Commented 1 week 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 2 weeks 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 2 weeks 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.
Commented 3 weeks ago2024-04-18 15:43:30 UTC
in journal: Hiatus(Yes, again)Comment #106138
Thanks for your kind words and for your best wishes. I'm glad you find Pathos promising, and responses like these are what make me reinforce that I want to keep supporting it.
^ Crowbar is only a frontend for whichever studiomdl you choose. The problem you're facing seem to be errors with the .qc file referencing smd files that doesn't exist.
Commented 3 weeks ago2024-04-18 08:34:02 UTC
in journal: Hiatus(Yes, again)Comment #106135
Life will do as life does, everything else must take a back seat. Sorry to hear that things are rough, and I wish you the best. The Pathos Engine stuff I've seen is really quite promising.
Commented 4 weeks ago2024-04-15 22:02:03 UTC
in vault item: TunnelsComment #106132
Thanks for the feedback, I appreciate it a lot. But if you'll allow me to defend myself a little...
The rubbish chute was originally going to be the way out of the room but I changed it to the shootable window in order to shorten the map. I decided not to close the lid fully because I thought it looked pretty good hanging ajar like it is, I completely forgot that it's a passable func_detail.
There are supposed to be large and very noticeable cracked glass decals on the window telling the player to shoot it but that screenshot seems to suggest otherwise which is weird. I tried placing ammo nearby with the dead guard in the cafeteria to hint at it but I guess that was probably stupid because of the space of the room, the difficulty accessing it, the distance the ammo is from the window and the bullsquid.
It never occurred to me that you could use the cart to jump over the crates. The aim was to give the player something to do while entering the wall grate besides just walking into it, if that makes sense. Climbing over the crates is actually a better way to use it though I think.
Overall, this is an old map that I made when I had just started seriously making maps. I didn't think about idiot proofing the lights in the lift shaft and I thought the brush lights didn't look that bad. I also didn't think to change some things for players who don't have the same settings applied to the game as I do, obviously I prefer the default gamma and the HD models.
The brushwork and detailing is very, very nice indeed - maximalist, but not too crazy, and pretty consistent throughout.
Good use of inaccessible areas, they really help achieve that classic Half-Life illusion where places seem like a part of a bigger world.
Sequences are very well executed (that scientist with the gun startled me as much as I startled him, lol), and the use of sentences is spot on.
Most of the map is pretty silent, could use some more ambient noises (especially in larger areas)
There aren't many enemies or weapons - if it were an intro map in a campaign that would be fine, but since it's a single level it feels a bit lacking.
Specific issues I found:
These types of light brushes are too solid-looking, a lower FX Amount (renderamt) value would make them more transparent.
The pushable cart in the beginning can be used to climb past the crates blocking the corridor, but there is no way to get back from there.
Seems like an excellent place for a secret
There's a null face in the room with the barney and scientist that is visible from the vent (if you look hard enough).
Between the table and the chair
Closer look
The player can jump down this rusty shaft and get stuck.
Just make the lid solid
I'd recommend placing the crowbar around here instead of later, to encourage the player to break this window.
I usually avoid breaking things with bullets
This whole area down here is a bit too dark, the ladder is barely visible.
My gamma is 2.2, maybe that's why
A foolish player can wedge himself between the large elevator and the light on the wall, a clip brush is needed here.
The cables got de-synced
Overall it's a very nice level. The ending's pretty abrupt, but that's to be expected from a single standalone map. I'd like to see it make a return as part of a larger campaign.
it was fun and I liked the parts with the scientists, but I fell in a trash chute and was stuck and had to noclip out like midway through. the gameplay wasn't groundbreaking but it was pretty good, and the level design looked great.
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
..but i did it anyway
such amazing boxes
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:@Urby: What do you mean "gives us free access". Do you have to pay to go on hikes in UK? :O
I hope you find the time to recharge and face the problems in life. Godspeed!
Those who complain on optimization must have computers from 2000's. My 10 years old computer runs it just fine.
The rubbish chute was originally going to be the way out of the room but I changed it to the shootable window in order to shorten the map. I decided not to close the lid fully because I thought it looked pretty good hanging ajar like it is, I completely forgot that it's a passable func_detail.
There are supposed to be large and very noticeable cracked glass decals on the window telling the player to shoot it but that screenshot seems to suggest otherwise which is weird. I tried placing ammo nearby with the dead guard in the cafeteria to hint at it but I guess that was probably stupid because of the space of the room, the difficulty accessing it, the distance the ammo is from the window and the bullsquid.
It never occurred to me that you could use the cart to jump over the crates. The aim was to give the player something to do while entering the wall grate besides just walking into it, if that makes sense. Climbing over the crates is actually a better way to use it though I think.
Overall, this is an old map that I made when I had just started seriously making maps. I didn't think about idiot proofing the lights in the lift shaft and I thought the brush lights didn't look that bad. I also didn't think to change some things for players who don't have the same settings applied to the game as I do, obviously I prefer the default gamma and the HD models.
Texturing — 9
Ambience — 8
Lighting — 7
Gameplay — 7
In general:
renderamt
) value would make them more transparent.thank you agian
Texturing — 9
Ambience — 8
Lighting — 7
Gameplay — 7