Forum posts

Posted 10 years ago2014-04-30 20:12:02 UTC
in Rooms: Source - Rooms II Post #319077
Oh my word that is lovely Instant Mix :o
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-30 01:37:40 UTC
in HLDM Server! Post #319035
Awesome, I'll try to get on! =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-29 19:52:19 UTC
in Rooms: Source - Rooms II Post #319026
^ Hooray for unconventional use of props, i couldn't agree more ;)

Tet, you ever kitbash parts from different model kits?
Model rockets are great to kitbash, because all the parts are pretty modular =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-28 21:23:55 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318988
Are there any other missing obscure keyboard shortcuts that you know of?
Hammer has a lot! i would sift through the Hammer shortcut key reference, as you are sure to find some new ones ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-28 21:21:16 UTC
in Rooms: Source - Rooms II Post #318985
100% user-created doors Instant, and I really like your WIP screen; those light beams look awesome ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-27 21:22:26 UTC
in Rooms: Source - Rooms II Post #318960
Positively Instant Mix!

While interactivity/gameplay/puzzles are not required, they are ABSOLUTELY encouraged! That looks really cool btw! :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-27 17:37:12 UTC
in Rooms: Source - Rooms II Post #318952
JeffMOD: You know, the more i think about and to avoid confusion, i'm going to take over the doing ALL the hallways--unless you guys have a major objection--, so everyone is on an even playing field.

I will try to make them all equally awesome, and I'd also be willing to do an final pass on all the hallways, via everyone's feedback.

Also, i'm gonna take myself out of the competition aspect of the coop, to again keep things fair ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-26 17:44:25 UTC
in Rooms: Source - Rooms II Post #318927
Remember you found that technique that made making them WAY easier, and you were gonna make a little example/tutorial for it ;)

i have the post saved somewhere... :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-26 16:00:29 UTC
in Rooms: Source - Rooms II Post #318924
Still patiently awaiting that amazing displacements tutorial you promised Tet ;)

It would be a really good time to help the GS mappers, and whet the appetite of source mappers looking to expand/hone their skills :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-25 19:29:51 UTC
in Rooms: Source - Rooms II Post #318907
I wish i could sketch... you can really see the results of planning like this in your maps :o

I have a couple fun ideas for my entry, but we'll see which of them pan out...

One I'd like to do would be a Starship Voyager tribute, making the main shuttlebay and Admiral Janeway's shuttle.. (maybe some user toggles to activate ablative armor and other fun stuff like decompressing the hangar)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-25 01:52:47 UTC
in Rooms: Source - Rooms II Post #318900
Ha nice one Tet, i was thinking you meant it for the WIP thread ;)

Welcome aboard then, i'll add you to the list :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-24 14:19:01 UTC
in Rooms: Source - Rooms II Post #318891
You WILL have plenty of time to join later on if you get the time, as i'm guessing it will be months before all the enries are submitted, and den another month at least to put them together :P

Zeeba: Yes indeed displacements are the shit :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-22 14:59:42 UTC
in Rooms: Source - Rooms II Post #318871
The theme is wide open, so no need to add a puzzle aspect, though it will definitely make your map more interesting ;)
I'll leave you on the list for now, no big deal if you end up opting out

Though not required, adding ANY kind of gameplay will make your map better :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-22 13:47:44 UTC
in Rooms: Source - Rooms II Post #318867
While i agree with you and Rufee that the room should basically be a single volume, I'm not going to enforce that rule if someone builds an amazing multi-volume entry(like with the last rooms).

Put it this way: Authors are free to Stretch the relative definition of whatever they feel a "room" means to them ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-22 12:39:44 UTC
in Rooms: Source - Rooms II Post #318865
Yeah, no idea what i was thinking writing 2056, i just copy/pasted.. It's ironic my Newmap Template, which I've used for centuries, is a hollowed 2048^3 cube =P

I was planning to give some more time for rule/restriction changes, but if you guys are all happy with the brief--see first post, lovingly edited by Penguinboy--, I see no reason why we can't get started :)

Here are the current entrants(please let me know if you want on/off the list):
Captain Terror
Archie
Rufee
Ant
Zeeba-G
JeffMOD
Crypt
DiscoStu(Perhaps submit a GoldSrc entry?)
Strideh
Instant Mix
TJB
Doodle


