Posts by Radix
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Quote from jubjunior
30 minutes ago, jubjunior said: I've been having problems with loading screen in workshop maps, it doesn't load overview/background, i tested in 2 PCs. Official maps and operation maps works fine. Is that a bug? If so, the judges will be alerted?
Yes, it's a bug. The loading screen/overview thing is broken for years. Before it was just broken for former Operation maps but now it's all Workshop maps, so equality for all I guess. ?
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Quote from blackdog
23 minutes ago, blackdog said: Use WallWorm
Quote from That5020 minutes ago, That50'sGuy said: I've been using that tool since the very beginning. I can't imagine what modeling would be like without it hahah!
I've always been a little astonished because apparently everyone uses this software (3dsmax) that cost 2k bucks every year.
Well, there is this students version, but you may not make money with your stuff then (CS:GO Operations etc.).
Am I the only idiot that uses Blender, which is for free and far good enough to make shitty low poly props for CS:GO?
What's up with that?
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Quote from Vaya
1 hour ago, Vaya said: @Radixthank you for catching it!
Yeah, just posted it here because nobody else did, so that people don't miss it.
Do you know who made that image? Love the Win98 (?) vibe! ?
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Quote from blackdog
1 hour ago, blackdog said: Who said games are not educational?
?:)
Btw... The other day I saw the picture below while surfing the web and immediately recognized Hallstatt. For a second I thought that I would have to read something like "terrorist practiced bomb attack on Austria in popular video game" bullshit, but it was just a fire. Luckily the fire fighters could prevent greater damage. Still sad to see this. Hope they can reconstruct the historic buildings... ☹️
[Blocked Image: https://image.kurier.at/images/cfs_landscape_616w_347h/3962297/46-151275425.jpg]
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Quote from Vaya
57 minutes ago, Vaya said: Can you not just play outside?
Just go like this
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Quote from birjolaxew
1 hour ago, birjolaxew said: Is this the right place to have a discussion about rule 4? I think we need to talk about it as a community, now that de_zenith has exemplified how problematic it is.
I understand your concerns. But I don't think that there is an actual alternative for "rule 4".
The contest is NOT about who can create the best map in ~8 months. Mapcore is holding this contest to encourage people to create/finish maps and so that some maps get a little more attention.
If you really expect that everybody starts from zero when the contest starts, you can just forget it. Because nobody (except some hackers and intelligence agencies :P) can control what's going on the hard disks of people. People can easily keep finished maps secret until a contest starts. The only way to avoid this would be to have a very limited theme (something like "snowy castle" and NOT something open like "exotic places"). But this would have the consequence that very few people would participate in the contest. Because nowadays most people need something like 2 years or more to create a new map.
So just accept it, or we won't have any contests ever again.
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So... No answers yet.
I guess most people have the same problem that I have: I don't see anything.
What's the problem? How does it look like in Hammer?
Water in Hammer/Source:
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All brushes are black because the vrad.exe crashes for some reason.
Quote from Donskioni22 hours ago, Donskioni said: zero area child patch
I guess this causes the problems. So there is probably some messed up brushwork.
- Check for invalid brushes (Press "Alt+P" or go to "Map" -> "Check for problems", then search for invalid solids).
- Check for misaligned brushes. Brushes which are not "on the grid" with small gaps between them.
- If you can't find them, try to compile parts of your map via cordon tool. So you can isolate the problematic brushes.
- There are also some errors with nodraw texture on displacements (select these faces with "Toggle texture application" (Shift+A) then go to "Displacements" -> "Destroy")
- Also some wrong usage of models (prop_static using a model, which must be used on a dynamic entity (i.e. prop_physics) )
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The more you do, the more you do wrong.

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In expert compile mode, add -StaticPropLighting to your compile parameters.
https://developer.valvesoftware.com/wiki/Static_Props_show_up_black
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Quote from JorisCeoen
On 10/6/2019 at 1:01 AM, JorisCeoen said: I am curious to know about the benefits of autocombining props. I know Dust2 uses literally almost exclusively this feature for its props, but I just don't understand what it does. The only possible use I know for it is if you have lots of grass props and stuff like that, you can easily combine them to make a single prop and save on having each seperate prop_static entry being calculated seperatly... but in Dust2 I've discovered that sometimes 3 or even 2 props are being combined and there would literally be no reason to do it, as far as I can tell.
It's about "draw calls". Many small props mean many performance-eating draw calls. The static prop combine feature merges multiple props into a single big prop, which is less performance-hungry.
Combining very few props may not make much sense (rendered geometry vs draw calls?), but that's because it's done automatically. All in all it's still an improvement. Valve has stated that Nuke runs 40% faster after they implemented static prop combine.
@untor showed me how to use the autocombine feature and we will post a short guide soon...
Edit: Here it is...
https://migrationtest.mapcore.org/articles/tutor…e-in-csgo-r111/
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Quote from untor
19 hours ago, untor said: If you want, i can told with you in Discord and try to help you with Autocombine, and then you can help me write a tutorial on english))
Sure, I can try to help you if none of the "tutorial guys" wants to.

Further discussion via pm I suggest, I don't want to hijack your thread.

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Looks really cool so far! Take care of player visibility!
Quote from untorOn 8/10/2019 at 12:18 PM, untor said: Hi Mapcore! Today, I want to show you, great stuff! I finally figured out the issue of auto-combination of props_static.
Seems like you are still the only one who managed to make the autocombine feature work...
I tried it for a while, but it still doesn't do anything. No errors, nothing at all...
- So the *.qc (and the other source files) of your model has to be in "SteamApps/common/content/csgo/", right?
- Anything special about the qc? Is there a chance that you could share an example *.qc file?
- What about the other source files: Which file format? *.smd or *.dmx?
- What compiler do you use to compile the model? (Is "Crowbar" ok? https://steamcommunity.com/groups/CrowbarTool)
Quote from untorOn 8/12/2019 at 7:55 AM, untor said: and now, need compile a map with Combine settings in VBSP -StaticPropCombine -StaticPropCombine_AutoCombine -StaticPropCombine_SuggestRules -KeepSources (for checking in hammer) -StaticPropCombine_ColorInstances (for checking after compile in game, it add random color for combined props)
- So these are your compile commands for vbsp: -StaticPropCombine -StaticPropCombine_AutoCombine -StaticPropCombine_SuggestRules -KeepSources -StaticPropCombine_ColorInstances -game $gamedir $path\$file
( -StaticPropCombine_AutoCombine makes it ignore your spcombinerules.txt afaik)
- stub qc and spcombinerules.txt as you described above (according to this: https://developer.valvesoftware.com/wiki/Static_Prop_Combine )
- anything else?
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What happened to the community maps (Ruby and Breach) was pretty much what I expected (looking at the queue times), but the fact that they were not replaced with other community maps but with Cache and Mirage is interesting.
Cache because there will be a reworked version in a few days, so it can be tested easily.
But Mirage? Will there be a reworked version soon as well? It's currently one of the maps of the comp pool that need a visual rework the most, so I'm pretty sure this is what is going to happen.
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https://blog.counter-strike.net/index.php/2019/10/25707/
So Breach and Ruby have been removed and Mirage and Cache are now available for Scrimmage matchmaking.

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