[DoD:S map] Train Towns 0.1.0 Alpha

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[DoD:S map] Train Towns 0.1.0 Alpha

Postby Prof_Orribilus on Sun Aug 05, 2012 8:47 pm

Map's file name: dods_traintowns_alpha1
Gamemode: Territorial control without instant winning
Players supported: 32 with a minimum of 2 for team to capture all the flags



Once this map's objectives are conquered, you will have to defend them until the end of the round while accumulating as more point as possible. But for arriving at the objectives, you will need something more. In addition, remember the existence of the "use" action (normally binded to the "E" key) and that some objects can be moved also with firing.

I have been ispired by dod_berlin_express_fmc map.

As file's name suggests, this map is at alpha stage, so nothing of it is definitive, visuals inclusive. I am going to improve this map also basing on your feedbacks that i am very curious to know.

If you will like this map and upload it on your server, i would like that you send me its IP address so i know where i can play this map with you and others.

For more information, go to the main download page.



Main download page (including screenshots): http://gamebanana.com/dods/maps/167586

Download mirrors:
Installation instructions:
Copy the bsp file in the "maps" directory of your game/server installation.



An update is avaiable
Last edited by Prof_Orribilus on Wed Jun 26, 2013 1:30 am, edited 28 times in total.
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Re: [DODS] dods_traintowns_alpha1

Postby [Steve] on Mon Aug 06, 2012 2:50 pm

I assume this is your first map ? ill try to be constructive with my feedback.
Its an OK start , clearly you have learnt the basics of how to use hammer, however I would now recommend that you invest sometime researching level design , layout , game-play . Try to figure out what would make your level fun to play.

Did you test this level with other people? it would seem that you didn't, As there are quite a few obvious flaws with the layout and game-play.

Each town is far too far apart ! the only way to get between was by the train.
I did like the train idea. It was cool that you could get on it, however it wasn't fun when the train was at the other side of the map and I had to walk the insane distance in-between... shrink your level down and place the towns much much closer.
Make each town reachable with out having to catch the train.

Multiple routes - this is something your level needs more than anything! for example when you get off the train there is only one way to go!

I would suggest adapting your idea to fit a completely different layout , the train could follow a path inside a city with multiple stops, and multiple routes to access the train and engage other players.
I made a very quick and crappy picture to illustrate a basic but improved layout
Image

The black lines illustrate bridges.

There are tons of other issues I could point out about the visuals but at this stage I don't think it matters, work on your layout. redesign it with game-play in mind.

Be sure to stop back here with updates.
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Re: [DODS] dods_traintowns_alpha1

Postby Prof_Orribilus on Mon Aug 06, 2012 4:51 pm

[Steve] wrote:I assume this is your first map ?
Yes :)



[Steve] wrote:ill try to be constructive with my feedback.
It's a sane thing and what i wish :)



[Steve] wrote:Its an OK start , clearly you have learnt the basics of how to use hammer, however I would now recommend that you invest sometime researching level design , layout , game-play .
This is what i wish to do, in fact i released the map as "alpha".



[Steve] wrote:Try to figure out what would make your level fun to play.
I have done it and i have wished a map where players are forced to fight on a real moving train (contrary to what happens in the dod_berlin_express_fmc map).



[Steve] wrote:Did you test this level with other people? it would seem that you didn't, As there are quite a few obvious flaws with the layout and game-play.
I have just released this map as "alpha" for testing.



[Steve] wrote:Each town is far too far apart ! the only way to get between was by the train.
I did like the train idea. It was cool that you could get on it, however it wasn't fun when the train was at the other side of the map and I had to walk the insane distance in-between...
I have thinked that in that situation players could wait for the train while defending the first station. However, if this isn't a funny gameplay, that situation could be fixed (as a short-term solution) with adding a second train that starts at the same time of the first one and from the second town.
P.S. Have you noticed that i have called the gameplay of this map "territorial control without instant winning" meaning that you must hold flags for the majority of time to win the match?