Maps will begin to be linked together when everyone on the above list has submitted their entry. I will continue to accept new entries for about a month or so after that, while i'm linking the maps together
To confirm, is that size the absolute limit, or just the playable bounds? I mean.
Playable area. Does not include a 3d skybox or inaccessible areas. Top post has been edited with the updated rules/restrictions
Goldsource ain't got skyboxes
This ain't entirely true, since you CAN build the enitre 3dskybox in your map--in GS--, and i will implement it in source, which just requires me to basically scale it down 1/16th the size, and place a sky camera at your map origin.

More info on 3d Skyboxes
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-21 18:42:42 UTC
in Rooms: Source - Rooms II Post #318854
Agreed, 2048^3 it is ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-21 12:43:22 UTC
in Rooms: Source - Rooms II Post #318846
None that i can think of Jeff. (if you want to use assets from other games in your map, it's fine with me) =P

Updated Rules
1. Build a room, theme can be whatever you want. The only requirement of the room is that it has an entrance and an exit, and playable area does not exceed 2056x2056 units.
2. Submissions should be Half-Life2: Episode 2 or GoldSrc formats--GS entries will be converted to HL2:EP2--, and you may use any assets from other games you like.
3. I'll volunteer again to build all the connecting hallways, BUT if an author so chooses, HE may build the hallway leading to the room in front of him.
4. Contest is done when we stop receiving new rooms , say a 1-month period of no submissions, means it's time to end the coop and link them up.
5. Top-three rooms win a trophy and a yet-to-be-determined pile of Cash and/or Steam Bucks, winners chosen by community vote. (entrants are allowed to donate to the prize kitty and can still win)


^ If you'd like to see any of the above changed, AND/OR, nominate a new rule/restriction, please speak up! =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-21 11:25:04 UTC
in Rooms: Source - Rooms II Post #318842
Welcome Instant Mix, TJB, and Doodle! =P

Working Rule Changes
1. Maximum Room Size cannot exceed 2056x2056. Chirp in if you think this is too big or too small
1a. The maximum room size refers to the playable area of the map ONLY(does not include 3dsky and inaccessible areas)
2. Theme: Most people seem to be leaning toward an open theme now, so your room can be whatever you want. Unless somebody comes up with an amazing theme idea, and we decide to change it
3. Standard vs. User-created doors: It's close, but more people i think are for user-created doors.


^If you'd like to see any of the above changed, And/Or, would like to nominate a new rule change/restriction, please speak up!

TJB
jumped from a 5 minute compile to an infinitely long compile and I never figured out why
Func_detail ALL non-visblocking brushes, and the compile time should be back to around 5-10 minutes.

Note
The more lights you add to the map, the longer VRAD will run, BUT, the prettier your end product lights will be ;)

Current Participants
Captain Terror
Archie
Rufee
AJ
Zeeba-G
JeffMOD
Crypt
DiscoStu(Perhaps submit a GoldSrc entry?)
Strideh
Instant Mix
TJB
Doodle

Current Prize Kitty
  • $20 in steam games(Thanks to Archie!)
  • Misc. Steam games(Thanks to AJ!)
  • Contagion and Nuclear Dawn steam games(Thanks to Strider!)
  • 1 packet of gum(Thanks to TJB!) =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-20 10:04:55 UTC
in Rooms: Source - Rooms II Post #318819
No worries mate, i understand; it's a weird way to map :P

Notes on GS-to-EP2 conversion for potential GS authors
  • Your brushwork would be directly converted, with no loss or broken brushes.
  • Textures and alignment: i would rip wadincluded textures wholesale from your bsp or wad, convert them, and use Replace for a seamless transition.
  • Brush-based entities will translate almost 100%
  • Point-based Entity work: Inputs/Outputs would be written by me, per your specifications/requests, and the existing entities in your map.
  • Displacements: I would be willing to make them as per your specifications and reference pics ;)
  • 3dsky: you could actually build this yourself in hammer 3.x, and i would simiply scale and implement it in the EP2 map.
  • Testing the map: This brings the interesting/obvious question. All i can think of atm would be Crafty Object Viewer by Nem, which would allow you view the map in a primitive way. The only other way i can think of is screenies..
But of course, i understand if GS mappers not be willing to make a map this way. If you'd like an example, forward me any GS rmf, and i can show you how easy it is to convert them :)

