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Posted 8 years ago2016-08-10 05:39:12 UTC
in Now Gaming: ... Post #331141
Bump so DiscoStu can post.

I've been playing The Witcher 3. It's a massive game, it will surely take me a long time to finish. I played the previous two games before it as well, 1 was a bit of a slog but 2 was quite good. 3 is on a whole other level, though. There's a huge world, varied quests, some nifty detective stuff, satisfying combat, and they've even paid attention to little inconsequential things such as getting NPCs to match your pace when you're following them. And the graphics are pretty great too.

I've also just finished Fire Emblem Fates: Birthright. Took 70 hours, and that's just the first campaign of three. They've done a great job, but I think I like FE Awakening a little better so far.
Penguinboy PenguinboyHaha, I died again!
Posted 8 years ago2016-08-03 11:31:06 UTC
in Twelve Absent Men (UE4/Mobile version) Post #331067
Best of luck on the release! Ace Attorney is my favourite game series, did you draw much inspiration from those games?
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This post was made on a thread that has been deleted.
Posted 8 years ago2016-07-27 23:08:35 UTC
in TWHL4 Suggestions Post #330994
Good idea to mark mod uploads as SP or MP, yeah.
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This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 8 years ago2016-07-25 04:29:57 UTC
in TWHL Cake Decorating Contest 2016 Post #330945
Everybody's a winner!
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This post was made on a thread that has been deleted.
Posted 8 years ago2016-07-15 00:03:07 UTC
in TWHL World - Community Project Post #330833
This might be a crazy question - how possible would it be to move ALL of the HL code into Angelscript? As in, all the entities, NPCs, weapons, and so on? I'm thinking about a SOHL-type project that lets you modify the game code without even needing to compile anything.
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This post was made on a thread that has been deleted.
Posted 8 years ago2016-07-12 21:49:42 UTC
in TWHL World - Community Project Post #330796
Sounds great! That kind of system would make it so much easier to add new NPCs, which is one of the most common things people do in custom mods.
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Posted 8 years ago2016-07-12 12:51:05 UTC
in TWHL World - Community Project Post #330790
I think ease of use is the most important aspect. Right now adding a schedule or task involves modifying ten different spots and hoping that you've made the right changes to all the right things. It'd be nice if each task/schedule was able to be encapsulated in a small, self-contained function or class that just gets referenced in one spot. Not sure how manageable something like that is using the SDK.

Changing the base classes for NPCs is a good idea too. NPC coding seems like way too much copy/paste and there's way too much room for error. Maybe something more modular using pluggable interfaces/classes of some description. Would be cool to have something composable like: "class CBarney : CMonster, FriendlyMonster, TalkMonster ...". (Perhaps multi-inheritance isn't a good idea, but just some way to inject behaviour via re-usable classes, rather than copy/paste everywhere)

I think maintaining compatibility with HLSP would be a good idea if it's not too difficult to do - that's one of the things that people like about SOHL. I guess it depends on how much the compatibility would actually break: If it's only a small amount, and with proper documentation on the differences, I think most people would be able to handle it.
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Posted 8 years ago2016-07-12 11:52:11 UTC
in TWHL World - Community Project Post #330786
All those changes sound great! Any plans on cleaning up or modernising the AI stuff? It might be just because I'm an idiot but I can't for the life of me work out how to do even the simplest AI changes :(
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Posted 8 years ago2016-07-09 08:22:06 UTC
in TWHL World - Community Project Post #330759
@SSB: Yeah, I heard about that. Hopefully his new projects are even more successful!

@fuzun: Absolutely not going anywhere! I'm actually almost finished with a new version of the site so that it can keep running long into the future :) Modern and mobile and all that kind of stuff.

Please don't scrape the site (it slows the server down). Use archive.org instead. But it's not needed because TWHL will always stay online!
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Posted 8 years ago2016-07-08 10:58:12 UTC
in TWHL World - Community Project Post #330745
That's not just a random someone either, that's Solokiller who worked on Sven Co-op.
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Posted 8 years ago2016-07-07 23:48:34 UTC
in TWHL World - Community Project Post #330736
I still think the first step to fixing/rebuilding Spirit is to fix the vanilla SDK file and class structure. It's an absolute mess.

