Comments

Commented 1 month ago2024-11-15 18:22:26 UTC in vault item: Airlock Prefab Comment #106514
Sure! Feel free to use!
Commented 1 month ago2024-11-09 14:09:27 UTC in vault item: Airlock Prefab Comment #106496
@man_simple

Your setup works well for singleplayer but not for multiplayer. The button for door1 and door2 can be pressed by seperate players, which then opens both doors. Now that both are open and func_door can only TOGGLE, your airlock is broken forever. You would have to create a eleborate system of multisources to lock the buttons to prevent this. Even then, a player can block the door by crouching under it and the game would never know that the door is now not closed. Which again breaks the entire system.
Commented 1 month ago2024-11-09 14:08:30 UTC in wiki page: Tutorial: Airlock system (that works in multiplayer) Comment #106495
@man_simple

Your setup works well for singleplayer but not for multiplayer. The button for door1 and door2 can be pressed by seperate players, which then opens both doors. Now that both are open and func_door can only TOGGLE, your airlock is broken forever. You would have to create a eleborate system of multisources to lock the buttons to prevent this. Even then, a player can block the door by crouching under it and the game would never know that the door is now not closed. Which again breaks the entire system.
Commented 4 months ago2024-07-25 13:18:35 UTC in wiki page: Tutorial: The Complete Guide to Lighting Comment #106269
Added undocumentend features: _diffuse_light2 and info_chopscale.
Commented 5 months ago2024-06-25 11:01:32 UTC in wiki page: Tutorial: The Complete Guide to Lighting Comment #106212
I've added some examples of _fdist and _frange to the info_surface entity part.
Commented 5 months ago2024-06-23 12:55:01 UTC in vault item: Riverpool 2 Comment #106210
The idea with the duck is genious and well executed! The map also looks really good. Nice usage of custom textures and models.

Even with fastvis, the ocassional tree model will disappear due to visleaf disconnections. You could mitigate this a lot by editing the models and put the origin point higher up. This will solve most of the issues.

Another point of improvement would be sound. The map is dead silent. Some splashing water around the fountain or a sound for the jumppads would go a long way.

The only secret I found till now is the HL logo but I'm not sure what that does?
Commented 10 months ago2024-02-15 12:54:36 UTC in vault item: A WAD of 897 Solid Colors Comment #105981
I totally want to see a mapping competition where you can only use this WAD!
Commented 1 year ago2023-12-15 18:01:48 UTC in wiki page: Tutorial: Models and lighting Comment #105729
@sirYodaJedi:
In SC the black_hidden texture is not drawn. It's also hidden.
Commented 2 years ago2022-01-31 15:46:04 UTC in wiki page: Tutorial: Changing Levels Comment #104066
I often keep Half-Life running in the background while I make small changes and quickly recompile maps. I then restart the map through the console and test again. I can verify that this is a bad way to test trigger_changelevels. Even though it's all perfectly set up, I ended up on world coordinate 0,0,0. You really have to restart Half-Life completely if you make any changes to the changelevel triggers.