Jeffmod
I totally understand/agree, though I AM fascinated of how the coop would turn out using a central theme ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-19 15:22:38 UTC
in Rooms: Source - Rooms II Post #318806
I did like the way they handled issues with a central hub. I'd rather not copy them, but if you guys want to do it that way i'll go with the majority ;)

As for the connecting hallways, how about we handle it like this: I'm willing to make them all by default like last time; HOWEVER, if an author wants, he can build the hallway leading to the the room in front of him?

Doors?
As for having standard vs. user-created doors, i am again torn, and see the advantages of both. Please people chirp in and voice your preferences on this.

Theme?
So what do you guys think for theme ideas? I personally like Sci-fi/ futuristic stuff, but I'm down for anything. OR, should we keep each room's theme user's choice, like the original Rooms?

Alberto
True Enough, but at least you could still be a part of the coop! If you DO change your mind, I'd be willing to handle your Input/Outputs, as well creating displacements, 3dsky, and whatever else you need.. I'll take you off the list for now ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-18 15:16:06 UTC
in Rooms: Source - Rooms II Post #318777
the room should be single volume to avoid people making entire maps
^ I like this. =P

As for themed vs. wide-open , i could go either way; i will go with the majority i guess..

As for the doors i personally prefer 100% user-created doors(shape and size), but that's just me ;)

I really enjoyed making the unique hallways--plus side it's also less repetative--but again, if you-all would prefer a standard corridor linking them up, i'll go with the majority.

Alternatively, we could require the mapper to build the corridor leading to the room in front of him, effectively creating a "ring" of rooms. Another alternative would be to have a button you press, or bind a key, that when pressed causes an "exit aperture" to form from thin air ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-18 14:47:23 UTC
in Rooms: Source - Rooms II Post #318774
Excellente! Welcome aboard Strideh =P

[b]Preliminary Rules
1. Build a room, anything you want. The only requirement of the room is that it has an entrance and an exit.
1a. We are leaning toward having rooms follow a singular theme, which will be be decided by the group. Please share your theme ideas!
1b. We are leaning towards a predefined size restriction for entries. Two questions follow here: 1., what should the maximum size be, and 2., Does that restriction mean "playable area" of the map, or the enire thing?
2. Submissions should be Half-Life2: Episode 2 or GoldSrc formats Goldsource maps will be converted to HL2:EP2
3. I'll volunteer again to build the connecting hallways, unless anyone has an objection.
3a. We are leaning towards a common entrance/exit door that must be used in each map. I'm thinking the common door should reflect what theme we pick, OR, mayhaps make it resemble a futuristic "holodeck" door?
4. Contest is done when we stop receiving new rooms , say a 1-month period of no submissions, means it's time to end the coop and link them up.
5. Top-three rooms win a trophy and a yet-to-be-determined pile of Cash and/or Steam Bucks, winners chosen by community vote. (entrants are allowed to donate to the prize kitty and can still win)[/b]

Current Prize Kitty
  • $20 in steam games(Thanks to Archie!)
  • Misc. Steam games(thanks to AJ!)
  • Contagion and Nuclear Dawn steam games(Thanks to Strider!)
Current Participants(please let me know if you wish to be added/removed)
Captain Terror
Archie
Rufee
Ghost129er?
Ant
Alberto(Perhaps submit a GoldSrc entry?)
Zeeba-G
JeffMOD
Crypt
DiscoStu(Perhaps submit a GoldSrc entry?)
Strideh
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-18 14:31:46 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318773
Super epic! So sweet you've fulfilled some of the oldest feature requests! Congrats keeping up on this PB, well done sir! :o
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-18 10:59:23 UTC
in Rooms: Source - Rooms II Post #318764
Level changes will be used, just like in the original Rooms ;)

If i was connecting to your "space room", i would create a level change immediately after the door behind you from the previous room closed.

there would be no previous room there to "see" from your space station, except of course the connecting hallway(which would be a docking ring or something).

