Forum posts

Posted 9 years ago2015-07-07 01:22:11 UTC
in gordon freeman slav holiday Post #326221
Doom style gameplay
never before seen
I can't believe this is my biggest problem with this.
Posted 9 years ago2015-06-11 16:26:10 UTC
in Acceptable modern r_speeds? Post #325890
Cheers, Tetsu0, this is way more comprehensive than I was expecting! I didn't even know until your second point that clip nodes added to the processing cost simply by existing. Of course, it's good practice to func_illusionary small stuff just to stop the player getting snagged on it, but for inaccessible geometry I was still using func_wall.

In truth, nothing I'm doing is going to be 'insanely detailed' (actually I'll just be happy if it's not ugly) and probably wouldn't be in this mess at all if I wasn't shamefully sloppy earlier on, but I'm grateful for the help all the same.
Posted 9 years ago2015-06-11 08:31:04 UTC
in Acceptable modern r_speeds? Post #325884
Hullo again chaps.

I've started work on a Half-Life mod (because what else is there to do in 2015?) and I'm worried somewhat about optimisation. Of course, I've tried to carry over techniques from Source where applicable (func_wall'ing geometry to try and make nice neat visleafs, using hints, applying NULL to textures you can't see) but I'm still inexperienced and unfamiliar with the engine limits, which is why I'm worried about my r_speeds.

The best resource I can find on r_speeds is Andy's tutorial (http://twhl.info/tutorial.php?id=38), but while it goes into excellent depth on the subject, there's no escaping the fact that it's more than twelve years old and any references to performance measures are probably woefully outdated. My wpoly counts currently hover around 2000, peaking at around 3500 in specific locations, and while this ought to be disastrous, it hasn't put a dent in my constant 100+ framerate. Should I be concerned anyway for accessibility's sake?

(Note that this part of the mod has few to no model entities, and hence epoly is regularly 0)
Posted 10 years ago2014-07-31 10:01:15 UTC
in Top 5s Post #320904
Bottom five games, eh? I'm not sure I have room for everything here...

5. Alien Rage Unlimited

A clunky, slow, badly-designed, breathtakingly tedious modern shooter that - thanks to forced head-bob and hideously overblown visuals - is genuinely nauseating to play. It's like if a clueless big-budget studio tried to remake Quake 2 in 2013, and somehow made it MORE generic.

4. Rust

I'm not sure what the setting for Rust is supposed to be. I think it's supposed to be some kind of post-nuclear-apocalyptic landscape, which makes sense, because if I was a world leader presiding over this game's player-base then I would have already nuked the lot of them. A dull survival sandbox livened up only by its creative range of ways in which another person can completely fucking ruin your day.

3. Guncraft

"Hey, let's make a ton of money," says one cynical coked-up game developer to the other.
"How do we do that?"
"I dunno. What are the kids into nowadays? Call of Duty? Minecraft?"
"Screw it, let's mash them together and call it Guncraft."

And then they did.

2. Dark

You know how whenever B-grade action games have stealth sections they're always really awful? You know, instant detection from the other side of the room, awkward controls, uninspired linear level design? Well, take all that, make a full-length game out of it, infuse it with the sparkly tween vampire fandom, then hit it over the head with a welding mallet a few times. That's Dark.

1. Day One: Garry's Incident.

You might have heard about this game when the developers attempted to quash criticism of it by issuing a false copyright takedown request against TotalBiscuit's video on it. Astoundingly, that transgression pales in comparison to the sin of actually making the game in the first place. Appalling in every aspect of its construction and buggy beyond belief.
Posted 10 years ago2014-06-17 01:38:46 UTC
in Rooms: Source - Rooms II Post #319833
I'm not sure about GMod. AFAIK it doesn't add many (if any) map entities, and the exact version of Source that it runs on is kind of a mystery to me. Besides, I feel like Episode 2 fits the goal of 'walk through a sequence of rooms without weapons/tools' a lot better anyway.

Sees Tetsu0's picture, immediately trashes current map idea and starts over
Posted 10 years ago2014-06-12 15:29:08 UTC
in Post your screenshots! WIP thread Post #319762
Am I the only one getting a UT99 vibe? I can just imagine mirroring the section of the map in the bottom screenshot and getting a really good CTF map out of it.
Posted 10 years ago2014-06-10 02:29:57 UTC
in Post your screenshots! WIP thread Post #319721
Maybe a limited edit mode where you could only edit certain aspects of the post (placement of tags, line returns) could work. Probably more trouble to implement than it's worth though, and fairly easy to abuse in its own right.
Posted 10 years ago2014-06-08 11:22:33 UTC
in Post your screenshots! WIP thread Post #319676
Well, that didn't work.
Posted 10 years ago2014-06-08 11:21:42 UTC
in Post your screenshots! WIP thread Post #319675
Are screenshots of CS:GO maps fine?

