It's come a long way! Shame I couldn't make the playtest.
Posts by jackophant
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I'm glad your problem is sorted, and now I know skybox can't overhang in the void!
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Quote from Logic
I'm not sure how to raise the ground level without having really low ceiling in the underpass, so I might try to keep it for now.
How apart a ramped entry like Mirage A slope? Or the underpass leads up to a mid point between the main A floor and the underpass level with more stairs leading up, 2 sets of smaller steps rather than one set of longer steps.
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Yes, please share vmf by dropbox/google drive or some other trusted file share site, I'd be interested to see what's going on. Have you tried the interlopers compile log checker? See if that's turning up with anything crazy?
I'm just going to put this out there and no offence intended, but more often than not in circumstances such as these it's the mapper at fault, not the software. It's usually down to missing something simple as you aren't used to these processes, so I would take a real, good hard look at your process and start from scratch, maybe even copy the map into a new vmf and try again.
I'm speaking from experience, I massively derped out while trying to make working radars. But now (luckily) it's second nature.
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Do you not need to request permission from Brute to remake his map?
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Don't forget to change how the wall bangs work on that site. I was able to awp Ts running through the doorway at the top through the metal wall very reliably.
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Quote from El_Exodus
stay inside the map. you cant shoot the leveloverview if you are in the void.
I take my screenshots outside the skybox in the void, otherwise I get strange issues where some faces draw black.
@Sirlock try and set all your game settings before you compile. That includes setting res to 1280x1024 and maxxing out your graphics (it doesn't matter if you're lagging, it's a static shot you're taking). Using another resolution can lead to misalignment in editing afterwards. Those black and green screens are also what I suffered with. You need to set your level overview value to 4 or higher and set it after you noclip out of the map. If 4 still isn't enough, try it in whole integer intervals until you can see something, and then fine tune.
Otherwise maybe you have a problem with your skybox as it looks a little rough atm, and perhaps have some sort of leak which has allowed you to still compile.
If you don't know how to check for leaks, in hammer go to Map > Load Pointfile and then look for a squiggly red line, if it asks you about trying to find the file, then hammer didn't create the .lin file during compilation and you should be ok.
I may have missed something, but have a mini-guide here if you this help still and other stuff:
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Won't receive it until a forecast early November, but I ordered myself the new Nexus 6P 64GB Graphite:
[Blocked Image: http://www.droid-life.com/wp-content/uploads/2015/09/nexus-6p-16.jpg]
[Blocked Image: http://www.droid-life.com/wp-content/uploads/2015/09/nexus-6p-12.jpg]
It's a little smaller than the beautiful Mororola Nexus 6, but I can't wait to get my hands on the next little marshmallow slab of android!

In totally unrelated news, is anyone interested in an impeccable, original Nexus 6?

