Forum posts

Posted 10 years ago2014-08-02 16:58:52 UTC
in Sledge (Hammer Alternative) Alpha Build Post #320954
Walk mode.
DiscoStu wins. Flawless Victory.

Anyway, I love that idea SugarMan. ;)

And please, you all, throw that damn Avast out of the window... I got annoyed from it many years ago.
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-07-30 23:35:53 UTC
in Sledge (Hammer Alternative) Alpha Build Post #320893
I don't have any AV either. I just always make a weekly scan with Advanced System Care, though it didn't find any problems nor viruses. If you have a sufficient knowledge on how to navigate on the internetS, how to use a computer, and how to recognize a file type, you don't need an AV.

But years ago I was used to have Kaspersky, a very nice AV and Internet Security imho (for the skeptic ones).

@Rimrook: You're a pussy. :P But I still love you. <3
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-07-25 00:27:40 UTC
in Sledge (Hammer Alternative) Alpha Build Post #320764
OH MY FUCKING GOD! You made it Pengy! *-*

That text tool is really cool! :D

Fuck Hammer! SERIOUSLY!
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-07-25 00:16:10 UTC
in Mini Competition 2 - Colors! Post #320763
Ok so I've started doing something. A WiP will be ready for tomorrow I guess. :3

Nice shots here tho!
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-07-23 20:16:47 UTC
in Mini Competition 2 - Colors! Post #320689
^

Damn agree.
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-07-22 20:09:47 UTC
in Mini Competition 2 - Colors! Post #320640
I'm in, Rim! :D

Really interesting compo. I'll do that because I think it's really fun to do. I love flatshaded-styled graphics. :3

P.S.: What if I keep a high value on texture scaling (like 4.00)? Does the RAD calculations will be even more fast? Since the textures have just a color you don't have to care about how it looks (and also because it's fullbright I guess).
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-07-19 00:19:08 UTC
in Atom's 'map from base' Minicompo Post #320438
Damn... I'm late. :(

I'm impressed by Zeeba and CT. Like... seriously.

Btw, nice compo Atom. :)
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-05-01 02:43:45 UTC
in HLDM Server! Post #319098
Holy shit! Why am I always late?! :(

I've added the server to my favorites anyway, I'll try to join every now and then. :3 Nice one Archibald.
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-04-29 06:21:26 UTC
in Xash3D Engine Update! Post #318996
Like Archie said in one of his Q&A videos for The Core, it's probably because people are fond to Half-Life and so wants to use its vanilla or relative engine's modifications. We are HL fans after all (remember: there are people that are still mapping and modding with the Build Engine, commonly known as the Doom or Duke Nukem 3D engine).

Anyway, for who that doesn't know that, the Xash3D engine has been used in famous HL mods like Paranoia and Afraid of Monsters: Director's Cut.
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-04-28 01:42:11 UTC
in Xash3D Engine Update! Post #318962
A new update for the custom Goldsource build "Xash3D" has been released!

Both Xash3D Engine and XashXT have been significantly updated, including different bug fixes, improvements and new features. Please, note that these uploaded versions of the engine and the mod/toolkit are still not in the final state, and they can be updated in the nearest future after some additional testing and minor bug fixing.

[b]Xash3D Engine, build 2636 (stable) changelog:[/b]

