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  3. Zacker

Posts by Zacker

  • Mounting CS:S content for use in another mod

    • Zacker
    • May 5, 2005 at 6:28 PM

    Hmm, I was unaware of that. What about Garry's mod, it uses CSS content.

  • kot_hill

    • Zacker
    • May 5, 2005 at 4:20 PM

    550 is max w_poly. Thoose mainly comes from that I used the lab wagon as a step to the next level of the hill.

  • kot_hill

    • Zacker
    • May 5, 2005 at 10:51 AM
    Quote from RD

    but these are the only maps uve ever made...

    Not exactly RD:)

  • Mounting CS:S content for use in another mod

    • Zacker
    • May 4, 2005 at 7:49 PM

    At Sands-of-War2(http://%7boption%7d) we want to have access to both HL2 and CS:S content in our maps. HL2 content works fine, but CS:S content displays as error(models) or purple/black(materials).

    We have tried loading them through the GameInfo.txt, which you can see below. This however don't work. What else do you have to do?

    Quote

    "GameInfo"{

    game "Sands of War 2"

    type "multiplayer_only"

    nomodels "0"

    nohimodel "1"

    nocrosshair "0"

    FileSystem

    {

    SteamAppId 240

    SteamAppId 220

    SteamAppId 320 // This will mount all the GCFs we need (240=CS:S, 220=HL2).

    ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.


    //

    // The code that loads this file automatically does a few things here:

    //

    // 1. For each "Game" search path, it adds a "GameBin" path, in

    // 2. For each "Game" search path, it adds another "Game" path in front of it with _ at the end.

    // For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.

    // 3. For the first "Game" search path, it adds a search path called "MOD".

    // 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".

    //

    //

    // Search paths are relative to the base directory, which is where hl2.exe is found.

    //

    // |gameinfo_path| points at the directory where gameinfo.txt is.

    // We always want to mount that directory relative to gameinfo.txt, so

    // people can mount stuff in c:\mymod, and the main game resources are in

    // someplace like c:\program files\valve\steam\steamapps\\half-life 2.

    //

    SearchPaths

    {

    Game |gameinfo_path|.

    Game hl2

    Game cstrike

    Game hl2mp

    }

    }

    }

    Display More
  • Remedy's Alan Wake

    • Zacker
    • May 4, 2005 at 6:57 PM

    The screenshots look very cool. MP2 was a masterpiece, so my hopes for this game are pretty high.

  • Just a few drawings :)

    • Zacker
    • May 4, 2005 at 7:39 AM

    Fucking awesome!

  • laptops

    • Zacker
    • May 4, 2005 at 7:32 AM

    Go for mobile cpu's, Pentium-M/Centrino in particular.

    For 1000-1500$ you should easily be able to find a laptop if gaming not is important.

  • SLI Technology

    • Zacker
    • May 4, 2005 at 7:31 AM
    Quote from DUFFY

    didnt read any of the posts but im pretty sure its scalable link interface, not scan

    It was called Scan-Line Interface back in 3dfx days, but now Nvidia is calling it Scaleable Link Interface.

  • You figure it out...

    • Zacker
    • May 4, 2005 at 7:27 AM

    Well done, Ubisoft seem to be doing well!

  • Veil Of Darkness

    • Zacker
    • May 4, 2005 at 7:25 AM

    Looks cool enough, I will have to check that one out. More pictures and information would be nice.

  • SLI Technology

    • Zacker
    • May 3, 2005 at 6:51 PM

    A dual 12 mb voodoo2 card setup along with a Matrox G200 was really something which kicked ass back then:D

  • Jump_around

    • Zacker
    • May 3, 2005 at 6:46 PM
    Quote

    Jump Around is a Half-life Deathmatch map, HLDM. It was released at the 23/9 - 2003. But I havent really done anything major with the map the last half year until the final release.It is set in space, with lots of action and jumping. It aint very big so 2-6 players fit best.

    It is designed to give some quick and fast action packed gameplay. If you dont move, then you are dead.

    There has only been used texture lighting(make it look cool).

    There is a working megahealth and megaarmor in the level. They work just as you have seen in other games like Quake. It does also have several other cool features. When I scripted them in this map, there had never been made such ones before.

    The map also contains 4 rotating elevators which also do some other nifty stuff.

    "J0k3 says:

    those screw-elevators were AAWESOME!!"

    It run well on old computers because of:

    Low poly count/r_speeds. W_poly max is 450. E_poly max is around 3000.

