Forum posts

Posted 6 years ago2017-07-26 13:25:57 UTC
in Post your screenshots! WIP thread Post #336410
@Windawz
My problem with AngelScript is that I have insufficient coding knowledge to achieve this stuff. But nothing prevents me from learning it, lol.
But hey, doing the func_conveyor trick isn't really that ugly!
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-26 09:00:10 UTC
in Post your screenshots! WIP thread Post #336395
I'll place a few non-solid func_conveyors with a scrolling rain texture, I'll put a few rain-splash sprites, and a rain sound. ;)

Who needs env_rain? >:P

By the way, I found out that Sven Co-op can have more entities per visible packet, so adding this much stuff won't really make entities disappear like it would do in standard GoldSRC.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-26 08:48:36 UTC
in Post your screenshots! WIP thread Post #336393
Yes, good job, just make sure you don't alter the brightness of the original texture too much. It can mean a huge difference in ambience etc. especially in night maps like Kobbl.

I've discovered that just by tweaking the contrast and brightness, you can get different levels of influence on the main texture. (which is pretty obvious, I knew it already)

If the contrast is high, the bright spots will be even more bright, and dark spots will be very dark, and that's why the detail texture will be very noticeable, so you should be a bit careful with what you choose. On the other hand, lowering the contrast will blend your detail texture more and it will stand out less.

The same thing about brightness goes for making the texture too dark. I have this texture MZ_KOBBL_1, and it's some sort of a pavement.
When I put a black'n'white detail texture on top of the 64x64 main texture, it was pretty dark. But in such a good way that I thought it was wet! :D
Basically, I made a mistake and ruined the map's feel a little bit. Except this wasn't a bad mistake in this case, as it made the texture look wet, which is an excellent reason for me to add rain. Lol.
This stuff is cool. I luv it! <3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-25 23:55:31 UTC
in Post your screenshots! WIP thread Post #336382
One DeTx for all? XD
Not really a bad idea, as I'm using the same detail texture for 3 grass textures in Kobbl. But man, you really should try experimenting a bit with them. It can get really interesting sometimes, you know.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-25 22:25:10 UTC
in Post your screenshots! WIP thread Post #336378
Yes, no detail textures have been made for the rock (I make them myself :P).
I've never known that detail textures can be so fun. :D
I can make a texture look dirty, or burnt out, or make it have scratches, and many more stuff. But I mostly use them in the map to cover the 64x64 diffuse textures, which really helps me out with AllocBlock.

Now I reduced the usage from 61/64 to 55/64, which is pretty nice and leaves me more room for things. Since I'm using it in Sven Co-op, though, crossing the old AllocBlock limit shouldn't result in an error, right?

Lastly, people who disable the detail textures on their end will experience a significantly different aesthetic, quality, look and feel in my map as of now.

@SourceSkyBoxer
I can't see your image in your post. It appears to be blocked for me. :o
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-25 20:40:03 UTC
in Post your screenshots! WIP thread Post #336371
Before:
User posted image
After:
User posted image
(the rock texture doesn't have a detail texture, by the way :P)

Cause:
User posted image
Consequence:
User posted image
What do you think? ;)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-25 11:58:45 UTC
in Post your screenshots! WIP thread Post #336346
A decrease of 1000 faces would mean so much to me, mostly for my laptop. XD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-25 11:51:54 UTC
in Now Gaming: ... Post #336345
@Windawz
Crysis is an exception. A very good one. ;)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-24 21:34:37 UTC
in Post your screenshots! WIP thread Post #336334
@Shepard62700FR
But there's someone who's jealous of your programming/coding skills. ;)
Lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-24 21:28:25 UTC
in Now Gaming: ... Post #336331
@The Mad Carrot
I'm so sorry, I just can't help myself. XD
I don't hate my laptop, I don't like it either, I'm just happy that I didn't get anything worse, like an Intel GMA 950 + T2300 laptop with 1GB of RAM.

In fact, I'm going to play Crysis on it again. I'll somehow manage to install it, lol, and take a few screenshots for this thread, and show how much I don't really hate my laptop. :3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-24 19:22:42 UTC
in Quick Static MDL In kHED Post #336308
Well, to be honest, I don't really use the snap-to-grid feature because it broke for me. I don't know why it broke, maybe it was because I just hit any random key hoping that something would happen.

