Commented 3 years ago2016-04-18 20:08:54 UTC in journal: #8691 Comment #61721
This guy is a boss.

Check out some of his Gumroad training vids if that kind of stuff interests you (they're linked near the bottom of the article).
Commented 5 years ago2014-06-21 16:30:09 UTC in vault item: (CS:GO) Hijack Comment #20634
Cheers :D
Commented 7 years ago2012-06-04 15:28:39 UTC in journal: #7827 Comment #58027
I quit smoking cigarettes habitually almost two years ago. Feels good man. I can smell things properly now!

Weed on the other hand tends to provoke creativity for me if I'm focused intensely on a specific task. It also doesn't fuck with my lungs as much as cigarettes did...perhaps this is due to methods of filtering the smoke though :)
Commented 7 years ago2012-04-02 09:13:56 UTC in wiki page: Tutorial: Creating blend textures for Displacements Comment #101062
Good overview for beginners to blend textures. Might want to expand upon the texture modulation/addendum as the modulate textures are really what sells the 'blend' effect between the two materials themselves rather than just using a linear blend which happens if you omit the modulation material.
Commented 8 years ago2012-01-06 10:09:36 UTC in wiki page: Tutorial: Map Layout Theory for CS Comment #101049
Some good points about specifics for CS gameplay (clash zones, objective runups etc) - Stojke makes a good point about limiting your routes and I think you could have touched more on general layout theory and how it ties into CS, (i.e. how the popular maps are generally built around a simple series of loops, or a figure-8 layout) perhaps even dissected a round of a popular map like Dust in detail to truly examine how the gameplay works in an actual round. Overall you have some good tips, but general layout theory is equally as important as taking into account the CS specifics!
Commented 9 years ago2011-02-11 11:04:31 UTC in journal: #7034 Comment #64143
quote: What do you like about Zooey Deschanel?

What don't you like about Zooey Deschanel?
Commented 9 years ago2011-02-09 11:48:32 UTC in journal: #7024 Comment #44696
To work on my portfolio, my skills, get a game out on the Iphone platform and to just keep applying in the future. Tommorow is another day and new jobs may arise.

Great way to look at it...I wish you the best of luck. Keep that attitude up and you'll be at your dream job sooner than you know it ;)


LinkedIn is a good way to make connections, too; networking alone can put a job in your hands - I wouldn't say game dev is as reliant on networking as other industries like, say, aviation, but it's pretty close. All about who you know and being in the right place at the right time...
Commented 9 years ago2011-02-06 15:42:18 UTC in journal: #7024 Comment #44695
The industry wants people who are good at their jobs (professionals) not people with degrees (graduates). The game dev industry is growing at an extremely rapid rate, and there are too many potential candidates and people that want to work in game development than there are positions available, so companies really can afford to pick and choose their potential hires, specifically with regards to experience. (and there are quite a few unemployed game developers out there!) There are a lot of people who get degrees in game development because they think that the degree alone will secure them a job (sometimes the schools even promise you a job/interview with the degree); which is not the case.

Job hunts are always difficult and sometimes frustrating, though. I don't envy you! If you really want to make games for a living, keep applying for jobs and developing your skills in your free time; if you have the drive to learn things yourself, better your skills and talents and remain persistent, then you'll do much better in the job hunt than the multitudes of people who are expecting jobs just because of their 'game design' degrees that they paid a lot of money for. A degree is a nice extra and can certainly make you stand out from many other candidates, but it's worthless if you don't have the skills to back it up that a specific company wants.

Every company will be looking for something different, too. Company A might want you to have a degree and several years of experience while Company B might not care about their hiring requirements if they like your work. Your sample materials and portfolio are really the most important thing in this line of work.
Commented 9 years ago2011-02-05 16:31:58 UTC in journal: #7022 Comment #55745
cracking open some berrs
Commented 9 years ago2011-02-03 14:48:21 UTC in journal: #7019 Comment #40231
Actually you can get your pc outside and overclock it as hard as you can :)).


Glad I'm not the only one who's frozen...
Commented 9 years ago2011-02-02 10:57:25 UTC in journal: #7016 Comment #62140
Therefore, to lead a happy, stress-free life, don't include women in it.

Words of wisdom. It's worked for me for the past few years!
Commented 9 years ago2011-01-27 14:40:19 UTC in journal: #7001 Comment #49241
Model texture isn't appearing because it's looking for the wrong material, or in the wrong path. You need to use $cdmaterials in your .qc to define the right FOLDER where the materials are, but when you export your mesh, make sure the correct material is applied - the game will derive the material's filename from the material applied to your model. So if you apply texture1.tga to your model, but rename your file to texture0001 when you place it in the game's materials directory, you'll get pink checkerboards!

