Forum posts

Posted 9 years ago2014-04-29 07:47:49 UTC
in Xash3D Engine Update! Post #318998
gs already has a big enough map size and the upped entity limit is now 2k or 4k + you get the luxury of using MP which these engines don't support.
rufee rufeeSledge fanboy
Posted 9 years ago2014-04-28 18:15:17 UTC
in Xash3D Engine Update! Post #318981
Good looking aside i still stand by what i said, he would better make his own engine with hl emulation or something rather than basing it on a lets face it obsolete engine.
rufee rufeeSledge fanboy
Posted 9 years ago2014-04-28 18:12:23 UTC
in What's outside your window Post #318980
It does look beautiful, i guess living outside the city has its up's.
I might take a picture tomorrow.
rufee rufeeSledge fanboy
Posted 9 years ago2014-04-28 09:09:07 UTC
in Rooms: Source - Rooms II Post #318964
So id thought id start my entry today, but as i expected i have no idea on how to get hammer going for ep2, any help ? Ive also checked out the topic in the src forum.

EDIT: nevermind found it :)

Also is the single volume rule in effect or can i make a bunch of corridors in my 2048^3 cube ? (Changed my mind once i started :D )
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-22 06:26:59 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318862
Its been there for some time. Someone at least took the time to copy everything.
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-18 14:49:53 UTC
in Rooms: Source - Rooms II Post #318775
I think a restriction of size would be great, or if not size then the room should be single volume to avoid people making entire maps.

As for the theme id vote for anything goes. This will result in fun entries and a dynamic feel, say you step out of the space station into a wooden cabin or something.

Common door or better a common corridor with user made doors at a fixed size.
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-18 11:16:03 UTC
in Rooms: Source - Rooms II Post #318765
oh i thought all the rooms are on one map, since its not the case im fine to make it as i want just keep the area on linkage free ?
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-18 10:36:12 UTC
in Rooms: Source - Rooms II Post #318763
I mean if i made a space station i would like to create an illusion that you are in space, but to be able to travel between rooms i would have to put areaportals or 3d skybox (not sure how well that works)around my room and have the space (3dskybox) area somewhere in the other end of the map to not disturb the continuity of the connected rooms.
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-18 09:25:49 UTC
in Rooms: Source - Rooms II Post #318761
Can areaportals be used to make out of reach effects ?
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-17 08:38:18 UTC
in Free To Play Post #318724
Its better to leave it alone, because once you start its hard to give up on it. Dota has finally become boring to me, finally.
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-17 08:34:05 UTC
in Rooms: Source - Rooms II Post #318723
Id like to enter, though would be hard to sit down and actually make the damn room :D
How do we decide who's the winner, or is this a compo if Archie is throwing money already ?
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-15 17:25:53 UTC
in And now, for a little humor. If you dont Post #318699
fatal error: maximum scrolling time exceeded
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-14 09:19:10 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318678
Im tempted to get the source code and make it
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-13 17:27:02 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318673
raytracing is very expensive on hardware and not suited for realtime applications. Radiosity lighting like rad does is less hardware intensive however it would still take time to render.

Imagine you have a big level and you add a wall somewhere now everything has to be rerendered and you are stuck waiting until it finishes. There is a reason we compile :)
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-13 08:36:28 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318668
Yeah i was basing this on what the 3D editors have, could be a nice addition to complex entity setups imo.
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-12 16:46:54 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318664
SmartEdit = EasyEdit

Rim's disorientation gave me an idea:
http://i.imgur.com/nAEz2TU.png

Why not generate such a scheme that would make looking for your entities easier, graphically linking them so that you know exactly what you target.
Clicking on one of these could bring up entity properties with the ability to edit them also showing what the entity is targeting and what its being targeted by. In case of a multimanager it would list its outputs in an easy to edit way.
Also a button to show this entity in the map.

Can still photoshop :D
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-12 09:53:13 UTC
in Vluzacn's Half-Life Tools v34 Post #318660
Older compile tools dont like spaces dots anything but alphabetical chars in the path. Could also be a windows problem, have you tried just to drag drop a .map on hlcsg ?
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-11 06:28:06 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318652
For some entities it can be, like func_door's delay before close could be set by another entities out option, but that is just hardcoding.