    Low texture memory usage. Only 1 mb.

    Download here:

    http://thefuture.dk/maps/jump_around.zip

    "J0k3 says:

    hi! great map mate!! I lub it!"

    If you want to play the map offline, then you dont need waypoints. Just download Parabot, the best bot for HL.

    Here you can see some screenshots. You need flash plugin to view them. Use the navigation panel to scroll through them. It might take a while to load.

    Display More

    http://thefuture.dk/maps/jump_around.swf

  • kot_hill

    • Zacker
    • May 3, 2005 at 6:42 PM
    Quote from st0lve

    why show it?we have a "first map evr" thread.

    In case somebody needed a good laugh:) And to show that every mapper started out as a n00b.

    Aha, I had not noticed that thread.

  • Prixun

    • Zacker
    • May 3, 2005 at 2:16 PM
    Quote from ReNo

    LOL, love how you said performance is great since there is low w_poly, then throw dozen gman models in to bump up that epoly needlessly And that matrix poster texture onto the ground... a mastertouch!

    Thoose gman models are only visible at a maximum of 10 secs per time the map is played. They come of when you break a hidden(keyword for Prixun)wall. I am not trying to apologize or explain this piece of shit though:D

  • kot_hill

    • Zacker
    • May 3, 2005 at 1:45 PM
    Quote from Nz-Nexus

    Where is the download link?

    You sure don't want a download link:D

  • my new site wip: need opinions

    • Zacker
    • May 3, 2005 at 10:45 AM

    Looks very good, especially with borders:) Yep, the haiku for sure had to go. Having some kind of wise quote is not bad, it just has to be the right one.

  • Prixun

    • Zacker
    • May 3, 2005 at 10:38 AM

    Prixun is my 2nd map.

    Info written back then(where english I was not exactly fluent in english...):

    Quote

    A few of the pics are from some of the older betas, but there should be nothing or very little changes in theese areas.. The pictures are compressed to make the site fast. It means that the map is not as ugly as it looks here. Remember also that the cool thing about my map is that there is a lot of things you cant see. Not all things are what they look like. All teleportes are invisble.

    The map is IN NO WAY meant to be realistic. The map is meant to be cool, crazy and fun to play.

    It is made so it not get boring after some hours, even though that it is easy to learn the basic layout. Lots of new things to discover. There are LOTS of secrets. Most of the things that you can see, can do something cool. All of the things you cant see do something cool.

    It does also run very smooth on older computers, because of low r_speeds(=high fps)(w_poly max 500). It has a low texture usage(2.5 mb)(runs well even with an old gfx card)

    Only one file to mess around with, no other irritating files than the bsp. Easy to install.

    There are both big and small areas. There are both light and dark areas.

    There are more than 110 sounds, 26 sprites, 44 teleport destinations and 60 teleporters.

    Visuals is nothing, gameplay is everything.

    Display More

    [Blocked Image: http://thefuture.dk/prix/prixun08.jpg]

    [Blocked Image: http://thefuture.dk/prix/prixun21.jpg]

    [Blocked Image: http://thefuture.dk/prix/prixun19.jpg]

    [Blocked Image: http://thefuture.dk/prix/prixun04.jpg]

    [Blocked Image: http://thefuture.dk/prix/prixun12.jpg]

  • kot_hill

    • Zacker
    • May 3, 2005 at 10:34 AM

    My first map, which I made years ago:

    [Blocked Image: http://thefuture.dk/prix/hill01.jpg]

    It features coloured lighting(...), king of the hill gameplay and neat entity tricks.

    If someone is camping the "hill", then you can shoot some buttons at the walls to blow up the guy. I was mighty proud of that back then. I created the effect using the explosive crates prefab which came with WC:D

  • It's official!

    • Zacker
    • May 3, 2005 at 10:27 AM

    Congratz Zazi! I hope you don't hate cows, windmills and Heineken beer;)

  • Game Development Camp

    • Zacker
    • May 3, 2005 at 10:20 AM

    If you are danish or nordic and love game development then you are quite lucky atm. This summer a Game Development Camp for 50 youngsters are being held at Aalborg University!

    During this week you will get programming eduction for some hours and then the rest of the day you will work on a game together wit hthe other students.

    The price for participating is low, only 250dkk(~40$).

    Downside is that they already got way more applicants than they can take in.

    I have already sent in my application as this is a great oppurtunity imo. I hope to see some of you there:)

    http://www.gdc2005.dk

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