Forum posts

Posted 10 years ago2013-12-22 22:58:22 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317218
@Stu: Yeah, I know :P
I changed the name to "Modern Renderer" in the code but forgot to rename it in the settings until I was typing that change list, and I was too lazy to do a whole release cycle again just to fix that one tiny thing :P
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Posted 10 years ago2013-12-22 10:53:03 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317211
Well, it took way too much work and still might be a bit unstable, but we have a new version! I really hope that model loading works right for everyone, please try it out and let me know.
User posted image
To set up model loading, make sure your game settings are correct. For example, for Steam:
  • Set up your steam directory in the "Steam" tab
  • Game: Half-Life
  • Base game directory: valve
  • Mod directory: valve
And WON:
  • Game Dir: C:Half-Life
  • Base game directory: valve
  • Mod directory: valve
Also make sure you are using the Hammer 3.5 (or newer). Sledge does not use any files from the Sledge program directory, it looks directly at the file system, and also supports PAK files, so no extraction or copying of files needed.

Full change list:
  • Support for model loading
  • Added file browser in the properties dialog for model keyvalues
  • Support for cameras and the camera tool
  • Camera navigation support in the 3D view (hold space + mouse buttons)
  • Right-click menu to create entities and brushes
  • The minimum OpenGL version for the OpenGL 3.0 renderer is now OpenGL 2.1
  • Various new options in the settings dialog
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Posted 10 years ago2013-12-17 22:39:26 UTC
in which source sdk should i download? Post #317159
If you're making a map, use the Hammer that's included with the game binaries. If you're making a mod, use the SDK and the SDK base.
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Posted 10 years ago2013-12-17 11:48:14 UTC
in which source sdk should i download? Post #317153
Hammer doesn't run on non-Windows, you might try using Wine but I don't know how well Source Hammer works using it.
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Posted 10 years ago2013-12-17 10:13:36 UTC
in which source sdk should i download? Post #317151
No SDK needed, just start Hammer.bat in the steamapps/common/Half-Life 2/bin folder.
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Posted 10 years ago2013-12-17 03:40:02 UTC
in Post your screenshots! WIP thread Post #317147
I seem to recall reading somewhere that if you use the height of the player bounding box as the height of the average person and then assume a square coordinate scale, the width/depth of the player bbox makes the "average person" in the engine comically fat or thin. A non-square scale makes sense when you look at it like that.

(Found it: http://twhl.info/articulator.php?art=61)
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Posted 10 years ago2013-12-13 23:32:17 UTC
in Half-Life: The Core Post #317109
@Tet: According to Archie's video from a while ago, TWHL is dead. So by putting The Core on the map, he actually took TWHL off the map. What a jerk!
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Posted 10 years ago2013-12-13 06:46:22 UTC
in Half-Life: The Core Post #317090
Very impressive trailer. Can't wait to play it!
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Posted 10 years ago2013-12-11 11:28:50 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317074
Wow, that screenshot makes me want to make a darker theme for Sledge :P
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Posted 10 years ago2013-12-10 06:43:26 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317064
PNG is fine with me but if you use SPR the icons will be compatible with Hammer too. Either way the actual reference will be in the FGD file, I don't know if Hammer will crash when it sees a PNG or if it will simply not load it. It's not hard to add PNG support to Sledge.

Requirements for Sledge inclusion would be:
  • 32x32 square size (I think that's what size the sprites are...)
  • CC-BY license (or anything more permissive)
  • Good quality (I'm terrible at graphics editing :P )
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Posted 10 years ago2013-12-10 00:40:10 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317058
There are some modified FGDs that define some additional entity sprites (see the ones provided with the so-called "Hammer 3.5.2" custom builds), Sledge will support these FGDs and will render the sprite icons if you copy the sprites into the Sledge "Sprites" folder. These are for the same kind of icons as ambient_generic/light currently show in Sledge now. In the next build custom FGD models are supported too.