If then connecting hallway would be visible from your station, THEN yes you could use aeraportals or possibly a thick skybrush to hide it :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-18 10:12:32 UTC
in Rooms: Source - Rooms II Post #318762
Sorry about that Scotch, i'll take you off the list for now then, my bad sir!

Rufee: not sure what you mean by that, but please elaborate, but if you mean the playable area only being the actual limited area(not counting 3dsky and incaccessible areas), then you raise an interesting question ;)

Please everyone let me know if you'd like to be added/removed(as a reminder, you may submit rooms in either HL2:EP2 or GoldSrc formats):

Rooms II Participants List
Captain Terror
Archie(TY. Would you be doing a room too as well?)
Rufee
Ghost129er?
Ant
Alberto(Perhaps submit a GoldSrc entry?)
Zeeba-G
JeffMOD
Crypt
DiscoStu(Perhaps submit a GoldSrc entry?)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-18 09:21:00 UTC
in Rooms: Source - Rooms II Post #318759
Ok, well there is more interest for this than i thought! =P

Rooms II Preliminary Participants List
Captain Terror
Archie(TY. Would you be doing a room too as well?)
Rufee
Ghost129er?
Ant
Alberto(Perhaps submit a GoldSrc entry?)
Zeeba-G
JeffMOD
Crypt
DiscoStu(Perhaps submit a GoldSrc entry?)
Scotch(Perhaps submit a GoldSrc entry?)

If you participated in the original Rooms Source, feel free to submit those maps again for Rooms II, so long as they follow any new rules we may come up for this coop.

Speaking of rules/restrictions, do you guys want to leave it open as before--make your room anything you want--, OR, possibly add some restrictions this time:
  • Have a mandatory gameplay/puzzle-solving aspect to each room?
  • Work under a predifined or maximum-room-size restriction?
  • Use a predefined theme or storyline?
  • Use a common texture set(think Compo 31 - map from a texture pack)?
- Prizes for the to top-3 rooms? implemented
  • Arrange maps in the end by quality, so the last map you play is the best?
  • A different game engine than EP2?
  • ???
Personally, the more i think about it, the more i like restricting the room size, and possibly using a unified theme--i would love to do something sci fi!--, but that's just me.

Preliminary Rules
1. Build a room, anything you want. The only requirement of the room is that it has an entrance and an exit. (to be able to connect to the next/previous room)
2. Maps should be Half-Life2: Episode 2 or Vanilla GoldSrc(goldsource maps will be converted to HL2:EP2).
3. I'll volunteer again to build the connecting hallways, unless anyone has an objection. (i really enjoyed it last time, but would be open to ideas to do it differently, should you-all be interested, i.e., the each member has build the hallway ahead that links to the next room)
4. Contest is done when we stop receiving new rooms , say a 1-month period of no submissions, means it's time to end the coop and link them up.
5. Top-three rooms win a trophy and a yet-to-be-determined pile of Cash and/or Steam Bucks, winners chosen by community vote. (entrants are allowed to donate to the prize kitty and can still win)

Current Prize Kitty
  • $20 in steam games(Thanks to Archie!)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-17 15:09:37 UTC
in cs 1.6 not working Post #318743
It's been a long time since i used any uninstaller, but maybe try CCleaner?

Is your install Steam or WON?

I'm pretty sure any WON installation you did will not effect the Steam version, so don't worry too much about completely uninstalling it if this is the case. (deleting the sierra/whatever directories should be enough afaik)

In the case of a Steam installation, try what Archie said, or, if it still doesn't work, click the "delete local content" or whatever button, and reinstall from scratch.

I personally still have a WON HL installation and run it portable, free of any registry settings or whatnot... i can play CS if i load it up in custom game settings;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-17 12:34:16 UTC
in Rooms: Source - Rooms II Post #318737
Yes, and it's the most advanced HL2 engine version, plus, probably offers the most flexibility entity wise (i'm only guessing here).

Are you maybe saying this might be better for the Portal game/engine?(which i think is the best version of the source engine? (maybe now surpassed by csgo?)