A nice feature would be to check if the entity you are targeting exists, or have a dropdown list of all entities that have their name set. Like in H4.
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-10 16:38:19 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318650
Its not really made for that, the only entity that would work with that is the multimanager and multisource, it would be awesome but whats the point of having 1 output and 1 input ?
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-10 06:47:49 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318646
Quake1/2 mapping is essentially the same, .map is similar to HL's implementation with a few differences. A quick search yielded some results:
Q1 - http://www.gamers.org/dEngine/quake/QDP/qmapspec.html
Q2 - http://www.gamers.org/dEngine/quake2/Q2DP/Q2DP_Map/Q2DP_Map.shtml

Im going to outline only Q2 now

There are quite a lot of tools for Q2 available though many are scattered around and hard to find http://home.insightbb.com/~gryndehl/q2compile/quake2.html one of them with sources, i remember using tim's tools but not quite sure about the real name.

Entities are defined in .fgd's also hard to come by :(

Im not a big Q1 guy so i don't know the specifics of it. As far as textures go over the years i've never seen Q2 use .wad anywhere, textures are defined as .wal and dumped into folders (similar to source materials) either in .pak or in the folder named "textures" in the mod's dir.

.pak format is quite simple as outlined here: http://quakewiki.org/wiki/.pak

Folder structure is similar to hl's with baseq2 folder being what the valve folder is to hl. Every mod has its own folder with a gamex86.dll inside which is the mod's code, any .pak files are loaded from the mod's dir and added to the ones loaded already so overlapping can happen, files in folders have precedence i think.

Model's are in .md2 format with separate textures in .pcx ?
There is an outline of the format somewhere so parsers won't be hard to code. No bone structure in the format so everything is pretty simple.

Textures if i recall right have some sort of flags or maybe faces do, for example making a ladder you need to set a face to be "sticky", there is no ladder entity like in hl.

A lot of info about formats can be gathered from other editors such as QuArK, or the "*radiant" variants.
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-09 13:34:53 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318632
2. I'd like to add Quake map support. That would require adding Quake model loaders (Quake mdl, MD2 and MD3) and Quake pak support. Can you outline the steps required to implement this? Or is it too early to mess with right now?
I love you already, can't provide too much info on the steps as far as Q2 goes texture loading will have to be changed since quake uses .wal files instead of packaging textures into .wad's (Even though there is the pointless q2 .wad format for some reason), love to help with quake support. And yes a new thread is in order.
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-08 06:23:20 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318611
Add a warning: "Using Carve and Hollow tools voids your warranty"
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-02 15:28:06 UTC
in Post Your Desktops Post #318567
Ive ran source fine on 500mhz.
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-01 20:06:19 UTC
in Post Your Desktops Post #318553
There is no reason to stick with xp anymore unless you are a hardcore quake 2 player, or you run a single core.
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-31 17:12:16 UTC
in Now Gaming: ... Post #318534
It runs on a dualcore ?
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-30 16:33:53 UTC
in Compiling large complex map Post #318509
It will run as long as it needs to, hammers output windows waits for the compilers to output something and even if hammer crashes the processes are still running although once one finishes another wont be started automatically. Worst case you can always type out the parameters in cmd and run it that way :)
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-30 13:19:24 UTC
in Facebook to buy Oculus Post #318503
Well now that the rage died down, I actually think this is the best thing that could have happened apart from them staying independant, immagine if someone like microsoft gotten hold of them then we would probably never see vr for 5 more years. They were dedicated to the cause to bring vr as fast as possible and not skipping on th e quality too facebook if they say they are going to leave oculus on their own for now makes this a very good deal for everyone, we get good vr headsets without fb branding and they can continue to improve the experience. The best fuse inside oculus right now is Carmack, when something goes wrong you can expect he wont be happy with that and bells will start ringing, so as long as the father of all 3D is ok with this acquisition so am i.
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-28 20:06:01 UTC
in Facebook to buy Oculus Post #318482
This already exists - LoL.
Well we are going to sell you a rift, but stereo vision is optional.
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-28 06:23:49 UTC
in Facebook to buy Oculus Post #318475
@Rim: but they switched, does Nintendo still make toys ?
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-27 20:37:02 UTC
in Facebook to buy Oculus Post #318465
I rather it had sold to anyone but fb and google.
I really hate when companies branch out to fields where they should not belong according to on how they started, that is google is only and will always be just a search engine and fb will always just be a social network, not a bloody robotics firm or virtual reality manufacturer.
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-26 10:17:53 UTC
in Facebook to buy Oculus Post #318415
Why couldn't Zenimax or Id bought them ?

Im surprised John didn't oppose this, he is the one that would see where this would derail after the fb deal.
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-26 08:04:36 UTC
in Facebook to buy Oculus Post #318411
Valve should have just bought them, that's their thing.