It would be really cool if someone could make an open-source set of entity sprites/models that I could use in Sledge - technically I shouldn't be providing the light/speaker icons as I do not own the copyright to them. Same goes for those custom Hammer build icons - though I might be able to contact the creators and ask their permission.

It would also be pretty cool if Sledge could provide some "enhanced FGDs" that automatically add extra sprites/models to the default FGDs. I might consider doing something like that later.

Actual sprite entities (env_sprite, etc) can be added soon now that file system stuff (PAK/gamedir browsing) has been implemented for model support. I will try to add it into the next build.
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Posted 10 years ago2013-12-09 22:39:15 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317053
If you let me know which entities are you looking for sprite support on, I will take a look at the FGD entries and let you know what I can do.
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Posted 10 years ago2013-12-09 08:51:32 UTC
in Entity (Cycler) 3d model problem Post #317035
Sorry, by bounding boxes I meant "hit boxes" - It's possible Hammer uses the hit boxes of the model to determine the size of the box in the editor. You might also need to add an "idle" animation to the model - sequences have bounding box information attached to them and Hammer may be using that to determine the size of the box.

Can you post the statistics that are visible in HLMV?

Example:
User posted image
Also I'm not sure if this will work but try changing the studio() in the cycler_sprite section of the FGD to studioprop(). I don't know if it'll do anything but it's worth a try!
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Posted 10 years ago2013-12-08 11:56:57 UTC
in Entity (Cycler) 3d model problem Post #317024
Just a thought, does the model have any bounding boxes?
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Posted 10 years ago2013-12-06 14:27:59 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317006
@Xylem: Not sure yet, but hopefully this year :)
I have 2 weeks of holiday for Christmas so hopefully I can get a version ready during that time.
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Posted 10 years ago2013-12-05 12:47:58 UTC
in Glad I found this place Post #316993
My photoshop skills are insufficient for creating a Christmas avatar :(
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Posted 10 years ago2013-12-04 23:51:34 UTC
in Sledge (Hammer Alternative) Alpha Build Post #316984
That's basically what it is.
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Posted 10 years ago2013-12-04 13:31:19 UTC
in Sledge (Hammer Alternative) Alpha Build Post #316979
@froghair: Yes, and what a pain it was! Because I need to support many different versions of MDL (Goldsource + 5 Source variations), I couldn't just load the binary straight into a struct like the the engine would, instead it's a very manual process that requires almost 1500 lines of code :(

@Jeff: ...
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Posted 10 years ago2013-12-04 11:39:52 UTC
in Sledge (Hammer Alternative) Alpha Build Post #316976
For those wondering what the current progress is, here's a preview of what I've been working on:
User posted image
(Embiggened version)

Model rendering! Still a lot to do (it's super laggy atm), but it's getting there! Hooray :)
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Posted 10 years ago2013-12-02 02:28:02 UTC
in Sledge (Hammer Alternative) Alpha Build Post #316940
Download appears to be dead, but it looks like Linux support was added in v2.0.5 according to Nem's changelog. So that's a good sign :)
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Posted 10 years ago2013-12-02 01:14:15 UTC
in Sledge (Hammer Alternative) Alpha Build Post #316937
Wow that's actually pretty good, though it looks like it has missed the HLLib stuff which is where I think the biggest problem is. I haven't tried compiling HLLib from the source so I'm not sure if it's linux/mac compatible.
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Posted 10 years ago2013-12-01 23:07:06 UTC
in Sledge (Hammer Alternative) Alpha Build Post #316931
Believe it or not, map file formats are one of the less difficult parts because there is some great documentation on all the formats out there:

MAP - Someone wrote a great paper on parsing and loading MAP files: http://mattn.ufoai.org/files/MAPFiles.pdf

RMF - The person who made HLFix published a file format spec of the RMF format: http://extension.ws/hlfix/rmf.html

VMF - VMFs are plain text (basically JSON documents) so they are very easy to parse and load.

