Comments

Commented 3 months ago2024-01-12 09:11:27 UTC in vault item: Interactive_Vehicle_Frmk Comment #105858
Thank you Lei Shi, very cool.
Commented 3 months ago2024-01-11 22:13:41 UTC in wiki page: scripted_sequence Comment #105857
Would someone be willing to make that flow chart? I might actually need it.
Commented 3 months ago2024-01-10 08:15:28 UTC in vault item: Get to the water tower Comment #105856
4.4/10
Architecture — 5
Texturing — 4
Ambience — 5
Lighting — 5
Gameplay — 3

Rather empty, I feel like it needed a lot more combat scenarios. A lot of areas could have been great for Combine arenas instead of just Zombies being there. Zombie spawns could have also been better as well, they just appear in front of you and weren't much of a threat. A Fast Zombie or a Poison Zombie here and there would have had some risk to the encounters.

The progression to the water tower was great though, it did actually feel like I went through a journey and being able to see the tower from the beginning and being able to see where you began at the end was nice. I would suggest that for your next map that you focus on combat scenarios. Maybe put little spins on them as well for an extra challenge.
Commented 3 months ago2024-01-09 22:56:28 UTC in wiki page: Tutorial: Compiler charts and limits Comment #105855
I wrote a short journal entry on how all 15 lumps relate to each other. I used the relational model to visualize it.

Because the referencing of entries by other entries is done with indices into the lump using mostly 16-bit shorts, it places a hard limit on how many of the target lump's entries can exist before their indices becomes out of bounds for the data types used. In addition, Carmack makes a few of these data types do double (sometimes triple) duty e.g. positive values refer to one type, negative values means entirely different type, and 0 means null, so that halves the capacity of a type's max index. clipnodes suffer the most from this; an entire half (the negative half) of addressable values in 2^16 is used to assign only 2 significant values -1 and -2.

I've incorporated the information into the first section of this page. You can read the table as:
The resource A has a limit of X because it is referenced by JKL with data type T, using [Remark]
The resource clipnodes has a limit of 32768 because it is referenced by other clipnodes with data type short, using positive values > 0
Commented 3 months ago2024-01-09 13:16:25 UTC in wiki page: VERC: MAP File Format Specification Comment #105854
Additional context:
  • This version of the map format is colloquially known as Valve20 to differentiate from the original Quake version
  • Valve20 is now the de-facto map format all Quake-based and Quake-derived editors and compilers support due to the precision in texture alignment
  • TrenchBroom uses the OS's clipboard for copy and paste (not the case with JACK/VHE3.x) and uses the map format to represent brush & entity data to be pasted. It also means clipboard-based IPC can be done using the map format.
Commented 3 months ago2024-01-08 05:43:44 UTC in wiki page: func_tankrocket Comment #105853
在反恐精英中不起作用。
It doesn't work in Counter-Strike.
Commented 3 months ago2024-01-06 18:48:27 UTC in vault item: Xen and Military Invasion Update! - The Rimpository v1.06 Comment #105852
It is really cool of you to do this, Rimrook, I love it ❤️

I'll be sure to take a look once I have a PC again
Commented 3 months ago2024-01-06 06:24:22 UTC in wiki page: env_fog (Counter-Strike) Comment #105851
请问有人可以提供关于“Fog Affects Skybox”生效的截图吗?
Can anyone provide a screenshot of the effect of the "Fog Affects Skybox" flag?
Commented 3 months ago2024-01-06 06:19:43 UTC in wiki page: func_detail Comment #105850
What I can gather from the community's collective wisdom:
  • func_detail does not reduce world leaves
  • func_detail instead reduce VIS portals generated by HLBSP. if without it HLBSP makes VIS portals around detail geometry, with it it just treat the surrounding area as a single VIS leaf
  • func_detail is gone at the end of HLBSP, and is world geometry after that point
  • hence HLRAD cannot treat it in any way other than opaque world brush because it's gone by the time it's run
Commented 3 months ago2024-01-05 19:03:39 UTC in vault item: Lo-fi Train (Showcase Map) Comment #105849
Not bad. Nice vibes with the music playing.

