Posts by Squad
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Quote from R-C-MAN
1 hour ago, R-C-MAN said: I was thinking of placing a player clip on top so the bots don't have issues with them.
is there anything I am missing?
Always clip stairs

Other than that, seems like it's good to go.
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I more or less managed to survive the latest Steam sales this time

Only bought Rochard, which seems like a fun little game and was at a -90% sale. Also, I finally decided to get the Steam Link and Controller. The two combined were at a 50% sale and I had them on my list pretty much since Valve announced them.
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Quote from Sentura
21 minutes ago, Sentura said: Hard to find mirrors for articles like these, but you can try downloading it as a PDF from here: https://www.researchgate.net/publication/22…world_designers
Couldn't get your dropbox to work. Maybe permissions are wrong?
That's weird.
Anyway, I made a public folder which should work for everyone, including people without a Dropbox account. Here's the link. Hope this works
Quote from blackdog1 hour ago, blackdog said: Agreed @Pampers, in general is like that for digital creatives I think.
But I was wondering if there was starting to be some agreed common fundamentals principles. like in web design grids or colour theory are things that won't go out of date because of technology.
Seems like The Hows and Whys of Level Design by Hourences would be a good choice in that regard, as FrieChamp suggested earlier. I'm actually planning on getting them myself in the near future

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Quote from El_Exodus
19 minutes ago, El_Exodus said: Still no new OP. Don't think it'll come before 2017 now

Hmm, it would be the 8th operation.
Is 8 the new 3 for Valve?

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Quote from (HP)
7 hours ago, (HP) said: That link is dead @Sentura, can you attach it to your post instead? I'd be curious to check it out.
Link works for me. If it still doesn't work, I uploaded it on dropbox, maybe that works better.
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Quote
Quote Today we’re introducing a new audio feature designed to substantially improve positional audio in CS:GO.
The game now uses HRTF (head-related transfer function) algorithms to enhance 360-degree vertical and horizontal sound positioning while using headphones.
Video by 3kliksphilip showing off the differences:
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
Quote from ChrisLC
On 11-6-2016 at 6:13 AM, ChrisLC said: Hi there, my name is Chris and I'm a freelance concept artist.
This may sound like an odd question, but how do I make a post here? I'm browsing in subforums like Services and 2D and I don't see any sort of button to start a new thread. Am I missing something here?
You need to make a post in an existing topic (which you now did) to be able to start your own topics
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American Sniper?
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Turning 32 in January. One of the first games I remember playing was Commander Keen

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Quote from Vaya
Just now, Vaya said: @Squad I bet you'd like them to do that

No matter what valve do there's always going to be a subset of the community upset. 'Counterstrike' is too big to keep everyone happy now.
lol

Not for that reason

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Quote from RivFader
30 minutes ago, RivFader said: At least they fixed some stuff on D2 and Train. But really, i wonder when they will revisit all the clipping of reserve maps, etc. as well. we need a few big updates focussed on fixing all the small little details that improve the overall quality of the game.
You're forgetting the overall imbalance that a lot of the reserve maps suffer from. I'd rather like them to be replaced by some proper balanced maps from the workshop if they don't get fixing.
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Can someone make some Mapcore gloves, please?

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They were just example paths, although they're actually the ones you need. Here's how I found them. Make sure to look for them by using a program like GCFScape and opening the pak01_dir.vpk file in the root folder. You won't find the files by browsing the csgo/ directories.
Open your model in HLMV. The vmt's used by the model are shown in the box I highlighted in red.
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Browse to these paths in GCF (full path is not visible in the next picture, it's /materials/models/props_foliage/) Open the corresponding vmt's and check what vtf files they're using. Extract all vtf's you want to edit and the vmt's that are referencing to them.
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Extract all needed files from the .vpk (model + material files). You need the mdl files too since you'll have to decompile and recompile the model with a different material name assigned to it. You can find the location of the material files by opening the model in HLMV, but usually its location is in a similar fashion as that of the model (for example, model is stored in /models/props_foliage/ then the material files are usually located in /materials/models/props_foliage/).
I think there are no legal issues as long as you use it for a Valve game and not port it to something else. But don't take my word for it

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Quote from will2k
29 minutes ago, will2k said: Finished replaying Serious Sam first and second encounter (from 2001 and 2002)
Fighting a horde of literally 1000 enemies at once is brutally hard but nostalgia is a bitch

Haha
I'm currently playing Serious Sam 3 for the second time in local co-op. Couch gaming hardly gets any better than that 
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Quote from the0rthopaedicsurgeonDisplay More
On 19-11-2016 at 0:05 AM, the0rthopaedicsurgeon said: Does anyone have an explanation for how spawnzones work?
I have 2 sets of spawnzones, spawn points and blockzones in my map, which I want to change once the middle objective is captured. I've copied the offensive example file, but there's nothing in there to say when the spawns change, just this:
"disablespawns" "1" "0" "spawnzone_offensive_a" "1" "spawnzone_offensive_b" "2" "spawnzone_offensive_c"
What are the 0, 1 and 2 even for? Can it be set up in Hammer? I've set one of the spawnzones to be disabled by default, but bots are still spawning in there when the map starts.
In Offensive, the "0" represents the starting conditions (attacking team needs to capture A). When they captured that, the spawns linked to "1" become active. And so on until the attackers are at C (or D).
Make sure to disable all spawns by default. The game controls which ones become active and at what point in the game.