Congrats indeed!
Posts by Defrag
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Yeah but .. the wiki is kinda worthless for bug reporting. It's a huge mess of issues spread across various pages.
Try here:
http://developer.valvesoftware.com/cgi- ... /index.cgi
Don't hold your breath, though. I reported a bug and it's still unconfirmed after weeks.
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That's breathtakingly awesome stuff, philip.
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I've noticed problems recently, too. When I build the cubemaps it works fine. The moment I reload the map I get a bunch of "can't find blahblah.vtf" messages in the console. It's as if the game can't find the cubemaps and just uses the skybox defaults.
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That's trippy stuff. Great atmosphere & style.
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GL GL(ha!)
I know how hard animators are to find, so please help this chap out if you can.
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Quote from von*ferret
THe guns did not hold a great advantage over vanilla bf2 players however. So buying the new expansion pack did not give you leverage in a standard game.
I disagree.
The sniper rifle was (allegedly) identical to the M25 + had a faster reload. I could swear it also seems more accurate, though. The L96 gives you the chance to have a US style sniper rifle on any of the teams. It can't shoot through glass, but even then that's a fairly useless feature unless you're camping chopper spawns.
Assault kit got flashbangs (always fun being blinded by a weapon you don't have access to)
Engineer got the MP7 (all other engy guns were shotguns, so again it's adding an option you didn't already have. I don't much care for it though)
The G36-E for the medic kit is a brilliant gun and far better than the AK & M16 for range work. I don't use it on some maps (AK-101 is the best infantry combat gun when in close) but it is a great gun to have for many maps (or indeed playing in certain places even on cqb maps). The G36-E is easily the best SF unlock and it's probably one of the all-round strongest in the entire game.
The MG36, P95 and SCAR-L are all OK but no great shakes. I still think the unlocks are fucking lame. The boosters were decent value, but the moment developers start letting you use expansion pack content in the original game, I am dead against it. Why? Because if people tolerate it, then it's only going to get worse (and possibly even see the introduction of purchasing equipment/weapons as a standalone pack to use in the original game).
It's not too far fetched to me. Racing against someone in GT when they have bought better cars than you (probably going to happen!). Having predator boots in FIFA online that let you hit harder, more accurate shots etc.
I'm sure EA et al don't need a second invitation to try this stuff out.. I always prefer a level playing field where possible.
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Quote from von*ferret
BF2 didn't really do this. They had expansion packs in which you could get newer guns. Didn't require you to buy it to win the game.
BF2's first expansion pack let you use the new guns in the original game, though. It was essentially an electronic "keeping up with the Joneses" move because certain Special Forces weapons were useful to have. They're not better across the board, but someone with the SF weapons has more choice and has a decent advantage over the people without those weapons.
IMO they fucked over the existing BF2 owners by doing this.
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Sounds like a crap idea.
A: I don't want to shell out large slices of cash to play a game.
B: I don't want the hassle of shopping, either.
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I don't think a lot of entities are 'meant' to be used for what others use 'em for
Doesn't mean you can't do it or make some nice effects with 'em. -
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Precache of sprites/glow_test02
As ReNo said, the extension must be added (most of the sprites are .spr I think?) which I find to be rather stupid. You'd think they would build Hammer to auto select the extension based on whether it's a .vmt or a .spr.
Anyway, you're better off using point_spotlights instead of that sprite, IMO. Point spotlights will retain their directional information when rendering, so they will always face in the correct direction regardless of your view angle, whereas that sprite will always be view-alligned. This gives some weird effects, as the sprite will always be view-alligned but it has a pronounced direction and is elongated vertically. If you want to see what I mean, walk under a light that is using that sprite and then look up.
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Quote from Minotauro
Does it ? AFAIK it only creates the glow effect, and it's hella hard to set it right. (I myself never managed to get it right)
It just makes a glow that varies in its size and opacity depending on distance.
I find lightglows to be tricky to use, but you can get some nice effects with them.
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Congrats!

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You've probably got some vis issues or messy brushwork. I noticed you've got degenerate faces, too. This can happen when you have too many brushes bordering one another. E.g. I made a map with a load of stairs in it so the FF programmers could tweak the smoothing code when going up/down stairs. I had to put nodraw on the underside of the stairs (it was a ramp with the stairs sitting on top as func_details) to get it to compile...
When getting strange errors and long compile times, it's generally always a good idea to examine your geometry etc and the way bsp is hacking up the map.
Check it out in glview for example.
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Looks cool. If it's for the skybox, I'd say that 3k tris is excessive, though (considering that the skybox is rendered pretty much all the time)
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1. Yes you can, but more in a roundabout fashion. A convenient way I picked up to do this (nicked from Dave Johnston's very-useful-but-now-defunct blog) is to use brushes to shift the origin and then rotate the brushes. It's more fiddly than using a proper pivot function and possibly not what you're looking for, but it's worth a look nonetheless. http://blog.johnsto.co.uk/?action=view&id=94
2. Hold shift when rotating.
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We always knew it could happen (TF2 being a lot more like traditional TF than Valve had originally intended) so it's not been a surprise or anything like gutting.

Oh and the ragdoll issue is now fixed in the latest build we have, so no more exaggerated ragdoll cartwheels
(looks a lot better now). -
Looks interesting but the terrain is very bland looking due to a lack of variety in the texturing -- it almost looks as if you're using terrain that is just one colour instead of having a texture applied to it. You can see the texture detail up close, but as it is mip-mapped out at distance it just becomes a bland brownish colour with zero detail. I think you should work on giving the terrain some more variety & bits & pieces to make it more visually interesting and varied.
The other stuff looks good, but any chance of an overview?

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Wow, that's really cool, Wesley

R_Yell: stop teasing us and show more
. I always love the atmosphere you achieve.