I don't know enough about these type of things ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-17 12:22:26 UTC
in Rooms: Source - Rooms II Post #318734
Edited
^ Read above Berto, if you like, you can submit goldsource entries, and i will convert it to HL2:E2. (if you wanted)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-17 09:04:14 UTC
in Rooms: Source - Rooms II Post #318725
Rufee
It's whatever we want to make it, everything is decided by twhl community voting, as well the top-3 winners (or we could vote to allow the mods to pick the winners)

I would like to think of this a COOP FIRST, with aspects of a compo, i.e. the prize places ;)

Do you think it would be easier to make your room with a size restriction, or harder?

Current Prize Kitty
$20 in steam games(Thanks to Archie) Thanks Archieman, that's awesome!

Additional Note
If you want to participate, but for whatever reason don't map for Source, I'd be willing to help you convert your Goldsource maps to HL2: Episode II. Brushwork and brush-based entities will translate flawlessly with a minimum of effort, and i will use whatever equivalent source models i can find to replace your HL ones...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-17 07:52:01 UTC
in Rooms: Source - Rooms II Post #318719
Since Rooms Source failed--despite all the love and CPR we could give it--, I've still always been wanting to to get it going again.

For those who don't know, the original premise of Rooms, was a TWHL COOP project to join unrealted rooms into one mod/mappack.

What say we try for a brand-new Rooms:S - Rooms II?

Rooms II Rules-In-Progress
1. Build a room with whatever theme you want. The only requirement of the room is that it has an entrance and an exit, and playable area does not exceed 2048x2048x2048 units.
2. Submissions should be Half-Life2: Episode 2 or GoldSrc formats--GS entries will be converted to HL2:EP2--, and you may use assets from any other games you like.
3. I'll volunteer again to build all the connecting hallways, BUT if an author so chooses, HE may build the hallway leading to the room in front of him.
4. Rooms II is finished when we stop receiving new entries, say a 1-month period of no submissions, means it's time to end the coop, and link them up for release.
5. Top-three rooms win a trophy and a yet-to-be-determined pile of Cash and/or Steam Bucks, winners chosen by community vote. Rooms II Runner's up will receive a participation medal. Contributors to the prize kitty ARE eligible to win a prize place!


^ If you'd like to see any of the above changed, AND/OR, nominate a new rule/restriction, please speak up! =P

Current Prize Kitty
  • $20 in Steam games(Thanks to Archie!)
  • Misc. Steam games(Thanks to AJ!)
  • Contagion Steam key(Thanks to Strider!)
  • Nuclear Dawn Steam key(Thanks to Strider!)
  • 1 Packet of Gum(Thanks to TJB!) =P
  • Frozen Synapse Steam key(Thanks to Silvertongue!)
  • X-COM: Enemy Unknown Steam key(Thanks to Silvertongue!)
Updated Participants
Captain Terror
Archie
Rufee
AJ
Zeeba-G
JeffMOD
Crypt19
Strideh
Instant Mix
TJB
Doodle
Tetsu0 (tentative)
Silvertongue

Note to anyone new or just staring Source level design: This is the perfect time to get started by entering the coop, as you are going to learn A LOT about the the Source engine just by participating!

Notes on GS-to-EP2 conversion for potential GS authors
  • Your brushwork would be directly converted, with no loss or broken brushes.
  • Textures and alignment: i would rip wadincluded textures wholesale from your bsp or wad, convert them, and use Replace for a seamless transition.
  • Brush-based entities will translate almost 100%
  • Point-based Entity work: Inputs/Outputs would be written by me, per your specifications/requests, and the existing entities in your map.
  • Displacements: I would be willing to make them as per your specifications and reference pics ;)
  • 3dsky: you could actually build this yourself in hammer 3.x, and i would simiply scale and implement it in the EP2 map.
  • Testing the map: This brings the interesting/obvious question. All i can think of atm would be Crafty Object Viewer by Nem, which would allow you view the map in a primitive way. The only other way i can think of is screenies..
If you'd like to contribute to rooms in other ways besides entering, say by donating bonus content or stuff like splash art--as in the first rooms--you may also do that :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-15 16:39:06 UTC
in And now, for a little humor. If you dont Post #318698
HODOR! :P=P=P=P=P=P=P=P=P=P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-15 15:39:48 UTC
in And now, for a little humor. If you dont Post #318694
^ KING OF JOKES
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-11 20:53:37 UTC
in Atom's TWHL Minecraft Server Post #318655
That looks really cool Rim, i hope the tornado didn't damage your pretty house! i want to skinny dip in your pond/quarry during the next storm =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-03 01:34:38 UTC
in Atom's TWHL Minecraft Server Post #318580
Will do sir! =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-02 20:49:25 UTC
in Atom's TWHL Minecraft Server Post #318576
I want to get into minecraft, but kitty is scart!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-31 22:30:24 UTC
in Post your screenshots! WIP thread Post #318542
Beautiful work Zeebs! :o
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-31 22:25:53 UTC
in Post Your Desktops Post #318541
Guilty! :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-30 19:15:16 UTC
in Compiling large complex map Post #318517
Yup i do. If you want me to play with it, please include all relevant info and material you can think of, including your preferred compile parameters.