I started doing something like that myself but it's a huge project and the code is incredibly messy, so I gave up pretty quickly.
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Posted 8 years ago2016-06-16 01:56:10 UTC
in E3 2016 Post #330460
Nintendo just released the new Rhythm Heaven during E3 for the US (as in, it's out today). I hope it comes to other regions soon, I love that series. A few other bits and pieces of news is trickling out from Nintendo as well, nothing amazing but a few trailers from some upcoming 3DS RPGs and Paper Mario: Continued Disappointment Color Splash.
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Posted 8 years ago2016-06-15 13:43:57 UTC
in E3 2016 Post #330445
At the risk of going off topic: Almost no game developer or publisher gives any news about the existence of potential sequels until after they announce them. I'm not sure why anybody expects special treatment from Valve. This is standard business practice from the industry, everybody does it.

Feel free to be disappointed that the HL series is dead, but expecting Valve to comment on something is foolish. Even if there's absolutely nothing in development right now, they're not going to go out and say that it's dead. That's bad publicity and could end up being false information if they ever decide to use the IP again.

The reverse is true as well, even if a game is in development a company won't announce it until they're absolutely sure that development wont be cancelled - it actually happens more than you think, which is just another reason why game (and film, etc) companies are so tight-lipped.

Like many other game series' that you might enjoy, Half-Life is dead. Just pray that one day, somebody at Valve decides that the IP can be profitable again, and resurrects it.

If there's ever an actual announcement of a HL game in the future, you can be pleasantly surprised. It's better than being annoyed about it for potentially the rest of your life.

TL;DR: HL is dead. You know it. I know it. Valve knows it. Move on.
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Posted 8 years ago2016-06-14 16:34:28 UTC
in E3 2016 Post #330431
Nintendo: Zelda and Pokemon is all we have!
  • Zelda. The subtitle for the game is "Breath of the Wild".
  • Pokemon.
  • Surprise score: 2/10 Zelda looks neat but it's not a surprise. One point for the subtitle.
  • Quality score: 2/10 not really a proper presentation so it's a bit unfair to rate them. But they get a low score because a proper presentation would have been much better! There's games aside from Zelda and Pokemon, you know! Stupid Nintendo.
Nintendo are actually doing a bunch of live videos over the next few days, but don't expect anything aside from Pokemon and Zelda. If you're looking forward to a 3DS game (Ace Attorney 6 HYPE!!), check out the specific company Youtube for trailers instead. If you're looking forward to a Wii U game.... No you're not. Stop lying to yourself.
Penguinboy PenguinboyHaha, I died again!
Posted 8 years ago2016-06-14 01:39:44 UTC
in E3 2016 Post #330426
Sony: Third Person Adventure or Nothing
  • What have they done to God of War? It looks like this reboot is sitting solidly in the action adventure space, and the hack and slash button mash is replaced by slower paced combat. It's bizarre to see this mix of genres. I like it.
  • A new zombie game called Days Gone. Looks to be a non-linear (perhaps open world) zombie game, with Left 4 Dead levels of zombie killing going on. Looks interesting. Again, third person adventure action game.
  • The Last Guardian gets a release date: October 2016. Finally. Surprisingly, it's an action adventure game of the third person nature.
