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  3. Lajron

Posts by Lajron

  • Valve: Future Hardware Plans

    • Lajron
    • March 1, 2015 at 10:36 PM
    Quote from JAL

    Seems like HTC is developing hardware powered by SteamVR

    http://www.htcvr.com/


    Promo video:

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    The specs on that device are pretty excellent.

    1200x1080 resolution per eye running 90 fps.

    Gyro, accelerometer and laser tracking along with somekind of beacons you place in the room.

    This allows you to walk around your room with "accurate" positioning.


    Don't know about the pricing but this might be the device that gets me to jump on the VR bandwagon.

    I guess we'll learn more next week.

    Display More

    Can't wait to see what valve will show


    Also are they purposly trolling us with the GDC?

    Quote

    "GDC 2015 is scheduled to take place in the first week of March 2015 and Valve has a scheduled event for Tuesday, March 3 and exactly at 3 PM. Is this a Half Life 3 confirmation, the 3rd of the 3rd at 3pm, that's 3 3's?"

    http://schedule.gdconf.com/session/physic…tion-strategies

  • GTA V

    • Lajron
    • February 24, 2015 at 3:36 PM

    http://www.rockstargames.com/newswire/artic…-10-gtav-for-pc


    Another delay until april 14th :

  • de_havana

    • Lajron
    • January 14, 2015 at 10:18 PM

    That door is important because the entrance on that side is too long to check everytime.

    Also it would be really hard for T's to take the A site from Middle since they have to check 2 sides at the same time.

    This way if a CT tries to go the door T's will be able to hear and know someone is there.Of course i made it special for competitive where you can boost a team-mate on a box so they don't have to open the door at all.Makes for more dynamic gameplay i guess.


    Something like this i guess :

    [Blocked Image: http://i.imgur.com/BT1yOMX.jpg]

    Might as well show some of the work on the hotel

    [Blocked Image: http://i.imgur.com/1LSmO4m.jpg][Blocked Image: http://i.imgur.com/Si2FQ1q.jpg]I'm trying to make the inside of the hotel minimalistic as possible since it's closed space.

    [Blocked Image: http://i.imgur.com/laN8iiE.jpg][Blocked Image: http://i.imgur.com/koiYoFO.jpg]

    ^ 50degree building (fml)

  • Question about lighting in Quake 1

    • Lajron
    • January 14, 2015 at 9:33 PM

    I never used Quake engine but it's similar to GoldSrc i suppose.


    I'm not sure what entities you are using for the moving ceiling but in GoldSrc you would either use func_train or func_door.


    1.Func_train

    You would probably make a room with similar lighting to the one where it should be.

    You are gonna place it at that room and teleport it later where you want it to be.


    2.Func_door

    In goldsrc there is a flag for "Starts open" You would move the wall where it would fall and make it "Starts open" which means it would return to the ceiling and when activated it would go down to it's original state.


    I can't give you more details since i don't know quake engine that well and i also don't know which entities you are using.


    I hope you understand what i mean also sorry about my english :

  • de_havana

    • Lajron
    • January 14, 2015 at 2:54 PM
    Quote from Vaya

    Dont know if you saw my message in the playtest but don't worry about the speed of the door opening.


    Valve decided to tie it to tickrate for some reason. same issue exists on 128t nuke etc.

    I actually didn't notice anything wrong with the door but the door is crucial for better gameplay.

  • de_havana

    • Lajron
    • January 5, 2015 at 11:00 PM

    Oh ok so you think i should stick with the basic colours but most people know havana as an old place tho they paint it every year so it attracts tourists.


    I guess you would prefer this colours ?


    [Blocked Image: http://i.imgur.com/wW9kQ3O.png]

  • de_havana

    • Lajron
    • January 5, 2015 at 10:46 PM

    I could upload some of the "2d flats" that i made but i am also using cs_havana assets.


