Commented 6 years ago2017-11-29 19:19:02 UTC
in journal: #8888Comment #68492
So, there's this girl in my class. She's really nice and cute, plays CS:GO, and lives in the town where I went to elementary school (I'm just 0.5 kilometres away).
For some reason, now I'm really feeling interested in CS:GO.
Commented 6 years ago2017-11-26 03:50:02 UTC
in vault item: dm_listerComment #21051
Hmm. I can't imagine why the particle effects would be responsible, but if there's a small chance they're causing this kind of performance hit then there's no reason why they can't be cut.
I've done a special build with end sparks disabled. Would you mind giving it a look and verifying that clears up the issue? (https://www.dropbox.com/s/usmt51wnl01pmxu/dm_lister_noparticles.bsp?dl=0)
Commented 6 years ago2017-11-22 23:31:59 UTC
in wiki page: multi_managerComment #101115
Proper looping:
Proper looping is done with an env_beam repeatedly shooting through a func_button with health = 1. info_targets must sandwich the button. The button activates the multi.
The env_beam must have damage set to >=1. Change Strike again time to set the loop frequency.
Note: You'll lose the activator (current player) reference.
Commented 6 years ago2017-11-22 23:25:38 UTC
in wiki page: func_waterComment #101141
Cheap water:
Water is always rendered no matter where you are. A cheaper alternative is to use NULL texture for the water brush, set wave height to 0, set its render mode to texture and fx amount to 0. This will prevent the water from rendering, but you'll still be able to swim in it.
Use a func_door on top of it, with NULL texture except on top where you put actual water texture. Set render mode to texture and fx amount to 100. Set the passable flag.
If you want to create rising water, set the same target name to both the water and the door and trigger them together. Don't forget to set delays to the same values.
If you have a large amount of water, scale your door water texture by two or three.
Commented 6 years ago2017-11-22 23:16:25 UTC
in wiki page: multisourceComment #101116
In a nutshell:
Master properties expect a multisource name. A multisource acts as an on/off switch that you trigger to toggle your entity. If two entities target the multisource, both must be active at the same time for the multisource to work. (e.g.: two buttons).
Commented 6 years ago2017-11-22 23:02:56 UTC
in wiki page: trigger_relayComment #101111
Loses the activator (player) reference. Use another entity that preserves it otherwise the triggered entities won't affect the current player.
Granted you don't rely on specifying a Trigger State, an alternative would be to use a game_counter with limit set to 1. Using a func_button also works, but creates brushes.
Commented 6 years ago2017-11-22 16:09:30 UTC
in vault item: dm_listerComment #21054
Yes, it looks exactly that but everytime I look at it, it slows down my computer. I can make a video showing whats happening later, its weird that this happens.
My computer doesn't do well with vid recordings but it shows that when I look at the teleporter particle, the fps drops a lot. It happens in any location and only drops when I see the particles.
Commented 6 years ago2017-11-22 14:21:27 UTC
in vault item: dm_listerComment #21053
That's... very odd. I played this map with a fair number of people and nobody else has reported this bug. I can't imagine what could possibly cause it, either. Are the effects rendering correctly? (i.e. does it look like https://puu.sh/yrkud/81766f71d8.png?)
Commented 6 years ago2017-11-22 13:41:24 UTC
in vault item: dm_listerComment #21052
This map is awesome, ever since I saw MarphitimusBlackimus's video on it, I thought someone should just add some textures and make it working. You did more than that.
The lighting is really nice, the textures are superb, weapon placements look okay though I didn't get my friend to play deathmatch with me so I don't have an accurate review on that. I love the waterfalls and how nice it feels to fall into the water, you made water fun in an FPS, thats hard to do.
However there is a huge bug. The teleporter above the jetpack slows down my fps to 14 frames, which I urge you to fix as soon as possible, it might because of the overlapping textures. I know it is the teleporter because everytime I look at it, 14 frames, and when I don't, 150 frames. If you can fix this, that would be great.
Other suggestions I have include adding ladders on the slopes for quicker ascent to the third floor instead of using the long tunnel around, normally players don't want to take a long route just to get into another combat-infested zone. Also, if once you fix the teleporter, could you make it two-way? That way it wouldn't make the room as a camp zone when people are teleporting.
I would give this 5 stars for everything but the bug is a serious problem and you must fix it or else nobody with a slower computer will be able to play this properly.
Commented 6 years ago2017-11-19 05:31:45 UTC
in vault item: de_breachComment #14475
WOaahhh!!! for sure the MAp of the mounth pssss ignore satchmo (he maps for source) I like the textures and the ambient feal, it ties together so nicely with the skybox!