Are you running -chart paramater? If yes, are you close to the limits on anything?

The main thing you can try to sort this yourself, is to simplify the work for VIS by changing anything besides cardinal shapes to func_wall/ func_illusionary/ func_detail(VHLT), but i'm sure you already know that ;)

Btw, i thought cz maps worked natively in cs 1.6, but apparently not eh? You should REALLY port your maps to CSGO when you get the time! =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-30 16:38:25 UTC
in Post Your Desktops Post #318510
I have a OLD P4 laptop with XP and a webcam, that I use for a ad-hoc security system, but no use for it otherwise... :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-30 15:30:34 UTC
in Compiling large complex map Post #318507
Changing the compiler frontend won't make it compile any faster afaik, though it will make it easier to select and tweak your compile options.

What tools are u using? Definitely give the latest VHLT and try to utilize it's func_details, if you aren't already.

If u like, PM me a link to the rmf, and I can give it a go on my rig.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-26 23:50:27 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318439
^^

To me, Alpha means "highly experimental and buggy", whereas Beta means everything should be working with minor issues.

Would anyone be interested in a Sledge-only contest or minicompo, or should we wait until it's further along?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-26 22:04:26 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318433
PB, you have an estimate when Sledge will be out of alpha? Maybe when it is we could have a Sledge-only mapping contest? (probably would have to be on the honor system, or is there a way you could verify what editor was used?)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-24 22:43:22 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318391
<turning blue>

I think Archie's intimating that source support is around the corner, so i'm waiting patiently :P Is it true you fixed or simply don't have the annoying vertex problem with Sledge VMF?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-24 21:29:56 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318389
<holds breath>
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-24 20:02:19 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318387
YES it is annoying, but the tradeoff is you're aloud 10-times flexibility of objects you can create and brush budget using Hammer 4.

If you can't get used to it, your choices right now are to return to GS(not recommended), or learn to model. I HOPE this issue is addressed with Source 2 Hammer, but i'm not gonna hold my breath ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-23 17:53:49 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318374
Yeah Ctrl+B itself is pretty pointless, at least i haven't found a use for it yet.. If you made some magical tool, that put every vertex of an object on the grid, and kept it close to it's original proportions, that would be legendary =P

If i have one vertex that needs to be particularly aligned, i simply VM the whole object or group, and force that one point to the grid, but most of the time that doesn't help much.

I've found lately working with crazy off-grid stuff, to instead hold down ALT key to temporarily disable the grid, and just try to get all the points i need to line up as close as possible.. (this method would not probably not work with GS too well, definitely not without HLFix)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-23 15:11:45 UTC
in Now Playing: ... Post #318375
Posted 10 years ago2014-03-21 03:05:50 UTC
in Hi, Post #318326
Herrow and 'velcome back! =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-16 03:13:16 UTC
in Basic Source mapping Post #318291
Hmmm, you have a screen cap? You shouldn't have any trouble with normal, run-of-the-mill brushes staying on the grid, although, sometimes even normal cubes get messed up, but this is pretty rare.

If a brush is "acting strangely" at all, e.g., you try clipping it and it refuses to split into even halves, scrap the brush and start over!

Another general tip: If anything starts acting fucky, like normal tools and hotkeys stop working or act strangely, immediately save your work and restart hammer ;)
Captain Terror Captain Terrorwhen a man loves a woman