Day of Defeat offers intense online action gameplay set in Europe during WWII. Assume the role of infantry, sniper or machine-gunner classes, and more. DoD:S features enhanced graphics and sounds design to leverage the power of Source, Valve's new engine technology.

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The Source Filmmaker (SFM) is the movie-making tool built and used by the staff at Valve to make movies inside the Source game engine. Because the SFM uses the same assets as the game, anything that exists in the game can be used in the movie, and vice versa. By utilizing the hardware rendering power of a modern gaming PC, the SFM allows storytellers to work in a what-you-see-is-what-you-get environment so they can iterate in the context of what it will feel like for the final audience.

To celebrate the announcement of the SFM, They've also released "Meet the Pyro", the ninth installment in the "Meet the Team" series. Like all of Their animated shorts, They made it using the SFM.

If you're interested in making movies and games in parallel, sign up for an SFM beta key and start shooting your movie on location inside the world of TF2 today.

Blender SMD Tools 1.0 released

Blender SMD Tools 1.0 released

News 19 comments

After more than 50 releases, the Blender SMD Tools have left beta. Import and export all types of SMD, compile QCs automatically and import DMX with 100...

New shaders in dod source

New shaders in dod source

High Definition Pack 13 comments

Valve integrated new shaders in the Orange Box Engine, I discovered these and tried to make it work in dod source.

New DoDS Map : Rive

New DoDS Map : Rive

News 1 comment

In a great late summer afternoon setting, Rive provides a balanced Capture The Flag gameplay where any class will have its use, and many different strategies...

Modception: Part 1 – The Origins Of Day Of Infamy

Modception: Part 1 – The Origins Of Day Of Infamy

Feature 4 comments

An interview series with the modders turned developers of World War II shooter Day of Infamy.

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rtx

rtx

RTX.conf

This is the rtx.conf file necessary to run Day of Defeat: Source with RTX Remix. Place it in the root directory where the Remix runtime is installed.

Game Capture: Day of Defeat: Source: RTX Remix

Game Capture: Day of Defeat: Source: RTX Remix

USD Capture

All multiplayer maps captured, for use in RTX Remix mod projects.

Day of Defeat source Intro

Day of Defeat source Intro

Treyvalve Full Version

I think it's all done, what i want to do next is the Activision intro with the source logo spinning and the texts slowly going to their places...

dod_paris2

dod_paris2

dod_paris2 Full Version

This is a recreation of the popular Counter-Strike map Dust 2, but with a Paris theme with Parisian buildings, tall towers and brick walls. This is a...

ctf ramp

ctf ramp

ctf_ramps Full Version 1 comment

a map showing off ramps!!!

XBLAH's Modding Tool

XBLAH's Modding Tool

Full Version 19 comments

Introducing XBLAH's Modding Tool V2.0, a versatile and powerful tool designed for both new and experienced modders. This latest version features two editions...

Post comment Comments  (0 - 10 of 48)
shadowtiger!
shadowtiger! - - 16 comments

why i run game and it say runtime error 5 at 00403FA4

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counter10
counter10 - - 9 comments

dods nostean and BOTS

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YuriFR
YuriFR - - 19 comments

[[using google translator...]]
I play Dod classic with bots (old system "Sturmbot") since beta 3.1 version (around the years 2001/2002). However, with the death of the developer "Johan 'Jowo' Linde" (Tsunami:2005), the project "Sturmbot" was interrupted (in version 1.7). I understand that may no longer be possible to reactivate it in Dod:S, but my opinion is that a system of bots to Dod: Source should follow roughly the same path trodden by "Jowo". One of the greatest qualities of old Sturmbot is the ability of the AI ​​to interact as a squad-team, in which the soldier was emit voice and gestures commands, one to each other (the Sturmbot wore the animations and voices, existing as standard in the game). Consequently, the soldiers could be decide to obey or not to obey the order of the voice command (and gesture). This characteristic made the atmosphere of game much more dramatic (like a thriller movie, similar to the famous "Saving private Ryan"), because the human player could be hear the commands of his own team and the screams of the enemy (when they were approaching). All this causing a feeling of being in a real war (as in game "Medal of Honor: Alied Assault"). I tried to recreate the same game experience of Dod classic with bots in Dod:S, but in the currents systems of bots for Dod:S there are no equal resources like in the Sturmbot. I am not able to program bots, but many people would like to get the same experience of playing Dod:S like the old and good Sturmbot system.

With this suggestion i also put a link to the changelog of Sturmbot. My expectation is that someone considers this as a positive opinion, and based on this changelog, implement new scripts that produce the same desired effects:
Jasonwilliams400com.startlogic.com

The results will be probably very fantastic !!! Thanks for who considering this message!

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FluffyKittenChan
FluffyKittenChan - - 139 comments

I love this game!

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alencore
alencore - - 445 comments

New rcbot2 video...now sprinting...

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Guest
Guest - - 698,120 comments

you can send game folder

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YuriFR
YuriFR - - 19 comments

[using google translator...]
Sir Alencore, i hope you are the same person named "Cheeseh" (Rcbot developer). A long time i trying to contact Cheeseh: I am a fan of Dod classic with bots (old system "Sturmbot") since beta v3.1 (around the years 2001/2002). Since then I play Dod, however, with the death of the developer "Johan 'Jowo' Linde", the project "Sturmbot" was interrupted (v1.7). I understand that may no longer be possible to reactivate it in Dod:S, but my opinion is that a system of bots for Dod:S should follow roughly the same path trodden by "Jowo", and only you are able to do currently! One of the greatest qualities of sturmbot is the ability of the AI to interact as a squad-team, in which the soldier was emit voice and gestures commands, one to each other. Consequently, the soldiers could be decide to obey or not to obey the order of the voice command (and gesture). This feature made the atmosphere of game much more dramatic (like a thriller movie, as the "Saving private Ryan"). This is because the human player could be hear (and see) the commands of his own team and the voice/screams of the enemy (when they were approaching). All this causing a feeling of being in a real war (as in game "Medal of Honor-Alied Assault")! I tried to recreate the same game experience of Dod classic with bots in Dod:S, but in the currents systems of bots for Dod:S there are no equal resources to the sturmbot. I am not able to program bots, but many people would like to get the same experience of playing Dod:S like the old and good Sturmbot. With this suggestion also put a link to the changelog of Sturmbot.
My expectation is that you consider this as a positive opinion, and based on the changelog of sturmbot, implement new scripts that produce the same desired effects: Jasonwilliams400com.startlogic.com

The results will be probably very fantastic !!! Thank you so much!

Reply Good karma Bad karma+4 votes
alencore
alencore - - 445 comments

Here's an awesome DODS BOTS....Rcbot2 now fully supports DODS current version 1.0.0.49 and will be updated anytime dods does. Get it here and additional waypoints as well at it's forum....
Rcbot.bots-united.com

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RaptorXL
RaptorXL - - 218 comments

can i mod this game into a ww1 mod?

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ESFfan
ESFfan - - 30 comments

THEYVGOT BOTS!!!!
Dodsplugins.com

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Simcardo
Simcardo - - 3,511 comments

Now all we need is Ironsights for all weapons. I wonder why so many people dislike the realistic way of being able to use ironsights.

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DAB9595
DAB9595 - - 63 comments

I don't dislike them personally, I just believe that not every single game needs them, such as games made by Valve.

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Guest
Guest - - 698,120 comments

you should put sights i been looking for a fps with sights

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