I really hope i get to try it before everything goes to sh*t
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-26 07:27:45 UTC
in Facebook to buy Oculus Post #318409
No no no no no no no no no no, why the f*ck does facebook need VR ?
Great i was planing to dump some cash on the consumer model now tis going to have fb stamps all over it.
Or should i get DK2 ?
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-24 19:40:32 UTC
in The Core Post #318384
Don't you think that a mod this caliber should have custom self made skies ?
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-22 16:12:02 UTC
in GoldSource chapter names Post #318359
info_player_text in the first map of the chapter where the player spawns ?
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-21 22:17:16 UTC
in Free To Play Post #318348
Only thing that scares me is how mad I get after losing on some matches
My monitor would have been smashed a hundred times by now if i had the money to buy a new one, the rage i get when i lose is horrible.
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-21 12:31:31 UTC
in Hi, Post #318341
TWHL 4 anytime ?
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-21 10:46:40 UTC
in Free To Play Post #318338
It felt to me like a bragging video. Valve just wanted to raise Dota 2's popularity by throwing 1.7 mil at the problem.
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-19 22:07:10 UTC
in Free To Play Post #318317
Had it preloaded for a few days now, will watch it tmrw or when im less drunk :D
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-17 19:53:05 UTC
in Atom's TWHL Minecraft Server Post #318305
Nothing in pc's is endless, and that doesn't help :D
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-17 18:05:16 UTC
in Atom's TWHL Minecraft Server Post #318303
You mean 30k km giving 1 block is 1 cubic meter ?
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-17 15:27:53 UTC
in Atom's TWHL Minecraft Server Post #318301
How big are minecraft maps anyway ?
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-01 10:06:51 UTC
in My Book - Source SDK Development Essenti Post #318157
I get payed next week, lets get one of these in my hands.
rufee rufeeSledge fanboy
Posted 10 years ago2014-02-28 22:42:20 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318151
Great job PB, keep it up. Not to sound like an idiot, but i don't see 3D manipulation tools really useful they are a nice addition no doubt, but i just don't see it, either that or im old.
rufee rufeeSledge fanboy
Posted 10 years ago2014-02-24 18:01:25 UTC
in goldsrc: rendering entities Post #318105
Why do you people still bother with this, just make your own engine for * sake. The time it took you to make this you would have made a cs replica that works with existing hlds implementations.
rufee rufeeSledge fanboy
Posted 10 years ago2014-02-22 12:58:07 UTC
in Adding new entities to FGD? Post #318059
Those are fixable and pretty simple, all you need to do is add the correct namespace in front of every method, there are only a few more different issues.
Read the error it will tell you what to do.
rufee rufeeSledge fanboy
Posted 10 years ago2014-02-22 12:54:51 UTC
in The browser war Post #318058
I don't know what the fuss is about, i wish someone made a browser that just had tabs the home button the address field and the back button. There is nothing more you really need.
I was really a fan of IE before it went to shit long ago, firefox is really the only option for me even thought it sucks out a gig of ram everytime its on, i hate google and i don't like Opera just because its called Opera.
Where is my bloody IE styled download manager ! !! ! !
rufee rufeeSledge fanboy
Posted 10 years ago2014-02-17 12:20:10 UTC
in Adding new entities to FGD? Post #317990
Headers (.h, .hpp) and sources (.c, .cpp) are split up into virtual folders that the IDE creates, look in the solution explorer its not hard to find.
I don't think Code::Blocks will compile HL SDK because it uses the MinGW compiler instead of the Visual Studio one, you can link to an external compiler in CB if you want to.
There are free Visual Studio versions labelled "express" which should work fine with the HL SDK code, i wouldn't go over the 2008 (vs9 ?) version since i don't think it will compile on later ones, 2012 will not work.
rufee rufeeSledge fanboy
Posted 10 years ago2014-02-16 18:39:26 UTC
in Goldsource group Post #317981
Does Valve really still try to revive VAC ?
Its been broken since forever ago as ive been playing against hackers more than a few times in GO.
What do they really hope to achieve by getting everyone's hashed DNS cache ?
rufee rufeeSledge fanboy
Posted 10 years ago2014-02-16 12:20:53 UTC
in Sledge (Hammer Alternative) Alpha Build Post #317977
PB please check copy BSP to final directory by default, took me a while to figure out whats wrong and the newbies won't find it easy.
rufee rufeeSledge fanboy