have personally heard of this, however if someone could tell us what "powerstrip" is and how it works, then hopefully we could find a solution to it. (piu,08/30/2004)

Q: Are there going to be any changes in the way deployable weapons are implemented?

A: Yes we were just discussing deployed weapons last night (piu,08/30/04)

Q: Will pistols have more ammo?

A: Probably not. I dont know. As for bazooka guys, I think bazooka's will change instead of pistols. (piu,08/30/04)


Maps/Mapping

Generall Mapping

Q: Deformable terrain, obviously its all set up by the mapper, but how deformable are we talking in the current maps, can windows and doors be blasted out like in Caen with the sniper windows

A: not sure how we're going to clamp down on deforming the map, if at all. (piu,08/27/2004)

Q: Are the destructable bits in source to be linked to motars and nades so we can blow up and make access holes in walls more randomly ?

A: There's nothing random about how a map is built so don't expect random holes in walls. DoD maps are generally designed to funnel gameplay and allowing something like that would alter gameplay to such a degree as being unplayable. You'll still get places where walls and other things can be blown up to create or block exits but those are planned...not random. (fd,08/26/2004)

Q: Will we be able to use interactive objects to hurt or kill people?

A: 99% (m_b,08/26/04)

Physics is rad isnt it! We'll pack as much of it into the levels as we can but there are various perf issues to keep in mind so to what degree is anyones guess at this moment. (piu,08/26/2004)

Q: Will there be more destrucable bits in maps, to give better game play?!?

A: 99% (m_b,08/26/04)

Q: Will there be more objects to blast around then on CS source?!?!

A: Yeah (m_b,08/26/2004)

Q: Will Machineguns be able to destroy walls and objects?

A: Cool vids but no...wall penetration rates can be tweeked but unless the mapper wants the wall to reveal damage it's not going to happen. There's this persistant rumor on these boards of maps that can slowly but surely over gameplay be reduced to rubble...no fps on the market today can do that in a MP environment and that includes DoD:Source. Sure...it's possible to build a map with massive amounts of damage built in and then plastered over to look OK until you shoot it but at fps and system-crash levels approaching zero.

I figure someday a engine will be built that allows for realistic damage to structures AND be playable in a multi-player environment but that time is not now.

Also...that's a 50cal in the last vid...it can destroy walls and parts of buildings but the MG42 and the 30cal don't have near the penetration rate nor the speed of a 50cal bullet and would cause far less damage. I suppose if you fired 3-400 rounds of a MG42 at a bridge like the one in Anzio you'd eventually punch a hole in it...but it's far easier to do that with artillery and it's a huge waste of ammuntion. (fd,08/27/2004)

Q: Exactly how much can we add to the skybox area, people have mentioned adding flights of bombers etc etc

A: dont know if I can talk specifics about skyboxes right now so it'll have to wait (piu,08/27/2004)

Q: Is there going to be a new system of spawn protection?

A: I think so. Similar but hopefully a little better. (piu,08/27/2004)

Q: Will new hammer editor be out before DOD:source ?

A: The new editor will come out when the source sdk is released. (piu,08/27/2004)

Q: tutorial DVD of map making and/or modeling?

A: Anything like this would be in the SDK. I dont have any more info on that. (piu,08/27/2004)

Q: Will we see the return of the %l, %c, %h macros? Is there any chance %l could be made to be more accurate? I have a bind that goes "I need backup at %l" and it's kind of annoying when I use the bind and it displays a location completely different from where I am.

A: More accurate locations is just a product of a mapper putting in more areas. Area's being wrong is bad, but I wouldn't hold your breath for too much detail. Those ents could be spent elsewhere. (piu,08/30/04)

Q: Any ideas if say moveable objects (i.e. sandbags) will be around to build something like sand bag bunkers?

A: Initially no, who knows what the future holds. (piu,08/30/04)

Q: Also currently when a door shuts while you are walking through it, you will become stuck. Do you know if this problem will be resolved in source. Maybe doors that dont shut automatically?

