Posted by Spartan on Sat Nov 6th at 3:14am 2004
Posted by Edge Damodred on Sat Nov 6th at 3:25am 2004
Yay!!! HL2 SDK...And a wave of new killboxes are brought into creation. wrought with damnation and pestilence.
Oh yeah, and if you remember me, you get a cookie.
[addsig]Edge Damodred
member
237 posts
54 snarkmarks
Registered: Apr 24th 2002
Location: I don't even know anymore

Occupation: student
Posted by mazemaster on Sat Nov 6th at 3:29am 2004
[addsig]Posted by Tracer Bullet on Sat Nov 6th at 3:32am 2004
| ? quoting Edge Damodred |
|
Oh yeah, and if you remember me, you get a cookie. |

I want one!
Still studying game design at Full Sail? (I think that was you)
[addsig]Tracer Bullet
member
2271 posts
367 snarkmarks
Registered: May 22nd 2003
Location: Seattle WA, USA

Occupation: Graduate Student (Ph.D)
Posted by G.Ballblue on Sat Nov 6th at 4:04am 2004
HL2 < VHE2
![]()
G.Ballblue
member
1511 posts
211 snarkmarks
Registered: May 16th 2004
Location: A secret Nuclear Bunker on Mars

Occupation: Student
Posted by ReNo on Sat Nov 6th at 4:17am 2004

Hierarchical vis groups is going to be a very very useful feature
Whoever made the default hammer settings for compiling needs to be slapped. They made the game executable point at the BSP executable, so it reruns BSP again at the end of a compile again by default! I spent ages trying to figure out why my lighting wasn't working before I came across this wierd issue.
[addsig]
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by Dr Brasso on Sat Nov 6th at 7:00am 2004
im still trying to figure them all out yet, but this version has some issues which have me somewhat perplexed......and its apparently a serious resources drainer.....ill report back asap......
Dr Brasso...
Dr Brasso
member
1878 posts
198 snarkmarks
Registered: Aug 30th 2003
Location: Omaha,NE

Occupation: cad drafter
Posted by Orpheus on Sat Nov 6th at 11:06am 2004
| ? quoting ReNo |
| That thing is a helluva lot more demanding than the older hammers - even my 3200XP with 512mb of RAM struggles! At the moment the editor is quite a bit more different than I had expected but it shouldn't take too long to become accustomed to it. Everyone really ought to make themselves some batch files as using the built in compiler and keeping hammer open in the background will waste quite a lot of your system resources I imagine! |
this question is rapidly becoming moot, so i suppose its now safe to post it..
what is the differences between the *taboo* hammer and the final released?? does anyone have both and can say??
i have had the *taboo* practically since it was available, and it runs as smooth as 3.5 ever did.. why is the final version so resource demanding?? what did they do to it?
now, i have not played with it in a while.. these Xmas pcs are taking all my spare time, but i do remember the smoothness of it..
[addsig]Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
Posted by wil5on on Sat Nov 6th at 11:22am 2004
| ? quoting ReNo |
| That thing is a helluva lot more demanding than the older hammers - even my 3200XP with 512mb of RAM struggles! |
Ahh crap!
/continues saving...
[addsig]wil5on
member
1733 posts
323 snarkmarks
Registered: Dec 12th 2003
Location: Adelaide

Occupation: Mapper
Posted by Orpheus on Sat Nov 6th at 11:36am 2004
there is an outside chance that once you get the game, the editor will smooth out..
i have noticed that it relies a bit on the hl2 folder to draw its sources from.. without the game, the editor may be having to access things in another way to make it function until you get the game to help it along with.
that may or may not have made sense, but it sounded good while i was outside thinking it up ![]()
anywho's, the fact remains, my *taboo* hammer runs exactly like hammer 3.5 does..
maybe, its driver related?? whatever.. i suppose we will only be sure once the game is out.
[addsig]Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
Posted by ReNo on Sat Nov 6th at 3:56pm 2004
Also, as far as I know you need to run it through steam, which won't help matters. I also tend to run CS:S in the background just now as I'm compiling so frequently. I didn't do this originally though, and it still ran very slowly. Strangely enough, performance has recently seemed not so terrible.
[addsig]
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by G.Ballblue on Sat Nov 6th at 4:13pm 2004
G.Ballblue
member
1511 posts
211 snarkmarks
Registered: May 16th 2004
Location: A secret Nuclear Bunker on Mars