Engine: added internal loader for deluxemap data (*.dlit files producing by VHLT)
Engine: msurfmesh_t was reorganized to complex vertex data instead of single arrays (VBO-ready)
Engine: decal_t now contain msurfmesh_t with all vertices and texcoords
Render: RenderAPI interface updated to version 35
Render: get support for float textures format (GL_ARB_texture_float is required)
Render: implementation of image program preprocessor, like in Doom 3, syntax: AddNormals( texture1.tga, texture2.tga );
Render: implemented an access to an internal tesselator through RenderAPI
Server: a little update for PhysicInterface: added a support for custom decal save/restore
Client: separate levelshots for wide-screen and normal screen modes
Client: restored a parametric rocket implementation (it was broken somehow two builds ago)
Client: fixed a potential crash with calling of function IsSpectateOnly
Client: pressing the ESC button while playing a video now causes a jump to a next video in a list (instead of complete playback stopping)
Client: fixed a bug with a completion of demos' playback (Connection Problem)
Client: a compensating of screenshots' gamma is toggleable now (cvar "gl_compensate_gamma_screenshots")
Render: optimized a decal code, removed some unused functions
Render: now all the lightmaps are storing into 1024x1024 texture
Render: added cvar "gl_detailscale" for customizing of *_detail.txt automatic generation
Render: fixed some errors with studiomodels lighting
Sound: increased a maximum count of words in sentence up to 64 (from 29)
Engine: fixed a broken recursion in Cmd_CheckMapLis_R (potentially could cause a crash)
Client: passed keyup event through HUD_KeyEvent callback
Network: changed delta params for skycolor_* variables (in some cases color value can be recieved incorrectly)
Network: fixed TIMEWINDOW_BIG mode
Engine: added engine build number into console log

[b]Xash3D Engine, build 2463 (intermediate testing build) changelog:[/b]

Engine: reorganized data in texture_t. Released one variable for mod-makers
Engine: changed decal_t structure to get a compatibility with GoldSrc
Engine: expanded mextrasurf_t reserved fields up to 32
Engine: updated player_info_t (added customization_t like in HL SDK 2.3)
Engine: increased local_state_t->weapondata up to 64 slots
Engine: updated IVoiceTweak interface
Engine: new lightstyle system with local time and custom interpolation
Engine: fixed a bug with lightstyle save/restore (previously only first 64 symbols of a pattern can be saved)
Engine: updated r_efx_api_t interface
Engine: updated engine_studio_api_t, removed incompatible function StudioGetTexture, added three new (just as existing ones in CS:CZ)
Engine: added ref_overview to support custom overview implementation
Engine: render interface now marked as a version 30 (due to many changes applied)
Engine: updated triangleapi_t interface
Engine: updated cl_dll interface (also added support for single export that called 'F')
Engine: a little update to enginefuncs_t (server interface)
Client: fixed a crash on shutdown if custom renderer uses AVI-files
Engine: applied a scale for decals on brushmodels or world geometry
Engine: updated model_state_t that keeps info about studiomodels for studio decals, including a body and a skin
Engine: got support for custom studiocache on static and tempents
Engine: write R_Srpite_WallPuff from pEfxAPI
Client: fixed a bug with beam sorting (solid beams were drawed in translucent pass)
Render: added a special flag for decals that indicates a local space (any decal after first shoot)
Render: applied emboss filter on studiomodel textures
Render: was rewritten a client event system for studiomodels to get more predictable results
Network: storing existing decals and static entities into new demo
Network: protocol was revised to version 48
ImageLib: fixed an old bug with saving of non-aligned 8-bit bmp-files
Server: fixed a bug with reloading of hl.dll at every change of a map
Server: a client part of save-file was revised. New version is 0.68

[b]XashXT, version 0.65 (stable) changelog:[/b]

