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  3. Klems

Posts by Klems

  • [CS:GO][WIP] de_sanchez

    • Klems
    • March 24, 2017 at 4:02 PM
    Quote from jd40

    On 13/03/2017 at 1:03 PM, jd40 said: So the map is now fully detailed (workshop has been updated). I've got some problems getting these areas to look right anyone got any tips?

    I think if you removed the lighting in the upper area, and increased the lights in the lower area (as well as use a lighter floor texture, these are so 2004) this would improve the look a lot. Some spots would be great. I haven't played the map yet so I don't know if the upper area is walkable or not. Usually area that aren't walkable should have less contrast and should be less lit. Here it's the same color/lighting everywhere so nothing really catch the eye. Just my 2 cents. The second screen is fine but some more rocks and grass wouldn't hurt I guess. EDIT: also add some leaves under the tree

  • Counter-Strike: Global Offensive

    • Klems
    • March 18, 2017 at 1:16 PM
    Quote from blackdog

    13 hours ago, blackdog said: Analysis by 3dksphilip

    Damn I knew I saw these locations IRL. Walking through the map and realizing I took the boat at CT spawn was weird.

  • WIP in WIP, post your level screenshots!

    • Klems
    • March 18, 2017 at 2:44 AM

    I made things

    clicky clicky


    I also made an HL2 EP2 map for a and got first place! The next contest begins in 4 days.

    My map is called Zombie Defense, there's already a walkthrough here. And you can download the mod here.

  • Draw calls in source?

    • Klems
    • February 27, 2017 at 7:13 PM

    It's always better to share textures on multiple meshes, period. You save on map size, on loading time and on GPU memory while in-game.

    That screen of nuke probably has to do with the size of these models, not the textures. It's sometimes a good idea to merge all the props of a room into a single, "huge" prop. Lots of small props will make the drawcall bigger, one big prop will make it much smaller. The trend is to do less objects on the CPU and more polygons on the GPU (modern GPU can handle it). The drawback is that the bounding box of the prop is so huge (since it encompass all the objects in the room) it's practically always "visible".

    Quote from grapen

    On 24/02/2017 at 4:49 PM, grapen said: and would like to know more about best practices in Source, theoretically.

    May I ask why? Are you making a map with so many props and polygons that you broke the limits of source? Do you experience a significant FPS drop on your map and you don't understand why? Are you just trying to learn? Otherwise it's probably better to avoid optimizing early.

  • What I'm Working On

    • Klems
    • February 7, 2017 at 7:16 PM

    Wasn't that map supposed to be a remake of seaside? I ran around it for a few minutes and it looks nothing like seaside.

  • The Mapcore Mod Team

    • Klems
    • January 18, 2017 at 4:07 PM

    I've toyed with the idea of making a solo HL2 mod/campaign very recently. I'm not sure if I can commit to a brand new mod (depends on the scope), but I could definitely help with the code.

    There is still a big HL2 modding community right now. Phillip of RTSL announced a HL2 mapping competition (just a few hours ago), Bolloxed on youtube does HL2 mods walkthrough and she has a decent amount of subscribers. Lots of mods are released on Steam for free and Source SDK 2013 is free anyway, so I wouldn't worry about the audience. In that regard, making a BMS mod would be a mistake in my opinion.

  • WIP in WIP, post your level screenshots!

    • Klems
    • January 5, 2017 at 10:14 AM
    Quote from Castle

    17 hours ago, Castle said: https://steemit.com/gaming/@thecas…8-ready-to-play

    Here is my feedback:

    Spoiler So I played it on vanilla and recorded a demo, then I got a BSOD (unrelated to the map) at about 2/3 of the map. It was pretty fun all throughout apart from that. The ambush at the 6 buttons/elevators thingy was fun and unexpected. The secrets are well done, the monsters are well used. Good use of the jumping/crouching mechanic. I would've made it more clear that you can use jumping/crouching right at the start of the map, but I guess that's what the green armor secret is here for.

    My main gripe is that there is waaaay too little ammo to work with, more than once I had zero ammo and a bunch of high HP monsters in front of me. I guess that has to do with not using brutal doom more than anything. I'll play on brutal doom, finish it and record a proper demo next time.

