Commented 7 years ago2017-05-30 18:10:11 UTC
in journal: #8810Comment #68337
I go away from Vkontakte for 10-20 days and don't get even a single message from anyone. No friend requsets as well, but that's rather good than bad. What can I say... You're a lucky.
Commented 7 years ago2017-05-29 04:08:05 UTC
in vault item: Dynamic LightComment #21001
It does, but dude... It's DYNAMIC! There are so many usages for it, even though it flickers. You can use it to make a swinging lightbulb for example. You just need a proper entity setup. Func_pendulum won't work though, for many reasons.
Commented 7 years ago2017-05-23 10:26:37 UTC
in journal: #8810Comment #68327
@Admer456
If not this "bastard", I'd never figure out that I forgot to wadinclude de_vegas.wad while compiling dm_ascension. It's probably the first person who has given any feedback to me.
Commented 7 years ago2017-05-21 15:55:20 UTC
in vault item: Dynamic LightComment #20998
@Kachito
Where did I get this? Here you go: http://ralertmod.narod.ru I hope you know russian well. Though I can help you with translating it. Dynamic Shadows is something GS can't handle. Though, HL Alpha had dynamic shadows from monsters.
Commented 7 years ago2017-05-19 18:08:20 UTC
in vault item: Dynamic LightComment #20993
@Bruce
But HL Alpha had all this as well. If you want to see more stuff like that I can give you a link on that site. It's in russian but I can try to translate it for you. You can also find there some interesting info about info_node. It appears that there are different types for info_node, even some for the stukabat.
Commented 7 years ago2017-05-18 23:37:59 UTC
in vault item: Dynamic LightComment #20991
@Bruce
Yeah. Found this at some russian site. If I would know if I'm allowed to post here links to other web-sites I would credit it. What's interesting is that the features like dynamic lighting, dynamic shadows and a lot of other cool stuff are the remains of the Alpha version of Half-Life.
Commented 7 years ago2017-05-06 21:16:03 UTC
in vault item: pb_cstrikeComment #20987
Nice little map. The only flaws I noticed are solid "Happy fragging! Good luck" papers and the woods texture being too close to the player (I'd suggest to put it on a hill or something like that). Oh, and one more: look at the sun. And now at the shadows. It seems that your light_environment is pointing at the wrong direction. No rating because I'm sure you can fix all these problems.
Dude, you forgot to include your wad file. I don't have the textures this map uses so I had to fly around pink-checkerboard textured map and here's what I have found:
Lots of holes in the geometry (I suppose that's the reason you placed the whole map into a big skybox, never do it )
Overlapping brushes. It causes faces to overlap which looks bad.
Func_walls where they shouldn't be. You can't seal the map with entities. That's why you must use world brushes.
After applying vanilla HL textures to the cliffs I figured out that the texture scale on them is too low. it must be at least 4.000 by X and Y. It will make the cliffs look nicer and will reduce the performance impact a bit.
func_ladder must be textured with AAATRIGGER. The brush that represents ladder must be either func_wall or func_illusionary with a clip brush inside it.
Your map almost hits the limits, so you should reduce it's size a bit.
Are you sure this map is for HL? When I opened it using Counter-Strike assets I saw some of CS textures inside the temple.
Please, upload your wad texture file and read all beginner and intermediate tutorials from the tutorial section. This will help you a lot, trust me
I also suggest you to start it over instead of trying to fix this map. You can still copy-paste some parts of this one to the new map so don't worry.
Commented 7 years ago2017-04-30 10:06:04 UTC
in vault item: 789customComment #20969
@789
You should turn other compilers on, otherwise you map will lag as hell and without CSG you probably won't get any geometry on your map. I don't know, never tried to do so.
Commented 7 years ago2017-04-23 01:45:29 UTC
in journal: #8798Comment #52967
Do you have that low gravity set by default? You could use gravity-changing triggers instead if so. They only change the gravity for a person that activated it. A perfect thing to use for a Hyperblast HL port.
