Forum posts

Posted 14 years ago2010-02-08 01:35:21 UTC
in Brick Reflection Error Post #278768
Throw "mat_reloadallmaterials" in the console, then rebuild the cubemaps.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-02-06 02:14:33 UTC
in Post your screenshots! WIP thread Post #278738
People map without textures all the time. Dev textures accomplish the same thing, ultimately. It's an interesting look too, because it really does put all the emphasis on the architecture, which is nicely done by the way, DiscoStu.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-02-05 21:48:32 UTC
in Scripted sequences and trains Post #278731
Strange. :P

Didn't Valve include their intro levels in the SDK, or am I imagining that? Can't check at the moment, but if it's there, have a look how they did it. If it's not there, decompile it. Scripted sequences on moving objects isn't something I think I've tried before, or can't remember doing, at least.
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Posted 14 years ago2010-01-28 08:34:14 UTC
in Sourcey Rooms Post #278502
This is a continuation of that project The_(c)Striker, so if you want to use your old room, we will. I'm game when it comes to putting everything together.

So I suppose we should sort out the rules? How do the original rules measure up? We should forget the rule about the skybox and sky material however, use whatever you want and I'll link by level transition if I have to. It's no bother.
  • Make a room, and connecting corridors
  • No size, skybox or lighting limitations (just be reasonable)
  • Focus on combat, visuals, puzzles... your choice
  • Make sure it works! I don't want to be fixing totally broken maps =(
EDIT: - Custom materials/models/sounds/particles are fine
DOUBLE-EDIT: - Feel free to make as many entries as you want, they will be scattered about the final mod

Anything else you guys can think of?
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Posted 14 years ago2010-01-28 06:17:11 UTC
in Sourcey Rooms Post #278499
Don't let this project die!
User posted image
User posted image
Old-ish WIP's.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-26 02:06:06 UTC
in Custom soundscapes in source Post #278419
Shouldn't be any problems using a period in a soundscape title. Which soundscape entity are you using?

You can also try adding it to the soundscapes_manifest.txt rather than an individual map manifest, but it will obviously need to be set up in a mod format.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-26 01:57:19 UTC
in Prop lighting weird in map Post #278418
Maybe there's some kind of small compile error, mind posting the latest compile log?
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Posted 14 years ago2010-01-24 02:59:52 UTC
in Staff Infection (RC) Post #278348
Hah, I like it.

I'll see what I can do about the performance too, hint brushing that area and such.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-24 02:56:32 UTC
in Post your screenshots! WIP thread Post #278347
Well all the HL2 games by default don't even have a player model, so that's no biggy if you're mapping single-player. Could look odd in multi, though I wonder what kind of an impact it would have on performance in a busy server anyway.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-24 01:04:40 UTC
in Staff Infection (RC) Post #278342
Sweet, that's some great feedback hlife_hotdog.

Did it lag anywhere in particular, I can always try to spend more time optimising. A poster will probably come with the final release, I just can't think of a good tagline, heh.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-24 00:55:13 UTC
in Post your screenshots! WIP thread Post #278341
Looks cool, but there's a better way for doing that, now. ;>
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Posted 14 years ago2010-01-23 15:36:58 UTC
in Staff Infection (RC) Post #278330
Well I've finally finished my Left 4 Dead survival map, "Staff Infection". This version is a release candidate I'm putting out for mass testing, to see if there are any bugs I may have missed or balancing issues to address. I will one day, when I decide to get it, port the map to Left 4 Dead 2 as a survival and scavenge map, but don't hold your breath for that.

Fancy-pants final promo screens! Beware dial-uppers!
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
And finally, the download:

http://rapidshare.com/files/339947121/staff_infection_rc.rar.html

http://www.megaupload.com/?d=RTSBIG34

I should hopefully have a proper download link on someone's webspace tomorrow.

Give it a play and don't skimp on the feedback. ;)
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-23 12:50:08 UTC
in Prop lighting weird in map Post #278327
Nope, the flashlight (and any other dynamic light) will all work normally.

info_lighting can help you out in a lot of shitty not-doing-what-I-want lighting situations.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-23 11:23:01 UTC
in Prop lighting weird in map Post #278324
"noshadows" stops props from casting their simple model shadows. Good for when props cast an ugly black line on geometry, which happens quite a bit in Source.

I can't see anything wrong with those properties, so it's probably not the props at fault. Another tricky lighting glitch of Source, hmm.

Try using a info_lighting to force better lighting onto the props. Place one where a similiar prop is getting the right results, name it, then put that name into the "Lighting Origin" field in the properties of the dodgy props.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-23 02:45:36 UTC
in iPhone Saves Lives Post #278322
Well the good news is they're getting small enough to fit up there.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-23 00:25:41 UTC
in Hmm, has anyone ever tried to make a Sto Post #278319
I don't even remember how long I've been mapping, but I can say I've easily started and given up on over 100 projects. ;(
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-22 23:39:46 UTC
in Sourcey Rooms Post #278314
The CS4 suite comes with 32 bit and 64 bit launchers, sure yours doesn't have the same?
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-22 22:13:40 UTC
in Prop lighting weird in map Post #278308
Strange.

Do you mind getting a snapshot of the properties box for one of these props?
Strider StriderTuned to a dead channel.
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.
This post was made on a thread that has been deleted.
Posted 14 years ago2010-01-21 10:21:01 UTC
in iPhone Saves Lives Post #278227
Wow, I suddenly feel the need to buy Apple produ... DAMMIT TITO.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-21 06:15:10 UTC
in iPhone Saves Lives Post #278223
Its obvious this is just a pub stunt to up sales, cmmon people! And he wasn't in rubble it said he went into an elevator...
You might want to rethink this, zeeba-G. Little friendly advice.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-21 04:05:11 UTC
in Light Fade On Post #278212
Too many dynamic lights on the same surface will cause compile errors.

