Day of Infamy

Day of Infamy

Tobruk
Showing 1-6 of 6 entries
Update: 8 Oct, 2017 @ 3:53am

Stronghold 'hotfix'.

Update: 7 Oct, 2017 @ 3:26pm

[Update 4]
The Stronghold UPDATE!
Thanks again for the feedback! More information regarding update 4 is listed below. Take a look!

Additions log:
> Stronghold gamemode!
> Flanking route - A offensive - rightside
> Another entrance - A offensive, attacking team
> Reworked Terrain - Visual and geometry improvements - across the whole map
> Reworked A offensive Building - interior - upper and lower floors
> Multiple custom textures and blends
> Increasing cover - walls,sandbags... - map centre
> More exterior building details
> Even more New buildings - Replacing some 'rushed contest buildings' - randomly throughout the level.
> New dirt road - new, more defined
> More detail - map wide
> A small canyon - left side, CW spawn area
> Extra artillery cover - sheds, small rooms.
> Level optimization improvements
> Overview map - Updated

Removed log:
> Barbed wire sections - map roads

Fixed log:
> Some Lighting errors - Whole map
> Some low-frame-rate locations
> Skybox adjustments - increasing Plane altitudes
> Old terrain seams and holes - across the whole map
> Some invisible walls
> Some Potential level exploits

Special thank you to: N.W.I devs & ModTools - for Stronghold 'error', fix help.

Update: 19 Mar, 2017 @ 9:40am

[Update 3]
Compatibility update
DayOfInfamy has received wide sweeping changes across the board; this patch keeps Tobruk up-to-date and ready for the games launch! [23rd March 2017].

Addition log:
-Added gamemode: Firefight
-Added a new overview map (currently shown on workshop images).
-Added unit selection

Fixed Log:
-Fixed the map script, to be compatible with the recent updates.
-Tweaked navigational mesh.

General:
I cant wait for the DOI launch this Thursday, I hope you enjoy!
To address recent queries: Yes I plan on finishing Tobruk, start-mid 2017. Currently updates are slowed. This is due to a busy period, that will end soon. Then you can expect big updates, full of new and hopefully interesting additions.

Thanks again for your support!

Update: 14 Feb, 2017 @ 7:15am

[Update 2]
Supportive fix
Thank you for all the kind feedback so far! This change log will focus more on fixes.

Fixed Log:
-Players may've encounter some big building errors, these are FINALLY FIXED! This took a long time to track, learn and fix. This consisted of Brush based errors.

-Fixed floating rubble at Wspawn.
-Closed off an out-of-bounds area to prevent players from viewing unintended locations.
-Cleaned up some building trims.
-Fixed more terrain seams/holes.
-Fixed a wide variety of specular/reflection related issues.
-Some small bushes/vines created massive shadows, most of them are fixed.
-Replaced 90% of dev-textures left.
-Currently changed the main roads length to include a turn (out of bounds).

General:
>Tobruk now has an alternative test build (not public). This will help with the creation process, in order to test bigger additions/changes to the map itself. Some of these well tested additions may be added to the current map. Additional map changes and/or more gamemodes are currently being tested.

There will always be some fixes needed throughout the process of creating a level, Im currently looking into: Lighting errors.

Thank you for your continued support!

Update: 27 Dec, 2016 @ 5:41am

[Update 1]
After Festive fix

Fixed Log:
-Fixed some see-through walls within easy player viewing.
-Removed an invisible wall blocking a doorway!
-Fixed a breakable Fence from floating.
-Known exploits dealt with, allowing players to access inaccessible areas.
-Removed invisible barriers on Wspawn rooftop.
-Adjusted some props fading.

General:
-Fog adjustments within the level, might still need one last tiny tweak.
-Navigational tweaks.
-Smoothed certain terrain areas.
-Replaced some dev textures.

Fixes, Hope you had a lovly festive holiday.
Looking into building errors that players are currently experiencing.
Your support is appreciated, so thank you!

Update: 22 Dec, 2016 @ 2:40pm