Snap-to-grid is pretty useful, though, when it comes to modelling stuff like buildings etc.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-24 19:19:21 UTC
in Quick Static MDL In kHED Post #336306
@Windawz
Of course it does! Just press S on your keyboard to toggle it. ;)
You can also customise the heck out of the grid, too. You can make it measure in Half-Life units, too. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-23 22:57:23 UTC
in Post your screenshots! WIP thread Post #336285
@Windawz
Your clipnode count will get wrecked if you use too many func_details, even if you use the Bevel texture.
Be careful. :3

(unless those are passable "zhlt_noclip 1" func_details!)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-23 13:08:14 UTC
in MDL color remap(Player/Sven NPC&MDL) Post #336251
If I ever make a player model skin, I'll make sure to check this out. I think I can do something pretty funny with it, lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-23 11:58:05 UTC
in Now Gaming: ... Post #336250
Aw, now I want to launch Min-
Oh snap, I forgot that my laptop will explode if I do. :(
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-23 11:52:22 UTC
in Lights lulz!!! Post #336249
Or, go to the Map Properties, and increase the Minimum Light Level! >:D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-22 22:49:02 UTC
in Lights lulz!!! Post #336245
@WorstMapper
Sorry for your laptop, then. :(
I'm not responsible for your laptop, by the way. Ah, it probably burned because it overheated because of fullbright mode. ;)

2)
I meant:
1. Place an info_texlights entity
2. In its properties, disable SmartEdit
3. Press Add and type the name of the floor texture you're using
4. And then give it a value of 255 255 128 400

So, your floors will emit light and the map will be fully lit, if all floor textures in the map emit light. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-22 21:16:59 UTC
in Lights lulz!!! Post #336243
If you want the entire map bright, then don't run HLRAD at all. Go to Expert Mode and disable hlrad.exe.

Also, another method would be using the floor textures as texlights, if you're willing to do it.

Also, you're probably using the wrong angles for light_environment. Place it somewhere in your map (only if you have sky brushes), and then go to the parameter Pitch and type -90.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-22 20:55:05 UTC
in Post your screenshots! WIP thread Post #336240
I'll see what I can do.
In the meantime, look at some of the screenshots here:
https://forums.svencoop.com/showthread.php/44725-Kobbl-(a-k-a-that-map-from-CS-1-6)?p=528017#post528017
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-22 18:06:17 UTC
in Post your screenshots! WIP thread Post #336235
@Windawz
You silly, little kid, that's exactly what he said!

"Paired with good mapping and a clever entity setup, it's very possible."
Games are illusions anyway, so is every single stealth in every single game.

I'm capable of doing both, so this shouldn't be that hard to implement.
I'll do a testmap just to develop the actual setup for it. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-22 15:23:56 UTC
in Post your screenshots! WIP thread Post #336233
Having played CS:CZ:DS, I know what it looks like. There are dedicated hiding areas where the NPCs won't see the player, and then some missions like Miami Heat have parts where you have to memorise the NPC's walking pattern.

Lol. Well, time to get those screenshots, or maybe a video...

In the meantime, I managed to optimise the map well enough so that hlvis.exe only takes 4 minutes and 4 seconds! :D
And when you realise it took more than 2.6 hours yesterday... wow. I was mind-blown.
User posted image
User posted image
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-22 07:55:34 UTC
in Post your screenshots! WIP thread Post #336225
I know it's still GoldSRC, but it's GoldSRC × 1.5!
The term 'Svengine', I found it somewhere. I'm not exactly sure where, but I guess I'm not the only one who calls it that way.

Also, Windawz, take a look at Sven Manor. You should look around there, and you'll surely find lots of stuff. Sven Co-op introduced a bunch of new things, and I can't wait to use them. (I actually can, but I'm just saying that I'm excited for them)

Anyway, I'm sure there's a way to add stealth. You'll see.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-22 07:03:21 UTC
in Post your screenshots! WIP thread Post #336222
Into a Svengine map. ( ͡° ͜ʖ ͡°)

Edit:
Also, have you ever seen this Half-Life mod called Operations 1942?
Well, they seemingly implemented stealth without coding, as far as I can tell.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-21 21:49:35 UTC
in Post your screenshots! WIP thread Post #336216
I've got some neat stuff about Kobbl coming up soon.
For now, since I don't have the screenshots, I'll just write some text:

The map will be configured to make players run a bit slower, and I'll try making the gravity a little bit stronger, too.