If you are still having trouble with materials not showing up, get MdlTextureInfo ( and drag your .mdl file on top of it - it will tell you the exact path of the material the model is trying to use so you can debug missing textures easily.

Source has to have the worst pipeline for implementing models, though, seriously...
Commented 9 years ago2011-01-10 11:37:19 UTC in journal: #6639 Comment #55714
Hotkeys ;)

quickhide - h
unhide - u

Added with the L4D2 tools, but added to the regular SDK with a much later update...
Commented 9 years ago2011-01-04 15:14:51 UTC in journal: #6967 Comment #43024
That has to be the craziest mouse I've ever seen. How do you even use it!
Commented 9 years ago2011-01-02 16:55:40 UTC in journal: #6966 Comment #59064
stop stealing my avatar you thief
This comment was made on an article that has been deleted.
Commented 9 years ago2010-12-03 18:34:25 UTC in journal: #6913 Comment #55204
at first I was like o_O

and then I was like -_-
This comment was made on an article that has been deleted.
Commented 9 years ago2010-11-18 18:06:06 UTC in journal: #6878 Comment #63176
Just proof that 'more' doesn't always equal 'better' :)
Commented 9 years ago2010-11-15 17:35:40 UTC in journal: #6875 Comment #41625
Commented 9 years ago2010-10-26 17:19:03 UTC in news: New Tutorial! Comment #99670
Use of the pun machine needs to be standard procedure for every front-page post!
Commented 9 years ago2010-09-03 11:20:45 UTC in news: We're back! Mostly... Comment #99629
Commented 10 years ago2009-11-12 04:54:37 UTC in vault item: logic_playerproxy Comment #8458
Yes; health packs should act as normal physics objects, but there are some cases where this would be a problem.

Specifically, I had a level where players were on a moving tracktrain (boat) while fighting a helicopter. I needed a way to give the players health, but health chargers cannot be part of movement hierarchies. Normal physics-based health kits wouldn't work, either, because of the potential for collision errors, and health kits falling into the water where players couldn't access them. So, this was the next best solution - it provides the effects (adding health, sound, props disappearing) of using a health kit that players are used to, without any hard code. In most situations a regular health kit should suffice, and I would suggest using them over this method, because players are conditioned to being able to do specific things with certain items (like carrying health kits as physics props)

Plus being able to relay inputs/outputs to and from players, and using specific player actions or values (like ammo or health) has a number of possibilities for single-player games, like enemies that only spawn/attack when the player is above a certain health threshold, or events that occur in certain areas when the player uses their flashlight.
Commented 10 years ago2009-10-08 07:27:27 UTC in journal: #6113 Comment #50392
Congratulations, sir! Working in the field of Web and IT is a blast.
Commented 10 years ago2009-10-08 07:24:49 UTC in journal: #6112 Comment #40209
Thanks for the support everyone :)

With regards to your comment, srry...
I remember years ago on IRC, you said that after working on BM you'd never want to have that as a full time job. I guess things change?
I've kind of taken a different outlook on the whole idea of making games for a living. Even now I am learning new things every day about level and game design; having a career where I can put my skills in that department to use and grow as a designer and artist would be a welcome change from my current line of employment which is basically just the same, day in and day out. While there are stressful aspects of the industry I have come to the realization that at this point in my life there is nothing more I would rather do.
Commented 10 years ago2009-10-05 07:17:13 UTC in journal: #6112 Comment #40208
Well, they are all game industry jobs, I would feel lucky receiving even an interview at any of them...
Commented 10 years ago2009-10-05 07:07:39 UTC in journal: #6111 Comment #41140
Happy 23rd, dog
Commented 13 years ago2006-07-03 05:41:52 UTC in vault item: Cable Shakes on Blast Comment #12433
Ooh, clever. This is simply to exaggerate the effect, I take it? Cables should move to some extent I think? (Or is that only caused by env_wind? I thought rotorblades on the combine heli did that too...) - In either case, a useful effect.
Commented 13 years ago2006-03-29 00:07:35 UTC in vault item: cs_miami Comment #11383
I can't, it wants me to download the mapvault's PHP system instead.