A: I have no idea to be honest. CS:S doesnt have any doors that I can think of off the top of my head, and in the few DoD:S tests we've had, doors were the last thing on my mind. (piu,08/30/04)

Can/will maps be able to have variable or randomized weather or day/night times?

A: This is a question that will have to wait to be answered by the SDK. (piu,08/30/2004)

Q: is the spawning system going to be the same or is will it be changed like in bf1942 where you choose where you want to spawn on the mini map?

A: Same, but we'll try new things. One idea is we start the map as we do now, but some of the objectives/flags open up new spawn points. Capture the field to open up a paratrooper spawn point, capture the road bridge to open up a vehicle spawn point, etc. (m_b,08/26/04)

Q: Has a new spawn protection system been made in regard to the mortar implementation for dod:s

A: mortars arent done. we're not complete morons. we're not gonna let someone bomb your spawn. give us a little credit (piu,08/27/2004)

Q: Not so much a question as it is a suggestion but will different terrain have any effect?

A: I think its better to have a predictable result of a grenade throw across all surfaces than have sand stop a grenade on the impact. That said, who knows. (piu,08/30/04)

Q: Cut scenes: Like at the begining of the map (not round, that could get boring ) it shows a sort of cut scene of paratroops paratrooping or landing boats landing before everything begins. Is something like this planned/talked about?

A: Nope. Tried it once and it just didnt work. (piu,08/30/04)

Q: Will maps require consistancy in texturing so that, for instance, if I know a BAR will pentrate wood but not metal or concrete, then when I see a "wood" texture in game, it is truly "wood"?

It's set in the material, I believe. So the texture artist could be a butt and make a wood-looking texture actually be "metal", but then it would have metal hit effects and metal hit sound effects.. which would be weird..

But yeah the texture artist sets what TYPE of material each of his textures is.. (m_b,08/26/04)

Q: Will para maps let you experience the drop ? (as in, you would start the round dropping in via a chute)

A: If we ever do para maps again, definately. (m_b,08/26/04)

Or...I believe the possibility exisits to do jumps in as a spawning device like you see in CoD for a normal (respawn) map (not para style)...this could be used to further molo's content post in that a para-drop spawn site could go active at a point in a map when you meet certain objectives (capture the airfield and it becomes a jumping in point). (fd,08/26/04)

Maps

Q: Waldo said he has new builds of zafod and koln on his harddisk. Will we see those maps in a maintenance release for the current version or as seperate download?

A: As far as I know, there will not be another dod goldsource update unless there is a major crash that turns up. If waldo releases them as customs is up to him, maybe they will come back in DoD:S. I don't know. (piu,08/28/2004)

Q: What kind of maps are the DoD team looking at trying to have made in source? More linear or circular? More or less detailed in terms of windows and different spots players can hide? Will we see any large outdoor type maps?

A: our goal is to have fun maps. without any major gameplay changes set in stone yet, there's no way to say what that will play out as. (piu,08/27/2004)

Q: Do you have a list of confirmated classic maps that are going to be converted to Source? If so, what maps?

A: Hmm no.. nothing set in stone.. The popular ones for sure (m_b,08/26/04)

Q:Will the most popular maps be ported directly into source with a minimum of changes or are all maps being completely reworked?

A: More than likely just graphical reworks with the occasional gameplay change. (m_b,08/26/04)

Q: Can we expect that unpopular maps will be removed/replaced?

A: Yeah (m_b,08/26/2004)

Q: Will any of the 3.1 maps be ported over? Namely: Heatau, Koln, Schwetz.

A: 15% (m_b,08/26/04)

Q: Will there be any new maps for DoD:S? Railroad2, Density, for example are good customs. Veghel is promising.

A: Um.. tough question. That all depends on when the SDK for the new engine is released. As soon as that's out, community guys can start cranking stuff out. At the point, the process will be the same as it is now for a map to go from custom to official. (m_b,08/26/2004)

Q: Will maps have generally the same look and textures? Specifically Avalanche, and its pinkish light-coloured look.

A: This is pink. pale%20pink.jpg Avalanche is not pink. (piu,08/27/2004)

Q: Is there a rough size limit to maps, such as in the current version, or are we likely to see large maps as in BF1942?