  • An extended gameplay demo of Horizon: Zero Dawn. This was first revealed last year. Looks pretty amazing. Guess what the genre is.
  • A new game from David "Heavy Rain" Cage. It's got AI and androids and stuff. Looks to have quite a few different outcomes based on dialogue decisions you make. It can't possibly be worse than Beyond: Two Souls.
  • Resident Evil 7: This was a pretty surprising reveal. It looks more like Silent Hill or something than a modern RE game. Maybe they actually weren't being typical Capcom when they said they wanted to return to the series' horror game roots.
  • PSVR releases October this year, US$400.
  • PSVR compatible games: RE7, Farpoint (new game), Star Wars Battlefront (special X-Wing VR episode), Batman Arkham game (VR episode), Final Fantasy XV (actually looks kinda crap in VR), COD Infinite Warfare (actually looks kinda cool in VR), COD4 Remastered.
  • Three Crash Bandicoot games are being remastered for the PS4.
  • Lego Star Wars Episode 7 exists and is a thing.
  • Kojima reveals the name of his new game: Death Stranding. It's about electronic babies, oil spills, and 5 guys floating in the sky. You know, a typical Kojima game.
  • Spider-man game for PS4.
  • Surprise score: 9/10 Sony absolutely owns it for the new reveals. God of War, Days Gone, Detroit Become Human, Resident Evil 7, Death Stranding are all new and exciting. The October release dates for The Last Guardian and PSVR are exciting as well. Crash Bandicoot remakes were unexpected.
  • Quality score: 10/10 Sony have won this year in my book. No bullshit, no filler, no low-quality crap, good looking games, good new IPs and some impressive gameplay demos.
Nintendo don't really have a presentation this year. They do have a little livestream event which I'll post an update for, but the only thing to expect will be Zelda and a few other bits and pieces.
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Posted 8 years ago2016-06-13 21:14:10 UTC
in E3 2016 Post #330419
Ubisoft: French Guys You Can Hardly Understand
  • Big games: Ghost Recon Wildlands, The Division (expansions), For Honor, Watch Dogs 2, Just Dance 2017
  • Smaller games: South Park (new), Grow Up, Trials of the Blood Dragon (Trials + Blood Dragon mash up)
  • VR games: Eagle Flight, Star Trek Bridge Crew
  • Not games: Assassin's Creed Movie
  • Typical of Ubisoft the last few years they had a new game to finish with. This one is called "Steep", a sort of winter sports game set on a open world mountain range. Has wingsuits, base jumping, snow boarding, that sort of thing. User generated content and challenges and so on, no story campaign. Cool if that's your thing I guess.
  • For Honor actually looks pretty badass for a hack and slasher.
  • Trials of the Blood Dragon had an extremely 80's trailer. It's out right now. Even though I'm a fan of Trials I think I might skip this one.
  • Surprise score: 5/10 the VR games looked average at best, South Park is boring, Steep looked alright but nothing amazing. Trials+Blood Dragon is kinda neat but I'm pretty sure it leaked a while ago.
  • Quality score: 8/10 aside from a couple of cringey moments, Ubisoft did pretty well. Lots of in-depth focus and extended gameplay demos on certain games which was good.
Sony's up in just under 3 hours.
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Posted 8 years ago2016-06-13 18:04:45 UTC
in E3 2016 Post #330414
The Prey game doesn't look like a reboot. It doesn't even look vaguely related to Prey 2006. I'm not really sure why they're using the name at all. Not like the first game was good enough to carry a lot of weight. Treat it like a completely different series and blame Bethesda for being retards.