Basically, I can put sv_friction, sv_gravity, sv_accelerate, sv_airaccelerate etc. in the map .cfg file. This means that, if I tweak them in a specific way, the map will have the feeling of slight, additional inertia while you're moving in it.

Why is that? Well, the campaign version of the map will require that, because I just don't want players bunny hopping in the map, as that could just ruin the map since some parts will require stealth.

Ah well, what else to expect from a pack of typical Sven Co-op players? This is why I'd rather not like to see the map being abused on public servers.

Next, I'll not need to worry much about the materials. In this case, I'm referring to the sounds emitted depending on the texture. Sven Co-op allows a custom materials.txt. :D

I also found out a bug in the teleporting part of the healer. I'm yet to discover the issue and the solution.

And lastly, I am optimising the map on the VIS side of things:
User posted image
Wow. There are around 1100 portalleafs and 3000 numportals in the map. I'm looking forward to reducing that number a little bit. :3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-21 20:50:31 UTC
in (Help) .prt files in GoldSRC Post #336215
I've managed to open the portal file:
User posted image
HOLY HELL, no wonder VIS takes more than 2 hours to process the darn map!
Alright, now it will be easier to see what's wrong.

But I'm really confused about this part:
User posted image
I'll have to look further...
The windows, for example:
User posted image
In the editor, they're covered with a hint+skip brush, just like they should.

But I just don't understand why these smooth window things produce such nightmarish results, even though they're like this:
User posted image
Also, this thing is func_detail so it doesn't make VIS work longer:
User posted image
This stuff is plain unpredictable. :P

Oh... NOW I SEE.
THIS is also func_detail:
User posted image
Yay, looks like we can fix one part of the issue. :DDDDD
Kids, always remember to double-check for func_details so you can cover them too.

P.S. SC-VIS.exe managed to finish processing the map in 10101 seconds. Seriously.

And yet another reason why VIS takes so long:
User posted image
Yeah, gotta turn it to func_detail right now.

Anyway, big thanks to Solokiller for reminding me of Crafty.
It truly is a crafty tool, as the name suggests. ;)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-21 15:56:55 UTC
in (Help) .prt files in GoldSRC Post #336205
You know, I opened Compilator 3 which I had installed since early 2016.
I configured it for Sven Co-op, and OH MY GOD!

I've never been so happy for a compiling time!
LeafThread gets stuck at 16% (1080 out of 6641), 43% (2885) and it's still compiling.

Also, CSG and BSP took 1 minute and 30 seconds each, now they only take 30 seconds each. XD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-21 15:46:48 UTC
in TWHL Collaborations Post #336204
Testing if my phone does a double-post...

Edit: Nope.

@Shepard Did you really have to yell so loudly?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-21 08:46:08 UTC
in (Help) .prt files in GoldSRC Post #336190
I doubt that's the .prt file format I'm looking for. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-20 20:41:45 UTC
in (Help) .prt files in GoldSRC Post #336186
But once I build my dream PC... MUAHAHAHAHAHAHAAAAA

Okay, so is there apparently no way of opening .prt files for GoldSRC? :(
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-20 19:15:43 UTC
in (Help) .prt files in GoldSRC Post #336184
Umm... but hlvis.exe only takes about 20 to 40MB of RAM on my end. :P
Only hlrad.exe can be so memory-hungry.

Anyway, guess what. I decided to switch to Svengine.
I instantly didn't regret it. :biggrin:

User posted image


User posted image


A map like this totally deserves the shift to Svengine. :3

Lastly, is the latest VHLT x64-only, or not? :o
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-20 18:12:41 UTC
in (Help) .prt files in GoldSRC Post #336181
Isn't it obvious?

User posted image


I've shown it a lot of times, and I'm showing it again, my 2007 laptop. The one I use to make my maps with.
I've never had a 64-bit OS in my life, lol. Only 16-bit and 32-bit ones.