Occupation: Student
Posted by Tracer Bullet on Sat Nov 6th at 4:30pm 2004
Tracer Bullet
member
2271 posts
367 snarkmarks
Registered: May 22nd 2003
Location: Seattle WA, USA

Occupation: Graduate Student (Ph.D)
Posted by Dr Brasso on Sat Nov 6th at 4:37pm 2004
update......first off, reno is correct when he says it must run thru steam....*groan*...secondly,when you uninstall hammer 3.5, you either need to rename your wads folder (the one accessed by 3.5) or remove it altogether....apparently on the first setup of 4.0, it auto configures to the point of having to go thru and make sure all folders and side folders are appropriate....it searched out and loaded all my wads for tfc, dod, etc etc etc.....quite a few gigs of stuff there...
im running a gig of mem, and after perfoming the above countermeasures, performance has improved, but not to the point where i think its optimized.....im still plugging away at it, so.......
to be continued.....![]()
Dr Brasso....
EDIT>> i see the squirrel is online......maybe a bit of input sensai?? 
Dr Brasso
member
1878 posts
198 snarkmarks
Registered: Aug 30th 2003
Location: Omaha,NE

Occupation: cad drafter
Posted by ReNo on Sat Nov 6th at 4:49pm 2004
[addsig]
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by Forceflow on Sat Nov 6th at 4:56pm 2004
Downloading SDK now ...
[addsig]
Forceflow
member
2420 posts
342 snarkmarks
Registered: Nov 6th 2003
Location: Belgium

Occupation: Engineering Student (CS)
Posted by KungFuSquirrel on Sat Nov 6th at 4:58pm 2004
I probably will eventually, but it's just as clunky as hammer and as time goes on, especially looking at these editor bits, I'm getting less and less impressed with Source as an engine, though I'm still hugely hyped about HL2 as a game. [addsig]
KungFuSquirrel
member
751 posts
345 snarkmarks
Registered: Aug 22nd 2001
Location: Austin TX

Occupation: Game Design, LightBox Interactive
Posted by G.Ballblue on Sat Nov 6th at 5:03pm 2004
| ? quoting KungFuSquirrel |
| Don't look at me. I fiddled around for maybe 10 minutes last night and have tooled around the cobble map a bit this morning and have basically 0 interest in even trying to do anything with it. I probably will eventually, but it's just as clunky as hammer and as time goes on, especially looking at these editor bits, I'm getting less and less impressed with Source as an engine, though I'm still hugely hyped about HL2 as a game. |
:O
[addsig]G.Ballblue
member
1511 posts
211 snarkmarks
Registered: May 16th 2004
Location: A secret Nuclear Bunker on Mars

Occupation: Student
Posted by ReNo on Sat Nov 6th at 5:08pm 2004

Still, while you are right that it has problems, it also does have a lot of improvements. Overlays are going to save the bother of making thin brushes over the top of objects to achieve the same effect, vis group hierarchies are, I would think, going to be tremendously useful, and though I'm still trying to figure out how to make them, displacement surfaces sound like a big time saver.
[addsig]
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by KungFuSquirrel on Sat Nov 6th at 5:13pm 2004
Displacement surfaces are useless. The painter rather sucks and there's no way to get a wireframe view of what you're creating - in any view other than 3d textured, it's a solid freakin' color that doesn't let you have the slightest clue what you're doing. It doesn't even show up as anything other than an entity bounding box in the editor, which is even more worthless.
Group heirarchies are nice, yes, but there's just so many things so poorly implemented in this I'm almost slackjawed. I expected only a small gain over Hammer 3.5, but I expected far better than this. [addsig]
KungFuSquirrel
member
751 posts
345 snarkmarks
Registered: Aug 22nd 2001
Location: Austin TX

Occupation: Game Design, LightBox Interactive
Snarkpit v6.1.0 created this page in 0.1193 seconds.

