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Forum: All Forums : Call of Duty 2
Category: CoD2 Map + Mod Releases
Release announcements of custom maps and mods and other content related to Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: hiill24 ready!!
Allen
General Member
Since: Aug 4, 2005
Posts: 100
Last: May 25, 2006
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Level 3
Category: CoD2 Map + Mod Releases
Posted: Wednesday, May. 10, 2006 01:08 am
Our pubs love it. We have limited weapons to one sniper per team, so its great.

The only major problem is those damn trees.
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Kurgs
General Member
Since: May 9, 2006
Posts: 51
Last: Jul 17, 2006
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Level 3
Category: CoD2 Map + Mod Releases
Posted: Wednesday, May. 10, 2006 10:09 am
Just found a minor bug - in DM everybody spawn in the same point (almost on top of one another).

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map_maestro
General Member
Since: Apr 16, 2006
Posts: 67
Last: Dec 31, 2006
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Level 3
Category: CoD2 Map + Mod Releases
Posted: Wednesday, May. 10, 2006 02:36 pm
how are u going to resolve that??
where can i download?
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Kurgs
General Member
Since: May 9, 2006
Posts: 51
Last: Jul 17, 2006
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Level 3
Category: CoD2 Map + Mod Releases
Posted: Sunday, May. 21, 2006 01:37 pm
I see theres a note on codfiles that a new version has been submitted, cant wait to check it out :D
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Markos
General Member
Since: Jan 22, 2005
Posts: 6
Last: May 21, 2006
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Level 0
Category: CoD2 Map + Mod Releases
Posted: Sunday, May. 21, 2006 09:09 pm
Kurgs writes...
Quote:
I see theres a note on codfiles that a new version has been submitted, cant wait to check it out :D


ye nice update

but still very hard for allies, they really need more cover, maybe make more openings from where they start? cause now axis can easily watch those 2 points and shoot them [rolleyes]
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Kurgs
General Member
Since: May 9, 2006
Posts: 51
Last: Jul 17, 2006
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Level 3
Category: CoD2 Map + Mod Releases
Posted: Monday, May. 22, 2006 07:08 am
I've have always liked this map, and its great to see you cpntinuing to work on it.

A couple of comments FYI - I think the horizon could do with a little work:

this is the old view (from the top of the hill)

This is the new:


I think the older view was far more in line with the colours of the environment.

The ambient sounds are bugged I think (could be due to the map.gsc being called hilld.gsc ilo hill24.gsc).

Plus I htink the change of tree models (without more ground level foliage has now reversed the map, whereby USA will have a hell of a time getting up the hill, where the germans used to have a hell of a time defending (time for me start playing Axis lol)

No criticism intended, just feedback as I think this is a great map.

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codes
General Member
Since: Mar 21, 2006
Posts: 25
Last: May 22, 2006
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Level 1
Category: CoD2 Map + Mod Releases
Posted: Monday, May. 22, 2006 08:47 am
I found a bunch of ground patch lines. Here are some screenshots to get an idea of what i'm talking about.

http://freewebtown.com/cod10/ss/patchlinescreenshots.rar

Boozer88, you probably know about this. Other then that, I haven't found any bugs in the map. This map looks like a fun one.

Rocken!

edited on May. 22, 2006 04:50 am by codes
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Strag
General Member
Since: Apr 24, 2006
Posts: 8
Last: Oct 24, 2006
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Level 0
Category: CoD2 Map + Mod Releases
Posted: Tuesday, May. 23, 2006 03:03 am
I grabbed the new (v1.2) version tonight, but get this error when trying to load it:

Could not find script 'maps/mp/mp_hill24_fx': (file 'maps/mp/mp_hill24.gsc', line 3)
maps\mp\mp_hill24_fx::main();
*
************************************
Error during initialization:
script compile error
b]

If I comment out the call to maps/mp/mp_hill24_fx in the .gsc file, it works fine.
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Kurgs
General Member
Since: May 9, 2006
Posts: 51
Last: Jul 17, 2006
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Level 3
Category: CoD2 Map + Mod Releases
Posted: Tuesday, May. 23, 2006 04:32 am
thats because there is no *_fx.gsc in the iwd.

