Forum posts

Posted 7 years ago2017-07-22 07:55:34 UTC
in Post your screenshots! WIP thread Post #336225
I know it's still GoldSRC, but it's GoldSRC × 1.5!
The term 'Svengine', I found it somewhere. I'm not exactly sure where, but I guess I'm not the only one who calls it that way.

Also, Windawz, take a look at Sven Manor. You should look around there, and you'll surely find lots of stuff. Sven Co-op introduced a bunch of new things, and I can't wait to use them. (I actually can, but I'm just saying that I'm excited for them)

Anyway, I'm sure there's a way to add stealth. You'll see.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-22 07:03:21 UTC
in Post your screenshots! WIP thread Post #336222
Into a Svengine map. ( ͡° ͜ʖ ͡°)

Edit:
Also, have you ever seen this Half-Life mod called Operations 1942?
Well, they seemingly implemented stealth without coding, as far as I can tell.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-21 21:49:35 UTC
in Post your screenshots! WIP thread Post #336216
I've got some neat stuff about Kobbl coming up soon.
For now, since I don't have the screenshots, I'll just write some text:

The map will be configured to make players run a bit slower, and I'll try making the gravity a little bit stronger, too.

Basically, I can put sv_friction, sv_gravity, sv_accelerate, sv_airaccelerate etc. in the map .cfg file. This means that, if I tweak them in a specific way, the map will have the feeling of slight, additional inertia while you're moving in it.

Why is that? Well, the campaign version of the map will require that, because I just don't want players bunny hopping in the map, as that could just ruin the map since some parts will require stealth.

Ah well, what else to expect from a pack of typical Sven Co-op players? This is why I'd rather not like to see the map being abused on public servers.

Next, I'll not need to worry much about the materials. In this case, I'm referring to the sounds emitted depending on the texture. Sven Co-op allows a custom materials.txt. :D

I also found out a bug in the teleporting part of the healer. I'm yet to discover the issue and the solution.

And lastly, I am optimising the map on the VIS side of things:
User posted image
Wow. There are around 1100 portalleafs and 3000 numportals in the map. I'm looking forward to reducing that number a little bit. :3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-21 20:50:31 UTC
in (Help) .prt files in GoldSRC Post #336215
I've managed to open the portal file:
User posted image
HOLY HELL, no wonder VIS takes more than 2 hours to process the darn map!
Alright, now it will be easier to see what's wrong.

But I'm really confused about this part:
User posted image
I'll have to look further...
The windows, for example:
User posted image
In the editor, they're covered with a hint+skip brush, just like they should.

But I just don't understand why these smooth window things produce such nightmarish results, even though they're like this:
User posted image
Also, this thing is func_detail so it doesn't make VIS work longer:
User posted image
This stuff is plain unpredictable. :P

Oh... NOW I SEE.
THIS is also func_detail:
User posted image
Yay, looks like we can fix one part of the issue. :DDDDD
Kids, always remember to double-check for func_details so you can cover them too.

P.S. SC-VIS.exe managed to finish processing the map in 10101 seconds. Seriously.

And yet another reason why VIS takes so long:
User posted image
Yeah, gotta turn it to func_detail right now.

Anyway, big thanks to Solokiller for reminding me of Crafty.
It truly is a crafty tool, as the name suggests. ;)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-21 15:56:55 UTC
in (Help) .prt files in GoldSRC Post #336205
You know, I opened Compilator 3 which I had installed since early 2016.
I configured it for Sven Co-op, and OH MY GOD!

I've never been so happy for a compiling time!
LeafThread gets stuck at 16% (1080 out of 6641), 43% (2885) and it's still compiling.

Also, CSG and BSP took 1 minute and 30 seconds each, now they only take 30 seconds each. XD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-21 15:46:48 UTC
in TWHL Collaborations Post #336204
Testing if my phone does a double-post...

Edit: Nope.

@Shepard Did you really have to yell so loudly?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-21 08:46:08 UTC
in (Help) .prt files in GoldSRC Post #336190
I doubt that's the .prt file format I'm looking for. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-20 20:41:45 UTC
in (Help) .prt files in GoldSRC Post #336186
But once I build my dream PC... MUAHAHAHAHAHAHAAAAA

Okay, so is there apparently no way of opening .prt files for GoldSRC? :(
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-20 19:15:43 UTC
in (Help) .prt files in GoldSRC Post #336184
Umm... but hlvis.exe only takes about 20 to 40MB of RAM on my end. :P
Only hlrad.exe can be so memory-hungry.