But wouldn't the biggest difference in using 64-bit compiling tools be the one about being able to allocate more memory? I don't think that using a 64-bit version of hlvis.exe (if it exists, it does in Sven Co-op, though) would that significantly improve my compile speeds. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-20 12:16:52 UTC
in (Help) .prt files in GoldSRC Post #336172
Yesterday, I let it run for 2 to 3 hours and it was stuck at 70% for 30 to 40 minutes. I should let it work more, shouldn't I? :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-20 11:49:23 UTC
in (Help) .prt files in GoldSRC Post #336170
hlvis.exe gets stuck at 70% on my monstrosity of a map, that is fun_kobbl.
That's why I decided to open the portal file to analyse why it's taking so long and how to improve the compile times.

In Crafty:

User posted image


J.A.C.K. doesn't say anything, and I'm not really willing to port the map into VHE and Sledge just to try out opening .prt files.
Dr. Orange mentioned that I can't open .prt files in the case of GoldSRC. :P

I've also opened the .prt file in Notepad++, and this showed up:
User posted image
I believe that these 2 numbers are the ones for numportals and stuff when hlvis.exe starts up.
Then there's a row of these numbers:

[From line 72]
50
1
1
1
1
1
1
1
20
38
17
1
1
1
31
11
[To line 89]
As well as more such numbers, and A LOT of 3D coordinates, which I expected to appear there.

The questions are:
Question #1: Is there a correct way to open these .prt files?
Question #2: What kind of signature is Crafty talking about?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-19 20:50:47 UTC
in New and Simple Post #336166
@Windawz
You'll be so, so sorry you don't do modelling in GoldSRC...
Do you have any idea about the feeling when you make your first hi-poly barrel in 3DS Max and export it to GoldSRC and use it in your map?

...

No? Fine. I'm as lazy as you, so don't worry. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-18 20:25:54 UTC
in Post your screenshots! WIP thread Post #336141
If only my laptop wasn't so slow and sluggish...
Ah well, the least I can do is clean it, then upgrade the RAM to 4GB.

Now, let's see if we have some stuff from fun_kobbl:
User posted image
Yeah, I have more, it's just not ready to be shown to you people. xd
This one, anyway, needs a few carpets and some neat decorations.

Edit:
Oh, right, I've done some terrain optimisations here:
User posted image
It's more low-poly. Doesn't affect the framerates that much, but still, it's enough to make a difference.
User posted image
Yes, I've added a teleporter for something. For the mapping gods' sake, this is the fun_ version after all.
User posted image
Furthermore, it's actually meant for this thing.
It basically charges your health back to 100 (if it manages to do it on time), and then you're given extra 500 health points, after which you're teleported on the roof. ;)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-16 19:29:17 UTC
in Post your screenshots! WIP thread Post #336095
User posted image
Edit:
Alright, this is the healer for fun_kobbl. :3
When you enter it, your health goes up, and then you get squashed by a func_door which gives you 500 health. I know this will cause lots of issues, but who cares? xd
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-15 13:00:59 UTC
in Now Gaming: ... Post #336074
Oh, I've seen that option for real-time lighting. I thought it only affects stuff like explosions etc.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-15 11:45:22 UTC
in Post your screenshots! WIP thread Post #336067
@abbadon
Yes, I can, but BSP mapping seems obsolete today, apparently. Since most people use UE4, you can't do mapping without modelling, can't you? xd
There's HammUEr, but meh.
I like CryEngine, though. :)

In fact, I'm going to show a few WiP screenshots of something I'm going to make for CryEngine. Not now, but in a few hours. xd

Oh, @everyone else
You know what? I realised that de_kobbl is some sort of a successor to one of my old WiPs I'll never finish.

Cool! :biggrin:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-15 11:38:33 UTC
in Now Gaming: ... Post #336066
But how? I typed r_dynamic 0 but it only disabled the lights from rockets, explosions etc.

Anyway, that's why I have DirectQ. It's basically DirectX for Quake 1 and it gives me an epic framerate most of the time. Epic by my standards, lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-15 11:35:28 UTC
in Now Gaming: ... Post #336064
I used DarkPlaces for Quake 1. It has OpenGL. And my GPU hates OpenGL, so I spent 10% of my total playtime at 3fps, because of dynamic lights.

