Comments

Commented 3 years ago2020-12-02 08:50:50 UTC in journal: Unity Game Dev. Comment #103102
Hello,
After making a couple of games with Unity myself, I would highly recommend this guy: Jason Weimann. His videos contain a lot of good practices in a very understandable manner. He has videos on full 2D games and 3D with networking (very recent).
And also check out this channel: Infallible Code, it is more talk oriented than code, but can give you a lot of insight about Unity.
There are a lot of good talks about Unity, here are two of my favorite ones: Unite Austin 2017 - Game Architecture with Scriptable Objects, Unite Europe 2017 - Squeezing Unity: Tips for raising performance
Commented 16 years ago2008-04-24 18:58:29 UTC in vault item: cs_portugal Comment #16569
I like it, but it is a little bit congested for me. The r_speeds is very high (max 7000, avg. 2500). There are some incorrectly selected textures for this theme. It has a good looking, keep going...
Here are some problematic srceens:
http://rapidshare.com/files/110168559/bugs.zip.html

Grrr, I lost my well drawn comment just because of the f*cink attachenemt, sorry I cant write it down again, it was too long...
Commented 16 years ago2008-03-22 19:34:11 UTC in vault item: ka_de_streetrugby Comment #16196
This map is so so ugly, hopefully you spend some more time to make it looks better. In the execution of this idea there is a small mistake:
Every terror has bombs and this make the gameplay a little bit boring after a few seconds, because any terror can plant it so the all cts will camp in front of the bombtarget.
If there would be only one bomb (like as normal)it could be act like a real rugby ball, only one terror with the "ball" and other terrors who can pick it up after the man who carried it died or droped down (like a pass). And thus the cts will mainly focus on the terror with the bomb.
In some cases the bomb didnt sink down and could be defused (after tested 5 mins with bots).
BUT this idea is very GREAT, I like it so much!
Rate after updated the idea with a better map, if there will be any.
Commented 16 years ago2008-02-29 16:56:38 UTC in vault item: Entity Challenge #2 Comment #16472
Updated with some metal textures...
Commented 16 years ago2008-02-16 15:58:37 UTC in vault item: ka_pitchblack Comment #16402
You thought it is an original idea, but it isnt, there is already a pitchblack map created by a Hungarian mapper. This map called de_kurvasotet (translated de_fuckingdark), see here:
http://www.lameclub.hu/index.php?page=downloads
It is also a big crap like this...maybe add nightvision and put some walls or anything that makes it vary...
Commented 16 years ago2008-02-06 22:02:00 UTC in vault item: cs_a42 Comment #16343
The wireframe picture was taken in game by writing gl_wireframe 2 in the console, only works in if you run your map like this:

http://twhl.co.za/tutorial.php?id=41

Reading visibility determination was very helpful for me at the begining to see how things work in compile.

http://collective.valve-erc.com/index.php?doc=1038660504-05211700

The gl_wireframe 2 option will highlight all the visible leaves that the enginee has to render at that moment. As from my pic you can see that almost all of your leaves highlighted. This is because of the layout of the map. The brush based entities dont block visibility, thats why the enginee has to render the leaves of the rooms when you are outside. Your doors are in bad places, replace them and use coridors to block vis. Plan the layout with this end in view.

Dont place boxes, they are ugly, be more creative, place a car model or columns or desks with computers or anything else then wood create boxes...
To know that they are in good places from the tatical view of point, I think this can be only figured out by testing the map, and planing the choke points at the begining.

You can easily see how tall the player by placing an info_playerstart.