Anyway, guess what. I decided to switch to Svengine.
I instantly didn't regret it. :biggrin:

User posted image


User posted image


A map like this totally deserves the shift to Svengine. :3

Lastly, is the latest VHLT x64-only, or not? :o
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-20 18:12:41 UTC
in (Help) .prt files in GoldSRC Post #336181
Isn't it obvious?

User posted image


I've shown it a lot of times, and I'm showing it again, my 2007 laptop. The one I use to make my maps with.
I've never had a 64-bit OS in my life, lol. Only 16-bit and 32-bit ones.

But wouldn't the biggest difference in using 64-bit compiling tools be the one about being able to allocate more memory? I don't think that using a 64-bit version of hlvis.exe (if it exists, it does in Sven Co-op, though) would that significantly improve my compile speeds. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-20 12:16:52 UTC
in (Help) .prt files in GoldSRC Post #336172
Yesterday, I let it run for 2 to 3 hours and it was stuck at 70% for 30 to 40 minutes. I should let it work more, shouldn't I? :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-20 11:49:23 UTC
in (Help) .prt files in GoldSRC Post #336170
hlvis.exe gets stuck at 70% on my monstrosity of a map, that is fun_kobbl.
That's why I decided to open the portal file to analyse why it's taking so long and how to improve the compile times.

In Crafty:

User posted image


J.A.C.K. doesn't say anything, and I'm not really willing to port the map into VHE and Sledge just to try out opening .prt files.
Dr. Orange mentioned that I can't open .prt files in the case of GoldSRC. :P

I've also opened the .prt file in Notepad++, and this showed up:
User posted image
I believe that these 2 numbers are the ones for numportals and stuff when hlvis.exe starts up.
Then there's a row of these numbers:

[From line 72]
50
1
1
1
1
1
1
1
20
38
17
1
1
1
31
11
[To line 89]
As well as more such numbers, and A LOT of 3D coordinates, which I expected to appear there.

The questions are:
Question #1: Is there a correct way to open these .prt files?
Question #2: What kind of signature is Crafty talking about?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-19 20:50:47 UTC
in New and Simple Post #336166
@Windawz
You'll be so, so sorry you don't do modelling in GoldSRC...
Do you have any idea about the feeling when you make your first hi-poly barrel in 3DS Max and export it to GoldSRC and use it in your map?

...

No? Fine. I'm as lazy as you, so don't worry. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-18 20:25:54 UTC
in Post your screenshots! WIP thread Post #336141
If only my laptop wasn't so slow and sluggish...
Ah well, the least I can do is clean it, then upgrade the RAM to 4GB.

Now, let's see if we have some stuff from fun_kobbl:
User posted image
Yeah, I have more, it's just not ready to be shown to you people. xd
This one, anyway, needs a few carpets and some neat decorations.

Edit:
Oh, right, I've done some terrain optimisations here:
User posted image
It's more low-poly. Doesn't affect the framerates that much, but still, it's enough to make a difference.
User posted image
Yes, I've added a teleporter for something. For the mapping gods' sake, this is the fun_ version after all.
User posted image
Furthermore, it's actually meant for this thing.
It basically charges your health back to 100 (if it manages to do it on time), and then you're given extra 500 health points, after which you're teleported on the roof. ;)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-16 19:29:17 UTC
in Post your screenshots! WIP thread Post #336095
User posted image
Edit:
Alright, this is the healer for fun_kobbl. :3
When you enter it, your health goes up, and then you get squashed by a func_door which gives you 500 health. I know this will cause lots of issues, but who cares? xd
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-15 13:00:59 UTC
in Now Gaming: ... Post #336074
Oh, I've seen that option for real-time lighting. I thought it only affects stuff like explosions etc.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-15 11:45:22 UTC
in Post your screenshots! WIP thread Post #336067
@abbadon
Yes, I can, but BSP mapping seems obsolete today, apparently. Since most people use UE4, you can't do mapping without modelling, can't you? xd
There's HammUEr, but meh.
I like CryEngine, though. :)

In fact, I'm going to show a few WiP screenshots of something I'm going to make for CryEngine. Not now, but in a few hours. xd

Oh, @everyone else
You know what? I realised that de_kobbl is some sort of a successor to one of my old WiPs I'll never finish.

Cool! :biggrin:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-15 11:38:33 UTC
in Now Gaming: ... Post #336066
But how? I typed r_dynamic 0 but it only disabled the lights from rockets, explosions etc.

Anyway, that's why I have DirectQ. It's basically DirectX for Quake 1 and it gives me an epic framerate most of the time. Epic by my standards, lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-15 11:35:28 UTC
in Now Gaming: ... Post #336064
I used DarkPlaces for Quake 1. It has OpenGL. And my GPU hates OpenGL, so I spent 10% of my total playtime at 3fps, because of dynamic lights.

I actually like Quake 2 more than Quake 1. Mostly because of its theme and art-style. Its engine, idTech 2, is also more improved than Quake 1's idTech 2.
Sorry, I simply like Quake 2 more. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-15 10:54:27 UTC
in Post your screenshots! WIP thread Post #336060
@abbadon
It's an Intel GMA 965... >:P

IT SUCKS AT EVERYTHING. The only thing it's good at is rendering the Windows GUI, but even that is laggy sometimes. I HATE IT, I HATE IT AND I HATE IT. I'm so envious of people with Intel HD Graphics. They feel like they're entitled to complain about Intel HD Graphics. No, they don't know jack s*** about it.
Of course, there's always someone with a worse GPU than mine, so I'm at least happy that it wasn't a GMA 950. xd

See, I have a laptop from year 2007. But still, this thing manages to impress me by not dying, lol. I'm thankful for that.

Anyway, with my anger out of the way...
User posted image
I was told by Glockster that the Bevel texture is useful for this. Basically, I hid the ramp so you can see what's going on.
When I'd go up the stairs, I'd have a little bump on the top part. When I put the Bevel texture there, going from the flat surface to the slope felt like a smooth transition. Mmm... :]

Also, for comparison:
User posted image
User posted image
Low-poly vs. high-poly version. :3
User posted image
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fun_kobbl will be more like a mix of high-poly and low-poly.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-15 09:58:55 UTC
in Post your screenshots! WIP thread Post #336056
My Core2Duo would keep 17fps, for sure. :P
Don't forget my 1-decade-old GPU.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-15 09:37:13 UTC
in Now Gaming: ... Post #336055
@abbadon
Well, I... uh... I played Quake 1 for the first time in 2016 and I was stuck on the second part of the first level. And this year I wrecked the hell out of that bi*** (I mean Shub-Niggurath, that's her name, right? xd).

Did you know I actually completed Quake 2 first, and then Quake 1? :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-15 07:44:07 UTC
in Post your screenshots! WIP thread Post #336050
My laptop would suffer. badum-tss
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-14 16:22:20 UTC
in Post your screenshots! WIP thread Post #336041
@Cd5ssmffan
I also like game soundtracks, Vietnam War songs, and Serbian war songs which Stojke hates, apparently, even though he's a Serb. I'm just so confused by that...

Oh, also, DooM 1 and 2 soundtrack in metal. :D

Edit:
Also, you think this is traditional Bosnian folk?
https://www.youtube.com/watch?v=dHQaC8iaA-0
Heck no. That's Yugoslav folk I listen to.
Hmm, I think I should post about this in the Now Playing thread. Isn't that a thread for music? :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-14 14:37:52 UTC
in Post your screenshots! WIP thread Post #336039
Before:
User posted image
After:
User posted image
HELL YEAH, halving the wpolys like it's 1999.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-14 13:32:31 UTC
in Post your screenshots! WIP thread Post #336037
@abbadon
If I converted the tables at the cafe into models, as well as most detail props in the map, and placed the cyclers, the console would probably give me an error:

"Too many entities visible in packet list"

Yeah, that's why I completely replaced my func_walls & illusionary entities with func_details.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-14 12:00:34 UTC
in Post your screenshots! WIP thread Post #336032
de_kobbl took a heavy beating from Glock18. So I'll have to update it again. XD
User posted image
So, I improved the bricks. Now they're not sticking out of the wall, but they're rather slapped onto it.
User posted image
Made the stairs repeat less... and that reminds me of these:
User posted image
So repetitive... :|
User posted image
I also made changes to the spades near the table. Now they look more like a V-shape thing rather than square-shaped.
User posted image
Lastly, I made the low-res textures for the GSU version. On my next map, I'll try out a new method. ^^

Basically, Glock told me that de_kobbl's biggest flaw is the fact that I have lots of wpolys. :P
I was able to reach over 7000 wpolys on the T spawn. Seriously. And I was able to reach 9000 wpolys in fun_kobbl!!! :o
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-14 11:50:35 UTC
in Now Gaming: ... Post #336031
User posted image
Quake with bots, because they're the only ones I can play with without getting killed every 5 seconds.

It was really fun, actually. One bot had a rocket launcher, and I did too. We met on the starting part of the map and shot each other with a few rockets. His rocket hit me, mine hit him. LOL. We died at the same time.

Also, 120fps. Man, I love DirectQ. <3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-14 07:48:23 UTC
in Post your screenshots! WIP thread Post #336022
Don't worry. Realistically, programming would be more useful than mapping, so there. I still haven't moved from QBasic. :(
And that's what I get for being lazy. Dangit, I'll be a failure in life.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-13 21:00:11 UTC
in Post your screenshots! WIP thread Post #336017
Time for some in-editor screens:
User posted image
User posted image
User posted image
Needs a texture replacement. These look a bit too bright.
User posted image
The big building with the windows is now accessible. ;)
User posted image
User posted image
Trimmed, and widened so players can crawl through.
User posted image
User posted image
The non-func_detail brushes here have on-grid vertexes. The door frame (which is a func_detail and has no collision) has a different scenario, as well as the crates. XD

Also, I'm close to the AllocBlock limit: 63 out of 64.
Let's push it to the limit.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-13 06:43:31 UTC
in Now Gaming: ... Post #336008
I think I realised that when it was too late. xd
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-12 23:32:06 UTC
in Shifting a whole map in hammer? Post #336005
I tried doing that in ts_untergrund, months ago, resulted in a leak. Maybe I should try it again. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-12 23:03:03 UTC
in Now Gaming: ... Post #336004
"the longest time it took me to finish any game"

It took me 8 years to complete what I completed in Far Cry 1, yet I'm still not that close to finishing it. XD
I did complete Crashday in 4 hours once, as a kid. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-11 17:54:08 UTC
in Post your screenshots! WIP thread Post #335990
User posted image
A wash basin with a working valve, because why not? It's a fun_ map after all. :D
User posted image
I won't lie, I got some inspiration from Deadlands by Windawz. :3
User posted image
(I know, I see the Null face in this screenshot, I'll fix it...)
User posted image
User posted image
MOARRRR TERRAINNNN BOIIIII
User posted image
MOARRR PLATFORMSSSS BOIIIII
User posted image
Mortars! YAY! :biggrin:

You know, I had this problem with my func_door entities always triggering the multi_managers. Basically, the func_doors are activated by the button at the mortar launch panel, but they reset every round, and trigger it. :P
I found a solution: check the "Start Open" flag. XD

Also, new personal record! Over 9000 wpolys while standing on a specific place! Hooray!
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-09 14:39:47 UTC
in Post your screenshots! WIP thread Post #335954
@Windawz
That's because there were only 4 of us on the playtest server. 2 terries and 2 counters.

Also, you're one of the 3 people, then. xd
Not 2.

I'd also gladly participate in a mapping competition, but I have such a great lack of competitive spirit.
I prefer either collaborations or working individually over a competition.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-09 12:11:25 UTC
in Now Gaming: ... Post #335945
My last comeback to CoD for now:
User posted image
Yes, we start with our meme Pvt. Bell, who didn't follow his damn orders.
I assume this is WW2 Pvt. Bell's grandson.

This was my favourite mission:
User posted image
Guess what I did. I just ran around with the machine-gun (and the P90 when I ran out of ammo for the machine-gun) and jumped around so they couldn't hit me. What an amazing hip-fire experience, lol.

At some point, I turned on the specular maps:
User posted image
But the game was too laggy, so I turned them off.

The same thing goes for shadows and dynamic lights:
User posted image
They're beautiful, but they halve my fps.

I'm just so sorry because of these cute, little dogs:
User posted image
Ow... :(
User posted image
Heavy would be proud, lol.

Anyway... I managed to complete All Ghillied Up. :D

The hardest part was this:
User posted image
I failed it countless times. Then I realised I had to move a bit to the side, lol.

Also:
User posted image
Wow, this part really reminds me of one of the parts at my elementary school. The stairs and the fences on the stairs are just like that.
User posted image
Wow, looks like Zakhaev was really given some priority in terms of rendering.
User posted image
This guy got killed:
User posted image
User posted image
Gaz! NOOOOOO
User posted image
GIVE ME THE GUN, NOW!
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Good night, gospodin Zakhaev. See you in hell. >:)
User posted image
Well, there you go, no more CoD stuff from me.
My laptop won't run WaW nor any of the latter ones at a framerate greater than 0.5fps. CoD 4 ran at 5 to 10fps most of the time, but I'm used to it, so I managed to complete it, lol.

Ah, one last thing:
I was so disappointed that they didn't put "No cows were harmed in the making of this game" at the end. Though, I did get one thing after the credits:
User posted image
Yay. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-09 12:08:48 UTC
in Post your screenshots! WIP thread Post #335949
User posted image
I overhauled the T spawnpoints because two people have complained that their bots always die for no reason:
User posted image
Sadly, HLCSG with -onlyents works only with point entities as far as I've experienced. :/
Ah well, at least I fixed a major issue here, the buyzone is at the gun shop anyway.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-09 10:19:01 UTC
in Post your screenshots! WIP thread Post #335946
I see a texture there, which I used in de_kobbl. :D
Actually, two textures, lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-07 13:32:58 UTC
in Big List of GoldSrc Links & Resource Post #335933
People, remember to bookmark this thread in your browsers, because it's too useful to be forgotten. =)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-05 13:25:12 UTC
in Post your screenshots! WIP thread Post #335914
@SourceSkyBoxer

Sorry, but your screenshots are not demonstrating my method. You're using tetrahedrons, while I'll be using 4-sided pyramids:
User posted image
Now, what's the difference? Well, 2x smaller brush count. There are 16 brushes in the picture, while tetrahedrons would give me 32 brushes in this scenario. Right?

Other than that, you can make rooms with pyramids:
User posted image
And the terrain:
User posted image
User posted image
(yup, the walls, too)
User posted image
User posted image
But, we now get a question: "Why should we use this instead of tetrahedrons and/or triangular prisms?"
I've never directly said that you should use it. It's just another method which would be useful to know someday. Also, the automatic triangulation is a feature in J.A.C.K., so VHE 3.x users would have to correct the brushes manually, which renders this method as "not worth it" for VHE 3 users. xd

It also has other flaws. For example, after you triangulate it, you shouldn't modify it again. But it's still nice to know. Oh, also, I used a 5-sided pyramid on one part. :3

And my "big" tutorial, well:
User posted image
I haven't touched it since... I don't know. It's been months.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-05 07:12:44 UTC
in Now Gaming: ... Post #335911
Considering that GTA:SA always crashes on my laptop, I think it's a good time that I retry Deus Ex. :P

(wow, I haven't seen the word "retry" for years, literally)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-05 07:05:22 UTC
in Post your screenshots! WIP thread Post #335910
Now I got an idea to make a room out of 4-sided pyramids. If that ends up being able to maintain itself, I guess I'll use it, lol.

Those could also be used for terrain.
I mean, one can simply, in J.A.C.K., put a whole bunch of upside-down pyramids, manipulate them to make terrain, and then just select all and press Shift+V and then Ctrl+Alt+T.
Of course, this is only if you're never going to change the terrain again, because further modifications would lead to problems, if not used well.

Oh, cool, I guess I can add this method to my big tutorial. Yay.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-04 20:47:26 UTC
in Post your screenshots! WIP thread Post #335907
I actually combine both: triangular prisms and tetrahedrons.
A great example of that is the cave in 4Way:
User posted image
This is where I used normal blocks + triangular prisms.
User posted image
But this? Triangular prisms + tetrahedrons. Yeah...

I can't wait to go back to this cute, little map. I just need to finish de_kobbl first. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-04 20:05:06 UTC
in Now Gaming: ... Post #335903
User posted image
Having completed CoD 1, I went ahead and deleted it (because approx. 1.5GB is just too much space for a game I'll probably never play again), and installed CoD 2. And, just like CoD, I completed CoD 2 in 2 days. I let my cousin (who is a console gamer, but he got used to the keyboard, somehow) play a few missions, too.

Funnily enough, a few of the funny moments from CoD 1 actually appeared in CoD 2. :biggrin:

Such as:
User posted image
Another fox hunting mice in the snow. :3
User posted image
What are you lookin' at? >:/

Meanwhile, this guy, even though I shot him, looks like everything is just OK:
User posted image
Lol, he showed me a raised thumb, and he looks like he's trying to tell me "Alles ist gut!". XD

Also, I think this guy was praying or something:
User posted image
(I managed to stroke F12 fast enough to make it appear like 10fps)

And LASTLY:
User posted image
Lol. :D

I saw it in CoD 1, and I expected it here. I wonder if they added it in the latter Call Of Duty games.

These old Call Of Duty games are so fun, I don't understand why nobody plays them (assuming they don't). :/
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-04 19:19:34 UTC
in Post your screenshots! WIP thread Post #335901
User posted image
I made it so that it sparks only when you're standing on the broken pole. And I died. xd
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I overhauled this section over here. I basically added the triangular terrain. The low-poly version will, of course, have a slightly lower-poly terrain over there. :)
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This thing was inspired by the thing in front of my house. :D
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I decided to go for a subtle, terror-like theme to match the map's background story. The lighting is improved on this part, too, although this screenshot is an older one, so the lighting is too dark here. :P
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Needs a bit brighter lighting on this part, lol.
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Now sure if I should remove this, but it seems too big.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-03 17:15:34 UTC
in Now Gaming: ... Post #335886
I use DarkPlaces and DirectQ. DirectQ for the lagless, DirectX 9 experience (my GPU hates dynamic lights in OpenGL), and DarkPlaces for mapping, lol.

I completed Quake 1 in DarkPlaces, therefore, I'm assuming 20% of my playtime was below 10fps (3fps a couple of times). DirectQ gave me problems when I was making my map 4Way: the teleports didn't work. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-03 10:52:08 UTC
in Now Gaming: ... Post #335880
I've recently completed Call Of Duty (the first one).
I'll just post some funny stuff I found during my playthrough:

The first thing in the game I noticed and found it funny.
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Lol. One is leaning on one side, the second one is looking at the other side. xD

(I noticed the Pvt. Bell sign at the training, but when I tried to complete CoD again, lol)
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How on Earth did I manage to throw a grenade there? :P
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I'm just so sad that this guy died later in the game. :(
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HAHAHAHAHA, like a fox which is hunting mice in the snow. XD
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What are you looking at? >:(

Lastly, it seems that Pvt. Bell still made it alive, despite not having followed his orders in the training:
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Lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-02 20:45:52 UTC
in Post your screenshots! WIP thread Post #335876
MoH:AA, how could I even forget? :D
Try Medal of Honor: Allied Assault: Breakthrough, too. I heard QuArK works with MoH:AA, but it's a bit limited, lol.

P.S. New, exciting screenshots of de_kobbl, version 1.0.2, coming out tomorrow! :biggrin:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-02 15:41:16 UTC
in Post your screenshots! WIP thread Post #335871
@Windawz
Hey, since you're planning to take a break, I suggest you to try Call Of Duty 1 or 2. They're EPIC, you could even get some inspirations for industrial-styled maps.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-02 07:23:38 UTC
in Duplication of texlights + bad surface e Post #335860
@Windawz
Cd5 said he wanted to keep the map's filesize low, but shouldn't info_texlights be removed from the BSP after compiling? Yeah, better use info_texlights and/or light_surface.
Admer456 Admer456If it ain't broken, don't fox it!