    In de_mirage Valve used displacments for the smooth look and overlays.My theme is Havana which has really weird colours like

    [Blocked Image: https://farm8.staticflickr.com/7365/13148627965_cc454e94c9_h.jpg]also many arches.That's why i am actually keeping the arches low poly because i'll have them almost everywhere and not everyone has a powerful PC.Of-course when i'm done with the map and the optimization allows me to add more polys i'll redo the arches.


    [Blocked Image: https://farm3.staticflickr.com/2835/13608056924_bb6c7e1d42_b.jpg][Blocked Image: https://farm4.staticflickr.com/3953/15421753858_d44255f03b_b.jpg]

    [Blocked Image: https://farm6.staticflickr.com/5447/9630529972_8d5e44baf3_b.jpg]


    I'll probably make for every texture a normal map so it looks less "brushy"

  • de_havana

    • Lajron
    • January 5, 2015 at 9:31 PM

    Neither since i mapped in GoldSrc i never had a problem with VHE being laggy tho i noticed the lag in 4.1 so i just fast hide objects that i don't need and work on a certain building for example :

    [Blocked Image: http://i.imgur.com/ipNioru.png][Blocked Image: http://i.imgur.com/cvxzOzS.png][Blocked Image: http://i.imgur.com/kI9H36u.png][Blocked Image: http://i.imgur.com/swSk2U5.png][Blocked Image: http://i.imgur.com/Caaj1No.png][Blocked Image: http://i.imgur.com/WuEqVYi.png]

    Otherwise it would look something like this

    [Blocked Image: http://i.imgur.com/TnirTp3.png]

  • de_havana

    • Lajron
    • January 4, 2015 at 10:30 PM

    I hope this isn't spam

    The map was tested today in a 5on5 match.The layout turned out great and it was almost a tie


    So here's the layout that was being tested

    [Blocked Image: http://i.imgur.com/mag0dW0.png]

    The new A site (it's still in the works i just used the boxes and pillars as a place-holder)

    [Blocked Image: http://i.imgur.com/cw7uEQS.jpg][Blocked Image: http://i.imgur.com/sXQ0jIy.jpg]Also here are some new buildings at "CT Spawn"

    [Blocked Image: http://i.imgur.com/XwbGxtZ.jpg][Blocked Image: http://i.imgur.com/A0OUYo1.jpg][Blocked Image: http://i.imgur.com/Kk5fUrG.jpg]

  • de_havana

    • Lajron
    • December 31, 2014 at 2:11 PM
    Quote from MrTwoVideoCards

    Having T's go up a ladder like that seems kind of OP for ct's to defend from the corner now, especially since you can't shoot properly while on a ladder, and if you fling up the ladder you're basically playing duck hunt.

    Yeah i agree , that was just me experimenting with something new ,after all that's what playtests are meant for -> experimenting.

    The changes that i did in version40 :


    Removed the block that allows Ts to climb on the crates at B.

    [Blocked Image: http://i.imgur.com/7vYynYu.jpg]

    Blocked the ladder so someone needs to boost you(this will be only possible in competitive).

    [Blocked Image: http://i.imgur.com/cJgbdm0.jpg]

    Made mid more CT sided with more peek angles.

    [Blocked Image: http://i.imgur.com/YsIFoKk.jpg]

    Also changed A balcony so CTs can fall back.The site is now gonna be harder to take but also if taken , easier to defend.

    [Blocked Image: http://i.imgur.com/OIoYMhL.jpg]

  • de_havana

    • Lajron
    • December 26, 2014 at 9:10 PM

    Hm currently i've done some change to mid:

    [Blocked Image: http://i.imgur.com/OcsTDLu.jpg][Blocked Image: http://i.imgur.com/WO1ry1U.jpg][Blocked Image: http://i.imgur.com/YgpFBPR.jpg]
    I also added a brush so Ts can get on this crate for more interesting gameplay and moved this a little bit inside

    [Blocked Image: http://i.imgur.com/YvUOc5C.jpg][Blocked Image: http://i.imgur.com/IZP77bp.jpg]Also some visual work

    [Blocked Image: http://i.imgur.com/fglutKD.jpg]

  • de_havana

    • Lajron
    • December 19, 2014 at 11:44 AM

    It really depends how you look at it.