Fortunately I didn't need to decipher the BSP format, but there are a number of published specifications for it if I needed to do so (e.g. Goldsource, Source).

You can see the entirety of Sledge's map file format loaders here: MAP, RMF, VMF
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Posted 11 years ago2013-11-14 09:16:50 UTC
in Win Arkham Origins Post #316769
@Stu: Humble Bundle has the first two Batman games for $5 this week: https://www.humblebundle.com/
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Posted 11 years ago2013-11-11 22:14:48 UTC
in Sledge (Hammer Alternative) Alpha Build Post #316748
Yep, I need to add support for more data types in the properties window. I have a nice file browser ready to go for that exact purpose (works with PAK and GCF files).
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Posted 11 years ago2013-11-11 13:36:36 UTC
in Sledge (Hammer Alternative) Alpha Build Post #316741
I'm waiting on some older hardware to reach me so I can test my graphics stuff on that. No point adding model support if nobody can use it!
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Posted 11 years ago2013-11-10 23:59:46 UTC
in Sledge (Hammer Alternative) Alpha Build Post #316733
Yes, but I have forgotten how complete it is. It makes names unique (if you check the box), but it might not be smart enough to increment numbers and so on. It doesn't update targets at the moment, if I recall.
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Posted 11 years ago2013-11-07 21:52:50 UTC
in Source SDK non-steam? Post #316699
TF2 is free to download and comes with all the SDK tools. However, if you want to use content from another Source game, you need to buy that game on Steam.
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Posted 11 years ago2013-11-04 01:03:26 UTC
in New Hammer 3.5.3 Post #316658
Nah, this is simply just some UI/resource hacks and other small mods that don't require the source code. The most that's been done with modifying Hammer (that I am aware of) is the tristrip mod, which injects a call to a custom DLL by modifying the Hammer executable with a hex editor.
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Posted 11 years ago2013-11-02 23:26:10 UTC
in New Hammer 3.5.3 Post #316643
If you forget what you were doing 5 seconds into doing it, you may want to get your dementia diagnosed...

Splash screens are useful when a program needs a lengthy time to start up, so the user is aware that the application is responding and to prevent them from launching the application a second time during load. It's perfectly acceptable for a program like Hammer to have a splash screen because it does some pretty expensive WAD file scans when it launches. Now that CPUs are much faster than they were 15 years ago the WADs load pretty much instantly, but back in 1998 that could take a few seconds to complete. Sledge loads WADs when a map is opened rather than when the application is loaded as it allows WADs to be added without needing to restart the app.

As for the 'features' in this Hammer mod...they're not. There's some UI tweaks and FGD modifications, but nothing significant that could be called a 'feature'. It doesn't really apply to Sledge because these are specific to Hammer. As for the FGD mods, they should work in Sledge by default (once model rendering is implemented).
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Posted 11 years ago2013-10-24 12:24:05 UTC
in Now Gaming: ... Post #316461
My 3DS is just finishing the download of Ace Attorney 5. It's been 6 years since the last numbered entry in the series, I'm super pumped!
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Posted 11 years ago2013-10-23 23:39:03 UTC
in Competition 33 Post #316447
We've decided the winners and will post the results soon :)

Saturday, at the latest.
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Posted 11 years ago2013-10-17 22:02:16 UTC
in Help with Hammer Post #316325
Hammer 3.5 is just an executable that you patch on top of 3.4 - you can download it at The Mighty Atom's website which I can assure you is virus-free :)

Definitely set up VHLT and it will probably fix your error.