It really sucks that the Source engine can't do a simple light fade, at least not without some kind of trickery, coding, or that ugly low-frequency dynamic lighting.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-20 10:18:49 UTC
in Last movie you saw? Post #278178
Year One.

Just... no.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-20 08:21:42 UTC
in Sourcey Rooms Post #278174
Less cock talk and more WIP showing.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-18 23:02:19 UTC
in Sourcey Rooms Post #278125
Yeah, I can throw some maps together, set up a mod etc.

Just don't give me messy and broken maps!
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-18 22:37:15 UTC
in Last movie you saw? Post #278124
Heck yes, Leon is great. I never paid any attention to Jean Reno until I saw him in that.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-18 01:32:49 UTC
in Australia continues to censor Post #278076
Gah, of course Atkinson is behind this.

Oh well, it's only in South Australia, and nobody cares about that state!
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-17 00:19:03 UTC
in 2010 CES: My two favorite tech demos Post #278042
Man, what a waste of money, making a TV at some crazy definition that no TV or disc player is anywhere near supporting.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-16 11:27:43 UTC
in Sourcey Rooms Post #278023
If anybody uses different skybox materials, lighting etc. we can just link it via a changelevel, the same way as the GoldSource one.

Time limit is a bit constricting, at least at this point.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-16 03:05:57 UTC
in Sourcey Rooms Post #278012
Uh, why? Source SDK.

Speaking of which, what engine should be the standard? I assume most modders have the Orange Box by now? Or should we stick to the standard SDK base?

Also, I think custom materials/sounds/models etc. should go in subfolders such as "rooms_username" (eg. models/rooms_strider) for ease when it comes to compiling the whole mod together, at the end.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-16 02:59:24 UTC
in Desktops of January Post #278011
Prepare to be surprised.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-16 01:11:56 UTC
in Desktops of January Post #278008
I found all that new wiki media too, Trapt. You picked the best one. ;>
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-16 01:10:35 UTC
in Post your screenshots! WIP thread Post #278007
Cartoony isn't a word I'd used to describe it. It looks exactly like those very glossy painted brick walls you see around.

The only thing that throws people off I think is that it is actually clean, which is different, considering most games (grungy and brown = realistic!).
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-15 04:05:44 UTC
in Post your screenshots! WIP thread Post #277963
Sexy stuff. I like your lightmap work too. ;>
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-15 04:04:04 UTC
in Sourcey Rooms Post #277962
Definitely. I was toying with the idea of refreshing the old thread earlier this week.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-15 02:10:15 UTC
in MMOs Post #277955
I'm getting sick of your spammy nonsense, psilous.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-13 12:11:06 UTC
in Half-Life: Ghosthunter [REVISED!] Post #277852
I'll tell Pb to change it, Atom.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-13 10:20:48 UTC
in Half-Life: Ghosthunter [REVISED!] Post #277847
All the mods are listed here. But you don't even need to send us a message, just ask "for the mods" in your thread, someone will see it eventually.

Now why'd you guys have to mention Hostage Situation! I still want to play it.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-13 04:10:24 UTC
in Manually place detail sprites Post #277842
What exactly aren't they doing for you?

You should be able to use a prop_detail_sprite to place them individually, but I haven't used it recently, don't know if it's still supported properly.

There's also an entity in L4D called func_detail_blocker which is pretty self-explanatory, I'm not sure if it's in the other SDK's, though.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-13 04:01:28 UTC
in Respawn an irretrievable prop_physics Post #277841
Use a point_template. Set up a filtered trigger down in the water so when only that prop falls in, it is killed and then fire the ForceSpawn input on the point_template to respawn it in it's original position.

This entity is kick-ass, I use it pretty regularly.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-12 04:50:02 UTC
in Last movie you saw? Post #277778
I've seen Inglorious Basterds recently, too. Pretty light on that campy violence of Tarantino's last movies, which is good. Although the very last scene made me squirm a bit. D:

Went to see Sherlock Holmes on Sunday. Kind of junky and familiar in places, but worth the price of a ticket, I suppose.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-10 06:55:30 UTC
in L4D map randomly crashes Post #277655
I just compiled it and noticed a couple of displacement errors. Several cases of "NODRAW on terrain surface!" and "Found a displacement edge abutting multiple other edges". One of the displacements on the bridge is the cause of that, looks like you've accidentally displaced the whole brush.

There's a couple of other errors in the map, overlays with no assigned faces, unused keyvalues and some I/O problems related to the car alarm, they're easy enough to fix and shouldn't be making it crash.

You're also encasing the whole map in the sky material, which is poor for performance, make the lowest brushes nodraw and wall the sides up with nodraw wherever you can.

Not a bad looking map, must've taken a while with all the forest prop placement.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-09 04:01:54 UTC
in Clusterfuck of cold Post #277582
I'd take freezing cold weather over boiling hot weather any day.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-08 10:14:01 UTC
in Math Problems Post #277535
36 days.
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Posted 14 years ago2010-01-08 00:15:17 UTC
in water spout Post #277511
Learn the Particle Editor that comes with the Orange Box. It's really simple, load up some of Valve's particles and you should get the basics pretty quickly. This can help, too.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-08 00:13:28 UTC
in Post your screenshots! WIP thread Post #277510
I wasn't asking that at all, Trapt. :P
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Posted 14 years ago2010-01-07 05:06:40 UTC
in Fixing Detail Sprites on textures Post #277465
Is this map for Left 4 Dead? The default detail sprites are glitched. Go into Map Properties and change the Detail Material File from "detail/detailsprites" to "detail/ruraldetailsprites".
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