Something makes my map crash when running without vrad. A looping error in the console and I'm sent back to windows. That's the only thing remotely close to this I 've seen
Posts by Furyo
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Mike will be back on it on Monday, and should keep a steady rate of incoming updates, no idea when that one will be fixed as he's posted he hasn't been able to fix it yet on Friday.
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Yay Boogie Nights !
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I guess that PC port will be out right when I'll be able to purchase it at a discounted price. Count me in

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http://www.variety.com/article/VR111797 ... id=13&cs=1
Is every other great game going to be made a movie of? Oh well at least Uwe isn't directing this one.
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It's on steampowered. Official forums now that VERC is closed
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Well I'm not an artist, so I'd take Philip's words as Gospel. With that said, as a level designer I'd definitely use these textures as they stand, that's some really nice depth you have there.
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I have updated the known issues list for the new SDK release on the VDC wiki which you can see here:http://developer.valvesoftware.com/w...t_Known_Issues
I'm going to try to get the cubemap problem, the missing models and textures, and the %VPROJECT% problem fixed in a release today. More than likely I will temporarily disable the Lighting Preview modes in that release until we can coordinate the fix for those problems. But it will come back.
Thanks very much for your patience while we get these problems sorted out.
Same thing we used to do for Dark Messiah, only I haven't seen the lighting preview work since then

The only thing I need is to build the cubemaps really. Now that vrad takes much less time to compile, I couldn't care less whether we ever see the lighting preview again.
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Best.
GMod.
Pics.
Ever.
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I decided to make matters worse...I'm downloading the latest drivers from nvidia (released two days ago)
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Then it got a whole lot better

I have a 8800 GTS, and I'm getting the same as Zete.
Another bug I found out about. We're still missing the vtex.dll to build cubemaps for TF2.
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The absolute best news in all this isn't in Hammer. It's in Vrad.
If you compile a map now, you'll see vrad does a new process for a couple seconds. It's called ray-trace acceleration, and that speeds up the rest of the VRad process ten folds.
My tf2 map now compiles in under 6 minutes. Used to take 35 minutes this morning.
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Hammer works fine here except for these bugs I sent to Mike Durand. He already replied he'd try and get fixes for them asap.
1) Point_spotlight entity shows a red error model in Hammer. Rather inconvenient
2) Shaded textured polys render doesn't work, it remains simply textured (I used to have that at work too...). Works fine on models, doesn't work on BSP
3) Lighting preview (the simple one) simply shows all models in the map through the BSP
4) Selecting "Draw Materials Opaque" will make the 3d viewport turn black, until the user points the mouse cursor away and goes back to it, at which point display is refreshed
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Restart your steams it's just out
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It's fairly close as far as I remember. Be it Dark Messiah I saw this on, glass and other transparent materials were not really there for me to recall whether that works fine.
However I don't suppose it should be any different. The system takes the light_environment and other light settings in the area around your viewport and vrad does its thing as it usually does, probably with settings close to "fast"
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If it hasn't changed, what it does is render your viewport to a texture. You can't just move around your entire map expecting it to be done on the fly, but room by room is better than nothing.
It's also quick to render, about 5 seconds on the PC at work.
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I can just see it....on Steam in June 08...Zaphod's first game for 9,95 and all of Mapcore bumping into each other remembering the glorious days of Super Mario Kart

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He replied on the steam forums that he wanted to focus on existing tools to make sure those work in their most uptodate version, before going on with the rest of the tools we don't have yet.
So this is all assuming Valve has lighting preview working, which I believe they have, since I've seen it work months ago now...
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The particle editor won't be in this release, we'll have to wait some more. All existing tools will get their updated version though.
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Ace design, ace creation. Awesome just got a new definition