One thing I will say though is that the reflection isn't done well. There should not be a huge gap between objects and their reflection. The reflection of the wire is where this is most obvious and you can even see it in the screenshot. The reflection would show on the floor's surface, so objects ON the floor would be in contact with their reflection.
User posted image
User posted image
Commented 3 months ago2024-01-05 12:12:36 UTC in wiki page: func_tracktrain Comment #105848
Some findings about func_tracktrain:
  • wheels distance is only measured forward from origin. To make the train travel as much on the path as possible, the origin needs to be located at the center of the back axle.
  • wheel distance defaults to 100.
  • target of a path_track is fired when the origin passes the path_track.
  • the position and angle is set wrt the origin point as follows:
    1. trace a line forward.
    2. if there's enough distance to the end of the current path, keep heading
    3. if wheel distance > distance to next path, subtract current distance to next path, then iterate the path forwards until the distance fits the path. the point where distance is 0 is the new heading.
    4. origin moves forward
    5. angle is adjusted to point to the heading. this will in all cases be shorter than wheel distance; the sharper the curve the more noticeable. this also means the front wheel part will always overshoot the path. but the origin is guaranteed to always be on the path.
Commented 3 months ago2024-01-05 11:41:49 UTC in vault item: Bloody Christmas Comment #105847
You can eat candies instead of cookies so with that it should be enough :) I can't make the player eating everything neither
Commented 3 months ago2024-01-05 03:59:30 UTC in vault item: cross_stalk_tribute Comment #105846
Fixed some minor problems, please redownload
Commented 3 months ago2024-01-05 01:48:34 UTC in vault item: Deathmatch Classic: Climax Comment #105845
Bueno este mapa esta bueno yo lo uso en el en Android a lo mejor no veas este comentario pero te luciste ojala hace 13años encontrar esto
Commented 3 months ago2024-01-04 20:33:50 UTC in vault item: corridors_collide Comment #105844
@MegaBrutal

It's made for the competition and is ready to run on any server.
Commented 3 months ago2024-01-04 12:00:22 UTC in vault item: Lo-fi Train (Showcase Map) Comment #105843
pretty comfy, nicely detailed and good music choice, the shaking is a bit too strong imo though.

I feel like this could be used as one of those "waiting for players to join" rooms along with the start button that some SC maps have. It'd be pretty cool and fitting to wait in a place like this.

PS: I managed to jump on that window and saw the secret texture : )
Commented 3 months ago2024-01-04 11:34:58 UTC in vault item: Lab Break Comment #105842
I am very happy to see this map, the crazy thing is you did it in only two weeks, and it's beautiful1
Keep up the good work man!
Commented 3 months ago2024-01-04 07:52:13 UTC in vault item: Backrooms Map Comment #105841
Very cool! 10 out 10
Commented 3 months ago2024-01-04 07:51:04 UTC in vault item: de_siberian_hero Comment #105840
I like It 🤩
Commented 3 months ago2024-01-04 01:59:24 UTC in vault item: Alien Warp-in Effect + 16 presets for 3 different monster sizes Comment #105839
Edit: Never mind, I am now aware of my folly
Commented 3 months ago2024-01-04 01:56:37 UTC in vault item: Lo-fi Train (Showcase Map) Comment #105838
It works!
There we go.
Commented 3 months ago2024-01-04 01:48:35 UTC in vault item: Lo-fi Train (Showcase Map) Comment #105837
Oh wait, lemme try it now
Commented 3 months ago2024-01-03 19:15:18 UTC in vault item: MyHouse.BSP Comment #105836
See you used my textures. Nice! :biggrin:
Commented 3 months ago2024-01-03 15:05:42 UTC in vault item: corridors_collide Comment #105835
Is it made for the compo? Is it ready to run on my server?
Commented 3 months ago2024-01-03 13:19:01 UTC in vault item: Okinawa Comment #105834
Public all your maps here,How is going your project about that teathre?
Commented 3 months ago2024-01-03 13:16:51 UTC in vault item: coldsite_port Comment #105833
GOOOD
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 3 months ago2024-01-02 15:54:34 UTC in vault item: Xen and Military Invasion Update! - The Rimpository v1.06 Comment #105830
It'd be pretty cool to use the visgroups to assign attribution e.g. all of sir's prefabs is assigned a visgroup to his name. This is to comply with the "BY" aspect of the CC license.
Commented 3 months ago2024-01-01 08:06:08 UTC in vault item: Computer_Lab Comment #105829
Thanks for spending your time to see and commenting my map.
Commented 3 months ago2024-01-01 07:49:53 UTC in vault item: Computer_Lab Comment #105828
Thanks for spending your time to see and commenting my map.
Commented 3 months ago2024-01-01 07:44:43 UTC in wiki page: Tutorial: Editing Compiled BSPs With newbspguy: The Basics Comment #105827
@karaulov
textures can be scaled as need because now lightmap can be recalculated after any changes.
You still need to be careful because the maximum lightmap size for a face is apparently 16x16 luxels. A lot of faces you'll find in maps are already at 16 luxels on either (or both) sides. GoldSrc doesn't support lightmaps larger than that size, and scaling down a texture that results in a face with lightmaps over that size crashes the engine. (IDK if it's supported on svengine). Hence my verdict is don't do it.