I actually like Quake 2 more than Quake 1. Mostly because of its theme and art-style. Its engine, idTech 2, is also more improved than Quake 1's idTech 2.
Sorry, I simply like Quake 2 more. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-15 10:54:27 UTC
in Post your screenshots! WIP thread Post #336060
@abbadon
It's an Intel GMA 965... >:P

IT SUCKS AT EVERYTHING. The only thing it's good at is rendering the Windows GUI, but even that is laggy sometimes. I HATE IT, I HATE IT AND I HATE IT. I'm so envious of people with Intel HD Graphics. They feel like they're entitled to complain about Intel HD Graphics. No, they don't know jack s*** about it.
Of course, there's always someone with a worse GPU than mine, so I'm at least happy that it wasn't a GMA 950. xd

See, I have a laptop from year 2007. But still, this thing manages to impress me by not dying, lol. I'm thankful for that.

Anyway, with my anger out of the way...
User posted image
I was told by Glockster that the Bevel texture is useful for this. Basically, I hid the ramp so you can see what's going on.
When I'd go up the stairs, I'd have a little bump on the top part. When I put the Bevel texture there, going from the flat surface to the slope felt like a smooth transition. Mmm... :]

Also, for comparison:
User posted image
User posted image
Low-poly vs. high-poly version. :3
User posted image
User posted image
fun_kobbl will be more like a mix of high-poly and low-poly.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-15 09:58:55 UTC
in Post your screenshots! WIP thread Post #336056
My Core2Duo would keep 17fps, for sure. :P
Don't forget my 1-decade-old GPU.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-15 09:37:13 UTC
in Now Gaming: ... Post #336055
@abbadon
Well, I... uh... I played Quake 1 for the first time in 2016 and I was stuck on the second part of the first level. And this year I wrecked the hell out of that bi*** (I mean Shub-Niggurath, that's her name, right? xd).

Did you know I actually completed Quake 2 first, and then Quake 1? :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-15 07:44:07 UTC
in Post your screenshots! WIP thread Post #336050
My laptop would suffer. badum-tss
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-14 16:22:20 UTC
in Post your screenshots! WIP thread Post #336041
@Cd5ssmffan
I also like game soundtracks, Vietnam War songs, and Serbian war songs which Stojke hates, apparently, even though he's a Serb. I'm just so confused by that...

Oh, also, DooM 1 and 2 soundtrack in metal. :D

Edit:
Also, you think this is traditional Bosnian folk?
https://www.youtube.com/watch?v=dHQaC8iaA-0
Heck no. That's Yugoslav folk I listen to.
Hmm, I think I should post about this in the Now Playing thread. Isn't that a thread for music? :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-14 14:37:52 UTC
in Post your screenshots! WIP thread Post #336039
Before:
User posted image
After:
User posted image
HELL YEAH, halving the wpolys like it's 1999.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-14 13:32:31 UTC
in Post your screenshots! WIP thread Post #336037
@abbadon
If I converted the tables at the cafe into models, as well as most detail props in the map, and placed the cyclers, the console would probably give me an error:

"Too many entities visible in packet list"

Yeah, that's why I completely replaced my func_walls & illusionary entities with func_details.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-14 12:00:34 UTC
in Post your screenshots! WIP thread Post #336032
de_kobbl took a heavy beating from Glock18. So I'll have to update it again. XD
User posted image
So, I improved the bricks. Now they're not sticking out of the wall, but they're rather slapped onto it.
User posted image
Made the stairs repeat less... and that reminds me of these:
User posted image
So repetitive... :|
User posted image
I also made changes to the spades near the table. Now they look more like a V-shape thing rather than square-shaped.
User posted image
Lastly, I made the low-res textures for the GSU version. On my next map, I'll try out a new method. ^^

Basically, Glock told me that de_kobbl's biggest flaw is the fact that I have lots of wpolys. :P
I was able to reach over 7000 wpolys on the T spawn. Seriously. And I was able to reach 9000 wpolys in fun_kobbl!!! :o
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-14 11:50:35 UTC
in Now Gaming: ... Post #336031
User posted image
Quake with bots, because they're the only ones I can play with without getting killed every 5 seconds.

It was really fun, actually. One bot had a rocket launcher, and I did too. We met on the starting part of the map and shot each other with a few rockets. His rocket hit me, mine hit him. LOL. We died at the same time.

Also, 120fps. Man, I love DirectQ. <3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-14 07:48:23 UTC
in Post your screenshots! WIP thread Post #336022
Don't worry. Realistically, programming would be more useful than mapping, so there. I still haven't moved from QBasic. :(
And that's what I get for being lazy. Dangit, I'll be a failure in life.
Admer456 Admer456If it ain't broken, don't fox it!