Commented 7 years ago2017-04-20 22:41:19 UTC
in journal: #8798Comment #52964
You should try to use BEVEL on the face you want to be passable if anything else won't help. EDIT: No, if you have all faces of your func_detail textured with BEVEL and the top face textured with CLIP you won't be able to pass through the top face, however, BEVEL faces are still passable, so no. Maybe you can use a trigger_push? EDIT Number 2: If you, however, use CLIPHULL1 texture on the top face, it will block any STANDING players, so they have to crouch and then jump to get on the top face. Use CLIPHULL1 texture on the top face and BEVEL on the others. If a player, however, needs to move downward then he needs just to start crouching and he will fall down. And use it only with func_detail, otherwise it won't work. Here's an example map: http://twhl.info/vault.php?map=6195
You mean Un***l En**ne 4 videos? Yeah, for a Half-Life forum such things are really inappropriate.
What can I say... You're a lucky.
Does Underground 2 suck as well?
We can still talk about Starcraft though.
How would it be called? "ShoutBOX 2.0" or, like, hmm... "Ask Admer"?
"It's starting to get a little weird around here."
Totally agree with you.
If not this "bastard", I'd never figure out that I forgot to wadinclude de_vegas.wad while compiling dm_ascension. It's probably the first person who has given any feedback to me.
I hate geography.
Bosnian, as a slavic language, is very close to russian. I need to try to study it, I think it will be easy.
You're a muslim? Oh, that's a surprise. I thought you're a christian, lol.
Where did I get this? Here you go: http://ralertmod.narod.ru
I hope you know russian well. Though I can help you with translating it.
Dynamic Shadows is something GS can't handle. Though, HL Alpha had dynamic shadows from monsters.
But HL Alpha had all this as well. If you want to see more stuff like that I can give you a link on that site. It's in russian but I can try to translate it for you. You can also find there some interesting info about info_node. It appears that there are different types for info_node, even some for the stukabat.
Yeah. Found this at some russian site. If I would know if I'm allowed to post here links to other web-sites I would credit it.
What's interesting is that the features like dynamic lighting, dynamic shadows and a lot of other cool stuff are the remains of the Alpha version of Half-Life.
What do you mean with "worse"?
- Lots of holes in the geometry (I suppose that's the reason you placed the whole map into a big skybox, never do it )
- Overlapping brushes. It causes faces to overlap which looks bad.
- Func_walls where they shouldn't be. You can't seal the map with entities. That's why you must use world brushes.
- After applying vanilla HL textures to the cliffs I figured out that the texture scale on them is too low. it must be at least 4.000 by X and Y. It will make the cliffs look nicer and will reduce the performance impact a bit.
- func_ladder must be textured with AAATRIGGER. The brush that represents ladder must be either func_wall or func_illusionary with a clip brush inside it.
- Your map almost hits the limits, so you should reduce it's size a bit.
- Are you sure this map is for HL? When I opened it using Counter-Strike assets I saw some of CS textures inside the temple.
Please, upload your wad texture file and read all beginner and intermediate tutorials from the tutorial section. This will help you a lot, trust meI also suggest you to start it over instead of trying to fix this map. You can still copy-paste some parts of this one to the new map so don't worry.
You should turn other compilers on, otherwise you map will lag as hell and without CSG you probably won't get any geometry on your map. I don't know, never tried to do so.
EDIT: No, if you have all faces of your func_detail textured with BEVEL and the top face textured with CLIP you won't be able to pass through the top face, however, BEVEL faces are still passable, so no.
Maybe you can use a trigger_push?
EDIT Number 2: If you, however, use CLIPHULL1 texture on the top face, it will block any STANDING players, so they have to crouch and then jump to get on the top face. Use CLIPHULL1 texture on the top face and BEVEL on the others. If a player, however, needs to move downward then he needs just to start crouching and he will fall down. And use it only with func_detail, otherwise it won't work.
Here's an example map: http://twhl.info/vault.php?map=6195