    I got stuck after I got the blue key and opened the "main" blue door that leads to a big combat area with pinkies, imps and an archvile. The blue door opened, when I saw pinkies I backed a bit, and the big metal bars that were supposed to block my way back (I assume) closed right in front of me. In any case I had zero ammo left when I opened that door, there is no way I could've won that fight.

    On the balcony with some imps and cacos that is accessible after you pick up the blue key, you can jump inside the arena with a bunch of pinkies and a hell knight. I'm not sure if that's intended but I got stuck here as well with no ammo.

    Right after the starting area, I jumped into the lava looking for a secret. There were no teleporters in the lava and I died. Also I much prefer when the lava is solid rather than "watery".

    I'm not a huge fan of having to kill monsters to open a door, but that's just me. I got stuck in the room with the SSG because I didn't have enough ammo to kill the revenant. I had to go to the blue armor secret to get 4 rockets to be able to kill him and proceed.

    EDIT: replayed it in brutal doom and ammo was indeed only a problem in vanilla. Here's the demo http://www.cjoint.com/c/GAfldPuxNPM

    The fight after the blue door was pretty difficult but fun, I think most of the damage was from these damn respawning imps. I had little ammo to deal with the hitscanners but that's ok. The puzzle area was great and had a nice "oh shit" moment when I realized there was a bunch of invisible archvile and lots of dead bodies around. I'm not exactly sure why there are UAC crates around, doesn't really fit the theme. The skybox doesn't fit either.

    Apart from some ammo issues and a little more polish I'd say it's a pretty solid map.

  • WIP in WIP, post your level screenshots!

    • Klems
    • October 31, 2016 at 9:15 PM
    Quote from blackdog

    1 minute ago, blackdog said: What's that for @Klems?

    Nothing in particular, just some shader I did for fun and to train myself on pathtracing/fractals. It's fully procedural (no mesh/textures) and contained in a single glsl shader so it would be pretty difficult to use it for anything more than renders.

  • WIP in WIP, post your level screenshots!

    • Klems
    • October 31, 2016 at 4:04 AM

    More Shadertoy goodness

    [Blocked Image: http://i.imgur.com/69c2kiz.jpg]

    https://www.shadertoy.com/view/ltdXRr (screen above)

    https://www.shadertoy.com/view/ltVGWV

    https://www.shadertoy.com/view/Mt3Szr

  • Shadow Warrior is back!

    • Klems
    • October 15, 2016 at 12:33 AM

    I played this game in solo and coop and I must say it's pretty fun.

    It's more of an Action RPG now, with loots, weapons upgrades, elemental damages, procedural maps/bosses with elemental resists, limited free-roam, etc. You can double jump and dash in mid-air and there are no fall damage, which can lead to some pretty neat shortcuts (especially since the maps are procedural). There's no need to sprint since you can dash pretty much non stop. This make the game really fast since you're always dashing everywhere. It feels like Borderlands, except this time it's a proper FPS unlike Borderlands. Weapons feels good, upgrades and skills are not that powerful but can lead to some interesting results (there's an upgrade to turn your gun into a turret).

    Coop mechanics aren't really fleshed out (no revive, no game-over, once you die you respawn to the last checkpoint, you can't drop items, etc) but you get to play the full campaign with your friends which is always nice.

    Ennemies aren't as much bullet spongy as in the first one, there are many more weapons and some of them are pretty powerful. Overall it's the same game with more stuff to do, if you liked the previous game and the new Doom you will like this game.

    Some of the jokes are pretty dumb. Also there is a giant metallic schlong in the second map.

    Spoiler [Blocked Image: http://images.akamai.steamusercontent.com/ugc/264976194640728118/D6B1FD3EF348EFD8434ADC135336556851CE7130/]

    Don't mind the screnshot quality, the game is actually really pretty.

  • Counter-Strike: Global Offensive

    • Klems
    • September 12, 2016 at 8:27 PM
    Quote from blackdog

    7 hours ago, blackdog said: I'm just thinking: you want the game to be a sport? Than apply sport rules: players are punished when they don't follow the rules.

    The rules are the actual rules of the game (the engine and gamemode), not some things you made up because you think it's unfair. You're going to ban someone because they got too creative at your game? When the fault is clearly in the game engine? How fucked up is that? You're everything wrong with game developpers these days.

    CS 1.6 already had a good solution anyway, this video clearly shows the problem.