[Steve] wrote:shrink your level down and place the towns much much closer.
Make each town reachable with out having to catch the train.
This breaks the base concept of forcing players to fight on the train, but i am going to think over.



[Steve] wrote:Multiple routes - this is something your level needs more than anything! for example when you get off the train there is only one way to go!
I agree. Just yesterday and today I have had cause to play for a few minutes this map with other people feeling that these forced paths reduce strategy choices.



[Steve] wrote:I would suggest adapting your idea to fit a completely different layout , the train could follow a path inside a city with multiple stops, and multiple routes to access the train and engage other players.
I made a very quick and crappy picture to illustrate a basic but improved layout
Image

The black lines illustrate bridges.
Are you meaning a train path with corners? If yes, this is the first layout that came to my mind, but it requires some 3D modeling skills (for the locomotive and wagons having rotating bogies) that now i haven't, so i have opted for a semplified one realizable with the props included with DoDS.



[Steve] wrote:There are tons of other issues I could point out about the visuals but at this stage I don't think it matters, work on your layout.
Yes, i haven't spended time editing the visuals because it would be a waste of time in case of a bad layout, so i have wished to release an alpha version just for testing and for receiving feedbacks like your one.
I haven't wished to care for visuals also because, as i have told, i haven't the necessary 3D modelling skills for making appropriate props.



[Steve] wrote:Be sure to stop back here with updates.
Sure :)
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Re: [DODS] dods_traintowns_alpha1

Postby [Steve] on Mon Aug 06, 2012 6:11 pm

A solution to the train not being able to turn corners would be to make the train static.
This would solve a few issues such as never having to wait for the train.
You could do something like this, again poorly illustrated... but i think it shows the concept.
Image
Move the towns/capture points closer and have several stationary trains across three or more tracks.
Still have these trains open and use them as the route to the other side.
You could expand on this further and have the trains abandoned along a bridge from Capture point A to capture point B.
You could add walkways under the bridge or a town or valley bellow, these could be additional routes to cross the divide between capture point A and B.

Just ideas but could fix the game-play if done correctly.
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Re: [DODS] dods_traintowns_alpha1

Postby Prof_Orribilus on Mon Aug 06, 2012 7:13 pm

Your ideas are interesting to me but i see them right for another map. For Train Towns i would find a solution with at least a moving train.

You haven't yet told me what you think about a couple of things:
Prof. Orribilus wrote:
[Steve] wrote:Each town is far too far apart ! the only way to get between was by the train.
I did like the train idea. It was cool that you could get on it, however it wasn't fun when the train was at the other side of the map and I had to walk the insane distance in-between...
I have thinked that in that situation players could wait for the train while defending the first station. However, if this isn't a funny gameplay, that situation could be fixed (as a short-term solution) with adding a second train that starts at the same time of the first one and from the second town.
Prof. Orribilus wrote:Have you noticed that i have called the gameplay of this map "territorial control without instant winning" meaning that you must hold flags for the majority of time to win the match?
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Re: [DODS] dods_traintowns_alpha1

Postby Prof_Orribilus on Wed Aug 15, 2012 9:54 pm

I don't know if you have decided to no longer respond or if you can't post. However, thanks for your time.
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Re: [DODS] dods_traintowns_alpha1

Postby Knights on Wed Aug 15, 2012 10:37 pm

Prof_Orribilus wrote:I don't know if you have decided to no longer respond or if you can't post. However, thanks for your time.
He might of died there was something in the news about it...
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Random gallery... Knights_Stuff.
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Re: [DODS] dods_traintowns_alpha1

Postby Prof_Orribilus on Wed Aug 15, 2012 11:20 pm

What news?
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Re: [DODS] dods_traintowns_alpha1

Postby [Steve] on Thu Aug 16, 2012 2:04 pm

Sorry i thought i had replied ! :shock:
Its difficult for me to give much more feedback based on the current version.

Prof_Orribilus wrote:I have thinked that in that situation players could wait for the train while defending the first station. However, if this isn't a funny gameplay, that situation could be fixed (as a short-term solution) with adding a second train that starts at the same time of the first one and from the second town.

I still think the distance needs to be reduced dramatically and there needs to be alternative routes to take.
Adding a second train probably wouldn't fix the game play at all. players wont want to wait for a train and defend the base. also if the train isn't there side then there wont be any players for them to defend against....
However it may work better ingame than it sounds on paper so feel free to give it ago and upload a new version here, ill be happy to try out a new version and give you more feedback.

Prof_Orribilus wrote:Have you noticed that i have called the gameplay of this map "territorial control without instant winning" meaning that you must hold flags for the majority of time to win the match?

I did notice , again imo it doesn't work in the current version as the territory's are so far apart.
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Re: [DODS] dods_traintowns_alpha1

Postby Prof_Orribilus on Thu Aug 16, 2012 5:50 pm

[Steve] wrote:Sorry i thought i had replied ! :shock:
Eheh.



[Steve] wrote:I still think the distance needs to be reduced dramatically and there needs to be alternative routes to take.
I would wish to try to find a solution while mantaining this long distance because only with it a moving train make some sense. By the way, some people have appreciated the current layout.



[Steve] wrote:Adding a second train probably wouldn't fix the game play at all. players wont want to wait for a train and defend the base.
Someone could, specially if the wait isn't too long.



[Steve] wrote:also if the train isn't there side then there wont be any players for them to defend against....
For that situation, but not only, i have an idea for keeping players busy. I will talk you about it after i have implemented it.



[Steve] wrote:However it may work better ingame than it sounds on paper so feel free to give it ago and upload a new version here, ill be happy to try out a new version and give you more feedback.
:)
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Re: [DODS] dods_traintowns_alpha1

Postby Prof_Orribilus on Fri Aug 24, 2012 7:50 am

To all people who have installed this map on the own game client: can you start the game, enter the "map dods_traintowns_alpha1" console command (or start a listen server to this map) and tell me if hl2.exe crashes during loading?
After the last DoDS' update, i have found this issue, and i would know if it occurs to all clients.

Thanks.
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Re: [DODS] dods_traintowns_alpha1

Postby [Steve] on Sat Aug 25, 2012 3:19 am

It also crashes for me now.
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Re: [DODS] dods_traintowns_alpha1

Postby Gary on Sat Aug 25, 2012 3:22 am

Try running in debug and starting the map. It might give hints about why it crashes.
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

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Re: [DODS] dods_traintowns_alpha1

Postby Prof_Orribilus on Sat Aug 25, 2012 12:40 pm

[Steve] wrote:It also crashes for me now.
Ok.



