Comments

Commented 6 months ago2023-11-04 18:56:12 UTC in vault item: fy_uafights_b3 Comment #105621
Thank you, I'm glad you like the style of the map
Commented 6 months ago2023-11-04 13:03:34 UTC in vault item: Vehicle Prefabs Comment #105620
Great stuff.
Commented 6 months ago2023-11-04 10:14:56 UTC in vault item: fy_uafights_b3 Comment #105619
Wow This almost like a Roblox or something 😯
Commented 6 months ago2023-11-04 00:51:45 UTC in journal: We promise you a new map in 2 weeks, or you get to yell at us! - DONE! Comment #105617
First Week Update:

A week has passed and we're here to share some updates.

The main Brushwork for the whole map is now complete and will be tested privately in the next 2 days to iron out any kinks and improve gameplay.
Here are a few screenshots of a few interesting locations:
Fight your way out of this beautiful place.Fight your way out of this beautiful place.
What will development look like in the remaining days after the playtest?
With the main blockout complete and gameplay tested, most of what lies ahead is related to the visuals.
  • Feedback from the playtest will be used to improve the gameplay.
  • All brushwork will be textured.
  • Decorative details (that don't effect gameplay) will be added using prefabs to speed up work.
  • Lighting will be finalized.
  • Final performance optimizations will be made.
  • Visuals will be polished for release.
We will update you with more details and some screenshots from the finalized visuals in the last days before release. Thank you for reading, we really hope you will stick around to play the map on release. :D

Trivia:
How has progress been?
"Efficient" is what comes to my mind. With such a limited time, it was crucial to to map out our plan and schedule to make sure we can make each day count. We lost 2 precious days but after that we were able to kick into full gear.
We've been putting as much time as we could into the project. I've been spending nearly 6-8 hours every day and Ox has been juggling the project and his education at the same time. Yes, it's been a bit harsh but we're enjoying the time we're spending on the project. I'm sure all you mappers out there who love your craft can understand, although having a day or two off right now would be pretty nice. Unfortunately we got no time to spare. A lot of work still lies ahead and we're hoping it goes smoothly so that we can release the final map to you in great shape.

Is the map still set to release on 10th of November?
Yes. We are doing everything we can to make sure that we will release the map by 10th November night. The map will be uploaded here, on SCMAPDB and Gamebanana so that everyone could easily download it from whichever source they're comfortable with.

Anything you the reader can do to help?
Your expressions of excitement about the project and final map will really make us happy and boost our morale. It's always heartwarming to know there are people out there waiting to play your map.
If possible, please share news of our project with your fellow friends. After this is done, with all the time and energy we've spent, we'd really love to see the map reach as many players as it can.

Well, that's all for now. We will see you at the next update with more interesting stuff to share. Have a good night and hope you're all having a good life.
Commented 6 months ago2023-11-03 23:38:49 UTC in journal: Mapping-Fusion! 🇫🇷🇫🇷 Comment #105616
Oh my. It is already making me wanna learn French.
Commented 6 months ago2023-11-02 14:55:05 UTC in vault item: Learing HL sdk Comment #105615
Hai! This ain't looking too bad.
You can get J.A.C.K. instead of using Hammer. You can find it in the tools section on our Wiki. You may also ask questions on the forums here and/or on the Discord server. Happy mapping!
Commented 6 months ago2023-11-02 10:00:17 UTC in vault item: Learing HL sdk Comment #105614
Looks like you've already gotten the hang of the basics!

It looks fullbright so you've either not included any lights in the map, or there is a leak (there should be error messages in the compile log if there were any leaks). If you haven't added any lights yet, there's a tutorial here about the basics of that.

For the wall where you've written "break" with decals, the reason it's mirrored is because the texture on the wall itself is mirrored. So with the Texture Application Tool just set the X scale to its negative (i.e. change the scale from 1.00 to -1.00).

There are tons of tutorials in the wiki here that you can check out to learn more about mapping.

