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Old 09-26-2005, 09:41 PM   #16 (permalink)


 
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Re: Day of Defeat Source

Quote:
Originally Posted by black death5
ok, im posting the IP here too:

SERVER IP FOR Tacticalgamer.com DoD Server #1: 10.97.81.130:27015

have fun on it guys.
No workie for me...
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Old 09-26-2005, 10:33 PM   #17 (permalink)


 
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Re: Day of Defeat Source

same here, though i will say, i like the game already. Took me a few tries to get it configured properly though. Runs like a charm now though.
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Old 09-26-2005, 10:34 PM   #18 (permalink)
 
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Re: Day of Defeat Source

I played for about 5 minutes before the LSU/TN game came on. It's halftime and I try to login to play again and I get this message: "Steam-Error This game is currently unavailable. Please try again another time."

Well, I guess those 5 minutes were fun...

Have to go back and watch UT get pummeled some more...
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Old 09-26-2005, 10:35 PM   #19 (permalink)


 
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Re: Day of Defeat Source

quit steam and restart it fault. If that doesn't work, reboot the comp.
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Old 09-26-2005, 11:26 PM   #20 (permalink)
 
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Re: Day of Defeat Source

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Originally Posted by Vulcan
quit steam and restart it fault.
This seemed to work for me. Thanks
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Old 09-27-2005, 12:14 AM   #21 (permalink)


 
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Re: Day of Defeat Source

So... Where are you guys playing?
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Old 09-27-2005, 12:18 AM   #22 (permalink)
 
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Re: Day of Defeat Source

Hurrah! Great to see a TG server up and running so quickly. I'm enjoying DoD: Source, but getting sick of the lack of teamwork. I'm pretty sure the TG server will fix that.

Here's a quick note for anyone using a Nvidia card. Some new beta drivers were just released for nvidia cards today that apparently "Fixed compatibility problem[s] for Half Life 2: Lost Coast and Day of Defeat: Source". Check out http://www.nzone.com/object/nzone_do..._2k_78.05.html
I don't have a Nvidia card, so I can't say whether it works or not but I thought I'd pass it on anyway.
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Old 09-27-2005, 12:30 AM   #23 (permalink)


 
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Re: Day of Defeat Source

nowhere atm cing, just got it configured to run well.
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Old 09-27-2005, 02:41 AM   #24 (permalink)


 
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Re: Day of Defeat Source

Eh... I jumped on a pub for a bit. It didn't seem at all different from DoD. Graphics were a bit better, but I didn't see any advances in gameplay...

Disappointing, just like CS:S...
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Old 09-27-2005, 08:33 AM   #25 (permalink)
 
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Re: Day of Defeat Source

im going to restart the server later today. did ANYONE get to connect to it?
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Old 09-27-2005, 10:55 AM   #26 (permalink)
 
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Re: Day of Defeat Source

Quote:
Originally Posted by CingularDuality
Eh... I jumped on a pub for a bit. It didn't seem at all different from DoD. Graphics were a bit better, but I didn't see any advances in gameplay...

Disappointing, just like CS:S...

Yeh i can mirror these sentiments. Nothing but a dissapointment. The game is a slightly better looking exact copy of the DOD we played 4 years ago. I can't believe they went through all this work and didn't improve the gameplay appreciably. Ironsights? yeh on 1 or 2 weapons in the game. When the best guns in the game are the one-shot kill rifles or the bazooka you know the game isn't headed downt he right track.
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Old 09-27-2005, 11:39 AM   #27 (permalink)
 
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Re: Day of Defeat Source

I jumped on pubs a few times last night only to find them lagged beyond belief. This isn't too uncommon for a new game, especially with every server probably getting pinged to death by everyone trying to find a slot - and also the usual problem of server admins overestimating what their server can handle. I couldn't really tell too much by that.

So, I fired up a private server just to look around the maps and test out the new guns, etc. All I can say is - wtf? Source though felt odd - the graphics were better, but somehow more cartoony. Considering the graphics limitations with the old engine, everything looked more gritty and real in the old DoD. The maps felt smaller - maybe it's due to the new graphics being more detailed in some ways, or they have a different FOV setting or something. Player movement also felt much faster, more CS than DoD. Flags seemed to cap faster as well. Faster movment on smaller maps (which were already tight to begin with) with faster capping seems like a recipe for disaster to me, although I can't fairly comment without actually playing more in some actual games. Unless it plays significantly better than it seems, it's not going to take away one second of my BF2 time. That's a shame, because I always liked the original DoD.

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Old 09-27-2005, 12:01 PM   #28 (permalink)


 
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Re: Day of Defeat Source

I think the sprint is maybe too fast, they may update that. I think maybe some balance issues are there, but hopefully they will be smoothed out. Since it is a mod of HL2 i wouldn't expect a bf2 style of game. New maps will offer a wider range but things that bf2 achieve can only be obtained with new coding, which i think would be a disaster in the Source engine. This engine is about physics and quality graphics.
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Old 09-27-2005, 03:31 PM   #29 (permalink)
 
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Re: Day of Defeat Source

Part of my problem is expectations. I was expecting the game to be a "SOURCE" game, using physics and elements that have been included in most games in the 5 years since DOD was originally developed. What DOD:S appears to be from one night of playing is DOD with the graphics turned up.

Why aren't there destroyable objects on these maps? Why can't you move things around to improvise cover? It seems to me the ability to manipulate objects in a realistic manner (ala physics) was the sole reason hl2 garnered so much attention, and yet none of this was incorporated into DOD:S. If this game had been released last October, I would have only expected a graphics update, but to think they spent a full year to update a game, and all they got for their time was a game that plays only 3 years old instead of 5, is pretty disheartening.

My dissapointment is running rampant.
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Old 09-27-2005, 04:14 PM   #30 (permalink)


 
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Re: Day of Defeat Source

Shiner that is possible, as you may have noticed you do have the ability to pick up grenades that are thrown at you and throw them back.

It's just a matter of making the map that utilizes such objects to move around. I believe these maps are just basic maps to make sure the game is bug free before they start throwing in all the bells and whistles.
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