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That's it! I've not been able to put my finger on it was until now, but Andre made me realise. It's the pale greeny lighting in places. It's been visually jarring me, but I couldn't work it out, especially the use of lights in the middle of the day.
Maybe this needs the technique plubo documented in his articles, the "ambient lighting boost".
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Quote from SotaPoika
Seems like pretty damn stupid nerf for Zeus. It's basically useless now, but if you happen to have one (accidentally picked up, for example), you're gonna waste some precious seconds when switching to knife, only realize it chooses the Zeus first.
Then again, Valve does quite often these updates where something that's equal to Ion-Cannon, next it's like broken nerfgun that only makes sound anymore.
It was breaking competitive play and (imo) was initially meant as a novelty weapon. This way, people can use it as a cheap shot, but they won't receive any monetary compensation for doing so. you don't ever drop zeuses any more afaik. It's a utility weapon, and you would drop your primary or secondary if no primary available and your most "expensive" nade.
I think this is a great change for the zeus, but then I've not had any bad instances with it in recent games.
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Quote from leplubodeslapin
But have you made these missions jackophant ?
Quote from jackophantPersonally, the missions like "Fowl Play" where you had to kill 300 chickens and would get bonus XP based on "chicken killing sprees" are how more missions should have been, and less 32 rounds on a map you may struggle with, which best case scenario you finish in 2 competitive games, but this could drawn out over 4-5 games which is a punishing grind.
300 chickens is a bit much, but my point is that the missions should be fun. Earning $1M for a set team (or at all) is not fun, especially on casual. These missions were set off from the main route to gaining stars for a reason I guess!
I suppose it's all an experiment, but the missions should be fun enough to want to do, regardless of what the award is. I personally really liked the guardian missions, despite the pants-on-head retarded bots running around the world before trying to enter the site.
TLDR: There is a balance to be made, and it might be nice to get something at full completion.
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It looks nice and all, but don't you normally want to test it before it gets to this level of detail?
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I pretty much played until I got gold. As we were locked into the profile rank ups for our drops, albeit once a week, I didn't pursue more missions. I suppose the missions helped you rank your profile faster, and for some people that was enough.
But I guess it's in Valve's interest to not flood the market with items like previous operations, as if it devalues a lot of the items, that means less money for us, and by extension them.
Personally, the missions like "Fowl Play" where you had to kill 300 chickens and would get bonus XP based on "chicken killing sprees" are how more missions should have been, and less 32 rounds on a map you may struggle with, which best case scenario you finish in 2 competitive games, but this could drawn out over 4-5 games which is a punishing grind.
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Quote from (HP)
Also, I know it's silly to complain about this kind of shit, but something else that really throws me off in zombie movies (to the exception of 28 days later) is that they can almost literally drink zombie blood when they blow zombies heads off without getting infected, this happens in almost every single episode of TWD, but a bite will surely do it? lol
TWD is a bit different:
QuoteEveryone is already infected. Ingestion also isn't the same thing as having something delivered directly to your blood stream.
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Not entirely relevant for this post, but what the hell is up with the adverts now?
I realise these are real people posting not bots which makes it harder, but I checked new content this morning and 4-5 posts in a row were lame advertising from a total random.
I genuinely have no problem someone from here posting about a game they're working on though... Please just tell me if I'm being a grumpy, old man though.
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I was thinking that as I refreshed the new content page, and then this was at the top!
While I'm here, how can I edit spoilers? The system seems really complex now as I can't just remove the tags, the spoiler system embeds itself in the post with that black box.
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Quote from Wrakk
Looks great so far. I already see that you're going to use some custom textures, but are you going to use any custom props? The map seems filled with stock assets right now. Also, it may be just me, but the lighting seems a bit off.
Thanks

We have no current plans involving custom props, but that doesn't mean we're ruling them out. My personal view is if the props we need are already available, why reinvent the wheel?
What do you mean by the lighting being off? Some props won't have been lit correctly due to incomplete optimisation as part of a semi-detailed map, but we're also trying to experiment with a more dusky lighting effect. Right now the 2D skybox may make things feel a little strange compared to world lighting.
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Quote from blackdog
Can't remember precisely, but I think that in Zombieland they use the name? And right at the beginning they had the "survival guide" exposition, that I think makes you feel they acknowledge and know the danger much more than in any other z-movie.
The exposition was pretty good, but he also housed the girl he fancied the night before (because she was "attacked" by her boyfriend) and was prancing around the house while she tried to eat him. I haven't seen the film recently, so I can't remember how aware he was of what she was at the time, but I suppose even though we know of zombies, to suddenly be faced with one, especially someone we know, how can you be sure they're not pretending and you kill them... There's more sides to the dilemma I suppose.
It reminds me of a YouTube prankster covered by the UK's "show YouTube videos on TV for people who don't know how to use the internet" RudeTube, who was dressing up as a zombie and scaring people in Miami (I think). Someone in a group of people he scares pulls out a gun, and apparently the only reason he didn't shoot him was that if he was a zombie, all he would do was piss him off!
The pranks ended after a large group of men in an enclosed basketball court turned on him after a few of them tried to leap out of the court and couldn't escape.
</tangent>
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Teaser shot:
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We've removed the window room, and are now experimenting with alternative routes to the roof. Trying to maintain the use of it while removing too many camping possibilities.