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Posts by FMPONE

  • Source 2 Hammer - Feature Request

    • FMPONE
    • May 23, 2020 at 5:51 PM
    Quote from Squad

    9 hours ago, Squad said: I just checked and both hiding/unhiding (unselected) from the menu also works fine on my end.

    Strange, I will have to test that more today ?

  • Source 2 Hammer - Feature Request

    • FMPONE
    • May 23, 2020 at 4:06 AM
    Quote from Squad

    18 minutes ago, Squad said: H = hide selected

    Ctrl + H = hide unselected

    Right? I'm starting to doubt myself :P

    I haven’t tried doing the hot key to hide unselected, I’ve only done it from the menu. So If it’s true that U unhides when you do hide unselected with the hot key, but not if you do it from the menu, that’s kind of weird.

  • Source 2 Hammer - Feature Request

    • FMPONE
    • May 23, 2020 at 2:40 AM
    Quote from Squad

    1 hour ago, Squad said: That works just fine for me using the hotkeys (CTRL+H and U).

    You’re referring to hide, I’m referring to hide unselected, which is everything not selected.

  • Source 2 Hammer - Feature Request

    • FMPONE
    • May 22, 2020 at 10:15 PM

    You can hide unselected but if you want to unhide unselected you have to do it from the selection menu. Should get an additional option to show unhidden IMO.

  • THPS 1+2

    • FMPONE
    • May 18, 2020 at 7:58 PM

    This was a surprisingly dank game boy game. Can’t remember if it was GBA or game boy color

  • Source 2 Hammer Bugs

    • FMPONE
    • May 18, 2020 at 12:08 PM

    If you try to take a high resolution screenshot, the editor crashes.

  • Source 2 Hammer Bugs

    • FMPONE
    • May 18, 2020 at 4:48 AM

    Put bugs here.

  • Source 2 Hammer - Feature Request

    • FMPONE
    • May 17, 2020 at 9:16 PM

    Prayers here.

    Mine:

    -Ability to full-screen the active viewport.

    -Ability to toggle entity visibility without making their effects disappear (such as lights).

    -Ability to edit key binds

  • Source 2 Documentation

    • FMPONE
    • May 17, 2020 at 9:13 PM

    Feel free to post great resources, they will be added to this thread.

    --------------------------------------------------------

    Source 2 Introduction by Marnamai

    https://docs.google.com/document/d/17aFk2Z-C1G2ZYcQRxKx-fEK3m4h0jSw9nqGjC9T1Bx4/edit#

    --------------------------------------------------------

    How to Transition to Source 2 by Shy Studios

    External Content www.youtube.com
    Content 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.
    --------------------------------------------------------

    Steam VR Environments Docs

    https://developer.valvesoftware.com/wiki/SteamVR/Environments

    --------------------------------------------------------

  • Half-Life Alyx

    • FMPONE
    • May 16, 2020 at 1:49 AM

    Anyone reading this should know that there probably will not be another one of these types of opportunities for a while. just sayin

  • [CS:GO] Erect (wingman hostage)

    • FMPONE
    • May 15, 2020 at 3:45 PM

    Not sure whether to move this thread to EOT ?

    Nice rocks though. I think you’re overdoing the poly counts on the cliffs a bit. I know UE5 is powerful, but just because you *can* doesn’t mean you *should*

  • Half-Life Alyx

    • FMPONE
    • May 15, 2020 at 6:04 AM

    Just finished it. Amazing ending.

    So, my overall impression of this game is that wow, it looks incredible. The graphics, sound, animations etc are just wildly impressive. But, as a game, the experience was very inconsistent.

    There are some big head-scratchers here for me. The excessive amount of inward opening doors has to be one, there are probably five times more than there should be throughout. Some of the encounters towards the end feel brutal in terms of limited ammo supply. Tracking in general just didn’t feel up to snuff, a good example of this is when you’re given megacharge lightning bolts at the end of the game: presumably, these are meant to make you feel super powerful. Instead I ended up hitting the walls most of the time. It was emblematic of how this game would have simply *worked* better mouse and keyboard. There are a lot of examples of that, sadly. The number of puzzles was egregious. Memorable ones like snagging the shotgun from the hanging guy over the well were severely outnumbered by mind-numbing electrical work/globe spinning. I’ve already gone over the Zoo level, that one was very poor from a design standpoint.