Email me the file and I'll host it up on my server instead.
Commented 14 years ago2006-02-11 06:19:24 UTC in vault item: cs_zerg2 Comment #10847
Commented 14 years ago2005-09-09 00:56:29 UTC in vault item: Morocco Comment #8943
Make the screen bigger, use all the space? Why'd you shrink it like that?
Commented 14 years ago2005-08-30 18:12:40 UTC in vault item: Habboi's Ultra Source map! Comment #8790
Not an example of anything nor is it really anything 'complete' -> Source files should go in Unfinished.
Commented 14 years ago2005-06-29 18:08:23 UTC in vault item: de_dustcool Comment #7986
Doesn't work. It needs to be a zip file.
Commented 14 years ago2005-06-17 18:01:17 UTC in vault item: Unfinished Comment #7806
Mind deleting the other ones =]?
Commented 14 years ago2005-06-06 23:34:39 UTC in vault item: Office Comment #7631
d1_trainstation_05 is Kleiner's lab, which also has an example VMF format map counterpart in the HL2 configuration. Anyways, some of the things just looked really similar, and some of the dev stuff I was getting lead me to suspect that. If it's not, okay.

Glow = env_sprite -> glow rendermode -> constant glow renderfx.
Commented 14 years ago2005-06-05 16:17:41 UTC in vault item: Office Comment #7611
That a lightglow or a glow sprite with glow rendermode and constant glow fx?
Commented 14 years ago2005-06-05 01:45:48 UTC in vault item: Office Comment #7604
Not horrible, but I suspect a few things were ripped from d1_trainstation_05 (I kept getting some dev stuff about broken outputs for blamarr_break_monitor_1)

You need to use more light_spots for the windows, too, if you want good shadows - The wood isn't casting a decent shadow, because I suspect you're using a light entity or letting the texture do it. Make your lightmap scale on the floor 4, too.
Commented 14 years ago2005-06-02 12:05:59 UTC in vault item: de_boshi Comment #7546
I'm with Trapt on a lot of the points.

It has a lot of really weird detail choices, too (valves sticking from walls?) and the physics lockers are ANNOYING UP THE ASS. You also are missing corner bits on all the angle architecture in the halls which makes it look lazily done, and yeah, the spotlight fx are whored. (You can do it with one yknow, but the beams don't even come out of fluros like that [even in really dark or dusty areas]).

And yeah. Weird prop choices and placement. Just seems like a random amalgam of various props stacked in piles around a room. Doesn't really fit the theme.

Texture selection is odd, too (I like the raincheck inspiration though ;D) - The thing about the texture set is that it needs a lot of architectural detail to look proper (or at least proper proppage) - Sometimes in the corridors the flat walls look a bit odd.

I'll give yah 3 1/2 as well, but since I'm nice and we don't have half-ratings, I'll award it 4.
Commented 14 years ago2005-05-30 00:25:43 UTC in vault item: Xenophobia (part 1) Comment #7499
Fix the URL! I want to test it!
Commented 14 years ago2005-05-28 17:24:43 UTC in vault item: fy_iceworld_css Comment #7486
Source + Detail does not equal lag. Even with loads of players.
Commented 14 years ago2005-05-15 01:13:24 UTC in vault item: Windows...with blinds! Comment #7274
Commented 14 years ago2005-05-14 22:39:01 UTC in vault item: (CS:S) N.S.E.W. - Version 1 Comment #7269
To be entirely honest I don't see a differentiation from Source and HL1 engines. Spend some time on detail physics props - cans, bottles, trash, etc - and functional static props - Detail conduits, pipes, ropes, etcetera.
Commented 14 years ago2005-05-14 01:50:03 UTC in vault item: dm_surrender Comment #7244
I'll have a run tomorrow.
Commented 14 years ago2005-05-08 23:17:59 UTC in vault item: Cathedral compo13 Comment #7192
The basic way to perform said advanced brushwork is to split the offending invalid brushes into triangles :D
Commented 14 years ago2005-05-06 11:57:11 UTC in vault item: func_tankrocket Comment #7160
If you want.
Commented 14 years ago2005-05-05 23:32:31 UTC in vault item: rkr_underground Comment #7147
Commented 14 years ago2005-05-01 06:00:22 UTC in vault item: ANTI-Skybox Comment #7092
A single box is 6 wpoly if no faces are culled(if their backfaces are not deleted and no sides are covered in NULL or another tool texture.) Sky brushes, which usually only have one side facing in towards the map, should count as 1 wpoly, and it shouldn't get split when BSP makes standardized cuts.
Commented 14 years ago2005-05-01 05:55:13 UTC in vault item: Gyradell: Human Absence Comment #7091
I'll have to give this a test later, but I don't think I'll be dissapointed, my friend :)
This comment was made on an article that has been deleted.
Commented 14 years ago2005-04-25 00:06:53 UTC in vault item: dm_treeforts_v2 Comment #6998
Yeah add yer fscking env_sun ;x

Looks dark. Really dark. Really Really dark :x~!