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Alien Swarm - New non-FPS Valve game out Monday!

  • Psy
  • July 16, 2010 at 9:10 PM
  • dux
    • July 21, 2010 at 10:58 AM
    • #41

    Three times and level 20? I'm on the 2nd play through and level 16. Playing it on hard?

    /doh totally fell asleep typing that

  • Jenn0_Bing
    • July 21, 2010 at 11:34 AM
    • #42

    played it through twice and I'm level 21, was playing on hard. Did have to restart missions a few times which gains a few hundred xp each time.

  • Zeta
    • July 21, 2010 at 2:13 PM
    • #43

    Fun little game to play at work. I really like how slick the interface is, especially the progression overlay on the map at the end.

    I'll definitely have a crack at making some rooms for it

  • Jetsetlemming
    • July 21, 2010 at 3:45 PM
    • #44

    My first time through was normal with friends and the next couple of times was with random (terrible) guys online so I had to play normal then as well.

    Friend me on steam, I'm JSL, and we can play together

  • st0lve
    • July 21, 2010 at 6:27 PM
    • #45

    I was matched up with 3 swedes and we did it on Hard, as my first complete run.

    But insane requires a level a bit higher than 8

  • st0lve
    • July 21, 2010 at 6:49 PM
    • #46

    Yay double post but whatever:

    Where the hell do I put my custom textures? PKs show up but as black and pink checkers, so I guess they are in the wrong folder...

  • skdr
    • July 21, 2010 at 8:13 PM
    • #47
    Quote from st0lve

    Yay double post but whatever:Where the hell do I put my custom textures? PKs show up but as black and pink checkers, so I guess they are in the wrong folder...

    Check your .vmt files that they're pointing to the right directory.

  • Zyn
    • July 23, 2010 at 8:18 AM
    • #48

    From the latest update:

    Quote

    - Updated Hammer’s simple compile options

    This means you can't enclose the map in a huge hollow solid anymore. You have to make it into a func_brush named "structure_seal". The old way spews leaks, the new doesn't. It's like everything is suddenly backwards

  • Campaignjunkie
    • July 23, 2010 at 10:17 AM
    • #49

    It's because they have vbsp converting all world brushes into func_details, so if you try to use a world brush to seal it up then it'll just turn into a func_detail and not really do anything.

    Why turn everything into a func_detail though, is what I'm wondering. Is it because it's a top-down view, so you don't need any visibility testing? But then if nothing's a visblocker, you don't need vvis? But then how do you calculate radiosity without any leaves or VIS information or anything? Do you just use direct lighting information to calculate the lightmaps? Because the lighting isn't fully dynamic, is it? -- it's just smart placement of env_projectedtextures which only render one at a time.

    Gaaaaah so confused.

  • Zyn
    • July 23, 2010 at 2:04 PM
    • #50

    You could before the update enclose the map in a giant sky-box solid and it compiled just fine, since it somehow didn't get turned into a func_detail. But now it doesn't work of course.

  • Nysuatro
    • July 26, 2010 at 12:53 PM
    • #51

    Damn, this is so much fun. Its funny to recognise all the sounds of half life 2.

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