Client: all exports are merged into a single export that called 'F'
Client: RenderAPI was updated to version 35
Client: background track is rewritten. Now it's using internal engine player instead of fmod.dll
Client: added MusicFade like in Paranoia modification
Render: added overbrights from XashXT: Custom Build 0.7 (thx to SovietCoder)
Render: added a fog code from XashXT: Custom Build 0.7 (thx to SovietCoder)
Render: fixed a beam code (solid beams were drawn in translucent pass)
Render: added grass code (a bit modified) from XashXT: Custom Build 0.7 (thx to SovietCoder)
Render: got support for a new system of lightstyle local times (a way to save too long light sequences)
Render: fixed a bug with disappearing of dynamic shadows
Render: fixed frustum bug with far plane
Render: fixed some bugs of func_monitor
Render: fixed some bugs in Aurora code
Render: restored mode kRenderWorldGlow for sprites
Render: finalized studio cache code
Render: studiomodels event code was rewritten (to get more predictable results)
Render: optimized rain and snow code, limits are increased
Server: env_spark now supports prefixes +-
Server: momentary_rot_button immediately stops on prefix >
Server: func_rotating toggles directon on prefix > (only when stopped)
Server: func_rotating ignores direction toggles from momentary entities
Server: entities which are attached to a player use his yaw angle now
Server: momentary_door immediately stops on prefix >
Server: fixed some bugs in env_laser code
Server: got to work an air shake for env_shake
Server: created cvar sv_allow_PhysX for user control
Server: func_pushable can be walk on stairs now (testing option)
Server: func_tracktrain can reverse direction on prefix > (only when stopped)
Server: added "parent" field for multi_manager and multi_watcher (useful in some cases)
Server: now all the triggers supports prefixes +-
Server: angle-based trigger now gets an angle transform from parent
Server: rewritten the ichthyosaur's code (Stupid Quake Bug fix)

P. S. If you a new with Xash3D, please, check this manual about proper installing of the engine. XashXT should be installed in a same folder with the engine, as addon/mod for it (with its own executable - xash.exe).

For the ModDB Page and download link, click here!
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-04-26 03:15:04 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318910
Oh hell yeah!
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-04-24 18:46:49 UTC
in Red Orchestra 2 FREE for a limited time! Post #318889
I don't know tbh. But yeah, you're right.

EDIT: Alright. The game is no longer free, it's now returned to its base price.
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-04-24 13:52:29 UTC
in Red Orchestra 2 FREE for a limited time! Post #318886
It doesn't matter. Free games. Catch'em all. Like Pokemons. D: xD
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-04-24 13:40:18 UTC
in Red Orchestra 2 FREE for a limited time! Post #318884
Urbeh! You can grab it by logging into Steam by browser and then by clicking "INSTALL GAME". You don't have to use the installed Steam platform to grab it. :P
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-04-24 13:18:56 UTC
in Red Orchestra 2 FREE for a limited time! Post #318880
Hey guys!

Red Orchestra 2 is now FREE for a limited time! If you grab it now you'll keep it FOREVER!

HURRY UP!

---->CLICK ME!<----
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-04-23 14:02:28 UTC
in Post your screenshots! WIP thread Post #318874
Sick Urbeh!! :D
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-04-22 15:37:39 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318872
@PB: Oh... I thought it was Valve. Lol. Fail. xD
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-04-22 03:43:07 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318859
@PB: Yeah, you should to it indeed. Now that Valve have finally noticed you. :P

@SugarMan: It is, actually. Haha. xD
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-04-22 00:30:09 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318855
Posted 10 years ago2014-04-21 14:27:29 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318847
Glad we've helped mate. :3
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-04-20 11:01:57 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318822
@PB: Yeah! Thank you mate. :3

@SugarMan: Indeed. Not really Quake though, those are the original textures from Unreal Tournament 99! :D I'm making an old style deathmatch arena for HLDM. ;) That specific part of the map is an inspiration of the UT map "Mojo][". :)

P.S.: Bug? By setting "Ctrl+H" hotkey for "Make Hollow", when I hit Ctrl+H it doesn't work. :/ Also, when clicking on the Vertex Manipulation tool, by clicking on the "X" to close the window, it doesn't close (I have to click on another tool so it closes). Not really a big issue though, I just wanted to point that out. :P
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-04-20 00:33:59 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318814
Ha! Fun fact (by clicking "Check for updates" on Sledge):

"Update failed!"

"An error occured during the update: The underlying connection was closed: Could not enstablish trust relationtip for the SSL/TLS secure channel."

Do this remind you something, PB? :P What a mess. xD Damn SP2 lol.

