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 12 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...

Podcast17 - Transmission 11225

Podcast17 - Transmission 11225

Feature 16 comments

This week we are joined by Gabor from The Curse and Phillip from PlanetPhillip. We talk about a variety of portal maps and Phillip has an announcement...

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FA:DOD 241015

FA:DOD 241015

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More fixes/improvements: *Blue Sniper arms no longer a pink, checkered visual hell. *Base Hud capture icons/base hud changed for a little less clutter...

Source Multi-Tool 1.0

Source Multi-Tool 1.0

Mapping Tool 7 comments

I've been working away at this for quite awhile now and after many revisions I'm happy to release version 1.0 of the new Source Multi-Tool. Source Multi-Tool...

SWBF_Coruscant v1 (DODS)

SWBF_Coruscant v1 (DODS)

Star Wars Battlefront II conversion Demo 1 comment

This is the first version of SWBF_Coruscant, but it's not include a few things like multiple gamemodes.

Source Sauce

Source Sauce

Plugin 26 comments

A simple Out-Of-Game Tool that let's you set options for multiple Source Games at once, and even let's you set options that are not normally available...

1337 Board v7

1337 Board v7

Full Version 89 comments

Hotkeys Menu! ModZ/Quake/HL/HL2/CS/CS:S/L4D/L4D2/PortaL/2/Dark Messiah/Call of Duty/World of WarCraft Etc Etc Etc...!!!

Day of Defeat Source High Definition 1.87

Day of Defeat Source High Definition 1.87

High Definition Pack Full Version 9 comments

Brand new game music and animated interface Enhanced cvars Many new HD textures, enhanced bumpmaps Many new detailed textures Enhanced some weapon graphical...

Comments  (0 - 10 of 46)
YuriFR
YuriFR

[[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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Guest1982
Guest1982

I love this game!

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alencore
alencore

New rcbot2 video...now sprinting...
Youtu.be

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YuriFR
YuriFR

[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+2 votes
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alencore
alencore

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

can i mod this game into a ww1 mod?

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ESFfan
ESFfan

THEYVGOT BOTS!!!!
Dodsplugins.com

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Simcardo
Simcardo

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

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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Day of Defeat: Source
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