Gary wrote:Try running in debug and starting the map. It might give hints about why it crashes.
Do you intend the "-allowdebug" command line? If yes, well, i run always the map in debug, but a simple message box appears.
I have tried to set to 1 the log cvar obtaining the following two log files:
  • l0825000.log wrote:L 08/25/2012 - 09:55:58: Log file started (file "logs\L0825000.log") (game "c:\giochi\steam\steamapps\prof_orribilus\day of defeat source\dod") (version "5038")
    L 08/25/2012 - 09:56:09: server_cvar: "mp_flashlight" "1"
    L 08/25/2012 - 09:56:09: server_cvar: "sv_stopspeed" "50"
    L 08/25/2012 - 09:56:09: server_cvar: "sv_friction" "8"
    L 08/25/2012 - 09:56:09: Log file closed
  • l0825001.log wrote:L 08/25/2012 - 09:56:09: Log file started (file "logs\L0825001.log") (game "c:\giochi\steam\steamapps\prof_orribilus\day of defeat source\dod") (version "5038")
    L 08/25/2012 - 09:56:09: Loading map "dods_traintowns_alpha1"
    L 08/25/2012 - 09:56:09: server cvars start
    L 08/25/2012 - 09:56:09: "mp_respawnwavetime" = "10.0"
    L 08/25/2012 - 09:56:09: "mp_tournament" = "0"
    L 08/25/2012 - 09:56:09: "tf_arena_preround_time" = "10"
    L 08/25/2012 - 09:56:09: "tf_arena_round_time" = "0"
    L 08/25/2012 - 09:56:09: "tf_arena_max_streak" = "3"
    L 08/25/2012 - 09:56:09: "tf_arena_use_queue" = "1"
    L 08/25/2012 - 09:56:09: "mp_teams_unbalance_limit" = "1"
    L 08/25/2012 - 09:56:09: "mp_maxrounds" = "0"
    L 08/25/2012 - 09:56:09: "mp_disable_respawn_times" = "0"
    L 08/25/2012 - 09:56:09: "mp_stalemate_meleeonly" = "0"
    L 08/25/2012 - 09:56:09: "mp_forceautoteam" = "0"
    L 08/25/2012 - 09:56:09: "mp_teamplay" = "0"
    L 08/25/2012 - 09:56:09: "mp_falldamage" = "0"
    L 08/25/2012 - 09:56:09: "mp_weaponstay" = "0"
    L 08/25/2012 - 09:56:09: "mp_forcerespawn" = "1"
    L 08/25/2012 - 09:56:09: "mp_footsteps" = "1"
    L 08/25/2012 - 09:56:09: "mp_flashlight" = "1"
    L 08/25/2012 - 09:56:09: "mp_autocrosshair" = "1"
    L 08/25/2012 - 09:56:09: "decalfrequency" = "10"
    L 08/25/2012 - 09:56:09: "mp_teamlist" = "hgrunt;scientist"
    L 08/25/2012 - 09:56:09: "mp_allowNPCs" = "1"
    L 08/25/2012 - 09:56:09: "mp_friendlyfire" = "0"
    L 08/25/2012 - 09:56:09: "mp_fadetoblack" = "0"
    L 08/25/2012 - 09:56:09: "sv_gravity" = "800"