The error you're getting is:
Token too large on line 5

In a .map file, line 5 seems around the spot the WAD files would go, how many WADs have you set up in Hammer? How long are the file paths? The old compile tools may not be able to handle large paths. Without seeing the map file that would be my initial guess.
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Posted 11 years ago2013-10-17 07:34:44 UTC
in Competition 33 Post #316308
15 hours left, be sure to get your entries submitted! Remember: no late entries will be accepted!
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Posted 11 years ago2013-10-16 05:56:55 UTC
in $ Paid Urgent Request Post #316284
Legally it may not be enforced and may be a grey area of sorts, but the EULA for League of Legends is quite specific about what you may or may not do with the game files.

Emphasis mine:
...

Any use of the Software in violation of the license limitations set forth below is an unauthorized use of the Software outside of the license granted to you in Section I, and will be regarded as an infringement of the copyrights Riot Games holds in and to the Software and the Game. You agree that you will not, under any circumstances:

...

B. Copy, photocopy, reproduce, translate, reverse engineer, decompile, derive source code from, or disassemble, in whole or in part, the Software or the Game, or create derivative works based on the Game, except that you are authorized to (i) make one (1) copy of the Software and the Documentation for personal archival purposes only; and (ii) use third party image and video capture software to capture the output of the Software as audio, video and/or still image files solely for personal, not for profit use pursuant to the Terms of Use and any applicable Riot Games policies pertaining to audio or video creation;

C. Modify or cause to be modified any files that are part of the Software in any way not expressly authorized by Riot Games;

...
It is entirely unambiguous that, without permission:
  • Riot Games specifically does not approve modification, decompilation or reverse engineering of game files
  • They also specifically do not approve of capturing video from the game and using it for profit
The legal status of a EULA is not something that I am interested or qualified in debating, but it is the closest thing to a legal contract that a developer has with their users. If you are certain that Riot Games loves machinima then you should have no problems getting approval. I don't know much about what being a producer entails but it seems that getting said approval would be your job.

Seeing as this request comes off as a little shady and specifically violates the EULA, it should be no wonder that you are having difficulty fulfilling this request. Hopefully you're able to resolve these problems and you can get your show off the ground. Good luck! :)
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Posted 11 years ago2013-10-13 10:01:52 UTC
in Sledge (Hammer Alternative) Alpha Build Post #316215
Cool, thanks for sharing :)
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Posted 11 years ago2013-10-11 03:51:08 UTC
in Sledge (Hammer Alternative) Alpha Build Post #316187
Yes please!
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Posted 11 years ago2013-10-11 00:22:17 UTC
in Sledge (Hammer Alternative) Alpha Build Post #316185
Mono support is theoretically possible and I plan on running some tests with it once Sledge is out of alpha. Right now I am only able to support Windows OS but that will hopefully change in the future :)
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Posted 11 years ago2013-10-08 12:09:13 UTC
in Sledge (Hammer Alternative) Alpha Build Post #316142
I might have a couple of older PC's at my disposal in the next few weeks, hopefully I'll be able to replicate some of the OpenGL 1 problems once they arrive :)

@ciba43: Make sure you're using the "OpenGL 1 Display Lists" renderer, because the "Immediate" one is SUPER SLOW. I'll probably remove that one because the Display Lists should work fine for all GPUs. I don't think OpenGL 2 adds much in terms of improving performance (I'm not a graphics expert so I don't know how to do all the optimisation tricks...)

@rufee: Most of those are planned, and the real-time WAD updating is pretty cool but would require a bunch of trickery to get working properly. It's definitely something that I would like to do in the future, though! Drawing text on the screen is much harder than you would think, but I will add it at some point :)

@ninja: Yes, displacements will be added with the other Source features, but they will be supported in Goldsource by creating tetrahedrons when it converts to MAP format for compile.

@Stu: I plan to make the side bar more customisable - but for now, just collapse a few of the higher panels so you can see all the brush details :)

@All: Thanks for the feedback, everyone! I'm having trouble with model loading at the moment so progress is very slow. Patience is a virtue!
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Posted 11 years ago2013-10-01 01:25:03 UTC
in MotM Post #316033
I'm definitely aware of the issues with some of the site navigation, especially the lack of exposure for new maps. The current version of TWHL4 has the recent maps at the top of the page, along with a feature slideshow for top maps, MOTM winners, competition results, etc. It looks something like this (disclaimer: unstyled, old data, etc etc). The new vault already supports extra screenshots and those screenshots have a similar slideshow thing on the map detail screen.