Good luck! 🙂
Commented 6 months ago2023-11-01 08:48:00 UTC in wiki page: game_player_equip Comment #105613
^ idk what you mean. if you think i meant the classname (things JACK lists) then that's incorrect. I mean game_playerspawn is the targetname you assign to this entity, or any other entity of any classname.

the game fires entities of the name game_playerspawn on your behalf every time you spawn in a map. another example is if you have a game_text entity with the name game_playerspawn you'll see the game_text 's text when you spawn.

also, game_* entities in general are added sometime after retail release so this entity, and the game engine firing game_playerspawn would be absent on early WON versions or earlier SDKs.
Commented 6 months ago2023-10-31 18:08:50 UTC in vault item: Gemerald Comment #105612
The map was short but fun really liked it but I had no idea what was going on I'm not say that the mod is bad for this I'm just saying I had no fucking clue what was going on I new it was Dutch from the flags, Architecture and the language But I don't know what these characters are from and Why are there Nazi stuff IM SO CONUFSED SOMEONE TELL ME WHATS GOING ON In all it was quite fun and really peaceful at times almost like a dream
Commented 6 months ago2023-10-29 23:10:57 UTC in vault item: Gemerald Comment #105611
This mappack is awesome (in my opinion). Although I am pretty biased considering I love Ongezellig :3
The island was pretty cool, but the boat section (and the scooter section later on) I think could've been improved with some enemies scattered about to shoot at.
One thing I particularly enjoyed was the appearance of the Ongezellig Holland, 1945 video. As someone who loves NMH, Ongezellig, and Half-Life, I was pretty stoked to see that there. Jamie and UrbaNebula seem to have not liked the enemy placement, although I did not have any issues with it (probably because of the newest update, which appears to have fixed that issue).
The weakest parts of the mod IMO were the abrupt ending and the aforementioned scooter segment, which both could've been expanded upon greatly.
Overall: pretty sick!

P.S. No comment on Nazi Mymy.
Commented 6 months ago2023-10-26 18:17:01 UTC in journal: We promise you a new map in 2 weeks, or you get to yell at us! - DONE! Comment #105610
ill have a good eye on yer :cyclops:
Commented 6 months ago2023-10-26 18:15:53 UTC in journal: We promise you a new map in 2 weeks, or you get to yell at us! - DONE! Comment #105609
Alrighty, I'll set a reminder on the 10th of November to yell at you. :walter:
Commented 6 months ago2023-10-24 19:59:07 UTC in wiki page: Tutorial: Going from J.A.C.K. to TrenchBroom Comment #105608
So I've been using both editors more-or-less simultaneously for a little while now, here are some things I find worth mentioning:
  • TB works with .map files, J.A.C.K. also works with .map files but saves them as .jmf files. Going from J.A.C.K. to TB means exporting the .map file in J.A.C.K. first.
  • TrenchBroom's groups do not carry over to J.A.C.K., nor do J.A.C.K.'s visgroups carry over to TrenchBroom. To keep brushes together between editors, they have to be tied to a brush entity like func_group.
  • Unlike J.A.C.K., you can't have more than one map open at the same time in TB, so copy-pasting things between maps requires you to keep opening and closing them. This makes using a separate map as a "prefab stash" possible, but annoying.
  • For the reasons above (and probably a lot more) switching back and forth between editors on the same map is likely a bad idea.
Commented 6 months ago2023-10-23 17:54:11 UTC in journal: One of those journals... Comment #105607
happy birthday
Commented 6 months ago2023-10-23 12:23:31 UTC in journal: One of those journals... Comment #105606
Happy birthday! How tightly tucked is that polo t-Shirt?
Commented 6 months ago2023-10-22 22:33:21 UTC in vault item: Opposing Force grunts for Half-Life and Blue Shift Comment #105605
Sure, go ahead!
This comment was made on an article that has been deleted.
Commented 6 months ago2023-10-22 13:56:52 UTC in journal: One of those journals... Comment #105600
Haha, I don't even REMEMBER being 22 years old...
Commented 6 months ago2023-10-22 10:30:28 UTC in journal: One of those journals... Comment #105599
ah the cryptic birthday journals have returned. The album cover says 2001. You are born in 2001, happy 22nd birthday
Commented 6 months ago2023-10-22 02:21:08 UTC in vault item: Memes.WAD Comment #105598
Not any textures I could see someone want to use in their maps
Commented 6 months ago2023-10-19 22:57:42 UTC in vault item: cs_crack_wars Comment #105597
hey ive viewed your map its really nice area large and nice venues, buildings, its good you can go into most of them, id say its a little wide of shooting but is a great hostage map thanks!
Commented 6 months ago2023-10-19 11:41:27 UTC in journal: One of those journals... Comment #105596
you are old like dust.
Commented 6 months ago2023-10-19 11:29:21 UTC in journal: One of those journals... Comment #105595
Happy birthday! :)
Commented 6 months ago2023-10-19 08:35:34 UTC in vault item: Opposing Force grunts for Half-Life and Blue Shift Comment #105594
I will use this on my mod that I'm working on
Don't worry I'll credit you :)
Commented 6 months ago2023-10-18 18:03:53 UTC in poll: Tis the Season Comment #105593
Winter is the best. By far
Commented 6 months ago2023-10-18 16:15:58 UTC in journal: One of those journals... Comment #105592
Ah. That was a lot simpler than anticipated. That's a banger album too.
Commented 6 months ago2023-10-18 16:08:59 UTC in journal: One of those journals... Comment #105591
Happy birthday! Now time to figure out the numba
Commented 6 months ago2023-10-16 21:20:06 UTC in journal: CS2 Hammer editor minimum requirements Comment #105590
Stojke? You've been gone for a long time.