    L 08/25/2012 - 09:56:09: "sv_stopspeed" = "50"
    L 08/25/2012 - 09:56:09: "sv_noclipaccelerate" = "5"
    L 08/25/2012 - 09:56:09: "sv_noclipspeed" = "5"
    L 08/25/2012 - 09:56:09: "sv_specaccelerate" = "5"
    L 08/25/2012 - 09:56:09: "sv_specspeed" = "3"
    L 08/25/2012 - 09:56:09: "sv_specnoclip" = "1"
    L 08/25/2012 - 09:56:09: "sv_maxspeed" = "320"
    L 08/25/2012 - 09:56:09: "sv_accelerate" = "10"
    L 08/25/2012 - 09:56:09: "sv_airaccelerate" = "10"
    L 08/25/2012 - 09:56:09: "sv_wateraccelerate" = "10"
    L 08/25/2012 - 09:56:09: "sv_waterfriction" = "1"
    L 08/25/2012 - 09:56:09: "sv_footsteps" = "1"
    L 08/25/2012 - 09:56:09: "sv_rollspeed" = "200"
    L 08/25/2012 - 09:56:09: "sv_rollangle" = "0"
    L 08/25/2012 - 09:56:09: "sv_friction" = "8"
    L 08/25/2012 - 09:56:09: "sv_bounce" = "0"
    L 08/25/2012 - 09:56:09: "sv_stepsize" = "18"
    L 08/25/2012 - 09:56:09: "r_VehicleViewDampen" = "1"
    L 08/25/2012 - 09:56:09: "r_JeepViewDampenFreq" = "7.0"
    L 08/25/2012 - 09:56:09: "r_JeepViewDampenDamp" = "1.0"
    L 08/25/2012 - 09:56:09: "r_JeepViewZHeight" = "10.0"
    L 08/25/2012 - 09:56:09: "r_AirboatViewDampenFreq" = "7.0"
    L 08/25/2012 - 09:56:09: "r_AirboatViewDampenDamp" = "1.0"
    L 08/25/2012 - 09:56:09: "r_AirboatViewZHeight" = "0.0"
    L 08/25/2012 - 09:56:09: "mp_timelimit" = "0"
    L 08/25/2012 - 09:56:09: "mp_fraglimit" = "0"
    L 08/25/2012 - 09:56:09: "nextlevel" = ""
    L 08/25/2012 - 09:56:09: "sv_alltalk" = "0"
    L 08/25/2012 - 09:56:09: "mp_winlimit" = "0"
    L 08/25/2012 - 09:56:09: "sv_cheats" = "1"
    L 08/25/2012 - 09:56:09: "sv_pausable" = "0"
    L 08/25/2012 - 09:56:09: "sv_contact" = ""
    L 08/25/2012 - 09:56:09: "sv_voiceenable" = "1"
    L 08/25/2012 - 09:56:09: "tv_enable" = "0"
    L 08/25/2012 - 09:56:09: "sv_steamgroup" = ""
    L 08/25/2012 - 09:56:09: "sv_password" = ""
    L 08/25/2012 - 09:56:09: "sv_tags" = ""
    L 08/25/2012 - 09:56:09: "tv_relaypassword" = ""
    L 08/25/2012 - 09:56:09: "tv_password" = ""
    L 08/25/2012 - 09:56:09: "deathmatch" = "1"
    L 08/25/2012 - 09:56:09: "coop" = "0"
    L 08/25/2012 - 09:56:09: server cvars end
    L 08/25/2012 - 09:56:24: Started map "dods_traintowns_alpha1" (CRC "8338b4bc91dd4293826abfe0c04b546c")
    L 08/25/2012 - 09:56:24: Executing listen server config file listenserver.cfg