All this talk of improving the site (and lack of Sledge motivation) has prompted me to start working on TWHL4 again, so I'm more than welcome to suggestions!
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Posted 11 years ago2013-09-30 07:50:56 UTC
in MotM Post #316013
I'm not sure how much more visible MOTM can be, seeing that it's on the front page, but if anybody has any suggestions I'll see what I can do :)

If people want to start up MOTM again I can definitely make some sort of annoying reminder to try and get more votes :P

If people are interested in doing MOTM reviews remember that text reviews are okay too, they don't have to be videos. I don't really have the time to organise or write reviews myself, though :(
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Posted 11 years ago2013-09-28 22:16:00 UTC
in Steam's knocking it up a notch Post #315982
Rimrook, why make the assumption that a keyboard and mouse isn't allowed on the console? They specifically say in the FAQ that they will continue to support K&M input. Also, you can use this Steam controller on your PC, or you could use an Xbox controller on your Steam console. Everything is interchangeable, no locked-down restrictions.
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Posted 11 years ago2013-09-23 22:41:58 UTC
in Steam's knocking it up a notch Post #315896
So all the games available on Steam isn't enough for you? Sure, you need to stream most of them from a Windows PC, but it's not like you'd put something like SteamOS on your primary PC anyway.

I bought a Raspberry Pi a while ago that I haven't had time to do anything with yet, it'd be pretty cool if SteamOS worked on that. Otherwise my HTPC runs Ubuntu already, so if there's a decent XMBC solution on SteamOS I'd be very interested in switching over.
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Posted 11 years ago2013-09-21 07:07:51 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315842
Tree view has a few issues with it that I've noticed so I'm working on those in the next version. Showing models in the 3D view is a pretty complex task so I'm not sure when that will be implemented >_>

The history section will show the undo list in a visual way (basically the same as Paint.NET does it), and when it's done it should also allow undo within the VM tool.
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Posted 11 years ago2013-09-21 02:59:53 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315828
New Release!
This release fixes a bunch of the errors reported above, including the problem with cloning brushes and the one that caused a Sledge RMF to crash VHE. Also added is the ability to add/remove keys in the Object Properties window, options to disable various transparency features (hopefully these work, Alberto!), as well as a new window that shows the logical tree view of the current map (this is good for debugging and other low-level stuff):
User posted image
Change list:
  • Added non-smartedit editing and additional smartedit controls to the Object Properties dialog
  • Add options to disable various transparency-related features
  • Added the logical tree view
  • Fix several errors when choosing game/mod directories in the settings window
  • Pressing enter in the texture browser triggers selection for the current texture
  • Implemented "used textures only" in the texture browser. Fixes #38.
  • Implemented 'hide face mask' in the OpenGL1 renderers
  • Show entity type and targetname in the status bar
  • Made tool windows closable via the "X" in the top corner
  • Fix a bug in the RMF writer that was outputting strings greater than 250 characters long, which broke compatibility with Hammer.
  • Fix multiple issues related to culture settings in the map writing code
  • Fixed the entity editor to work for the worldspawn object
  • Run helpers before the render is initialised. Fixes #59.
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Posted 11 years ago2013-09-17 11:44:15 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315751
That's....really strange. I did the exact same thing as your video, but didn't get any errors D:
Can you please upload a copy the RMF with the invalid solids? It might help me to debug the problem. Could you include a copy of the "%AppData%/Sledge/Settings.vdf" file as well? It might be related to a particular option in the settings window.
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Posted 11 years ago2013-09-17 10:57:41 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315749
Thanks, I'm finished for tonight but I will work on that bug tomorrow :)

On the second problem: have you got an example of the copy creating an invalid brush? What kind of invalid? (concave, coplanar, etc?)