I just now realised that you can run through the trees, it can be an exasperating camp positon and thus you can also go a place where the skybox is the border.
Commented 16 years ago2008-01-28 09:13:37 UTC in vault item: as_resident_evil Comment #16298
One bigger screenshot would be better, but it is very sweet and has nice ambience. In the office there are two plants almost at the same place, but I liked the laser room...Are those models created by you or just collect them, because the toilet looks awesome...
Commented 16 years ago2008-01-19 13:32:42 UTC in vault item: cs_a42 Comment #16260
This map's r_speeds is too high for playing it smoothly. The whole map is visible, see almost all the leaves see
http://img258.imageshack.us/img258/8347/csa420001to1.png
This cause lagg problems. Use SKIP-HINT, tut here:
http://twhl.co.za/tutorial.php?id=71
or rebulid your maps with more corridors. Read more about r_speeds and how to reduce it, here:
http://twhl.co.za/tutorial.php?id=38
There arent any furniture or stuff in it, which makes it a little bit boring. I feel like as a child on the map because of the high doors. Use srites instead of creating the man-hole cover like this:
http://img264.imageshack.us/img264/6662/csa420000jh1.png
tut how to create sprite:
http://www.fpsbanana.com/tools/42
Place the hostages in different rooms. Create a breakable rotating door, like:
http://twhl.co.za/mapvault_map.php?id=2086
Use tree models. Create light source and use texture lighting. Dont let the walls to be so flat, create columns, false windows,... Need to read more about mapping...keep going...
Commented 16 years ago2008-01-14 23:30:44 UTC in vault item: de_twhl Comment #16243
After downloading cz, I need to say it wasnt worth...There are good ideas in it, but the ambience is a little bit artificial.
Commented 16 years ago2008-01-14 23:08:18 UTC in vault item: de_twhl Comment #16242
all models and wad come from cscz. Copy models/props from cscz to cstrike/models
Copying into the cstrike folder means to me that this map was intended for cs and not cz. This map was posted as a cs map, I know that there isnt any icon for cz, but if it is intended for cz, then maybe he should have written another description like this: It is a cz map, and olny working with cs if you copy the models from cz.
Commented 16 years ago2008-01-14 11:16:45 UTC in vault item: de_twhl Comment #16240
I downloaded the wad files, but from where should I get cz models, do i have to download the whole game just to see your map? Not everyone has this game installed. If you want people to see your map please contain the models and wads in your rar file in structured directories.
Anyway the spelling of one of the wads is incorrect in your txt file. You missed a "d" from the end. It is czritual_standard.wad not czritual_standar.wad.
Update your upload...
Commented 16 years ago2008-01-13 13:00:55 UTC in vault item: ZM_Dream_Up_RT Comment #16236
At first I liked this environment, but the green ligthing was not the best choice. I suggest to use a blue one instead, because it is not vary from the purple one. I also wondered why fishes are swimming in the air, and on some places the terrian looks like nasty. The ruined pathways are so cool. All in all I give it 3/5.
Commented 16 years ago2007-12-15 18:41:32 UTC in vault item: redka_change_spawn Comment #16107
If you though about the brushwork the answer is no, it is just depending on how many spawns you would like to have.
Commented 16 years ago2007-12-15 18:32:42 UTC in vault item: redka_change_spawn Comment #16106
Yes it would be complex, because each players need to teleport separately. On fun_allinone when two or more players teleported at the same time they get stucked, this is why it is necessary.
Commented 16 years ago2007-12-11 18:53:42 UTC in vault item: Decals & illumination (fr_terroristattackonfacility) Comment #16100
Commented 16 years ago2007-12-08 19:52:28 UTC in vault item: Remmiz Test Chamber 2 Comment #16093
I rated it, because I played it!
THIS IS FOR HALF-LIFE2 PORTAL! (as I said before)
Commented 16 years ago2007-12-07 18:58:20 UTC in vault item: Remmiz Test Chamber 2 Comment #16086
it is for hl2 portal.
I like it very much, not so easy not so hard, but very ingenious...WELL DONE
Commented 16 years ago2007-11-29 16:13:01 UTC in vault item: Danbix Cube: Source Comment #16060
Hehe I can solve it, it is just math. Did you know that is was invented by a Hungarian person (like me)...Very nice anyway...xD
Commented 17 years ago2007-10-31 17:02:33 UTC in vault item: fy_tst Comment #15892
the tst.wad is missing!!!
Commented 17 years ago2007-07-08 14:48:26 UTC in vault item: de_quickshot Comment #15306
I like you map very much, but have you ever heard about r_speeds?? There are point on your map that the value of epoly goes over 2500, and it is not good for those players who have old PC, the max value of epoly (by Valve as I know) 7-800. Anyway the texturing is quite nice...xD