A: source maps can be bigger that goldsource. doesnt mean they will or have to be (piu,08/27/2004)

Q: And what kind of map improvements we'll see? Just graphical improvements and/or actual gameplay tweaks to them? Like new routes and such stuff.

A: Primarily graphical. I dont know of any gameplay tweaks (piu,08/27/2004)

Q: will dark/night maps make a return to show off some of the new lighting effects?

A: Anyone can make any map they choose, whether you're a developer or not. There are no concrete plans for any new maps for source yet. (piu,08/27/2004)

Q: will you be remaking dod_charlie?

A: Chances are good that there will always be a beach map in DoD. (piu,08/30/2004)

Q: Will the new maps stay the same with updated sound and gfx and physics.Or will it like be dust in css to me it fells like its a bigger map with more space.

A: CS:S maps are not direct ports, however DoD:S maps will be with some minor upgrades. (piu,08/30/2004)


Models

Player

Q: Will there be female player models (my good friend Ski is asking)?

A: Sorry not from us. Put out a call to the custom guys though. (piu,08/26/2004)

Q: will DoD use hunchbacks for their models like CS or stay with the current type of model???

A: DoD is not influenced by anything in CS. On another note, expect more detailed models, more field equipment on each soldier. (tw,08/26/2004)

Q: Will player models reflect more accurately the holstered weapons? Eg. if using a knife/grenade/pistol, the primary weapon will be shouldered unlike how it is now, as the gun disappears when not selected? Will grenades appear on the uniform (on the belt/on webbing), and if so, will they decrease as they are used?

A: 90% to both of those (m_b,08/26/2004)

Q: Will there be map specific playermodels too? Heer, Panzergrenediers, WaffenSS, Trenchcoats, winter uniforms, etc.

A: 50% (m_b,08/26/2004)

Q: Will the players hit box be changed so that areas to low for a crouched person but high enough for a proned person be made?

A: as of now, no (piu,08/30/2004)

Q: Will we be able to see out own player model (i.e. look down and see our own feet.)?

A: You'll be able to see your own shadow, which is something CS:S is working on now and we will probably "inherit" it (m_b,08/26/2004)

Q: As well, any plans to change the stock allied star flag with the appropriate nation flag? I think it's a nice little touch.

A: I think we played with this before and never came to a result we like. I personally like the gi star (piu,08/30/2004)

Q: Will player models have more hitbox areas that do differing amounts of damage? Do shots that are fired between the legs or other spaces still register as hits?

A: HB's will be similar. Already in DoD you can shoot through legs. Try it on a lan, not the net. (piu,08/30/04)

Weapons

Q: How about straps on our weapons? Those models were great!

A: Strap on weapons means weapons on the players backs and stuff? If so, thats kind of tricky and has numerous trade offs visually. Right now we haven't talked about doing it. Grenades and sidearms are easy and probable. Primary weapons are a different story. (piu,08/26/2004)

Yeah I remember those.. cool, but a pain in the butt to animate and it's very expensive (performance) to have so many bones. Low chance, but maybe a couple of weapons. (m_b,08/26/2004)

Playermovement

Q: Are you ever going to introduce a slow walking button?

A: 5%, since it would just be an extra button that duplicates something we already have (crouch walking) (m_b,08/26/04)

Q:Will we be able to go from prone to crouch, and vice versa?

A: 40% (m_b,,08/26/04)

Q: What about leaning?

A: Theres been no serious talk of adding leaning. (piu,08/26/2004)

Q: What about the ability to boost players in dod:source? If not boosting perhaps a new animation to replace stacking?

A: There's been no talk of changing the way boosting currently works. (piu,08/26/2004)

Q: Will sprint knifing ever be brought back? What about sprint shooting (even if it's completely inaccurate outside of like 5 feet)? A: Sprint knifing/melee would be good (m_b,08/27/2004)

Q: is anything going to be done with proning? i think its kinda strange how when your prone you can spin 360 as fast as if your standing up and you can shoot straight up and down.

