Commented 2 years ago2022-08-27 21:41:32 UTC
in vault item: Intruder: CliffhangerComment #104731
They updated the map so it doesn't need custom wads. It is missing sound/ambience/radio1.wav but the map can be played without it. If you try to play the map, note that the file name is misspelled so type "map intuder".
Singleplayer map where soldiers are struggling to contain a breach at their Xen alien zoo (Xoo?). The whole deal. Enclosures for the creatures, restaurants/cafes, bathrooms, a gift shop and a multi-storey car park.
Commented 2 years ago2022-08-06 09:04:29 UTC
in vault item: dm_depoComment #104709
Yeah, i agree, it feels too cramped. Got killed by my friend with crossbow too many times in those narrow corridors. But it was fun experiment with turning single-player map into multiplayer. Thanks for playing, brushb0t!
Thank you for the kind words! It means a lot coming from a long time community member such as yourself. I tried my best to make it somewhat fit in with the stock models. Thankfully CS looks enough like HL that I didn't have to do much tweaking. I would like to try making some wholly original models in the future, though. This was intended for a mod I'm working on; so, at some point, I probably will make versions of the grunts wielding it.
Very nice work. It's great to see a full set like this that isn't ridiculously hi-poly and includes all the appropriate sprites and p_ w_ models. Only think left is for it to be given to the hgrunts
You even accounted for goldsource's v_model weirdness with the scaling. Nice! I hope you consider doing more. ( I'm partial to the SA80 rifle myself )
There are actually more properties available for info_player_teamspawn than are listed here. If you look at the changelog for the Team Fortress Classic.fgd entity definition file at https://developer.valvesoftware.com/wiki/Team_Fortress_Classic.fgd there's a change which reads
"Removed TFCriteria and TFEffects5 from info_player_teamspawn and moved relevant properties to TFSpawnInfo."
I'm not sure what the owner of that comment considered relevant, but TFEffects5 includes things like...
and more, but those are the especially relevant ones I saw. These are all available and will work just fine on info_player_teamspawn, but since the TFEffects5 associated was removed in the .fgd they won't show up by default in mapping tools like JACK or TrenchBroom.
Commented 2 years ago2022-07-27 19:26:10 UTC
in journal: New Gift ModelComment #104690
Thanks. I don't know about putting a smile on her as the model was supposed to be easy for me to work with. And publishing the model would be dangerous since it can get to the wrong hands so I'm a bit sure that variations isn't needed. I also only planned on featuring her on my segments.
Sounds amazing! Good luck!
A VERY LARGE PRIME NUMBER?!?
Thanks for playing, brushb0t!
You even accounted for goldsource's v_model weirdness with the scaling. Nice! I hope you consider doing more. ( I'm partial to the SA80 rifle myself )
If you look at the changelog for the Team Fortress Classic.fgd entity definition file at https://developer.valvesoftware.com/wiki/Team_Fortress_Classic.fgd there's a change which reads I'm not sure what the owner of that comment considered relevant, but TFEffects5 includes things like...
armorvalue (Armor Value %)
a_s (Add/Subtract shells)
a_n (Add/Subtract nails)
a_r (Add/Subtract rockets)
a_c (Add/Subtract cells)
ammo_detpack (Add/Subtract detpack)
no_grenades_1 (Add/subtract grenades #1)
no_grenades_2 (Add/subtract grenades #2)
I can give out the model through pm if someone's interested in it.
EDIT: Im very stupid is on your profile lol
Texturing — 1
Ambience — 5
Lighting — 2
Gameplay — 6