Author Topic: D-Day:Normandy Q2 mod  (Read 7927 times)

Offline console

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D-Day:Normandy Q2 mod
« on: September 03, 2008, 02:33:40 AM »
Salutations,

Someone on the servers requested this mod be added.

http://www.moddb.com/mods/ddaynormandy/images/moving-through-the-city




Any interest?


Regards,

:exqueezeme:
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Offline DWxchzrles

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Re: D-Day:Normandy Q2 mod
« Reply #1 on: September 03, 2008, 02:49:21 AM »
Looks interesting, why not give it a tryout?
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Offline peewee_RotA

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Re: D-Day:Normandy Q2 mod
« Reply #2 on: September 03, 2008, 03:13:24 AM »
Great mod, it actually is a first in many aspects in it's genre. Games like RtcW, battlefield 1942, and Enemy Territory are using it's concepts even in todays sequels. Another great feature to note is that it intelligently fixes Quake2 physics to be more realistic preventing the Action Q2 TDM jumping contest.

Only issue is that being a massively team game based on strategy and taking of enemies territory, you absolutely cannot play with less than 8 people. Maps are too massive, and many objectives cannot be accomplished with less than 2 people at that objective. Also the size of the game is huge. It's a TC with a stand alone release available at http://dday.planetquake.gamespy.com/site/viewarchive.php?id=arc7-2000.php.

That being said, for the sake of preserving the game then a server would be awesome. However unless there's a dedicated following of DDAY players, it's going to remain empty like the AQ2 servers. It's just too strategy/team based for a DM community. Then again we have a lot of COD4 players. Trust me guys, this is better than any WW2 game you've ever played.
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Offline :iR:goatkilla

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Re: D-Day:Normandy Q2 mod
« Reply #3 on: September 03, 2008, 05:13:35 AM »
oh man brings good memories but id prolly seldom play it hehe
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Offline [BTF]Jehar

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Re: D-Day:Normandy Q2 mod
« Reply #4 on: September 03, 2008, 07:20:52 AM »
I'll be sure to populate it if it comes up :)
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Offline decino

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Re: D-Day:Normandy Q2 mod
« Reply #5 on: September 03, 2008, 07:51:32 AM »
Looks nice, i'd give it a try  :righteous:
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Offline The Happy Friar

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Re: D-Day:Normandy Q2 mod
« Reply #6 on: September 03, 2008, 08:06:47 AM »
is this the stand alone or the mod that's running?  Or does it really matter from a client point of view?
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Offline peewee_RotA

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Re: D-Day:Normandy Q2 mod
« Reply #7 on: September 03, 2008, 10:05:03 AM »
Yeah... the forums over there got hacked. Nobody else register there. I'm gonna go ahead and do some password changing now.

 :lolsign:
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Offline Whirlingdervish

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Re: D-Day:Normandy Q2 mod
« Reply #8 on: September 03, 2008, 10:16:04 AM »
I've played d-day a few times. It has a small following still, and a couple of servers running in various countries.

The maps are pretty cool, and by design, a mapper can use custom models like prefabs to put in highly detailed features like tanks and cars by the side of the road.. :P

I'd dabble in it, if I had more time.
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Offline [BTF]Jehar

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Re: D-Day:Normandy Q2 mod
« Reply #9 on: September 03, 2008, 04:26:42 PM »
I've played d-day a few times. It has a small following still, and a couple of servers running in various countries.

The maps are pretty cool, and by design, a mapper can use custom models like prefabs to put in highly detailed features like tanks and cars by the side of the road.. :P

I'd dabble in it, if I had more time.

Can you can do that in the client version, or just the standalone? That'd be a neat trick to have if it's the former.
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Offline peewee_RotA

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Re: D-Day:Normandy Q2 mod
« Reply #10 on: September 03, 2008, 05:35:53 PM »
Can you can do that in the client version, or just the standalone? That'd be a neat trick to have if it's the former.

The simplist form of the concept of "worldmodel" entity will automatically precache the model causing all connecting clients (allow download models & model/skins) to download the model with the map. Creating a world model entity is probably the simplist code change possible for a Quake 2 mod. You just copy and paste the spawn code for the Sattelite, rename it, and give the model a string passed in by the map file.

I've done the same thing for the "tomb of 1000 warriors" map in my Quake Chi mod. I can't imagine that this would not be the case with DDAY.
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Offline adz1La

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Re: D-Day:Normandy Q2 mod
« Reply #11 on: September 04, 2008, 06:09:16 PM »
used to play this a few years back..they banned you if you jumped ;D


also the regulars thought i cheated so do not shoot to many people at one time.
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Offline Detroit

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Re: D-Day:Normandy Q2 mod
« Reply #12 on: September 05, 2008, 03:41:11 PM »
Yes! This mod is great.. its the forefather of day of defeat, call of duty, basically all fps war games. The old dday community was known for its brutal self regulating as to the number of jumps you were allowed to perform at any given time (the hop!) But honestly, this mod is way fun... highly recommended just check out quakeservers.net.... its very popular in Chile.
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Offline :iR:goatkilla

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Re: D-Day:Normandy Q2 mod
« Reply #13 on: November 19, 2008, 05:40:50 PM »
idk with all the new war games coming out this is sounding pritty good again!

and you can use the ra2-railz server.
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Offline m4$73r j14u

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Re: D-Day:Normandy Q2 mod
« Reply #14 on: November 23, 2008, 01:22:25 AM »
Not interested-period.
Battelfield is just perfect for 32vs32 battles and idsoftware liked it officially too when it first came out.
"WWII is my favorite world war"-someone funny i forgot the name said.

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