A: There will be changes to prone. Something on the whiteboard now is the ability to go to and from all positions. As in stand-crouch-prone-back to crouch-back to prone-back to standing.

I know limiting the rotation of someone prone has come up though I dont think anything definite has been decided.

As for shooting up and down. The only time you would shoot straight down is if you're at a ledge, at which point it's concievable that someone could hang over a ledge, and for shooting up, you just gotta relax a little. Imagine the person has rolled over some or something. There's just no way to handle EVERY CASE of movement in a game right now, so some things you're just gonna have to accept. (piu,08/28/2004)

Q: Use button to open doors or do you still have to walk into the door to open it?

A: I don't know. I guess they will still open without having to +use them. This is really what you wanted to know O_o? (piu,08/30/04)

Q: Will there be another attempt to rid the game of strafe-shooting?

A: I dont know. I'm mildly ok at this technique so I hope not. (piu,08/30/04)

Q: when we prone, will we be limited by the objects and walls around us ? (as in, we would no longer be able to go prone if we didn't have enough room)

A: Prone hasn't changed yet, but it will eventually I hope. (piu,08/30/2004)

Q: Will the eye position when prone be move forward?

A: Don't know. (piu,08/30/2004)

Q: Will players get the option to dig in with spades lowering their chance of being taken out ?

A: no (piu,08/27/2004)

Q: Is the player's POV still going to be slightly tilted to the right by default?

A: POV shouldnt change. as of now anyway. (piu,08/26/2004)

Q: Will we be walk over dead bodies and prone players without colliding into them(yes I know they can be jumped over)?

A: Dead bodies causing hitching is a bug that should not cross into source. As for prone people, its a good idea, but have no idea if it is even possible, so for now the answer is you'll still have to jump. (piu,08/26/2004)

Skins

Q: Will you be able to customize the face of your player (so others can see)?

A: Most likely not. It's not as easy or low cost of a feature as it sounds. (piu,08/26/2004)

Q: Will player models show any type of battle damage as they take hits?

A: Yes but to what degree is unknown. (piu,08/26/2004)

Q: Is there some way to customize our own player models VIA armpatches or MOHAA-style player model selection?

A: 50% (m_b,08/26/2004)

Q: will you be using the half life 2 face morph technology with the voice commands and to express emotion during combat (ex. german shooting his automatic gun mg42/mp40 with an angry face)?

A: Yes but when is anyone's guess. (piu,08/30/2004)


Animations

Player

Q: What about ladder animations?

A: There's some technical issues with this. As is you can walk down ladders facing outwards. So a ladder animation would look just as silly as someone running with their guns. So the answer is no unless there is a fundemental change in how ladders are used, which i dont expect. (piu,08/26/2004)

Q: Will we see new player and weapon animations?

A: As for the animations themselves, initially they will be the same we have now, but they will be replaced at a later date. (piu,08/30/2004)

Q: The animation system in source is the same we have now?

A: The animation system is more robust in source. So things are put together a bit differently. (piu,08/26/2004)

Q: For the animations, is strafing going to look like it is now (where the guy sort does those little turns as he changes directions) or is it going to look more like an UT strafe where he faces what the player looks at while moving back and forth?

A: dont know (piu,08/27/2004)

Q: Will you include any secret animations in DoD:S like you did in CS:S?

A: I dont think I'll be doing anything goofy for dod off that bat. Its a lot of work to redo the animation, but you never know... (piu,08/30/2004)

Q: are the animations totally reliant of the physics engine, or will there also be some death animations combined with the physics engine for a better effect?

A: Don't know if I can expand on the animation system at the moment so this will have to wait for another time. sorry. Currently dod:s has only ragdolls, no death animation. (piu,08/27/2004)

Q: Would it be possible to mix death animations with ragdoll.

A: This is a systems question that unfortunately cannot be answered right now. Its a good question though that will hopefully be answered sooner or later. (piu,08/30/2004)

Q: Will the player animations be changed so that you can tell where your opponents are aiming.