    For B site i might add some small cover for flashes but isn't that like saying i get flashed on de_inferno banana when i rush?

    What more with proper smoking Ts have an advantage.They are able to bounce smokes from the pillars of the cathderal blocking the whole view of the road(the right angles just need to be learned)

    But i have an idea that would make it more even.

    Yeah A site is in-between A-long and Mid but i think that's what makes it special.

    I may decrease the timing for CTs on mid since it seems there is a big difference between bad and good spawn.

  • de_havana

    • Lajron
    • December 18, 2014 at 10:52 PM

    The map was playtested today and i was able to improve the gameplay.It played much better than the last time.

    Here are some screenshots for those who weren't able to make it:

    [Blocked Image: http://i.imgur.com/HscF4x2.png][Blocked Image: http://i.imgur.com/rd2Kkai.png][Blocked Image: http://i.imgur.com/oji2qpR.png][Blocked Image: http://i.imgur.com/odzBlxu.png]

  • what was your favourite / most inspiring map

    • Lajron
    • December 17, 2014 at 6:31 PM

    This was a really fun map while playing UT

    [Blocked Image: http://cdn.overclock.net/e/ee/ee9e1ae7_dm-morpheus-001.jpeg]


    cs1.6

    I think de_torn was a beautiful map with great architecture

    de_torn : The Interview with Crinity and Madcross http://twhl.info/articulator.php?art=11

    [Blocked Image: http://www.csnetwork.ru/uploads/posts/…_de_torn-10.jpg]


    cs:s

    de_wanda i was blown by this map

    [Blocked Image: http://files.gamebanana.com/img/ss/maps/19595.jpg]

  • Sledge Editor

    • Lajron
    • December 16, 2014 at 12:30 AM

    Sorry i didn't understand your question?

  • Sledge Editor

    • Lajron
    • December 12, 2014 at 10:52 AM

    I just asked PB for the answers.


    First one is "It will be a while" he still has lots of work with GS.

    The second answer "source already has better tools so GS gets priority and GS is easier to work with"

  • Sledge Editor

    • Lajron
    • December 11, 2014 at 7:25 PM
    Quote from jusezz

    can u share all Sledge Editor configs for CS:GO ?

    As i said it still doesn't "really" support Source engine with its features but if you really want to map with it for Source you can.


    1.Go Tools/Options in the top menu


    Then you'll get a "Sledge Settings" window.

    Click on the "Game Configuration" tab.


    [Blocked Image: http://i.imgur.com/padVy2D.png]


    Click "Add new"

    The "general" tab has to look like this :


    [Blocked Image: http://i.imgur.com/RwycqVA.png]


    After that go to the "Entities" tab.

    And set the directories like this :


    [Blocked Image: http://i.imgur.com/B98MKDa.png]


    Just click Apply and Close , and you are done.

    Tho as i said most of the source features aren't yet implanted in Sledge.

  • Sledge Editor

    • Lajron
    • November 29, 2014 at 9:09 PM

    Yeah , you are gonna have to wait for source support or just use hammer compiler or even better http://qsextreme.com/vbct/

  • Sledge Editor

    • Lajron
    • November 29, 2014 at 8:40 PM

    You first need to set up programs for compiling in Options.

    [Blocked Image: http://i.imgur.com/qaie6Y1.png]

    tho not sure if this will work since source doesn't have vcsg.exe and as i said PB is more focused on goldsource right now.

    I'm expecting from PB when he starts working more on source support that it will automatically detect your steam folder.

  • Sledge Editor

    • Lajron
    • November 29, 2014 at 4:39 PM

    Yeah , it's still not fully supporting source engine because PB is more focused on Goldsource engine at the moment.But you can make anything out of brushwork and load it in source-hammer.One of the great things about it , is that it doesn't lag at all like hammer and it has more options


    [Blocked Image: http://i.imgur.com/w40zjSD.png]

    Another screenshot showing some "brush types" options.

    [Blocked Image: http://i.imgur.com/7UvSSxF.png]

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