    Jeff was the high point in terms of horror/design. It proceeded exactly how I felt the designers actually intended.

    The story wraps up so nicely!

    As an experience, though, HL:A just seemed to fundamentally misunderstand what I was enjoying about it: amazing, picture perfect graphics, and environmental atmosphere. Those things will age severely with time, but I wanted the game to have more contemplative+explorative moments. Something like waking through the eery train station with the NPCs in HL2, or the cramped apartments, something a bit more slice of life. It felt like the lesson from HL2 was “we overdid the car and boat areas”, but that lesson was too severely overlearned, such that all exploration seemed to have gotten cut entirely.

    All the human NPC scenes felt, quite literally, rushed: as in, everyone is running around like their hair is on fire in the beginning. Or, at the end, when you’re in the weirdo apartments, everybody is a ghost. The game just needed a more visible and steady human touch I think, because it is overall such a mixture of alien and strange environments. I felt myself really appreciating the moments with the visible characters, because it breathed life into things. The dialogue was always really on point; for the most part. “I’m not in the Gun lending business anymore, Mmk?”

    I’m tempted to just go slamming this game because, gosh, there are a lot of things I would have changed about this one, to be frank. So many design elements just grated over time, from puzzles to doors to pacing to VR tracking to combat to loading times to pacing, and did I mention pacing? This game takes you from a dead stop to rushing you into Combine combat sections where you die in three seconds, have to reload the game (which takes forever!) rinse and repeat probably 5-10 times per every combat beat. Brutal. Not my definition of fun.

    Thankfully, it’s still one of the most insane media experiences I can ever remember. When the Vortigaunt was swirling that shit in the sewers around I was in awe, the effects, sound, and visuals around that point in the game are jaw dropping.

    While far from the VR killer app, it’s proof that we might get there some day.

    This game is what I would say is an incredible stepping stone. Legitimate criticism that comes it’s way in terms of gameplay can be refined.

    Also, if you tease an infected gorilla, I’m going to dent your review score if we don’t get it ;)

    I can’t say “perfect game 10/10” as I would have wanted to given the wait time for this Half-Life sequel, but I can applaud the ambition of it. I appreciate that we just got a new Half-Life game, and that it solved the cliffhanger in a truly elegant way. It just broke a lot of utterly mundane stuff along the way that needn’t have been broken — and to be blunt, would never have felt as broken on mouse and keyboard.

  • What I'm Working On

    • FMPONE
    • May 14, 2020 at 12:20 AM

    Here's my new Unreal Engine 5 hostage rescue map

  • Unreal Engine 5

    • FMPONE
    • May 13, 2020 at 9:03 PM

    I don’t know guys I think .bsp, VRAD and two hour compiles is the way to go.

    /Unreal Engine guy voice: “We call this new technology TexInfos, and if you have even one too many of them, your computer explodes. You’re welcome.”

  • Half-Life Alyx

    • FMPONE
    • May 12, 2020 at 9:44 PM
    Quote from Lizard

    4 minutes ago, Lizard said: I wont agree on this one. For me the puzzle was constructed in a way that guided you directly to "last step". You go in and you use your tool to switch cables inside the wall and this lamp turns on near green cable. For me a breadcrumb like this was enough to follow green cable that was on the ceiling. The whole corner was dark so that the lights from the xen thingy highlighted your goal.

    Also I don't see why would you call this room a failure. The mix of environments there kinda makes a lot of sense.

    To each their own, but the game teased fighting a combine infected gorilla on the loose and I ended up doing a stupid puzzle where the solution is to touch a dimly lit ceiling.

  • Half-Life Alyx

    • FMPONE
    • May 12, 2020 at 9:19 PM
    Quote from jd40

    23 minutes ago, jd40 said: Ohh yeah the one where you have to climb on some crates in a dark corner that don't even look like you should be able to get on. That one took me a while too lol. I was climbing all over the place but only looked up once I heard the inflating explody thing.