But anyway, everything is fine with the last fix now! Here's a fresh proof for you:
User posted image
Damn, I love it... I can finally start making something with Sledge. *-* It's almost unbelievable for me. xD

Thank you PB! :D You're TEH best! <3
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-04-20 00:05:23 UTC
in Rooms: Source - Rooms II Post #318813
Totally agree with JeffMOD.

Anyway, CT, what about textures? They need to be converted to indexed BMPs and smacked them into a wad. Also, how can I test the whole thing? :/

I'm sorry but I think I'm out this time. I'm a picky guy so I need to make things properly, and if I can't do it then I give up. Otherwise some kind of magic happens and a new pc and an ADSL spawns from nowhere so I can download EP2 from Steam and start mapping xD. Yeah... Not gonna happen. I know. <.<
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-04-18 17:04:11 UTC
in Rooms: Source - Rooms II Post #318780
Uhm... I'm hesitant.

How could I create something equally good without using displacements, 3D Skybox, input/output system, lightmap scaling, and all the EP2 entities? It's thrice as difficult to achieve something good with GoldSrc to be compared to EP2. :
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-04-18 15:58:20 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318778
Sweet!

GameBanana's thread updated!

http://gamebanana.com/threads/192903
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-04-17 11:53:02 UTC
in Rooms: Source - Rooms II Post #318732
If I only could map for Source again...

DAYUM!
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-03-31 18:23:13 UTC
in Post Your Desktops Post #318536
Oh come on CapT... We all know you use that laptop to watch porn when you go to the toilette. :P
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-03-29 00:27:13 UTC
in Hi, Post #318487
Nice to meet you jaardsi. :3 I'm kinda new here but I'm a HL fan since 1998. So you can consider me one of the party. :D
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-03-27 18:48:00 UTC
in Post Your Desktops Post #318462
Oh, really? That means that italians are too lazy even to make an image replacement. lol
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-03-27 08:15:44 UTC
in Post Your Desktops Post #318452
Curious translation of Windows. "My computer" is labelled "Computer resources" and "Recycle bin" just "bin". Even more curious is that "Start" is still "Start".
Haha, yeah. In fact "Risorse del computer" is on the italian version of XP only. While on Vista, 7 and 8 is just "Computer". And the other ones are the same.

Oh and, "Start" can be translated in "Cominciare/Iniziare" or "Comincia/Inizia" in italian. And it's probably still "Start" because it's an image actually, not text.
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-03-27 01:54:56 UTC
in Post Your Desktops Post #318445
My new desktop. Made it yesterday:
User posted image
Rusty! :3
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-03-27 01:28:12 UTC
in Post your screenshots! WIP thread Post #318443
Sick, doodle! Try to make it a bit more darker. :)
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-03-27 01:26:54 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318442
Agree with Rim. On both things.
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-03-25 20:42:36 UTC
in Half-Life: The Core Post #318398
Lol Rim. xD

Terragen is the way, I guess.
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-03-23 23:49:18 UTC
in Half-Life: The Core Post #318381
Sweet. I like the light variations and the atmosphere. :3

Good job SnC, once again. ;)
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-03-23 23:48:02 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318380
Agree with AJ.
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-03-13 09:53:52 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318241
It seems more sensible to offer the void-replacing method as a toggle (maybe it can hide the sky brush group at the same time?) and let the user turn it on and off whenever they want.
THIS!

Like a "Hide Null Texture" option? But for SKY texture at the same time with the SKY-Void replacement of course. It would be really useful (imho).