As for vertex editing, I just don't recommend it at all too. It's way more cumbersome, and way way harder to get satisfactory result than to get completely broken result. I honestly don't know how a face whose vertices are non-planar would act inside the game. If there's face splitting ability in world faces and easier vertex shifting via handles vs textboxes then it might be feasible, but still not recommended because of the non-planar thing. *

The main takeaway is that just because it's doable with the BSP structure doesn't mean the game engine that's going to parse and run the BSP would like it. If the game engine doesn't like it, don't do it.
I still don't have any draft for a part 2 of this tutorial. 😅
EDIT 1:
* Tested face vertex editing. It messes up lightmaps elsewhere on a map.
Commented 3 months ago2024-01-01 02:50:52 UTC in vault item: Computer_Lab Comment #105826
As requested, I played through the map so far and you can see my commentary here:
Commented 3 months ago2023-12-31 23:22:10 UTC in vault item: poool Comment #105825
Even if Is a pool! Is cool
Commented 3 months ago2023-12-31 23:21:59 UTC in vault item: poool Comment #105824
Pooool
Commented 3 months ago2023-12-31 21:27:17 UTC in vault item: Computer_Lab Comment #105823
READ: The start button to active it it's necessary to hit it with the crowbar
Commented 3 months ago2023-12-31 19:52:10 UTC in wiki page: Tutorial: Models and lighting Comment #105822
From reading the code it seems that sv_skyvector_* and sv_skycolor_* are the culprits of models forcibly taking the sky's color, because from looking at texlight data itself there's nothing to discern sky light from normal light. The engine probably trace a vector set in sv_skyvector_* from the origin (feet) and if it hits the sky texture, overrides the model's lighting with the sv_skycolor_*.

sv_skycolor_* is read from the brightness value of light_environment at map load, and sv_skyvector_* from the entity's angle also at map load.
Commented 3 months ago2023-12-31 15:45:41 UTC in vault item: Lo-fi Train (Showcase Map) Comment #105821
I can't download It...please host the download here
Commented 3 months ago2023-12-31 15:43:44 UTC in vault item: spooky_transit Comment #105820
Honestly, nice map the are a few problems, like the lighting brushes s
Are weird, and a bit the level design of the map, which Is a bit boring to walk in a straight line. But the rest...
Is good! I like the details you putted in there. I Wish It was bigger, but in these condition Is ok. Btw great work
Commented 3 months ago2023-12-31 08:54:09 UTC in vault item: GoldSrc Map2Prop Comment #105819
这很好。这是两个世界的桥梁。
That's fine. It's a bridge between two worlds.
Commented 3 months ago2023-12-31 03:08:10 UTC in vault item: Xen and Military Invasion Update! - The Rimpository v1.06 Comment #105818
Oskar, apparently I had a broken path to my zhlt.wad and thats why i was getting missing textures
Commented 3 months ago2023-12-31 00:38:50 UTC in vault item: Xen and Military Invasion Update! - The Rimpository v1.06 Comment #105817
Mapping? No. I’m challenging myself to never run HL and make a ton of objects and models. That way I can have a part in everyone’s map and be appreciated >;)