The cinematic trailer was too vague to be interesting but some interviews makes it sound very similar to the System Shock games. So I'm pretty excited about that.

Update: 2 minutes in and I'm closing the PC gaming show. What a load of crap. Ubisoft is in 1 hour.
Penguinboy PenguinboyHaha, I died again!
Posted 8 years ago2016-06-13 17:28:11 UTC
in E3 2016 Post #330405
Never heard of it!

Here's write ups for what's happened so far:

EA: The Boring One
  • Big games: Titanfall 2, Mass Effect, Star Wars, Battlefield
  • Sports: NFL bullshit, FIFA bullshit
  • Indie: Something called "Fe"
  • Surprise rating: 1/10 no surprises
  • Quality rating: 4/10 too much bullshit
Bethesda: Attack of the Clones
  • Quake Champions, which looks to be yet another TF2 clone. I'm going to call it Quake Fortress.
  • TES Legends, Hearthstone clone.
  • Fallout 4 updates, new construction modules for their Minecraft clone
  • Fallout Shelter updates, new features for their Farmville clone
  • Prey, System Shock 2 clone
  • TES Online, updates to their WOW clone
  • Dishonored 2, a sequel to their Thief clone
  • Various announcements: Skyrim HD re-release and VR for Fallout 4 and Doom
  • The crowd at this presentation was way too enthusiastic. I reckon they were all indoctrinated into the cult of Bethesda. Who actually plays ESO? They were way too excited.
  • Two things really baffled me. They announced a demo for DOOM. Remember those things that were almost mandatory 15 years ago? This demo will only be available for one week. The crowd cheered like crazy. What? Have expectations really dropped this low?
  • The other one: They're changing ESO so that enemies scale to the player's level, so players can explore all regions right from the start. The crowd went absolutely wild. But why would you be excited about removing all sense of progression from your MMO? Without progression, what the hell is the point of a boring grindfest? Oh well.
  • Surprise rating: 6/10 Quake Fortress will likely be awful. But Prey looks like it might be fairly promising.
  • Quality rating: 7/10 aside from some strange announcements and the crowd being way too excited, the presentation was okay.
Microsoft: Let's Make Our Platform Irrelevant!
  • Except for FF15, every game MS showed off was cross platform on Windows 10. Why would I want an Xbone if I can play every game on my PC instead? Silly MS, you're killing your console!
  • They also announced some hardware: New "S" model Xbox and a new 4k console codenamed "Scorpio" coming end of 2017.
  • Minecraft to officially support some mods (texture packs, model swaps) on PC and mobile.
  • John Carmack was on stage. Unfortunately it was just to show Oculus Minecraft support. It was a little sad seeing how much his position in gaming has changed. I hope he's happy at Facebook.
  • Big games: Gears of War 4, Killer Instinct, Forza Horizon 3, Recore, Final Fantasy XV, The Division (expansion), Battlefield 1, Minecraft, Tekken 7, Dead Rising 4, Scalebound, Halo Wars 2
  • Smaller games: Inside, Ark, We Happy Few, Gwent, Sea of Thieves, State of Decay 2
  • Surprise score: 8/10 most news was leaked before but was still interesting. Cross platform play and new hardware were the most notable. Plus 2 points because John fucking Carmack was on stage.
  • Quality score: 9/10 shockingly good presentation. Microsoft didn't have any bullshit. They had quickfire games throughout the entire presentation and didn't linger for too long on any one thing. They did good this year.
Half an hour for the "PC Gaming Show". This is not going to be very interesting though. It's really just a bit of a joke to fill time while we wait for Ubisoft afterwards and Sony later in the day.
Penguinboy PenguinboyHaha, I died again!
Posted 8 years ago2016-06-13 15:27:03 UTC
in E3 2016 Post #330402
For the third year in a row Urby has reminded me about putting an E3 post up... I'm pretty lazy!
User posted image
E3! EA and Bethesda have done their presentations and Microsoft starts in 5 minutes. Let's discuss!

Copypasta below:

What is E3?
The Electronic Entertainment Expo, known as E3, is an event that happens every year in Los Angeles. It's usually where the big companies announce new stuff (i.e. Microsoft, Sony, and to a lesser extent, Nintendo) like games, hardware, consoles, and really pretty much everything to do with games. Ubisoft and EA also make appearances, but interestingly enough, Activision do not (though they usually manage to get a Call of Duty trailer in there anyway).

Why is it cool?
If you're interested in gaming at all, E3 is the biggest dump of new information that happens every year. The keynotes almost always feature brand new trailers, gameplay, hardware, services, and of course, new games! It's always fun to hear new stuff to look forward to. E3 is focused on western gaming (Microsoft, Ubisoft, EA), but Nintendo and Sony usually inject some Japanese gaming influence in there as well, so there's always something interesting no matter what your gaming tastes are!

I'll post updates after each keynote with all the interesting stuff, but if you want to watch the conferences live, just visit any big gaming website (GameSpot, IGN, GameTrailers, etc) and find their E3 coverage.

Is anyone else excited about E3? Any predictions you would like to share? I'll be posting my own predictions before each keynote starts. I'm too lazy to post predictions.

PS: Before anyone suggests it: Half-Life 3 will NOT be announced this year. In fact, it will NEVER be announced at any E3, ever! (Though I would not mind if I was wrong about this)

End E3 copypasta
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Posted 8 years ago2016-06-06 22:13:18 UTC
in Displacements in Jackhammer? Post #330363
Displacements are only supported on the Source engine. If you're using a Goldsource editor, the feature won't be available.
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Posted 8 years ago2016-05-31 10:52:30 UTC
in Best Program Combines. Post #330255
Error: Entity 48, Brush 16: mixed face contents
Texture OUT_PAV3 and !WATERBLUE
Error: mixed face contents
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem
Did you do this?
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Posted 8 years ago2016-05-28 21:10:55 UTC
in Sledge (Hammer Alternative) Alpha Build Post #330243
The idea is that you edit displacements in the editor, and they get converted into tetrahedrons when the .map file is saved for compilation. I had plans to do something similar to get support for instances in GS as well.