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  • Doom (4)

    • Klems
    • September 6, 2016 at 5:17 PM

    I'm still baffled as to why they decided to do multiplayer DLC only. The multiplayer is one of the worst I've ever played. The solo campaign is the best solo campaign I've played since Painkiller. Why are they working on the multiplayer at all? Man I want a solo DLC so bad, I'd give my kidney just to play through new maps and fight new monsters with new weapons.

  • [ CS:GO] Material and lighting look development

    • Klems
    • August 14, 2016 at 8:12 PM

    You can use mat_reloadmaterial "pathtothematerial" to refresh a VMT file ingame, then use windowed mode to quickly alt-tab. For some features you might need a recompile of the BSP (for normal maps? I'm not sure).

    There's a material editor somewhere but it's barely supported. https://developer.valvesoftware.com/wiki/Material_Editor

  • Testers needed for Private Beta (Transmissions : Element 120)

    • Klems
    • August 9, 2016 at 11:17 PM

    Just saw this mod on Steam, congrat for the release! http://store.steampowered.com/app/365300/

    Does the Steam release have more contents than the beta (read, should I download it again?)?

  • Quake Champions

    • Klems
    • August 6, 2016 at 1:10 AM

    This looks like any arena shooter that came out in the last 2/3 years. But then again any arena shooter that came out in the last 2/3 years looks like Quake.

    Anyway, all Quake ever needed was a matchmaking system so hopefully it should be ok. The weapons sounds are particularly bad though.

    EDIT: also the fact that some people think 120 FPS for a competitive game is bad is completely beyond my comprehension. The more FPS you get the better, period.

  • A question about slopes in Valve Hammer Editor

    • Klems
    • July 25, 2016 at 10:29 PM
    Quote from MinorThreat

    3 hours ago, MinorThreat said: Use the Pythagorean Theorem to calculate the angle of the slope, then place the object in question on the slope. Press Ctrl-M to rotate the object around the appropriate axis by a set numeric value; you may have to enter the angle as a negative value depending on the direction of the rotation.

    The simplest formula is atan(height/width), also if it's a brush you can flip the object instead of putting a negative angle. I always have a calculator nearby when mapping!

  • Games W.I.P Thread

    • Klems
    • July 24, 2016 at 8:01 AM

    I made a game in a week for a Shadertoy contest. You can shoot things in it! Everything is made in a pixel shader (game logic, assets, etc), it was fun to write.

    Click the screen to play!

    [Blocked Image: http://i.imgur.com/Fx2Ky7r.png]

  • WIP in WIP, post your level screenshots!

    • Klems
    • July 16, 2016 at 5:20 AM

    Just made this

    [Blocked Image: http://i.imgur.com/j4QnMuN.jpg]

  • How do I add CSS assets to a Half Life 2 mod?

    • Klems
    • July 12, 2016 at 2:01 PM

    Technically it's illegal to ship contents from CSS with your mod (Valve doesn't seem to care tho so don't worry). You can set the gameinfo.txt to mount content from CSS directly without having to export it manually, however you (and your players) will need CSS installed to play your mod. https://developer.valvesoftware.com/wiki/Gameinfo.txt

    Unless you're going to use like ALL THE ASSETS from CSS it's probably best to just export the models you need.

  • Counter-Strike: Global Offensive

    • Klems
    • March 10, 2016 at 5:59 PM
    Quote from tr0nic

    Question: Would you consider a map that has a 1 time per round interactive button which raises a platform competitively viable? With the newly added co-op cs:go maps, do you think players wouldn't be as reluctant as they were before to something like this?

    Players don't like elevators in multiplayer game because they're laggy, feels unresponsive and are often barely implemented. In particular the source engine is pretty bad when it comes to players on moving things (worse than HL1 for some reasons, but that was way before CSGO so I dunno now).

    There's a reasons they switched from elevators to jump pads/teleporters from Quake 2 to Quake 3: jump pads and teleporters can be predicted, elevators can't. TBH I think any movements in a multiplayer FPS that can't be predicted is a big NO. Others things that are predicted includes ladders, water, trigger_gravity and trigger_push.

    Unless you know you can make it works PERFECTLY I suggest you drop it. It will probably be fine if the elevator only moves up/down tho, especially if it can't be moved for the rest of the round.

    Anyway, why would you bother with an elevator if you can use a boost instead?

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