Quote from TheOnlyDoubleFwill2k Are you French ??
Windows Phone version will come out shortly with the iOS version
Non, plutôt Francophone ![]()
Glad to hear about windows phone, will be awaiting for it.
Quote from TheOnlyDoubleFwill2k Are you French ??
Windows Phone version will come out shortly with the iOS version
Non, plutôt Francophone ![]()
Glad to hear about windows phone, will be awaiting for it.
T'as pas oublié quelque chose?...Windows Phone ![]()
Congrats on the release and now hurry up for the other platforms :), can't wait to check it out
Quote from El MoroesYesterday I watched "Sicario" and...wow...this movie is impressive.
I stayed glued on my chair to the beginning at the end. I advice you this movie guys.
I watched it based on your recommendation :); good movie, recommended to watch. I liked how it shows that there is no black and white rather grey areas. there is no right or wrong in the absolute, it's all about perspective.
I also watched "The Grey"
Just noticed that Deathmatch Classic is missing from my steam library; I remedied this, with 1.24$ no less ![]()
GTA V, Cities:Skylines, AOEII: The African Kingdoms, System Shock: Enhanced Edition, here I come ![]()
Some Dean Martin to set you for the Christmas mood ![]()
Quick shot of my Christmas tree to set your mood for the holidays ![]()
Long exposure time (15 sec) and positive exposure bias (+1 eV)
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Merry Christmas everyone ![]()
Quote from blackdogDid the game got some substantial update in the recent past?
I never went over the training as there were some bugs and didn't like much the feeling of the movement. should give another try
Definitely give it another try ![]()
The game had major updates to maps and gameplay as well as adding new maps in the past 6 months.
It's a blast to play
and it's so satisfying when you win the round/match after an intense firefight/push.
I used to play and enjoy the UT99 military realistic mod called "Infiltration" back in 2000, and Insurgency is pretty close to the feels of that mod; can't complain ![]()
Quote from FMPONEUE4 experiment day 2
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I can see Santorini's reworked mid is going on pretty well :B
Quote from laminutederireI wish they will hurry
I'm no expert, so correct me if I'm wrong, but... aren't the pbr pipelines very powerful and another argument why artists will move to something else?
Who says Source2 won't have PBR somewhere down the line or a similar rendering technique for realistic lighting calculation ![]()
Source2 is not "officially" released yet (as in available for free to the public in its complete form as revealed earlier this year); the portion that got into Dota2 couple of months ago is the tip of the iceberg as far as I can tell. Many features/tools are still unreleased and Valve being Valve, most of the technical features are still not fully disclosed.
I guess we will have to wait for a major release from Valve (HL3?? or L4D3) to push the engine to its limits and showcase its full technical features.
I'm aware that UE4/Unity/Frostbite engines already have PBR with realistic/stunning results and streamlined workflow for artists/programmers, so that's an advantage over source 2 right now, but remember that source1 was an "incremental" engine, benefiting from incremental new features along its existence (ep1, orange box, l4d, portal2, etc.). I believe source 2 will follow a similar path, and if PBR is not there at release, it will find its way somewhere in a future update.
I'm not defending source 2 though (haven't used it nor do I know its technical features inside-out); even with PBR and other features implemented, it could turn out to be an "inferior" engine compared to the current ones that incorporate PBR. In this case, there could be an "exodus" towards UE4 or Unity...time will tell ![]()
Quote from SjonssonSpent a lot of time tweaking outside, I'm not sure about the inside yet, whether it's too hot and reddish/orangish, but I feel it's important that there's an atmospheric change when you enter the castle. Will see if anyone mentions it, else I'll stick to it.
The indoor lighting is fine imho; this is how it is supposed to be with all those burning and glowing fires across the castle rooms and hallways. I like it ![]()
And as you mentioned, it should contrast with the outdoor yellow-ish environmental light so players could feel the transition.
Quote from laminutederire@will2k Are you afraid source 2 will change everything?
Not at all ![]()
change is needed, rather required; today, not even tomorrow.
Source is a nice engine but it's old...read limiting and frustrating at times. What worked quite well for Carmack & Co in 1995 does not necessarily work well in 2015. Software rendering is no more and hardware limitations are more or less a thing from the past.
Granted that Source is very easy to get into and its additive geometry is easy to work with, but once you get more acquainted with it, you start to realize the huge constraints: brushes, invalid structures, concave shapes, rounding errors, bsp, pvs, baked lighting...
From the little I read about source2 over a year ago, I know that brushes are replaced with meshes, concave shapes are now allowed and bsp is no more, which leads me to speculate that it will be a real time GPU-dependent occlusion for the visibility calculations.
Source is a solid engine, don't get me wrong but now is the correct time to make the move otherwise UE4 and Unity are gaining ground rapidly and will start taking away big chunks of Source's market share and "engine of preference" among designers/modders.
Yes, this will mean that whatever I know about Source might become obsolete with source2 and I'll have to learn everything from scratch about the "new" technology but that's fine; sitting for too long in the comfort zone makes one complacent :). A change is necessary to shake things up and open new horizons.
And in case I don't like what I see in source 2 then there is always UE4 ![]()
Very nice change.
The warmer post processing looks more lively for sure ![]()
Keep it up
Quote from El_ExodusI'm writing a guide aswell which is more or less covering the same thing. "The dos and don'ts of Counter-Strike Level Design" I guess i am late now. :< Although i write about a few more topics. But yours is offering a better reading experience
I hope i can finish it soon.
The topic is vast and there is always room for more articles; the more the merrier ![]()
Quote from nikkoshipYikes, I need to read alot of these. I've read a bit of Man Vs. Engine and it was super helpful. It's awesome that there is someone like you out there to help with the really technical side of map-making in source.
Thank you
just trying to help with whatever I can.
Greetings ![]()
I published today a new article that I hope should prove helpful for many CS map makers
Quick Guide to Competitive CSGO Design
It's an article that lists the good competitive mapping practices that every designer should use as guideline and quick reference guide when creating their competitive CSGO map.
Cheers and enjoy the read ![]()
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In another note, I was having a bit of an issue with the military radar on top of the rocks (screenshot in previous post). It's a func_brush (non-round resetting entity), therefore cannot be parented to a func_rotating (round resetting entity) in Counter-Strike round-based gameplay. The brush was immediately disappearing even at the start of round 1.
I had to ditch entities parenting and resort to "logic_measure_movement" entity, and with a bit of tweaking, it's working like a charm.
Progress was a bit slow in the past 15 days;
I was focusing my time and energy on writing and finishing the 2 technical articles about Source engine visleaves and PVS (https://migrationtest.mapcore.org/topic/17174-sh…&comment=406742)
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