Re: Source SDK Update
Posted by RedWood on
Thu Nov 8th 2007 at 12:05am
Posted
2007-11-08 12:05am
RedWood
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WOOOOOO! i'm dropping out of school. :smile:
EDIT:
I'm getting a tone of errors. Materials not loading and the new lighting preview isn't doing anything. I'd think i'm doing something wrong but the standard shaded textures is not working ether.
What about you guys?
Reality has become a commodity.
Re: Source SDK Update
Posted by G.Ballblue on
Thu Nov 8th 2007 at 12:39am
Posted
2007-11-08 12:39am
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Whoo hoo! Updating now.
Edit: As far as bugs go, the ray-tracing-light-preview thingermabob made Hammer explode. I have no idea how long the preview should have taken, but then again, I only had a box with a light entity in it :/
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Source SDK Update
Posted by Buzzard_Bait on
Thu Nov 8th 2007 at 1:04am
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The update screwed me up completely. I can't open any HL2 maps now, get nothing but errors. I'm gonna try to re-configure Hammer whe I get home from work tonight to see if that works.
BTW...Great website you'all have here. I have learned quite a bit about mapping from all of you at the Snark Pit. Thanks.
Re: Source SDK Update
Posted by RedWood on
Fri Nov 9th 2007 at 8:53pm
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3D view doesn't work at all now... and every time i load a counter strike map, it crashes.
Reality has become a commodity.
Re: Source SDK Update
Posted by Andrei on
Fri Nov 9th 2007 at 11:09pm
Posted
2007-11-09 11:09pm
Andrei
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Well thanks to Reno's link I managed to get the SDK to work again, but hammer crashes each time I try to use the vgui model browser. Meh. :sad:
Re: Source SDK Update
Posted by Naklajat on
Sun Nov 11th 2007 at 5:20am
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Haven't had a chance to try it out since the update, but by the sound of things I'm not missing a whole lot at this point.
o
Re: Source SDK Update
Posted by smackintosh on
Mon Nov 12th 2007 at 7:23pm
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I've already noticed a few new maps on various servers.
Some of them are pretty decent, but what's aggravating me right now is that
people are already creating "Killbox" and "Rats" maps and putting them in full rotation.
I know there are only 6 map to choose from, but... why make cheap crap just to have something new? It makes me want to make something just slightly above mediocre just because the standards have been lowered. I don't have to try too hard.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: Source SDK Update
Posted by FatStrings on
Mon Nov 12th 2007 at 9:22pm
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the only games my sdk will work for are the orange box games now
Re: Source SDK Update
Posted by smackintosh on
Tue Nov 13th 2007 at 5:46am
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I figured out a good strategy to TF2 mapping.
You only really have to design half the map really well and the mirror the bastard
for Red and Blue sides. I guess that's obvious, but it makes me feel better. I think
I'll take any Hl2dm maps I was working on and re-tool them for TF2.
Killbox maps are a blight, but they really work even worse for a team-based game.
I still can't understand seeing full servers with Killbox Billy's House of Crappy 5-minute maps. I'd sooner swallow a running drill than play them, but to each his own.
...and thanks for the tip, Omega.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: Source SDK Update
Posted by smackintosh on
Tue Nov 13th 2007 at 5:07pm
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Actually, I've seen a few CP maps "mirrored" like that.
At least two Valve maps are.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: Source SDK Update
Posted by Cash Car Star on
Thu Nov 15th 2007 at 1:18am
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Oh god, anyone remember ns_siege? This is the mod that went out of its way to find the best and only the best mappers, and then this monstrosity showed up...
Seriously, I've seen amazing mappers sidelined time and time again. Custom map servers receive no decent play, no decent traffic. Idiots just want a stupid map and the hardcore want only a small handful of legitimate maps that they have memorized down to the finest detail.
I used to think that half the problem was simply the logistics of getting the players the custom content they needed to play, but even with awesome delivery mechanisms like Steam and the prevalence of high-speed internet, it's just not happening.