I'm taking a break from Sledge. I'm not sure if/when I'll start development on it again. I just don't have the motivation to work on it anymore.
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Posted 8 years ago2016-05-21 10:37:43 UTC
in HL3 Post #330175
I hope you don't actually think that, Jessie. No company is that bad at advertising.
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Posted 8 years ago2016-04-11 11:39:41 UTC
in Hard Duty - A Half-Life mod Post #329814
Wow, there's some really nice stuff on your ModDB page! Which you forgot to link, so I added one to your post for you :)

Considering you've only been working on it for six months, your progress is super impressive. Keep up the good work and be sure to update here every now and then for those of us who don't keep tabs on ModDB :)

Also, Urby is the Nolan North equivalent for Goldsource mods.
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Posted 8 years ago2016-04-11 02:52:18 UTC
in Hammer will not snap point entities to g Post #329808
Worth a try, but as far as I know 3.5 just added support for models in the 3D view. There are a few unofficial hacks of 3.5 out there that do various things, but I wouldn't think that they'd cause something like this.
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Posted 8 years ago2016-04-10 23:50:33 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329802
The topic is bouncing around wildly, don't try to follow it too closely :P

I want to add a 3D rotatey widget to the texture axes at some point, it'd be an advanced method of editing textures but it's quite possible. But skewing... I'm not sure. I'd need to do some tests, because I suspect that the texture axes need to be perpendicular. That could be wrong because I've never tested it before.

As for this whole floating point shenanigans: most people WANT the extra precision of floating points, which is why Sledge, Jackhammer, and the unofficial VHE hacks all use it. They're not going to change because one person is relying on VHE's rounding behaviour, but I might think about adding a toggle to enable that behaviour if someone really wants it. As long as you realise that using VHE isn't much different to just rounding every vertex to the closest grid point, which entirely defeats the purpose of using sub-grid vertices.

@McSqueaky: Great, thanks for the update. I'll make sure I fix that issue for the next release.
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Posted 8 years ago2016-04-10 09:14:18 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329758
Yes, thanks. I'll see if they cause any issues for me.

The best way for me to find an issue is through the bug submission system. Did you ever click 'submit bug' when you got an error? If you could let me know what day you did that, I'd be able to find the error detail in the error logs. Or even better, could you open Sledge and try and get the error to happen, and then submit the error details?

Edit: sorry, those FGDs are Jackhammer ones which Sledge doesn't support yet. Can you upload the ones you were using with Sledge? Though if you haven't made any changes to them from the standard HL1 FGD then it might be a different issue entirely.
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Posted 8 years ago2016-04-10 08:14:26 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329754
Thanks for the feedback. When did this happen, and did you submit the bugs when the error happened? It sounds like your particular issues might be caused by something in your FGD so it might be easy to fix.

Of course Sledge shouldn't crash even if your FGD is strange so it needs to be fixed in the program itself. Do you mind sending me a copy of your FGD and a small RMF that is problematic (e.g. one entity or whatever triggers the error) so I can debug the issue?
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Posted 8 years ago2016-04-10 07:34:19 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329752
Yep, the setting is auto-set by Sledge every time you compile to the list of wad files that are being used by the map. For some reason, it thinks that no textures are in use.

After a compile it's supposed to look something like: "C:\path\to\halflife.wad; C:\path\to\decals.wad", and so on. Setting it manually won't work because it'll get overwritten every time.