I need to talk with you later... about something related to electronics. I even posted a journal about that.
Commented 6 months ago2023-10-15 22:44:54 UTC in journal: CS2 Hammer editor minimum requirements Comment #105589
I do not believe that is exactly right. I'll have to test this on my brother's Athlon 200GE rig with no dedicated GPU.
From what I know CS2's Hammer has this fancy lighting preview mode, which uses RTX. There should hopefully still be a CPU raytraced fallback.
Commented 7 months ago2023-10-13 06:16:54 UTC in vault item: tm_relic(环山遗迹) Comment #105588
谢谢。
thank you.
Commented 7 months ago2023-10-13 06:10:09 UTC in vault item: tm_relic(环山遗迹) Comment #105587
这些纹理来自不同的地方。我已经更新了下载链接,请确保完整覆盖之前下载的版本内容。我计划后面重置这张地图。
These textures come from different places. I have updated the download link, please make sure to fully cover the previously downloaded version content. I plan to reset this map later.
Commented 7 months ago2023-10-12 19:23:18 UTC in vault item: tf_autocrat2020 Comment #105586
Pretty interesting story, a 19 year old map being resurrected and brought back to life!

I don't play TFC but I can see the passion put into this, great stuff qe.

If you're interested, there's some old TFC archive site that an old friend linked me, maybe you'd find it interesting to look at all the maps posted on there: https://tfcmaps.net/

No idea who runs it.
Commented 7 months ago2023-10-11 15:04:28 UTC in vault item: tm_relic(环山遗迹) Comment #105585
This is the hole:
User posted image
This was the weird texture I was on about:
User posted image
Although it's probably just my opinion, it doesn't fit the other textures, stands out and doesn't blend well with the rest of wall.
Commented 7 months ago2023-10-11 03:08:29 UTC in vault item: Half-Life 2 Beta Brush Work APCs Prefabs Comment #105584
will add the flyer/shuttle soon
Commented 7 months ago2023-10-08 17:01:52 UTC in journal: Zombies Comment #105582
So I didn't turn into a zombie... I'm pissed. I was looking forward to finding out what kind of zombie I'd be.
Commented 7 months ago2023-10-06 04:42:37 UTC in vault item: DecompMDL Comment #105581
Oh, and the sprite QC files is sorta a formality thing. I wanted everything to recompile with the original SDK tools. That's also why I have the tools produce BMP files instead of something more common like PNG.
Commented 7 months ago2023-10-06 04:37:48 UTC in vault item: DecompMDL Comment #105580
I didn't know WadMaker and SpriteMaker supported extraction! Whoops! Guess I didn't look at the docs close enough. :zonked: I've only used WadMaker for... making wads.

