Journals

ChickenFist8 years ago2016-08-23 22:21:07 UTC 1 comment
There's a really annoying bug with monstermakers with Spirit 1.8a1. Spent a long time trying to figure out why monsters often would spawn a random distance away from the position of the monstermaker.

Looked at the code, turns out there's a missing else statement which causes the spawned monster to always inherit the velocity of the activating entity, so if you run into a trigger_once with some speed the monster will come flying out of the monstmaker with the same speed, landing some distance away.
A feature of Spirit 1.8 monstermaker is the velocity of monster keyvalue, so I tried setting it to 0 0 0. Doesn't work anyway: turns out that's another bug: the targetname of an entity to copy the velocity from should be set and not actually a vector as is stated in the fgd.

There's a workaround, if anyone ever has the same problem. In the velocity of monster field, enter the targetname of an entity you know will always be stationary. I used a path_corner.
Loulimi8 years ago2016-08-23 19:01:46 UTC 3 comments
I'm disappointed by myself. For months I expressed no interest at all for the upcoming Deus Ex: Mankind Divided, considering there is plenty of reasons to think it won't fit my tastes. Yet I just bought it day 1 of its release, although most of the time the only computer I've got is barely powerful enough to run Human Revolution.
I'm not even sure the computer I got for the time being will be powerful enough for it!
The excitation of getting a game day one and all the advertisement for it just made me buy it. I'm a mere defenseless victim of the consumer society.
Let's pray for a miracle and hope I won't be disappointed by it.
Striker8 years ago2016-08-20 15:10:44 UTC 3 comments
I bought a mountain-bike.
DiscoStu8 years ago2016-08-20 04:01:54 UTC 6 comments
Does anyone have experience or direct references of GlassMasterDisc?

I learned about it not long ago while reading on some studies on data longevity and it turns out it's pretty resilient and it's expected to last LONG. I thought it would be a good idea to offer these to my clients. Wedding photos that last forever! Or at least long enough that they won't need to care while they live. I think that's pretty premium.

I imagine it's quite expensive. I emailed them and requested a prices list a few minutes ago, so I don't yet know. Thought I'd ask around meanwhile.
Admer4568 years ago2016-08-13 11:13:16 UTC 8 comments
I started making models, finally. And I even learned simple LUA scripting.

Right now, I'm making a test car, just to see how to properly set up a vehicle for CryEngine 1. Yes, CE1, you all know my laptop specs, so I don't need to tell you, that's why I use CE1, because Crysis just runs terribly at 5fps. The test car is a simple rectangular prism with wheels.

I took a break from GoldSource, a big one, to learn modeling, and tofinally start working on my Far Cry mod: Quest for Burek.

And here's how the VW Scirocco model used to look like:
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And now:
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(Now it has seats)

Goodbye GoldSource, I hope we will see each other again.
Never mind, I got back into GoldSource again, and in just 1 hour I put around 600 more brushes into a map of mine.
Suparsonik8 years ago2016-08-11 16:23:34 UTC 13 comments
I haven't written a journal in awhile so... here you go. Dubs.

At the request of Penguinboy and Tetsu0, I have decided to add a little bit onto this journal to make it less of a "spam journal". Have some screenshots of my super duper cool game I'm working on.
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satchmo8 years ago2016-08-10 15:33:55 UTC 8 comments
Going to Stockholm next week!
The Mad Carrot8 years ago2016-08-08 15:11:58 UTC 6 comments
Here's some nice Hammer trivia for you: Unused dialog windows.
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DiscoStu8 years ago2016-07-30 01:27:16 UTC 2 comments
Meet the newest member of my family:

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And the whole family:
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Cell phone shot because all my lenses are in the picture.
The Mad Carrot8 years ago2016-07-27 22:00:48 UTC 7 comments
33 (number)

33 (thirty-three) is the natural number following 32 and preceding 34.

(Source)
Admer4568 years ago2016-07-22 15:08:53 UTC 8 comments
Hmm, one thing intrigues me.

People from poorer countries sometimes are more successful than people from first-world countries.

E.g. I started mapping when I was 12 and I'm progressing relatively well:
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That's a 14 year old's work, who lives in a village, with this trash.

Yes, terrible conditions, awful equipment, the country's state (which is 21 years post-war right now) all contribute to my work and make it better than something an average 16 year old (who lives on his own island, surrounded by 3 monitors, powered by 2 GTX 980s) would do.
That, of course, definitely doesn't mean that I am better than an experienced adult mapper. Sorry for the insanely long sentences, but I can't put all my thoughts into separate ones.