A: Don't know. I will try and make it so you can tell, but then again I think I can already tell. So I guess you'll just have to wait and see if you like it or not. *shrug* (piu,08/30/2004)

Q: Will the "scratching my balls" animation return?

A: Probably. I love how that animation shows up at some of the silliest times. (piu,08/30/04)

Weapons

Q: The animation system in source is the same we have now? Or will we see new player and weapon animations?

A: On the weapons side of things, you'll see all kinds of new stuff, time permitting.

Not to get too technical, but one the of the cool things with the new engine is that the field of view for weapon models is independent of the FOV for the rest of the world. With the old engine (how DoD is now), the view weapons get stretched like crazy because of the world FOV. All of the models had to be modeled incorrectly to compensate for this.

With the new engine, the weapons can be modeled at a correct scale and be put straight into the game. Long story short, the weapons will look alot better, and with less work for us.

I don't have my notes with me, but there are alot of things I'd like to do with the weapon animations - more animations dealing with the status of the player - like an idle animation for walking, crouching, sprinting, swimming, jumping, etc.

Another thing we talked about (not in the first release) - having deployed MG's rotate around their bipod, not around the player. Little things like that. (m_b,08/27/2004)


Sounds

Player/Weapons

Q: Will we see new weapon/player models and sounds in the first version of dod:s?

A: 99% (m_b,08/26/2004)

I'm trying to get completely new sounds in for the first release. They should be heads and tails above current DoD sounds in terms of quality. The new engine is phenomenal for audio. Expect a more hushed distant battle ambient type of feel with most of the loud booming audio coming from the actual firefight at hand. Expect a different ambient feel for each map. It's been a long time since I've worked on DoD sounds, I've forgotten how much fun DoD audio is. (tw,08/26/2004)

Q: Will distances Sounds be implanted for all weapons in DOD:S

A: Source will change sounds with distance, if that's what you mean. (piu,08/27/2004)

Q: What about stopsound? If the command 'stopsound' won't be to included, what are the chances that there will be an ambient sound tweaker to adjust the volume levels to one's taste?

A: Stopsound is currently regarded as a cheat in CS:S. Not sure how we'll treat it in DoD:S (piu,08/26/2004)

Don't see much of a chance for any ambient sound tweaker, shouldn't be needed. Our goal is to have most of the ambient sound come directly from the players themselves....rather than "artificial" ambience from a track. Any "distant" ambience should end up being just that, distant, quiet enough that those who use stopsound will find no need to use it anymore. (tw,08/26/2004)

Q: currently when a team wins a round a tune is played and I have stopsound binded for it because I h8 it. in DOD:s will you be able to configure it so if you don't want to hear the tune you don't have too?

A: I like the win music. If you would like to remove it, you'll have to go about that yourself. sorry. (piu,08/27/2004)

Voice

Q: will different voices be implemented based on the character you are? Ie. different voices for different classes

A: 1% (tw,08/26/2004)

Q: Will voice commands remain unchanged for Source?

A: No, new ones already recorded (m_b,08/26/04)

More about voice commands :

Much higher quality - they were all recorded in a professional sound recording studio in Seattle (thank you, Valve)

They'll sound so much better ingame as well - with all kinds of effects on the sound depending on where you're at - in an open valley, or in a building, or in a plaza.. etc

Some were rewritten, and we also talked about having multiple sounds for each command - so like you said, sometimes it might be "Los Los Los", other times it will be "Schnell!" or whatever. (m_b,08/26/04)

Q: will voicecom from individual players have ranges so they can only be heard within a realistic distance?

A: I like this idea in theory, but in practice its hard enough to get people to play as a team. Limiting their communication doesn't help that problem. Its something we've talked about before, but I dont ever see it making it in. (piu,08/27/2004)

Q: Will we ever see "Medic!" and "Drop your weapon!" commands come back?

A: 50% (m_b,08/26/04)

Q: What kind of Voice (I mean voice via microphone) changes have been made?

A: none (piu,08/27/2004)

Q: Who makes/made the german voices? Is it a real german or someone who learnd german at school.

A: Our german mapper/sniper Sector-Effector does the voice. Micheal is the man. (piu,08/27/2004)

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