Re: Source SDK Update
Posted by Yak_Fighter on
Thu Nov 15th 2007 at 1:42am
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oh I remember ns_siege, the fps equivalent of Starcraft's $$$BIG GAME HUNTERS$$$ money maps. Pretty painful, but I'd probably rather play that than Combat, as at least the server would cycle back to ns classic maps eventually :/
I wish I had been part of the Quake 1 and 2 communities, cause then I'd know if this has always been the case or if it was a slide into stupidity as online gaming became more popular.
Re: Source SDK Update
Posted by Cash Car Star on
Thu Nov 15th 2007 at 10:48am
Posted
2007-11-15 10:48am
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I stopped playing NS before combat went live. I can't imagine it was much fun. I was kind of burnt out on HL as a whole when that was going down.
Re: Source SDK Update
Posted by Gwil on
Thu Nov 15th 2007 at 6:37pm
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I was dismayed to see yesterday my brother in law using my PC to play HL2DM - a ray of hope initially, as he loves his Halo (most overrated game EVAR!) and insists that FPS are "better to play" on consoles.
After initial erring on HL2DM he told me of a map he was really enjoying. It was a giant box criss crossed by dev texture platforms and sv_gravity set to some floaty value. Sigh.
As regards to Quake, I used tro play some real turd maps for Action Q2 when it was in its heyday. Not enough to make a judgement on the scene as a whole, as I was still saddled with a 56k internal.
Re: Source SDK Update
Posted by RedWood on
Thu Nov 15th 2007 at 9:55pm
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My theory is that the player movement is to fast in HL2DM. When your in a wide open area it's much easer to get a bead on someone. and when you turn down the gravity the game just plays so much smother. Lockdown just fells so cluster f**ked. Half the time when you die you never sew it coming.
Reality has become a commodity.
Re: Source SDK Update
Posted by Naklajat on
Thu Nov 15th 2007 at 10:32pm
Posted
2007-11-15 10:32pm
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I blame the combination of slow-ish run (jog) speed and sprint. Sprint pisses me off. That's been my main gripe with HL2DM since it came out.
As for the other thing, just look at any FPS with SDK tools available, they're all afflicted with killbox maps. Just means you've gotta be designing levels for the love of level design. 'Killbox mappers' don't generally have much of a chance at getting level design jobs in the games industry, mapping to them is just an extension of playing the game. And the truth is people play these maps and enjoy themselves. People also sit at their computers typing /dance and other such time wasting crap on MMO games for hours, some people are just easily amused I guess. ", he says hypocritically, whilst posting on an internet forum.
o
Re: Source SDK Update
Posted by RedWood on
Thu Nov 15th 2007 at 11:06pm
Posted
2007-11-15 11:06pm
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I agree that the sprint is the problem, but as far as my experience goes, the HL2DM killbox experience is by fare the worst. In Counter Strike Source the closest thing to a killbox is snow, snow arena or some other crappy variant of that. snow sucks, but it is by no means a killbox. It has cover, and a attempt at a lay out.
Reality has become a commodity.
Re: Source SDK Update
Posted by Yak_Fighter on
Sat Nov 17th 2007 at 5:08am
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...and here I thought HL2DM was clearly the weapons, movement, and combat from HL2 only on a server with 31 of your closest friends, just like HLDM, and Q2DM, and Q1DM, and so on and so forth. I can't believe that 'single guy' had the nerve to do such a horrible thing. That 'single guy' must have done something right since HL2DM is the codebase for multiplayer mods in Source...
I know I've said this before, but the reason for starting with all those weapons is balance. The gravgun is too powerful to spawn with, but it is a required tool for movement through the map and for preserving an equal playing field (imagine the nightmare of people with gravguns being able to block off paths people without gravguns need to use to succeed/have fun). The SMG is not as powerful as the gravgun, so there'd be little point in picking it up. It also has the same range as the gravgun, which makes it somewhat redundant (spread is so wide that it is useless at range, hitting somebody with a prop with the gravgun at range is mostly pure luck). It would essentially be the booby prize like those 17 bullet pistol clips in HLDM. However, the gravgun's power can be random, depending on the size of the area you are in and the number of available props nearby. So you have one weapon that is not very powerful but is predictable in performance and another weapon that is very powerful but random in its combat usefulness (especially immediately after a respawn). Put them together and you make both weapons better. Like chocolate and peanut butter!