I'm working on a de_ map with a (mostly) standard 4-square structure. It's a decrepit missile launch facility that's supposed to look kind of dark/dingy without impacting gameplay. I'm probably going to tweak the lighting forever before concluding that I've actually created an unplayable mess, but whatever. I'm also fostering a growing hatred of concrete textures.

User posted image

Feedback would be great. I have a few more screenshots if anybody's interested.
Posted 10 years ago2014-06-08 03:54:40 UTC
in Rooms: Source - Rooms II Post #319674
Cool. Looks like I need to start brainstorming if I'm going to measure up.
Posted 10 years ago2014-06-08 03:28:45 UTC
in Rooms: Source - Rooms II Post #319672
Would I be able to participate? I know I have a lot going against me (late to start, slow mapper at the best of times, already have a fairly hefty mapping project on my plate) but I really enjoyed the original Rooms and would love to contribute to a new one.

Also, I have a few Steam keys lying around (Frozen Synapse, X-COM: Enemy Unknown) for use in the prize pool, if nothing else.
Posted 10 years ago2014-05-20 12:44:53 UTC
in VVIS crashes after loading broken (?) po Post #319469
BTW forgot to ask, did you try Alt+P Check for Errors?(sometimes this tracks down the problem brush, sometimes not)
Hooo yes, I end up consulting that window a lot. Didn't turn anything up at the time though.
Posted 10 years ago2014-05-19 07:05:56 UTC
in VVIS crashes after loading broken (?) po Post #319463
So I tried the 'solid brush' method and eventually worked out the suspect bit of geometry via trial and error. I'm still not sure what was wrong with it, but I've rebuilt it from scratch and now it works fine. Let's just put it down to me not being particularly safe with the Vertex Tool.

Sorry for bothering you with this.

(Also yeah, that was the entire log. Object list doesn't get printed until VRAD)
Posted 10 years ago2014-05-18 08:31:40 UTC
in VVIS crashes after loading broken (?) po Post #319457
...rtal file. Broken portal file. Thanks, title character limit.

So I've been working on a CS:GO map for the last month or two and it's been coming along nicely, but today (following the addition of a new room) I've discovered that it no longer successfully compiles. There's nothing particularly remarkable about the room itself (and indeed, the compiler crashes regardless of whether it is cordoned off or not) but it seems to have nevertheless upset something.

What essentially happens: VBSP runs without generating any complaints (aside from some texture issues I can't be bothered fixing). VVIS successfully opens the portal file and starts loading the portals, but crashes on the line 'LoadPortals: reading portal XXX' (XXX is 966 when compiling the whole map, but varies if I cordon). Since I'm well below the portal limit, none of my brush geometry is too exotic and I've been strictly func_detailing, I'm understandably confused.

Incidentally, I navigated to the line in the portal file which contains the offending portal, and it appears as follows:
4 419 -1 (-736 260.940918 -10648 ) (-736 424 -10648 ) (-592 424 -10648 ) (-592 260.940918 -10648 )
The third digit, -1, seems to be the reason for the failure, as all other lines in the file have positive integers ranging from 0 to several hundred in its place. I'd like to find the portal in order to work out what's so funky about its circumstances, but I can't seem to work out how to do that in the Hammer editor.

Anybody know what might be the problem? I've included a pastebin of the portal file and the relevant compiler log.

http://pastebin.com/6RnzdFGT
Posted 10 years ago2013-12-26 05:12:54 UTC
in Combining brush entities in GoldSrc Post #317280
Nice, thanks.
Posted 10 years ago2013-12-26 04:27:20 UTC
in Combining brush entities in GoldSrc Post #317278
Hey guys. Still a bit new to mapping and I have a question regarding entities in the GoldSrc engine. Can't find this anywhere but it does seem incredibly basic, so I apologise if it's been asked before.

Essentially, I want to tie two entities to the same set of brushes (in this case, I want to make a rotating translucent brush by combining a func_illusionary and a func_rotating) but Hammer doesn't seem to allow this since any attempts to tie a brush to an entity multiple times will simply overwrite the original entity.

I'm not sure if this is a limitation of the engine or if I'm just going about this the wrong way. If it is a limitation, could anybody suggest a workaround?