Also, I just looked at the source. The pattern pointer is getting passed to a function that makes it lowercase, even if its null, which seems to be causing the problem.
Commented 7 months ago2023-10-06 00:30:51 UTC in vault item: DecompMDL Comment #105579
Ah, more tools! :)

A few notes though: texture extraction doesn't extract anything if no pattern is provided, and I'm a bit puzzled as to why sprite decompiling produces a sprgen .qc file - is anyone still using that nowadays? As for easy-to-use sprite/texture tools, what about Half-Life Texture Tools and WadMaker/SpriteMaker? They both support sprite and texture extraction.
Commented 7 months ago2023-10-05 17:21:17 UTC in journal: Zombies Comment #105578
Happy birthday! Zombies are yummy
Commented 7 months ago2023-10-05 07:12:14 UTC in journal: Zombies Comment #105577
Happy birthday! I hope you don't turn into zombies tho'!
Commented 7 months ago2023-10-04 21:48:48 UTC in journal: Zombies Comment #105576
Happy birthday buddy
Commented 7 months ago2023-10-04 15:37:20 UTC in vault item: DecompMDL Comment #105575
nice!
Commented 7 months ago2023-10-04 13:06:57 UTC in journal: Zombies Comment #105574
Happy birthday! Hope you have a good one!
Commented 7 months ago2023-09-29 03:10:22 UTC in vault item: KM_SM_Splash_Splash Comment #105573
Ya it's actually pretty fun and keeps matches moving at a neck breaking speed. However, the only issue is when playing on servers it's broken and is prone to other random issues, but that's why I included both versions.
Commented 7 months ago2023-09-27 12:14:51 UTC in journal: 闲记杂谈Blah Comment #105572
User posted image
(beforec3a1,来自最近的光感思考)
让想象力变得理性在我看来仍然是一件难事。
Commented 7 months ago2023-09-27 05:16:03 UTC in vault item: Castle Comment #105571
User posted image
Commented 7 months ago2023-09-18 21:44:53 UTC in wiki page: Tutorial: Models and lighting Comment #105569
Worth noting that black_hidden is allegedly drawn in Sven Co-op, according to this wiki's Tool textures page. I haven't personally verified this; it's probably either an issue with SCHLT or that Sven assumes lightmapped surfaces are drawn.
Commented 7 months ago2023-09-18 21:06:00 UTC in wiki page: Tutorial: Models and lighting Comment #105568
Another great guide, Hezus! Thanks for making this!
Commented 7 months ago2023-09-18 08:17:44 UTC in vault item: GoldSrc Map2Prop Comment #105567
@kimilil I'm already working on using the ORIGIN brush as model origin override, besides it wouldn't have enough information to make a skeleton chain.
I'm thinking instead of using a custom point entity (info_bone) that can hold a name and parent, and have it skinned to the vertices of any brushes grouped with it (or even radius around the entity, could use a keyvalue for that as well). Might look into it after the full release.

@SirYodaJedi I think it'll work fine, unless you use any Quake III curved surfaces. Just looked at the code now and realised it doesn't handle the curved surface array in each solid, which will corrupt all other solids after the first one. Already fixing that now 🙂
Commented 7 months ago2023-09-17 15:06:33 UTC in vault item: BspTexRemap v0.3 (pre-release 2) Comment #105566
v0.2 is out. A standalone build of the python port is now available for download.