I'll try copying on of the older versions across.
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Kurgs
General Member
Since: May 9, 2006
Posts: 51
Last: Jul 17, 2006
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Level 3
Category: CoD2 Map + Mod Releases
Posted: Tuesday, May. 23, 2006 05:10 am
yeah thats all it was

Guys the error is caused by the fact there is not *_fx.gsc, either copy across the one from the old version or create (via notepad) a file called mp_hill24_fx.gsc and place in the iwd in the map/mp dir (with the mp_hill24.gsc), you can open the iwd with either winrar or zip.

Poor old boozer is jus having a bad day trying to get the map to us as fast as possible :)

In the file you create paste the following code (taken from the original hill24):

main()
{
precacheFX();
//ambientFX();
//exploderFX();
level.scr_sound["flak88_explode"] = "flak88_explode";
}

precacheFX()
{
level._effect["flak_explosion"] = loadfx("fx/explosions/flak88_explosion.efx");
level._effect["dust_wind"] = loadfx("fx/dust/dust_wind_brown.efx");
level._effect["fogbank_small_duhoc"] = loadfx ("fx/misc/fogbank_small_duhoc.efx");
level._effect["smoke_plumeBG"] = loadfx ("fx/smoke/smoke_plumeBG_toujane.efx");

}

ambientFX()
{
//maps\mp\_fx::loopfx("smoke_plumeBG", (8624,881,61), 1, (8624,881,71));
//maps\mp\_fx::loopfx("smoke_plumeBG", (-6206,8708,214), 1, (-6206,8708,224));
// maps\mp\_fx::loopfx("smoke_plumeBG", (-2234,-3032,12), 1, (-2234,-3032,22));

//maps\mp\_fx::loopfx("dust_wind", (2027,692,21), 0.3, (2027,692,31));
//maps\mp\_fx::loopfx("dust_wind", (1365,3161,69), 0.3, (1365,3161,79));
//maps\mp\_fx::loopfx("dust_wind", (1856,2662,69), 0.3, (1856,2662,79));
//maps\mp\_fx::loopfx("dust_wind", (2250,2078,69), 0.3, (2250,2078,79));
//maps\mp\_fx::loopfx("dust_wind", (2519,1565,69), 0.3, (2519,1565,79));
//maps\mp\_fx::loopfx("dust_wind", (2434,890,69), 0.3, (2434,890,79));
//maps\mp\_fx::loopfx("dust_wind", (956,1213,-20), 0.3, (956,1213,-10));
//maps\mp\_fx::loopfx("dust_wind", (1480,587,-7), 0.3, (1480,587,2));
//maps\mp\_fx::loopfx("dust_wind", (988,520,-2), 0.3, (988,520,7));
//maps\mp\_fx::loopfx("dust_wind", (97,1566,23), 0.3, (97,1566,33));
//maps\mp\_fx::loopfx("dust_wind", (7,1042,23), 0.3, (7,1042,33));
//maps\mp\_fx::loopfx("dust_wind", (49,550,23), 0.3, (49,550,33));
//maps\mp\_fx::loopfx("dust_wind", (1548,1959,36), 0.3, (1548,1959,46));
//maps\mp\_fx::loopfx("dust_wind", (1763,1525,70), 0.3, (1763,1525,80));
//maps\mp\_fx::loopfx("dust_wind", (1304,1571,13), 0.3, (1304,1571,23));
//maps\mp\_fx::loopfx("dust_wind", (898,2122,35), 0.3, (898,2122,45));
//maps\mp\_fx::loopfx("dust_wind", (971,2615,67), 0.3, (971,2615,77));

}

exploderFX()
{
//maps\mp\_fx::exploderfx(1, "flak_explosion", (1069,2761,87), 0, (1069,2761,97));
//maps\mp\_fx::exploderfx(2, "flak_explosion", (2818,1640,79), 0, (2818,1640,89));

}
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