The goal is to provide a more enjoyable experience mapping with some prefabs and models catered to simplicity using vanilla resources. Any new mapper can easily grab these and make a lab scene or whatever quite quick. Especially the nice HEV suit chamber I made. Still proud of that. Any experienced mapper can do the same. I’d like it to be a must-have with new and old mappers.

If you have requests or contributions, hit me up.
Commented 3 months ago2023-12-31 00:12:19 UTC in vault item: Xen and Military Invasion Update! - The Rimpository v1.06 Comment #105816
Are you mapping again, Rimrook?

Awkook, it's the textures in zhlt.wad, which should be included with your compilers (VHLT or ZHLT)
Commented 3 months ago2023-12-30 18:44:39 UTC in journal: func_illusionary and clipnodes Comment #105815
You're welcome! Just glad to help out with these things. Would be a shame if you or someone else had to do severe cuts to their map just because of wasted clipnodes :p
Commented 3 months ago2023-12-30 18:39:37 UTC in wiki page: scripted_sequence Comment #105814
The behaviour of this entity is so complex it might need a flow chart
Commented 3 months ago2023-12-30 16:14:55 UTC in journal: func_illusionary and clipnodes Comment #105813
Thanks for the help with this on Discord too! I was hitting the clipnode limit because I thought func_illusionary brushes didn't count to the clipnode limit. Now that I've applied the noclip flag fix, I'm still at 57.1% on my clipnode budget even as I start hitting some world and model limits :walter:
Commented 3 months ago2023-12-30 12:38:07 UTC in wiki page: Specification: JMF Comment #105812
With the December 2023 update the JMF version was changed to 122, now including a data for background images in the 2D displayports.
From what I've found so far, the new structure looks like this:
typedef struct {
    char[4] magic;                      // File format magic number, "JHMF" in ASCII encoding
    int32 version;                      // File format version (currrently 122)
    int32 ep_count;                     // Number of recent export paths
    p_char[ep_count] export_paths;      // Recent export paths
    bg_image[3] bg_images;              // Background images
    int32 group_count;                  // Number of groups in the map
    Group[group_count] groups;          // Group objects
    int32 visgroup_count;               // Number of VisGroups
    VisGroup[visgroup_count] visgroups; // VisGroups objects
    Vector cordon_min;                  // Minimum corner of the Cordon box
    Vector cordon_max;                  // Maximum corner of the Cordon box
    int32 camera_count;                 // Number of Camera objects
    Camera[camera_count] cameras;       // Camera objects
    int32 path_count;                   // Number of path objects
    Path[path_count] paths;             // Path objects (created with the Path tool)
    Entity[] entities;                  // All entities including worldspawn, read until the end of the file
} Jmf;
and for the background image struct:
typedef struct {
    p_char path;                        // Background image path
    double scale;                       // Image scale
    int32 luminance;                    // Image brightness (0-255)
    int32 filtering;                    // Image filtering (0=nearest, 1=linear)
    int32 invert;                       // Invert image colours
    int32 offset_x;                     // Image horizontal offset from center
    int32 offset_y;                     // Image vertical offset from center
    byte[4] unknown;
} bg_image
Commented 3 months ago2023-12-29 14:38:02 UTC in journal: What are your goals for this 2023 Comment #105811
Marvelous. Thanks for sharing.
Commented 3 months ago2023-12-29 11:31:33 UTC in wiki page: env_sound Comment #105810
Just to document this somewhere:

The cvar waterroom_type (default 14) controls which env_sound Room Type is applied when the player is underwater. It's seemingly unused in the game.
Commented 3 months ago2023-12-29 05:10:40 UTC in vault item: Default Room Comment #105809
don't really appreciate when you leave a rating without actually playing the map