It's a strange one because I don't know how it would happen. Are you using WON or Steam Half-Life? What region/language is your Windows set to? Is Sledge showing the textures correctly when you open the map?
This might be a possible cause, can you see if this helps:

Take a look at the extensions of your wad files - See if the file extension is "WAD" (upper case) or "wad" (lower case). I suspect that Sledge might not work correctly when the extension isn't exactly "wad" in lower case, try renaming them if that's the case.

e.g. "TEST.WAD" -> rename to "test.wad"

(Note: In Windows XP you need to rename to something else first or it won't work:
"TEST.WAD" -> "test2.wad" -> "test.wad")

Let me know if this works! If not, it might help if you took a screenshot of the wads in your file explorer so I can see if anything looks strange. Make sure 'hide file extensions' is turned off!
Penguinboy PenguinboyHaha, I died again!
Posted 8 years ago2016-04-10 03:33:11 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329750
Hmm, I'd have to see your settings to make sure, but there's a few things you can try. First of all, there's no need to have so many copies of the wads, it's best to remove them from 'additional wads' and only have one copy in your game or mod directory, Sledge will automatically load them from there. Also make sure you're using the VHLT tools because the original HL tools have issues finding the correct files when they all aren't on the same drive.

The compile will set the detected list of wads as a property of your map, you can see it in the 'map properties' dialog. The list should be set to the list of wads that the compile tools will use during compile.
User posted image
If that list is wrong, then it's likely a problem with Sledge. If the list looks right, it might be an issue with your settings or compile tools. If you can provide more info about your settings and compile tools it would help with finding the issue.
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Posted 8 years ago2016-04-09 08:37:14 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329742
You're right, what an odd bug. The VM tool is rewritten in the next release, so it shouldn't be an issue, but I'll double check to make sure it's fixed.
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Posted 8 years ago2016-04-07 03:33:58 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329711
I suspect it may take longer than that >_>
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Posted 8 years ago2016-04-07 03:07:14 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329708
Looks like you've got a badly formatted FGD file. I made some fixes to it, this one will work: http://pastebin.com/raw/3jvcW5dz

The problems were:
Line 1295, an empty class with no brackets, I added [ and ]
Line 1348, the close quote was missing, I added " to fix it

The first problem could potentially be a feature of FGD that Sledge doesn't support, so I'll fix it so it works. But the second issue is definitely a problem in the FGD itself, not Sledge.
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Posted 8 years ago2016-04-07 00:11:05 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329706
Can you post the FGD on dropbox/pastebin? I'm not getting that error on the SOHL 1.8 FGD.
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Posted 8 years ago2016-04-06 23:29:09 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329704
Thanks for uploading those files, SSB. I actually couldn't get it looking nicely on any editor I used, see examples:

Sledge: https://i.imgur.com/Npg2id1.png
Jackhammer: https://i.imgur.com/jeOiPAs.png
Hammer (normal): https://i.imgur.com/HHP2m6u.png
Hammer (floating point hack): https://i.imgur.com/WKxUrp8.png

As you can see the normal Hammer is closest (because everything is rounded to the closest grid point) but there are still a few gaps in the geometry. What's your process to get it looking correct?

With all the off-grid geometry it's not hard to see why each editor behaves differently. The MAP format has trouble with off-grid points at the best of times.
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Posted 8 years ago2016-04-06 02:53:01 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329686
That's fine, but without a sample map to reproduce the issue, I wont be able to fix it... can you make a sample map that I can use to compare VHE to Sledge?

Does anyone else know about this issue? I'd like to be able to reproduce it if possible.
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Posted 8 years ago2016-04-05 22:12:45 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329682
Thanks for the screenshots, can you upload an RMF so I can test it for myself?
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Posted 8 years ago2016-04-03 08:19:59 UTC
in Invalid solid structure Post #329644
I'm not quite sure what this particular floating point issue is, but it doesn't align anything to the grid automatically. But it should behave the same as VHE when it comes to saving/loading maps. Internally Sledge uses fixed-point decimals which avoids a lot of issues with floating point rounding.
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Posted 8 years ago2016-04-03 08:16:11 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329643
It should! If you find any cases of Sledge producing different results to VHE (plus HLFix or a floating point hack), let me know and I'll try and fix it!
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Posted 8 years ago2016-03-26 07:10:00 UTC
in Info_player_start identified as a leak Post #329557
It should be compatible though. Do you mind sending me an example map with the bug so I can see what's wrong with Sledge?
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Posted 8 years ago2016-03-23 02:51:37 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329522
I don't know a lot about the OBJ format, so I'm not sure. It's probably possible, but I've never worked with OBJ textures before.
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Posted 8 years ago2016-03-17 08:27:19 UTC
in Half-Life: The Core Post #329406
Urby does look more hobo-ey than usual in that video.
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