Now, however, i have used too "-condebug" command line that writes in a console.log file the console output. After the crash, this file contains the following:
console.log wrote:Parent cvar in server.dll not allowed (bot_mimic)
CSoundEmitterSystem: Registered 695 sounds
CResponseSystem: scripts\talker\response_rules.txt (217 rules, 214 criteria, and 208 responses)
CGameEventManager::AddListener: event 'teamplay_round_start' unknown.
maxplayers set to 32
Heap: 256.00 Mb
Steam config directory: c:\giochi\steam\steamapps\prof_orribilus\day of defeat source\platform\config
Parsed 145 text messages
CClientSteamContext logged on = 1
Type teleport_countdown_screen of meta class teleport_countdown_screen undefined!
MetaClass missing for teleport_countdown_screen
Hud element 'CHudWeapon' doesn't have an entry 'HudWeapon' in scripts/HudLayout.res
Hud element 'CHudHDRDemo' doesn't have an entry 'HudHDRDemo' in scripts/HudLayout.res
Hud element 'CHudFilmDemo' doesn't have an entry 'HudHDRDemo' in scripts/HudLayout.res
Hud element 'CHUDAutoAim' doesn't have an entry 'HUDAutoAim' in scripts/HudLayout.res
Hud element 'CHudGeiger' doesn't have an entry 'HudGeiger' in scripts/HudLayout.res
CGameEventManager::AddListener: event 'player_stats_updated' unknown.
[Cloud]: SUCCEESS retrieved cfg/config.cfg from remote storage into cfg/config.cfg
execing config.cfg
Unknown command "cl_thirdperson"
cc_lang =
Unknown command "sv_backspeed"
Not playing a local game.
Sound Initialization: Start
DS:5.1 speaker configuration detected
Set primary sound buffer format: yes
DirectSound initialized
Sound Initialization: Finish, Sampling Rate: 44100
4 CPUs, Frequency: 2.8 Ghz, Features: AuthenticAMD SSE SSE2 MMX 3DNow RDTSC CMOV FCMOV
CGameEventManager::AddListener: event 'player_stats_updated' unknown.
execing valve.rc
execing modsettings.cfg
ISteamUserStats::GetStat failed to get progress value from Steam for achievement DOD_KILLS_WITH_SPRING_STAT
ISteamUserStats::GetStat failed to get progress value from Steam for achievement DOD_KILLS_WITH_BAZOOKA_STAT
CreateEvent: event 'player_stats_updated' not registered.
0:Stopped sound *#ui\gamestartup5.mp3
---- Host_NewGame ----
execing game.cfg
Unknown command "sv_rollangle"
Unknown command "mp_facefronttime"
Unknown command "sv_unlag_fixstuck"
Network: IP 192.168.1.2, mode MP, dedicated No, ports 27015 SV / 27005 CL
Spawn Server: dods_traintowns_alpha1
ConVarRef sk_suitcharger doesn't point to an existing ConVar
Error, bad server command exec dods_traintowns_alpha1.cfg
Load_EntText: Could not find entity data file 'maps/dods_traintowns_alpha1.ent'.
Set Gravity 800.0 (0.250 tolerance)
SoundEmitter: adding map sound overrides from maps\dods_traintowns_alpha1_level_sounds.txt [6 total, 0 replacements, 0 duplicated replacements]
Removed font resource c:\giochi\steam\steamapps\prof_orribilus\day of defeat source\hl2\resource\halflife2.ttf on attempt 1.
Removed font resource c:\giochi\steam\steamapps\prof_orribilus\day of defeat source\hl2\resource\halflife2.ttf on attempt 2.
Removed font resource c:\giochi\steam\steamapps\prof_orribilus\day of defeat source\hl2\resource\hl2ep2.ttf on attempt 1.
Removed font resource c:\giochi\steam\steamapps\prof_orribilus\day of defeat source\hl2\resource\hl2ep2.ttf on attempt 2.
Removed font resource c:\giochi\steam\steamapps\prof_orribilus\day of defeat source\hl2\resource\marlett.ttf on attempt 1.
Removed font resource c:\giochi\steam\steamapps\prof_orribilus\day of defeat source\dod\resource\dodlogo.ttf on attempt 1.
Reference Count for Material __colordepthwrite00 (1) != 0
Reference Count for Material __colordepthwrite01 (1) != 0
Reference Count for Material __colordepthwrite10 (1) != 0
Reference Count for Material __colordepthwrite11 (1) != 0
Reference Count for Material vgui_white (1) != 0
Reference Count for Material vgui_3dpaint_fullscreen__rt_fullscreen (1) != 0
Reference Count for Material __background (1) != 0
Reference Count for Material __loading (1) != 0
Reference Count for Material __particlesdepthwrite (1) != 0
Reference Count for Material __particlesdepthwrite (1) != 0
Reference Count for Material __lookupviewpanel (2) != 0
Reference Count for Material debug/debugempty (1) != 0
Reference Count for Material debug/debugwireframe (1) != 0
Reference Count for Material debug/debugtranslucentsinglecolor (2) != 0
Reference Count for Material debug/debugtranslucentvertexcolor (1) != 0
Reference Count for Material debug/debugworldwireframe (1) != 0
Reference Count for Material debug/debugworldwireframezbuffer (1) != 0
Reference Count for Material debug/debugbrushwireframe (1) != 0
Reference Count for Material debug/debugdecalwireframe (1) != 0
Reference Count for Material debug/debuglightmap (1) != 0
Reference Count for Material debug/debuglightmapzbuffer (1) != 0
Reference Count for Material debug/debugluxels (1) != 0
Reference Count for Material debug/debugleafviswireframe (1) != 0
