Forum posts

Posted 9 years ago2014-10-02 13:03:09 UTC
in Advanced HL model viewer Post #321913
BTW, what language is it written in?
Posted 9 years ago2014-09-29 08:24:41 UTC
in Advanced HL model viewer Post #321889
TJB, same here under 2008 R2 exactly!

Well, sounds too nice to be true :) Anyway, looking forward to seeing it.
Posted 10 years ago2014-03-23 09:56:46 UTC
in Sledge (Hammer Alternative) Alpha Build Post #318373
They do.
Posted 10 years ago2014-02-25 17:45:23 UTC
in Goldsource group Post #318121
Oh, dear God, no... /(0_0)
Posted 10 years ago2014-02-25 17:42:07 UTC
in goldsrc: rendering entities Post #318120
Y U No add this renderer to Xash3D? (o_o)
Posted 10 years ago2014-02-16 18:14:13 UTC
in Goldsource group Post #317980
Posted 10 years ago2014-02-13 14:01:17 UTC
in Goldsource group Post #317934
We'll see about that. I'm still happy with my box HL.
I thought they've only updated source code a little (september 2013), was there something else? o_O
Posted 10 years ago2014-02-12 10:14:20 UTC
in Goldsource group Post #317913
I've been developing for GS for almost 15 years, and I think I quit.
Valve forcibly makes users install steam client, have a constant internet connection, work with closed-source engine and tools. Nah, thanks. Enough slavery for me.
Posted 10 years ago2014-02-09 14:40:11 UTC
in Goldsource group Post #317840
Many modders hate Steam too :D
Posted 10 years ago2014-02-09 14:38:57 UTC
in [mod] X-Half-Life: ultimate multiplayer Post #317839
Thanks, Rimrook!
I hope you like the new version of DOM_SunDen :) I've done a 4096*4096 ground texture for it, and it still doesn't feel ideal to me. But detail textures make it look waaay better.
sigh
Too bad Jackhammer wasn't released while I was mapping. Now I don't have time for mapping anymore :(
Posted 10 years ago2014-02-07 10:25:30 UTC
in [mod] X-Half-Life: ultimate multiplayer Post #317807
Umm... kay. "Completed maps", right?
Posted 10 years ago2014-02-06 20:16:28 UTC
in [mod] X-Half-Life: ultimate multiplayer Post #317792
Hope my mod will meet your expectations :)

(well, I can't post a mod since Map Vault is for maps, and I also can't rip maps out of XDM because they'll be unplayable...)
Posted 10 years ago2014-02-06 19:06:31 UTC
in [mod] X-Half-Life: ultimate multiplayer Post #317786
User posted image
XHL/XDM is an UT-style Half-Life modification.

I've personally worked on this mod for 15 years. I never cared about its popularity so I guess not many people know it. Right now I think it reached that level of quality I can show to other people. (^_^)
User posted image

XDM features many hi-quality maps, some of which were created by TWHL members as well (thanks, Rimrook!); different game rules, many weapons, gui (even winamp-like mp3 player :) ), botmatch, vast modding capabilities, VS6/2010 code, and lots, lots of other features.

I don't want to spam too much, detailed info is here:
Official site: http://x.netheaven.ru/modules.php?op=modload&name=News&file=article&sid=521&mode=nested&order=1&thold=-1
ModDB (download here): http://www.moddb.com/mods/xdm/news/x-half-lifexdm-3037-all-multiplayer-games-come-together

Too bad there are no mod competitions running here right now :nuts:

Comments are welcome! :crowbar:
Posted 10 years ago2013-12-15 21:15:50 UTC
in Help with optimization Post #317129
Well, I did many open maps and had lots of problems with them too.
There aren't many things to do to prevent overloads, IMHO.
-The first and obvious is sv_zmax. Nuff said.
-The second one (which saved me recently) MAY come very handy - the "maxdistance" parameter of hlvis (or hlbsp.. or whatever :) ). It GREATLY helps reducing amount of visible nodes (often behind walls, or barely visible). While the compiler normally refused to cut out some distant rooms (even around bends), this option, in certain places, saved me almost 10 to 30 FPS!! I see you actually have some divided spaces on your map, so it may help.
Cutting out distant/invisible entities (including players) is far more desirable than struggling over map's polycount. Especially in multiplayer games. Good luck!
Posted 10 years ago2013-10-27 12:58:16 UTC
in Competition 33 Post #316505
zeeba-G, you did an awesome job!
I can include your map into my next release of http://www.moddb.com/mods/xdm if you wish.

PS: why 44100Hz sounds??
Posted 10 years ago2013-10-23 18:38:51 UTC
in Competition 33 Post #316442
Very cool! Reminds me of unfinished Oblivion mod. Oh my, if only it could be possible in HL1...
Posted 10 years ago2013-10-22 13:24:44 UTC
in Competition 33 Post #316420
Malle: sorry, I thought the opposite (^_^)
Captain Terror: gotta dig that movie, never seen it. I just had some rough house prefabs made by my friend, I decided to pick and repaint them, and the sky island concept just came out of nowhere. )

This topic is awesome! Can't wait to see results! I just love floating islands. =)
Posted 10 years ago2013-10-22 10:53:29 UTC
in Competition 33 Post #316415