What about detailed textures, PB? Could it be possible?
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-03-12 15:30:36 UTC
in Post your screenshots! WIP thread Post #318225
Thanks Archie! Yeah, I'm still working on the layout so I'm gonna change the ligthing once it's finished. Unfortunately, this is just a single map (I've started working 4 days ago lol).
Anyway, I'm really glad you liked it Mr. Archibald. :3
I'll post some more screenies as soon as some changes are recognizable. ;)

P.S.: sorry for the bother on Steam, but your opinion means quite a lot to me. :P
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-03-12 15:11:24 UTC
in Post your screenshots! WIP thread Post #318222
I'm currently working on a mini-mod for Afraid of Monsters: Director's Cut (a prelude of the main story).
Take a look at the screenies and tell me what you think. :3

http://imgur.com/a/J6h06

I don't want to post every screenshot here, they're too much (for space's sake).
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-03-12 13:36:58 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318221
It'd be nice to be able to setup the sun-lighting without having to guess a bunch of times and hope it matches the sun in the sky box.
Completely agree.
Detail textures? That's outside my knowledge. I'm obsolete now.
Really? It's nothing to be scared of. Just a bunch of 128x128 (or else) greyscale TGAs inside the "gfx/detail" folder that acts as an additional overlayed texture over the main one. You can set it on a custom txt file inside the "maps" folder, it must to have the same map's name with "_detail" added. And this is how you structure that file:

Texturename detail/detailtexturename 5.0 5.0

The numbers at the end are the X and Y texture size, the bigger the numbers, the smallest (detailed) the detail textures. You can view detailed textures in game with the "r_detailedtextures 1" command.
Ok so, now that this is "inside your knowledge", let's see your thoughts. :P
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-03-12 12:54:43 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318219
Just to clarify, the skybox will render instead of the void, but sky brushes will still appear like normal?
Well, we can still use VisGroups for this (hide the sky brushes). The purpose to have the skybox rendered In-Editor is just to have a skybox preview before compiling the BSP.

Anyways, another idea: If you can do this skybox thing, why not even add an option that loads TGAs detailed textures In-Editor? This is more useful than the skybox render imho. And it should read the "mapname_detail.txt" file for the textures' names and textures' size. I don't know if this is possible though.
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-03-11 12:10:56 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318210
Yeah, that's why I've said this.

Long story short: have the chance to see the skybox in the 3D view, no matter how. :)
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-03-11 09:28:48 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318208
How about adding a toggleable option that reads the "cl_skyname" field on Map properties that replaces the default 3D view background with the chosen skybox?
Or something similar anyway.
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-03-01 02:03:23 UTC
in goldsrc: rendering entities Post #318156
OH. MY. GOD.

ME. WANT.

D:
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-02-25 17:21:40 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318119
@Alberto: Likewise — that's what inspired me to create the tool...
It's a very good idea, and could be a very useful tool for less experienced mappers. ;)

coff An opinion by PB is appreciated coff :D
I was just trying to add an ambient generic into my map...
You mean that you have to copy and paste the WAV path manually? If so, this isn't a big deal imho. But yeah, it could be more user friendly, of course. :)
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-02-25 08:19:32 UTC
in My Book - Source SDK Development Essenti Post #318113
Proud of Tet

You already know what I think about this, my friend. ;)

Congrats, by the way! :)
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-02-24 15:11:41 UTC
in Half-Life: The Core Post #318103
You need an italian teacher, SugarMan... Seriously. xD
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-02-24 01:33:02 UTC
in Half-Life: The Core Post #318096
Hohoho you're funny SugarMan! Mascalzone! :D <3 (me and you spamming again! Yeee! xD)
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-02-23 17:11:22 UTC
in Half-Life: The Core Post #318093
I've made a WAD file for The Core's tool textures. I've named it "snchlt" (Scotch and Coffee Half Life Tools). :P

You can have it here.

Just remove your "zhlt.wad" from your wads list on Hammer and replace it with the "snchlt.wad" (also in the wad.cfg file if you use it).

Happy mapping with 128x128 tool textures! :D
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-02-23 16:01:29 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318091
I've already done a thing like this on Hammer few months ago:
User posted image
Nice one though, Mozartkugeln. :3
Alberto309 Alberto309weapon_spaghetti