Got a bunch of stuff done tonight, mostly Alberto's bugs but also a few of the others too. Hopefully this weekend I will have a new build with a bunch of fixes for you all!
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Posted 11 years ago2013-09-17 10:51:24 UTC
in Competition 33 Post #315748
The end date for entries is a Friday for a reason.
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Posted 11 years ago2013-09-17 10:14:59 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315745
@Archie: That VMF is opening without errors for me with just the Half-Life FGD, I also tried the ZHLT FGD and it was fine as well. Could you pastebin the contents of the "%AppData%/Sledge/Settings.vdf" file so I can see if the problem lies somewhere in the config? I might need a bit more info about what's crashing (how and when) when choosing different games/mods, too.

I will investigate what the mod selection in the settings window is doing (though right now that value isn't being used because proper compiling isn't implemented yet).

@Alberto: I have no idea what's going on there! :P I will add some settings to disable transparency and other things, hopefully that helps your issue (at the cost of removing transparency, of course). Hopefully this helps with all your transparency-related bugs, but I can't be 100% sure at this point.
  • The "out of memory" bug when you open the map in VHE has been identified, thankyou for reporting the issue and it will be fixed in the next version. You will need to open and re-save the RMF in the next version of Sledge, and then it will open in VHE.
  • For the "Z" key not letting you use free-look, try moving the texture application window so that it doesn't overlap with the 3D view. I will try to make a better solution for this in the future.
  • Proper compile tools are part of the plan and right now only the most basic compile features are in there. For now, it's best to use a batch compiler tool.
  • The carving and clipping errors have been reported before but I have not been able to look into these issues yet. I tried carving a basic cube like you said, and didn't notice the behaviour you described. Can you show an example?
  • Ctrl+H is the hotkey for "Hide Unselected Objects" (from Hammer 4). "Make Hollow" doesn't have a hotkey now. In a future version, hotkeys will be customisable. This is the same for the "flip objects" hotkeys.
  • In the vertex tool, hold SHIFT while clicking a vertex to only select the topmost vertex. This is written on the detail text on the VM form, under "standard mode".
  • I have fixed the status bar showing the entity type in the next version.
  • I will look into vsync options, but it's definitely not a priority for me. Having an FPS that's higher than your monitor's refresh rate makes no sense. If you have options in your video card driver settings to force vsync on or off, try using those.
  • The "Hide null textures" not working is a result of using the different renderer, I have fixed it for the next version.
  • Could you explain the issue with selection in more detail?
  • "Used textures only" not working is a known issue, it will be added later. (Edit: I just added it, it will be in the next version)
@manionsen: Can you please give me an example of a brush that the brush tool doesn't create? A screenshot of the box size, the brush type, and selected values would be very helpful!
  • I can't tell what points are selected in the "split face" screenshots because there are so many and it's confusing! Could you explain the problem in more detail please?
  • Smart edit only supports a subset of data types right now, more are going to be implemented in the future. I will make sure that I add support to add and remove properties as well!
@ciba43: Camera tool isn't implemented yet, sorry! It will be added in a later build. For now, press Z in the 3D view to go into mouselook mode and use WASD to move around.

Thanks for the feedback, everyone! :)
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Posted 11 years ago2013-09-15 12:06:40 UTC
in Competition 33 Post #315721
Haha....one thing at a time >_>
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Posted 11 years ago2013-09-15 11:20:28 UTC
in Competition 33 Post #315718
Grim was trying to recover some "lost" compo entries (dead uploads) by sending PM's to the users, however I haven't heard from him since. I think he's just way too busy to sort it out, so your idea sounds pretty good, CapT.

Edit: And done. Sorry for the delay everyone, and thanks for being so persistent :)
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