And, worst of all, I'm still waiting for the completion of "Teh epik master plan"! It's been around 3 months since I began waiting.
Strider8 years ago2016-07-19 09:30:25 UTC 5 comments
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This show. Watch it.
Admer4568 years ago2016-07-07 11:34:26 UTC 7 comments
My parents think that buying from Steam (and the whole Internet) is full of scams.

It's very discouraging to know that almost all the games I paid for, are pirated copies burnt onto a DVD.

It didn't take me much time to discover that the games were cracked, thus I learned how to "crack" games, which is actually just replacing the game EXE and DLLs with changed ones.

I realized that by the multiplayer, which by the way, never worked.

It was my parents' fault. But hey, I can't blame them, they just want me to have a secure life, and they want to have secure bank accounts. (they think buying on Steam is a scam, because "prices are higher than the tag says so")

Here are some photos of most of the games my parents and I bought:

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Except for "The Terminator", it's a movie, the only thing which isn't pirated.

Here's some more:

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Now you can totally see how much I spent (around 120 BAM in total) on pirated games. But hey, it doesn't mean it's not worth the money, since I enjoyed playing these games, and they did make my latter childhood (from 8 to 11 years of age).

The only things, however, which weren't pirated were a copy of Tactical Ops, and a ton of PC Play magazine DVDs:

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Just ignore the two on the top, they were there by accident. I still keep these for archiving purposes.
DiscoStu8 years ago2016-07-03 05:23:28 UTC 16 comments
Fuck me, not this agai-- waiiiit a minute...
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Is that...?

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YES! YES! I WIN! FUCK YOU!
FriesNburger8 years ago2016-07-02 23:32:02 UTC 6 comments
I've had an itch to get back to mapping and to stick with it recently. I wanted to dissect Half-life maps and see how certain things worked so i could hopefully be a more competent mapper among other things. I decided to use the steam Half-Life SDK with Hammer Editor 3.4 that it comes with for reasons I might get to later in this post. I also went to Botman's site and picked up a couple of tools I found convenient for my purposes.

In the config I set up my directories and build programs directories, wad file paths, and so on. For the build programs I used the valve proprietary compile tools. During the mapping process I used custom 1024x1024 (~1mb) textures made with bsp_slicer.exe to rebuild the basic map geometry (perfect practice for mapping) cause, you know... decompilers don't do a very great job they like to carve the whole map from a single brush block and is a huge mess.

I couldn't use the textures at first cause I could not simply select it from the browser and then press apply in the texture tool. Instead I had to awkwardly replace the gaben trigger texture with the 1024x1024 ones. Then I could use them normally... weird... I also had to have the whole brush selected as well because how the replace feature worked differently when a single face was selected(don't remember the exact details).

So the math is a 1024x1024 texture applied to 6 sides of a brush is 6 megabytes, which is 3 times over the texture memory limit (~2mb). This is the best I can figure as to why I was getting the compile error MAX_MAP_MIPTEX. Looked up this error and it said that I was using to many textures which exceeded the alotted memory limit. Well that didn't make any sense because I had the minimal amout of brushes to create a working map and not that many textures.
That's when I realized, of course, it had to be the massive texture size I was using.

I didn't want to break them down because I thought it would take to much time (later on I found you can do it really
quickly with photoshop cs3). So I had also read you can pass the command option -texdata 4020 to qcsg.exe to increase the memory limit to ~4mb. When I tried to compile again I got a diferrent error which was: Windows gave the error "Access Denied". Orignally I thought windows didn't like me modifying a tool set to read only or didn't have
Administrative rights, or UAC was causing this, or my configuration paths were somehow wrong.

Come to find out when running an elevated console and compiling my .rmf file directly with qcsg.exe plus the command
option -texdata that qcsg.exe doesnt recognize that command and I later find out that command was for Zoner's version of the compile tools. So naturally decided to use Zoner's tools, but to make a already long story short, the tools made bsp files that GoldSrc Steam Half-Life didn't like because it would crash with a fatal read error.

So I've decided to stick with the tools that came with Hammer Editor. I see it as a challenge and dicipline to make
these maps with the quake compile tools(I'm a bit of purist anyway). The whole point of this post really is to talk about the Access Deinied error because there isn't much information on it at all. So I hope that this gives a little
more light on this error.