    If it wasn’t mean spirited I would almost do an entire video about that room... and what the hell is supposed to be going on there. It’s just a failure on so many different fronts.

    All at the same time, it is:

    -The exit of a Zoo

    -Some kind of infested chasm

    -A storage area

    -An apartment kitchen/dining room

    -A Combine computer room

    -A boiler room

    None of it clicks together, and you’re stuck there because it’s meant to justify a truly bad puzzle. Puzzle areas are supposed to be really strongly themed, precisely because (especially if the puzzle sucks) players are going to take a while to get out of the area.

    No one can tell me that area should not have been cut. It’s supposed to be a damn Zoo-themed level. Just do Zoo-themed things!

  • Half-Life Alyx

    • FMPONE
    • May 12, 2020 at 5:10 PM
    Quote from Lizard

    18 minutes ago, Lizard said: You guys talking about the greyish / blueish environment full with antlions?

    It’s after you go through the tiny crack in the wall that takes you to the end portion of the level.

  • Half-Life Alyx

    • FMPONE
    • May 12, 2020 at 3:18 PM
    Quote from dux

    11 minutes ago, dux said: What is this bit? I genuinely do not recall this at all. Come to think of it, I can't recall a lot of my play through. I remember all the big set pieces, but bits in between I'm a bit hazy.

    It’s the end of the zoo level, but it has no zoo related theming or theming at all really, it’s just some dimly lit nondescript chamber.

  • Half-Life Alyx

    • FMPONE
    • May 12, 2020 at 3:04 AM

    The puzzles in this game are dreadful. Really rough, awkward momentum killers.

    Pretty sure I just played what will be the worst level of this game, level 8 Containment. It starts off pretty dark and pitch-black and just kind of unwelcoming, so it's off to a bad start. Then you fight antlions which end up being pretty underwhelming enemies, potentially quite fun to fight but not really particularly challenging or interesting in the end, and totally indistinguishable from every other enemy in terms of combat approach. They run at you. You run back. You shoot at them. They die. This is where melee would have been a welcome alternative to shooting in this game, if every enemy is just going to run at me like an idiot, let me hack at them.

    Then the game throws probably the biggest disaster of a puzzle I've ever seen at the player, where you're supposed to toggle some switches that are in the ceiling (?!?), really annoying. It's a truly confusing experience trying to figure that the game is expecting you to interact with the ceiling, that'll take you a good 15 minutes. Then you have to determine if it's a physics stacking puzzle, that took me quite a while, because the game really seemed to be indicating that it was. Turns out it was not! Great.

    Physics stacking puzzles are NOT pleasant in this game, because physics in this game is totally inconsistent. Some big things can be picked up, some cannot, some are moveable, some are not, the controls feel sticky and unresponsive grabbing things. But, then it turns out, you're supposed to just... reach for the ceiling? What the? Reaching for things in VR in general is so unpleasant. Reaching for the ceiling is like ultimate mind-fuck and feels terrible because there is no sense of depth to the environment that you feel intuitively enough. Then MORE switches in wall puzzles. Like, ten of them... endless with the wall puzzles.

    Digression: a version of this game with every single puzzle or puzzle-like element removed, would have been far better to play (but would have been about 1/10th the length...)

    This level was maximally awkward in terms of staring at walls trying to figure out how to solve what is obviously a time-sink. Then at the end it throws in a close-quarters Combine combat beat, which are some of the fastest killing enemies and with no room to maneuver around them, so you're virtually guaranteed to die the first time as you scope out the environment. All of this as if to punish the player for solving the puzzle mess. Honestly bewildering pacing...

  • What I'm Working On

    • FMPONE
    • May 11, 2020 at 3:06 PM
    Quote from will2k

    1 hour ago, will2k said: The longer you work with UE4, the harder it will be to go back to Source. :D

    Are you planning on making a small game or campaign using UE4? or just fiddling around?

    I have another Source map that's 60% done, so probably done with Source after that.

    Quote from Vilham

    5 hours ago, Vilham said: FMPONE weeb confirmed!

    Looks like a beat em up stage.

    Wrong, I only like red blooded American adult cartoons, such as the Flintstones. Mature stuff like that.

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