Commented 7 months ago2024-06-01 15:00:45 UTC
in vault item: cross_stalk_tributeComment #106193
`Please provide feedback here if something needs to be fixed.
Also, if you're running a server, please add it to a map rotation. This actually 'saves' Stalkyard, as no one is playing it now - and running to a Bunker is always fun`
Ah yes, stalkyard needs more appreciation, good to see there's people who still love to play this map, same goes for boot_camp
Commented 7 months ago2024-05-31 21:47:25 UTC
in wiki page: env_shakeComment #106190
env_shake doesn't work for players who are not on ground at the moment env_shake is fired, at least in counter strike
even trigger_relay with trigger state on doesnt seem to bypass this, and neither does globalshake flag for env_shake
note that delay before trigger attribute can alter timing of firing
Commented 7 months ago2024-05-23 20:44:32 UTC
in journal: Level BoundariesComment #106185
I was always impressed with the L4D games and their approach to this. Not always flawless, but the player was guided really intuitively through level design
Thanks for the feedback! I also think that empty fields would look better, but at this stage the code become so messy that I afraid to touch even such a small thing. The whole code even depends on this entity list table.
Whoa this is super cool. Ill test it out at some point. Suggestion just from looking at the screenshot: instead of saying "NO" on fields that have nothing, can it just be left blank? or maybe "n/a"? because i could see it being kind of confusing for boolean fields where they're actually a yes/no or true/false
Commented 7 months ago2024-05-16 17:25:22 UTC
in vault item: sewagex3Comment #106179
Really stinkin beautiful with the brushwork detail! It might hinder playability but ya can't deny it's a very cool place to gawk at things. Especially that gantry crane, gyatt damn!
Commented 7 months ago2024-05-03 16:45:33 UTC
in journal: Code of interestComment #106172
All that's gonna do is crash once you have a big enough array. All those function calls are gonna add up and eat the stack.
Best to use a for loop in this scenario.
Commented 8 months ago2024-05-01 05:21:10 UTC
in wiki page: func_conveyorComment #106169
The scroll speed of scroll* textures for the entities are encoded in a hacky way by hijacking FX Color (rendercolor) and you can control the speed of scroll* textures in any brush entity, and even change them with env_render (I tested, it works! 😁)
An algorithm you can use is:
R - 0 if positive, 1 if negative
G - abs(speed) // 16 (floor division)
B - floor( abs(speed) * 16 ) % 256 (modulo or remainder)
DO NOT USE trigger_auto on the second map. trigger_auto fires only once. DO USE instead "change target" in trigger_changelevel of the first map to fire eleend_mm on the second level. This makes it repeatable and reliable.
If the elevator is to be used both ways, the reverse setup is also needed.
If you want to study how Valve does it, use newbspguy and open any Half-Life map with elevator changelevels.
Commented 8 months ago2024-04-27 03:04:34 UTC
in vault item: Riverpool 2Comment #106162
It seems really nice, although I'll hold off on rating since I also haven't played it.
I did notice a minor issue in that the render mode for the forcefield around the rpg seems to be set to texture rather than additive
Yes, the trees and everything is all for goldsource. I tried to keep the trees at a polycount that isn't terribly high so you can use a lot of them in a map or scene. They were all built with optimization in mind and the philosophy of "what if these were made in 1998." I hope you enjoy them.
Also, if you're running a server, please add it to a map rotation. This actually 'saves' Stalkyard, as no one is playing it now - and running to a Bunker is always fun`
Ah yes, stalkyard needs more appreciation, good to see there's people who still love to play this map, same goes for boot_camp
even trigger_relay with trigger state on doesnt seem to bypass this, and neither does globalshake flag for env_shake
note that delay before trigger attribute can alter timing of firing
As for the map, delicious clean architecture and texturing in the Rimrookian style we're used to .
very good job
the flowchart just demonstrates how confusing it really apparently is
Best to use a for loop in this scenario.
scroll*
textures for the entities are encoded in a hacky way by hijacking FX Color (rendercolor) and you can control the speed ofscroll*
textures in any brush entity, and even change them with env_render (I tested, it works! 😁)An algorithm you can use is:
0
if positive,1
if negativeabs(speed) // 16
(floor division)floor( abs(speed) * 16 ) % 256
(modulo or remainder)Also, has anyone found any secrets yet?
DO USE instead "change target" in trigger_changelevel of the first map to fire eleend_mm on the second level. This makes it repeatable and reliable.
If the elevator is to be used both ways, the reverse setup is also needed.
If you want to study how Valve does it, use newbspguy and open any Half-Life map with elevator changelevels.
I did notice a minor issue in that the render mode for the forcefield around the rpg seems to be set to texture rather than additive
thanks
Those mountains look lovely! I bet that slope was fun!
I hope things get well and you get the rest you need 🙂
Suggested change, in
CBasePlayer::Precache
function, addm_bSendMessages
here: