Forum posts

Posted 13 years ago2011-06-07 18:35:43 UTC
in TWHL 2011 Post #295374
you legend. Nice one! Added a (c)striker easter egg as thanks.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-07 16:49:31 UTC
in TWHL 2011 Post #295371
Yep, just tried round_start to no avail. Must be Source only.
Anyone got any ideas?
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-07 15:42:35 UTC
in TWHL 2011 Post #295369
Goldsource, dude.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-07 15:19:21 UTC
in TWHL 2011 Post #295367
Ha, seriously?
Is there a list of entity names which have effects like this?
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-07 15:06:18 UTC
in TWHL 2011 Post #295365
Hey guys. Having a bit of trouble finalising this due to things not resetting properly at the start of rounds. Can anyone give me a hand?

At the moment I'm using a multimanager with the name "game_playerspawn" which causes it to fire when players spawn at the start of the round. It seemed to work fine until in a playtest, a player joined half way through a round and all the entities the multimanager targets were fired, ruining it.

What's a better way to reset things like env_renders and func_rotatings at the start of each round?
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-07 14:18:42 UTC
in E3 2011 Post #295364
Battlefield 3 - what games can look like when the devs concentrate on the PC version, then downscale it for consoles, rather than concentrating on consoles, and not scaling it for PCs.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-07 12:11:48 UTC
in E3 2011 Post #295362
I've had DiRT 3 for a couple of weeks, Striker. It's so infinitely better than DiRT 2 I almost shat myself.
The GNARLY AWESOME DUDE stuff has been reduced to tolerable levels and the game is once more about rally, rather than the wank DiRT 2 focused on. There's still an element of fluffy stuff - x-games still features and there's a new GymKhana mode, but they serve to compliment the rally this time, not overwrite it.
It's also fucking beautiful, and one of the lead track designers is an Interlopers regular, and he openly talks about the development process which is pretty awesome.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-07 03:14:02 UTC
in Desktops of June Post #295346
I'm just disappointed nobody noticed my new Portal 2 poster. I kept it subtle, but it's there :3
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-06 22:50:25 UTC
in E3 2011 Post #295335
MW3 seemed fine to me, but I guess the biggest reason I want it is because I want to finish the story.
There was a story in between all the generic set pieces, scripted sequences and unbelievably unimaginative gameplay of MW2?
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-06 19:15:19 UTC
in E3 2011 Post #295325
Dead Island looks great in some aspects, and terrible in others. The core combat system looks really lacklustre and clunky.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-06 13:33:27 UTC
in Post your screenshots! WIP thread Post #295306
If he gave me advice, I'd take it in an instant.
Excellent. My plan is coming together perfectly. I shall call you sleeper cell 1. My instructions will come soon. For now stock up on munitions.
;D

Seriously though, that was a rather touching thing to say :) thanks, man.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-05 23:22:56 UTC
in Post your screenshots! WIP thread Post #295282
Right, cool. You know more about this than me so I'll shut up.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-05 23:15:53 UTC
in Post your screenshots! WIP thread Post #295280
Much better trim on the side there.

And that's bloody impressive that you use the null texture in Source considering it doesn't actually exist in Source.

As for making a difference in-game in Goldsource, it definitely, definitely does. Null stops unseen faces from being rendered thus making a map perform much better, as the player's computer doesn't have to render a bunch of faces they'll never even see.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-05 23:07:50 UTC
in Post your screenshots! WIP thread Post #295278
Then why is the top of the walkway not nulled? :3
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-05 22:41:14 UTC
in Post your screenshots! WIP thread Post #295275
Looks good. Maybe change the texture on the side of the bridge. Blue/grey metal suddenly has a rusty side? Bit odd.

And add a railing or Health & Safety will shut you down.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-05 16:24:37 UTC
in E3 2011 Post #295265
That was a really good read, I didn't know you had a blog.

My totally outlandish prediction is that Sega are going to announce re-entry into the hardware development side of things.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-05 00:17:24 UTC
in Yes, another virus. Post #295243
Norton's not nearly as terrible as it used to be. I wouldn't use it myself, but it's no longer the joke it once was.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-04 13:40:55 UTC
in Retro TWHL Post #295207
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-02 01:39:58 UTC
in Portal 2 Lift Post #295141
Gunna be honest, I don't see how it could be more clearly explained than in that tutorial.
Captain Terror is right - what exactly are you having trouble with?
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-01 19:04:14 UTC
in Desktops of June Post #295123
16:9, same as a widescreen TV.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-01 18:52:14 UTC
in Desktops of June Post #295121
Is she a model or somebody you actually know.
Google Seven-of-Nine ;)
Why does her body repeat in some places
Phone has 3 desktop 'sectors' from left to right. The image doesn't go the entire distance when you change sector. You only notice it repeating when all 3 sectors are screenshotted and put side by side, as they are in this very thread.

Really love that keyboard, Unbreakable, and you have a much neater multi-monitor setup than me. Are those 16:10 ratio?
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-01 18:11:25 UTC
in Desktops of May Post #295113
It's June. New thread.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-01 17:43:12 UTC
in Desktops of June Post #295109
Hard Mode enabled...
Post your real desktop
Post your virtual desktop
Post your device desktop

Bonus points for:
TWHL in the taskbar
Tidy desktops in all 3 categories
Hella cool wallpapers
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Samsung Galaxy Ace
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Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-30 02:45:55 UTC
in Post your screenshots! WIP thread Post #295070
I started working on this last year before Urby recruited me for The Core. Just trying to polish it and get it released now.
Heavily inspired by Bad Company 2, but the only part which is a straight recreation is the factory building. The rest is original.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-30 00:21:15 UTC
in Post your screenshots! WIP thread Post #295067
oh hi, Source engine. I missed you.
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Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-29 12:45:27 UTC
in Desktops of May Post #295049
I wanna play Arkham Asylum again just from looking at that icon, Pengy. Was such an immensely good game.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-28 22:30:49 UTC
in Desktops of May Post #295030
Ha, no way. Same city, Crollo.
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Well done on having TWHL in your taskbar, Soup.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-25 21:32:37 UTC
in Hammer 4 rendering like Hammer 3.x! Post #294991
Transparent tool textures are so incredibly useful. Why on Earth would you want rid of them?
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-25 00:12:14 UTC
in Coding Compo Post #294959
Well he's certainly not using it.
le accidental double post
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-25 00:12:01 UTC
in Coding Compo Post #294958
Well he's certainly not using it.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-24 23:45:48 UTC
in Coding Compo Post #294955
I think I'll stick to Alyx, thanks all the same.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-22 21:40:07 UTC
in Need For Speed error Post #294884
On the plus side, it does work for me and was still a complete waste of money.

Tried all the usual suspects, video drivers and such?

Incidentally, first post from my new phone. Woo.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-22 12:09:13 UTC
in Func_vehicle Post #294879
Create a rectangular brush the length and width of your vehicle. This brush will then be, you guessed it, the length and width of your vehicle. Note down the X & Y values, then delete that brush.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-20 02:33:30 UTC
in Project Pegasus: Disclosure Post #294818
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Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-19 22:36:53 UTC
in Eternal Agony Post #294812
you wrote "capture the flag" then described the control point game mode of TF2.

Also the two teams sound too similar when said out loud - this will be confusing if there are any frantic sounding characters trying to explain story and the player thinks they're talking about the wrong team.

Why does the Hunter's Bow which does 45hp damage have a 12 second cooldown when the Long Bow which does 76hp damage has no cooldown? Also why does anything have a 12 second coolddown? That is genuinely ridiculous.

Why do weapons do a specific amount of damage? Surely a head-shot should count more than, say, an ankle-shot.

Why Source 2006? It's old and is no longer adequately supported.

Why are you once again suggesting the undertaking of a massive project when you barely have a single map under your belt?
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-19 15:41:17 UTC
in TWHL 2011 Post #294804
Those are dining room chairs, not office chairs. I'd also turn them into func_somethings and set their angle to != 0.
Those are not dining room chairs. Those are "Oh fuck, these office chairs are causing all sorts of rendering issues, I had better simplify them" chairs. They are func_walls and some are rotated, but I tried to keep it to 45 degrees to stop players getting stuck on them. Edit: Actually, no, I must have gotten rid of the 45 degree ones as well. Ask Daubster how much trouble those chairs were causing :P

Cheers dexter, but absolutely no about the func_vehicles :3
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-19 15:14:12 UTC
in TWHL 2011 Post #294802
but CS, meh.
Ach, live a little :lol:
it's quite small. It's even more weird when you have 2 bomb sites.
defusion maps with only one bomb site are always a pain to play, regardless of the size. But don't let the size of this map fool you - it's actually a fairly complicated layout compacted into a relatively small area. I'm actually quite interested to see how it plays, because I put a lot of thought into making it as balanced as possible.
sincerely, I expected more easter eggs.
There's quite a few :3
Is this the final version?
No, this is a public beta. It's more or less finished, but still needs some touching up like extending the street at CT spawn. I'm also hoping people will report bugs in this thread.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-19 11:42:14 UTC
in TWHL 2011 Post #294796
Thanks for the comments, folks :)
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-19 01:36:54 UTC
in TWHL 2011 Post #294775
Who says I'm logged on? Much more likely is it's all the lady employees checkin' mah profilez. :3

Cheers for the comment, mate.

Edit:
By 'lady employees', read 'urby'.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-19 00:07:12 UTC
in TWHL 2011 Post #294772
I'll release the .wad and .rmf when it's final. Anyone actually downloaded it? Thoughts on layout?
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-18 23:16:32 UTC
in TWHL 2011 Post #294768
Announcing the public beta of my new map: de_twhl2011 for CS 1.6.

It's been far too many years since someone made a tribute map to the community, and after we had such a blast on the TWHL 1.6 Retro server, I was inspired to take a break from The Core and make this.
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TWHL, an innocent enough looking business has just signed a US defence cargo deal. USMC equipment, including high explosives is now being handled and shipped by TWHL staff. An unnamed terrorist organisation has learned of this under the table deal and aims to destroy either the latest shipment of explosives or TWHL's server mainframe - crippling the company for years to come.
The terrorists were attempting to gain access to the loading bay when a TWHL receptionist by the name of Antanas Budvytis spotted them and alerted the authorities. It's now a race against time as the private security force employed by TWHL arrive on the scene.

Counter Terrorists: Prevent Terrorists from
bombing either the server room (B) or the shipment of explosives (A).

Terrorists: Basically the opposite.

Direct Download (4.6mb)

Please post any comments, suggestions and/or bug reports in this thread.

The map will be added to the server next week, and there will be a competition with a prize probably on Saturday the 28th May.

Cheers
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-18 20:24:02 UTC
in VIS error in cs 1.6 Post #294764
Ah yeah, that was it. I never saw the console error messages because I didn't have developer mode on.

On a semi-related note (still regarding this map) does anyone have a good guide to definitively resetting things at the start of each round in CS 1.6? I have a func_door_rotating which MUST start open, and is flagged to do so, but it only works for the first round because it "resets" to its closed position at the start of any following rounds.

Never mind, a multi-manager with the name "game_playerspawn" will fire on... well, player spawn.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-18 19:34:58 UTC
in Now Gaming: ... Post #294763
Playing the new New Vegas DLC - Honest Hearts.

Its enthralling story hooked me instantly, and visually it's definitely a step up from New Vegas. Shame some of the characters seem pretty poorly voiced - a disaster when you consider how brilliant the voice acting was in the main game.
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Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-18 17:44:11 UTC
in VIS error in cs 1.6 Post #294751
I'm only using 8 wads, and have been since I started this map. It's never caused problems before.

Look at the video. All the entities disappear when look in one direction.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-18 16:21:10 UTC
in VIS error in cs 1.6 Post #294749
The door is a func_door triggered by a trigger_multiple. Just did a full VIS compile - no change.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-18 15:49:00 UTC
in Post your screenshots! WIP thread Post #294744
The exteriors are loosely based on a police station from GTAIV, but the interiors are from scratch. Thanks
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-18 15:45:48 UTC
in VIS error in cs 1.6 Post #294742
Hey gang, back again with another frustrating, seemingly unexplainable rendering issue in the Goldsource engine.
This map is basically finished, but I can't release it because of this rendering issue.
Here's a video showing the problem:

Clicky! (1.02mb, direct download)

Log:

[quote]
** Executing...
** Command: Change Directory
** Parameters: E:Steamsteamappsinvader2003counter-strike

** Executing...
** Command: Copy File
* Parameters: "C:Program Files (x86)Hammer 3RMFcstrikede_******.map" "E:Steamsteamappsinvader2003counter-strikecstrikemapsde_*******.map"

** Executing...
** Command: C:PROGRA~2HAMMER~1SHLT3~1.9BIX64(64~1hlcsg.exe
** Parameters: "E:Steamsteamappsinvader2003counter-strikecstrikemapsde_******"
hlcsg 3.9 x64 (64b)         (Jul 29 2010)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Further development done by Silencer and Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlcsg -----
Command line: C:PROGRA~2HAMMER~1SHLT3~1.9BIX64(64~1hlcsg.exe E:Steamsteamappsinvader2003counter-strikecstrikemapsde_********
Entering E:Steamsteamappsinvader2003counter-strikecstrikemapsde_********.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-------------|------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

Brushes discarded from clipping hulls: 146 (totalling 970 sides)
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.39 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.52 seconds)

Checking Wadfiles (max. expected texture size is 196608 bytes):

Using Wadfile: steamsteamappsinvader2003half-lifevalvehalflife.wad:
Contains 52 used textures, 30.95 percent of map. (3116 textures in wad)
Using Wadfile: steamsteamappsinvader2003counter-strikecstrikecs_dust.wad:
Contains 0 used textures, 0.00 percent of map. (28 textures in wad)
Using Wadfile: steamsteamappsinvader2003counter-strikecstrikecs_bdog.wad:
Contains 9 used textures, 5.36 percent of map. (132 textures in wad)
Using Wadfile: steamsteamappsinvader2003counter-strikecstrikecs_office.wad:
Contains 8 used textures, 4.76 percent of map. (102 textures in wad)
Using Wadfile: steamsteamappsinvader2003counter-strikecstrikecstrike.wad:
Contains 5 used textures, 2.98 percent of map. (123 textures in wad)
Using Wadfile: steamsteamappsinvader2003counter-strikecstrikedecals.wad:
Contains 0 used textures, 0.00 percent of map. (225 textures in wad)
Including Wadfile: steamsteamappsinvader2003half-lifecorezhlt.wad:
Contains 1 used texture, 0.60 percent of map. (8 textures in wad)
Using Wadfile: steamsteamappsinvader2003counter-strikecstrikede_*******.wad:
Contains 93 used textures, 55.36 percent of map. (95 textures in wad)
Added 3 additional animating textures.

Texture usage is at 6.40 MB (of 32.00 MB max)
1.86 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~2HAMMER~1SHLT3~1.9BIX64(64~1hlbsp.exe
** Parameters: "E:Steamsteamappsinvader2003counter-strikecstrikemapsde_*******"
hlbsp 3.9 x64 (64b)         (Jul 29 2010)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Further development done by Silencer and Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlbsp -----
Command line: C:PROGRA~2HAMMER~1SHLT3~1.9BIX64(64~1hlbsp.exe E:Steamsteamappsinvader2003counter-strikecstrikemapsde_*******

Current hlbsp Settings
Name | Setting | Default
------------------|-------------|------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1500...2000...2500...2880 (0.07 seconds)
BSP generation successful, writing portal file 'E:Steamsteamappsinvader2003counter-strikecstrikemapsde_*******.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3027 (0.08 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2477 (0.06 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3236 (0.08 seconds)
2.00 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~2HAMMER~1SHLT3~1.9BIX64(64~1hlvis.exe
** Parameters: "E:Steamsteamappsinvader2003counter-strikecstrikemapsde_*******"
hlvis 3.9 x64 (64b)         (Jul 29 2010)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Further development done by Silencer and Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlvis -----
Command line: C:PROGRA~2HAMMER~1SHLT3~1.9BIX64(64~1hlvis.exe E:Steamsteamappsinvader2003counter-strikecstrikemapsde_*******
Portalleafs: 1404
Numportals: 4396

= Current hlvis Settings =
Name | Setting | Default
------------------|-------------|------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.35 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (46.21 seconds)
Average leafs visible: 299
g_visdatasize: 124654 compressed from 247104
46.60 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~2HAMMER~1SHLT3~1.9BIX64(64~1hlrad.exe
** Parameters: -extra "E:Steamsteamappsinvader2003counter-strikecstrikemapsde_********"
hlrad 3.9 x64 (64b)         (Jul 29 2010)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Further development done by Silencer and Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlrad -----
Command line: C:PROGRA~2HAMMER~1SHLT3~1.9BIX64(64~1hlrad.exe -extra E:Steamsteamappsinvader2003counter-strikecstrikemapsde_*******

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:PROGRA~2HAMMER~1SHLT3~1.9BIX64(64~1lights.rad']
[80 texlights parsed from 'C:PROGRA~2HAMMER~1SHLT3~1.9BIX64(64~1lights.rad']

Faces: 14626
Create Patches: 58636 base patches
Opaque faces: 0
Square feet: 228572 [32914450.00 square inches]
Base patches created: 58636 out of 65535 max. (89.5)
Direct lights: 1895

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (114.25 seconds)
Obsolete light entities removed: 0
visibility matrix : 204.9 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (35.68 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (10.08 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (7.68 seconds)
Transfer Lists : 162533944 : 162.53M transfers
Indices :    87181416 :   83.14M bytes
   Data :   650135776 :  620.02M bytes
Bounce 1 GatherLight:
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FinalLightFace:
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169.64 seconds elapsed [2m 49s]

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Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-18 15:29:32 UTC
in Post your screenshots! WIP thread Post #294741
User posted image
User posted image
More progress on the CS 1.6 map I've been showing over the past 2 pages of this thread.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-18 12:06:28 UTC
in Func_vehicle Post #294737
Unless you mean trains
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-05-17 14:47:29 UTC
in Morning routine Post #294721
Slightly disappointed he doesn't go to preschool in his darth vader outfit. :D
Archie ArchieGoodbye Moonmen