Reference Count for Material debug/debugwireframevertexcolor (1) != 0
Reference Count for Material debug/debugwireframevertexcolorignorez (1) != 0
Reference Count for Material engine/lightsprite (1) != 0
Reference Count for Material engine/shadowbuild (1) != 0
Reference Count for Material debug/debugmrmwireframe (1) != 0
Reference Count for Material debug/debugdrawflattriangles (1) != 0
Reference Count for Material debug/debugambientcube (1) != 0
Reference Count for Material engine/writez (2) != 0
Reference Count for Material vgui/white (2) != 0
Reference Count for Material voice/icntlk_pl (1) != 0
Reference Count for Material vgui/white_additive (1) != 0
Reference Count for Material vgui/hud/icon_commentary (1) != 0
Reference Count for Material decals/simpleshadow (1) != 0
Reference Count for Material decals/rendershadow (1) != 0
Reference Count for Material decals/rendermodelshadow (1) != 0
Reference Count for Material sprites/player_icons/american (1) != 0
Reference Count for Material sprites/player_icons/german (1) != 0
Reference Count for Material engine/modulatesinglecolor (1) != 0
Reference Count for Material particle/screenspace_fog (1) != 0
Reference Count for Material tools/toolsskybox (1) != 0
Reference Count for Material concrete/concretewall043a (65) != 0
Reference Count for Material temp/brickfloor001a (1) != 0
Reference Count for Material dev/dev_plasterwall001c (3) != 0
Reference Count for Material dev/dev_concretefloor006a (1) != 0
Reference Count for Material nature/dirtfloor005c (2) != 0
Reference Count for Material nature/gravelfloor002a (4) != 0
Reference Count for Material concrete/concretewall049b (26) != 0
Reference Count for Material concrete/concretefloor008a (8) != 0
Reference Count for Material props/acousticceiling002a (3) != 0
Reference Count for Material concrete/concretewall001a (14) != 0
Reference Count for Material concrete/concretestair001a (28) != 0
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Reference Count for Material maps/dods_traintowns_alpha1/concrete/concretefloor033c_-13568_-512_69 (1) != 0
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Reference Count for Material maps/dods_traintowns_alpha1/concrete/concretefloor028c_-13504_-2752_69 (1) != 0
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Reference Count for Material maps/dods_traintowns_alpha1/plaster/plasterwall043c_15372_0_338 (2) != 0
Reference Count for Material maps/dods_traintowns_alpha1/plaster/plasterwall043d_15808_-412_77 (2) != 0
Reference Count for Material maps/dods_traintowns_alpha1/plaster/plasterwall043d_15700_0_205 (2) != 0
Reference Count for Material maps/dods_traintowns_alpha1/plaster/plasterwall043d_15568_-832_77 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/plaster/plasterwall043c_15700_0_338 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/plaster/plasterwall043d_15808_412_77 (2) != 0
Reference Count for Material maps/dods_traintowns_alpha1/plaster/plasterwall043d_15568_832_77 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/plaster/plasterwall042d_15400_0_205 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/plaster/plasterwall042c_15372_0_338 (3) != 0
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Reference Count for Material maps/dods_traintowns_alpha1/tile/tilefloor011a_15522_88_274 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tilefloor013a_15512_384_205 (2) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tilefloor013a_15400_0_205 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tilefloor011a_15522_-88_274 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tilefloor011a_15512_-384_333 (2) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tilefloor013a_15522_-88_274 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tilefloor013a_15512_-384_205 (2) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tilefloor013a_15072_-412_77 (1) != 0
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Reference Count for Material maps/dods_traintowns_alpha1/stone/stonefloor006d_c17_13536_-832_77 (2) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_-13056_2048_69 (5) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_15512_384_333 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_15512_384_466 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_14784_1216_77 (2) != 0
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Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_14304_1216_77 (2) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_14672_412_77 (1) != 0