Commented 6 years ago2017-11-15 04:54:48 UTC
in vault item: de_vineComment #19680
I know this map is old as hell but I figured in the off chance that you still check the comments on your maps every once in a while I'd leave one. This map gets a decent amount of play on my clan's custom map server and most of us really enjoy it. I was actually really surprised to see how old it actually was because it looks more like it's on par with CS maps from the late 2000's rather than 2003. I can't comment on how evenly it would play with 5 on 5 but in a larger pub server setting (8v8 or more, typically) it plays very evenly. The layout feels very original and unique. I really like fighting in the warehouse.
This comment was made on an article that has been deleted.
I had the "Access id denied" error message when running the Valve Hammer 3.5.3 advanced compiling dialog. It was working with 3.5.2 though. "Run as Administrator" on hammer.exe wasn't fixing it. I ended up creating my own .bat file and adding it as a new compile step while disabling the others. It works for some reason. Private message me if you want the .bat file.
You can't see it so well, but you could notice that the car's front part is heavily damaged. XD
By the way, I started learning some QuArK. For someone who is used to Hammer-style mapping, it isn't too bad! Because of the many options, I'm thinking that QuArK is like the Linux of map editors (kind of, haha).
For some reason, now I'm really feeling interested in CS:GO.
I've done a special build with end sparks disabled. Would you mind giving it a look and verifying that clears up the issue? (https://www.dropbox.com/s/usmt51wnl01pmxu/dm_lister_noparticles.bsp?dl=0)
Proper looping is done with an env_beam repeatedly shooting through a func_button with health = 1. info_targets must sandwich the button. The button activates the multi.
The env_beam must have damage set to >=1. Change Strike again time to set the loop frequency.
Note: You'll lose the activator (current player) reference.
Water is always rendered no matter where you are. A cheaper alternative is to use NULL texture for the water brush, set wave height to 0, set its render mode to texture and fx amount to 0. This will prevent the water from rendering, but you'll still be able to swim in it.
Use a func_door on top of it, with NULL texture except on top where you put actual water texture. Set render mode to texture and fx amount to 100. Set the passable flag.
If you want to create rising water, set the same target name to both the water and the door and trigger them together. Don't forget to set delays to the same values.
If you have a large amount of water, scale your door water texture by two or three.
Master properties expect a multisource name. A multisource acts as an on/off switch that you trigger to toggle your entity. If two entities target the multisource, both must be active at the same time for the multisource to work. (e.g.: two buttons).
starts playing.
Granted you don't rely on specifying a Trigger State, an alternative would be to use a game_counter with limit set to 1. Using a func_button also works, but creates brushes.
Consider making a HLDM version?
EDIT: Here, https://gfycat.com/gifs/detail/LastingFirmBlackpanther
My computer doesn't do well with vid recordings but it shows that when I look at the teleporter particle, the fps drops a lot. It happens in any location and only drops when I see the particles.
The lighting is really nice, the textures are superb, weapon placements look okay though I didn't get my friend to play deathmatch with me so I don't have an accurate review on that. I love the waterfalls and how nice it feels to fall into the water, you made water fun in an FPS, thats hard to do.
However there is a huge bug. The teleporter above the jetpack slows down my fps to 14 frames, which I urge you to fix as soon as possible, it might because of the overlapping textures. I know it is the teleporter because everytime I look at it, 14 frames, and when I don't, 150 frames. If you can fix this, that would be great.
Other suggestions I have include adding ladders on the slopes for quicker ascent to the third floor instead of using the long tunnel around, normally players don't want to take a long route just to get into another combat-infested zone. Also, if once you fix the teleporter, could you make it two-way? That way it wouldn't make the room as a camp zone when people are teleporting.
I would give this 5 stars for everything but the bug is a serious problem and you must fix it or else nobody with a slower computer will be able to play this properly.
And when you read it now days you don't know if they are being satirical or not
I like myself again. ^w^
for sure the MAp of the mounth
pssss ignore satchmo (he maps for source) I like the textures and the ambient feal, it ties together so nicely with the skybox!
Clickerly lyly
♟ ♟ ♟ ♟ ♟ ♟ ♟ ♟
 □  ■  □  ■  □  ■ □  â–
 ■ □  ■ □  ■  □  ■ □
 □  ■  □  ■ ♙  ■ □  â–
 ■ □  ■ □  ■  □  ■ □
♙ ♙ ♙ ♙  □  ♙ ♙ ♙
♖ ♘ ♗ ♕ ♔ ♗ ♘ ♖
It's your turn, black.
link
You can't see it so well, but you could notice that the car's front part is heavily damaged. XD
By the way, I started learning some QuArK. For someone who is used to Hammer-style mapping, it isn't too bad! Because of the many options, I'm thinking that QuArK is like the Linux of map editors (kind of, haha).
I had a bus crash:
link
Woo! GTA in real life, baby!