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Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_13360_1216_77 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_13536_412_77 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_13032_224_160 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_-13056_-2048_69 (5) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_13536_-412_77 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_13032_-224_160 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_14304_-1216_77 (2) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_13936_-412_77 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_13360_-1216_77 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_14784_-1216_77 (2) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_14672_-412_77 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_13824_-1216_77 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_15296_-1216_77 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_15072_-412_77 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_15816_-1216_77 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_15512_-384_333 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/tileroof003a_15512_-384_466 (1) != 0
Reference Count for Material maps/dods_traintowns_alpha1/stone/stonefloor006d_c17_15072_832_77 (2) != 0
Reference Count for Material maps/dods_traintowns_alpha1/stone/stonefloor006d_c17_15072_-832_77 (3) != 0
Reference Count for Material maps/dods_traintowns_alpha1/plaster/plasterwall022e_c17_13020_0_160 (2) != 0
Reference Count for Material maps/dods_traintowns_alpha1/plaster/plasterwall022c_13020_0_160 (8) != 0
Reference Count for Material maps/dods_traintowns_alpha1/plaster/plasterwall022e_c17_13020_0_288 (1) != 0
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Reference Count for Material maps/dods_traintowns_alpha1/plaster/plasterwall022d_c17_13020_0_288 (2) != 0
Reference Count for Material maps/dods_traintowns_alpha1/tile/marblefloor11_13020_0_288 (1) != 0
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Reference Count for Material maps/dods_traintowns_alpha1/plaster/plasterwall022c_13032_224_160 (3) != 0
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Reference Count for Material maps/dods_traintowns_alpha1/metal/citadel_tilefloor016a_-13568_0_69 (5) != 0
Reference Count for Material maps/dods_traintowns_alpha1/props/rubberfloor009a_-11904_176_160 (3) != 0
Reference Count for Material maps/dods_traintowns_alpha1/vehicle/metaltrain001a_-11392_176_160 (13) != 0
Reference Count for Material maps/dods_traintowns_alpha1/vehicle/metaltrain002a_-11392_176_160 (21) != 0
Reference Count for Material maps/dods_traintowns_alpha1/vehicle/metaltrain001a_-11392_-176_160 (9) != 0
Reference Count for Material maps/dods_traintowns_alpha1/vehicle/metaltrain002a_-11392_-176_160 (14) != 0
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Reference Count for Material maps/dods_traintowns_alpha1/vehicle/metaltrain001a_-10880_176_160 (7) != 0
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Reference Count for Material models/props_windows/inset_windowframe_small1 (4) != 0
Reference Count for Material models/props_windows/inset_windowframe_small2 (1) != 0
Reference Count for Material models/props_doors/doora (1) != 0
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Reference Count for Material models/props_windows/inset_windowframe_large1b (1) != 0
Reference Count for Material models/props_windows/inset_windowframe_large2 (1) != 0
Reference Count for Material models/props_c17/metalladder001 (1) != 0
Reference Count for Material models/props_doors/doorframe_03a (1) != 0
Reference Count for Material models/props_urban/railing01a (1) != 0
Reference Count for Material models/props_exteriors/stone_trim (1) != 0
Reference Count for Material models/props_italian/anzio_fountain (1) != 0
Reference Count for Material models/facade_germany/bldg_commb_high (1) != 0
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Reference Count for Material models/props_foliage/hedge_128 (2) != 0
Reference Count for Material models/props_foliage/hedgesnow_128 (2) != 0
Reference Count for Material models/props_canal/rock_riverbed01a (1) != 0
Reference Count for Material models/props_c17/statue_horse (1) != 0
Reference Count for Material models/props_foliage/tree_deciduous_01a_branches (4) != 0
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Reference Count for Material models/props_foliage/tree_deciduous_01a_leaves2 (4) != 0
Reference Count for Material models/props_foliage/tree_deciduous_01a_leaves3 (1) != 0
Reference Count for Material models/props_trainstation/trainstation_bench001 (1) != 0




I have seen an empty debug.log file in the game directory which i don't know yet how to activate. Do you know something about?
Prof_Orribilus
Member
Member
 
Joined: Sun Aug 05, 2012 8:32 pm
Location: Italy

Re: [DODS] dods_traintowns_alpha1

Postby Prof_Orribilus on Fri Sep 07, 2012 6:52 am

Steve, can you try now to start a listen server with this map? The Steam support have adviced me to reinstall all the drivers. I have done it and the problem is disappeared, but i don't know if it is due to the DoDS update released at the same time.
Prof_Orribilus
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Joined: Sun Aug 05, 2012 8:32 pm
Location: Italy
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