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  3. Lizard

Posts by Lizard

  • [CS:GO] de_fiorina (final release)

    • Lizard
    • June 10, 2020 at 6:01 PM
    Quote from Animal1ty

    1 hour ago, Animal1ty said: I really liked this scene in the film, so I decided to make graffiti with her face. This was done back in 2017, when the film was released, somewhere on the form there is a theme with my map from that time.

    Yes, as I said in the first post. I took a lot from the Source Filmmaker's workshop.

    Then why on earth there is no credit to original authors here? Where did you mentioned that you used someone else's work?

  • WIP in WIP, post your level screenshots!

    • Lizard
    • June 9, 2020 at 4:56 PM
    Quote from will2k

    1 minute ago, will2k said: I quite liked the screenshot that dux posted in the Alyx thread couple of days ago.

    The bounce light and ambient occlusion in Source 2 are really nice.

    I spent roughly around 5 hours recreating it in a 7 year old engine.

    [Blocked Image: https://i.imgur.com/3kEAeNx.jpg]

    Wait... I know this water pot model :D

  • $phongwarptexture help

    • Lizard
    • June 9, 2020 at 4:22 PM

    [Blocked Image: https://developer.valvesoftware.com/w/images/thumb/d/d0/Phongwarp_example.png/800px-Phongwarp_example.png]

    What I think it does is add color to phong reflections?

  • [CS:GO] de_fiorina (final release)

    • Lizard
    • June 9, 2020 at 4:16 PM

    Hey. Whats up with the filesize? Did you by any chance pack csgo content into bsp file as well?

  • Deathloop - New Arkane Lyon's game

    • Lizard
    • May 30, 2020 at 9:26 PM
    Quote from Radu

    37 minutes ago, Radu said: With all the Arkane news recently, I rewatched the trailer and I might have figured it out or at least here's my theory:

    So the obvious things are that the day is repeating over and over, but the characters retain their memories of every day even if they die... and as stated in the trailer, one is trying to break the cycle while the other is trying to protect it. We can also see in the trailer that one of the characters learned from their previous deaths and avoided the same scenario during the next try. But if things are gonna truly change in this loop, then there have to be some means of killing other characters/targets in a permanent way. Now, my theory is that we're gonna play as both characters, switching between them with every repeated day and then fighting against our own ghost similarly to like a racing game where you can see your ghost car. Imagine you go about doing a mission, making certain moves, killing certain NPCs, basically a whole sequence of events... and then you play as the other character and a "demo" of the previous character is used in the world and you can plan around what you did as that character. Then, when you switch characters again, you know that you used the other character to kill you during a specific point so you then have to avoid that. It's gonna be yourself vs yourself, but it does sound complicated. I have no idea how you would go about structuring this. However, if the two characters can disrupt certain events in the day, this is the unexpected twist that we're going to experience when playing as the other. Or maybe I read into the trailer a bit too much and it's not like that at all.

    Or maybe its the crossing ? Fighting with another player throughout the story.

  • Half-Life Alyx

    • Lizard
    • May 22, 2020 at 5:59 PM
    Quote from blackdog

    7 minutes ago, blackdog said: Thanks, but I guess that was to be expected, I don't think any VR developer needs or expects VR-only tools... that would suck hard I think.

    What I mean, I guess there's no way you can run the fully compiled map in the game in at least some sort of "spectator mode" to see the scenes look as intended.

    As I said in my previous post. You can run around like you normally would in HEV suit using WSAD or noclip throu level

  • Half-Life Alyx

    • Lizard
    • May 22, 2020 at 10:37 AM
    Quote from blackdog

    1 hour ago, blackdog said: For those playing with the devkit... you still need a VR headset or can you somewhat test the maps as a normal game? My understanding was there's no non-hacky way to play without VR but I haven't researched

    You can fire up the editor in non-vr mode. This allows you to walk around the map with WSAD.

  • Source 2 Hammer - Feature Request

    • Lizard
    • May 19, 2020 at 8:02 AM

    - Would be great for hammer to loose focus on a textbox after you wrote entity name so we don't accidentally press 'T' for transform and seeing obsolete icon.

    - Omni light should have its own 3d model. Right now it looks like a light_spot

    - And as for light_spot 3d model. The arrow pointing in the direction of light_spot is cool and all but everytime i mistake it for being a transform gizmo arrow

  • Source 2 Hammer - Feature Request

    • Lizard
    • May 17, 2020 at 11:17 PM

    Features I would like to see:

    - Copy transform matrix shortcut

    - Replace feature. You press ctrl+r and asset browser pops up and you can replace current selection with something from asset browser.

    - Different 3d mesh for omni light

  • Source 2 Hammer - Feature Request

    • Lizard
    • May 17, 2020 at 10:13 PM
    Quote from FMPONE

    55 minutes ago, FMPONE said: Prayers here.

    Mine:

    -Ability to toggle entity visibility without making their effects disappear (such as lights).

    Here you go

  • Half-Life Alyx

    • Lizard
    • May 13, 2020 at 3:56 PM
    Quote from leplubodeslapin

    6 hours ago, leplubodeslapin said: http://# Hide contents There's no gorilla ^^

    It's just that it's a zoo and you have some time to visit the zoo before encountering the antlions. And since it's wrecked and it's a zoo, it's a cool scenario that could have happened for a boss fight. But it's just for the antlions.

    I liked the theme of the zoo but it's true that it doesn't go too far, multiple areas for the game felt like that. Maybe they didn't want to take too much risk on that side to ensure that they would finish this game. There are very few friendly NPC with scenes, there are only 3 weapons, the combat options are quite limited with only guns, there is not as many puzzles as there was in HL2, there's no vehicle. But at least they finished it and the ending is a cool twist for a future Half-Life game.

    Yeah I'm aware there was no loose gorrila somewhere and I wasn't simply paying much attention :D What I tried to say is that I think I missed everything that hinted on next "big boss battle" Shawn wrote his post about.

  • Half-Life Alyx

    • Lizard
    • May 13, 2020 at 8:49 AM
    Quote from FMPONE

    11 hours ago, FMPONE said: To each their own, but the game teased fighting a combine infected gorilla on the loose and I ended up doing a stupid puzzle where the solution is to touch a dimly lit ceiling.

    Didn't pay much attention to the zoo itself I think because I dont remember gorilla on the loose. If that's true then that is indeed sad that they killed a cool story momentum there with such a puzzle.

  • Half-Life Alyx

    • Lizard
    • May 12, 2020 at 9:40 PM
    Quote from FMPONE

    4 hours ago, FMPONE said: It’s after you go through the tiny crack in the wall that takes you to the end portion of the level.

    I wont agree on this one. For me the puzzle was constructed in a way that guided you directly to "last step". You go in and you use your tool to switch cables inside the wall and this lamp turns on near green cable. For me a breadcrumb like this was enough to follow green cable that was on the ceiling. The whole corner was dark so that the lights from the xen thingy highlighted your goal.

    Also I don't see why would you call this room a failure. The mix of environments there kinda makes a lot of sense.

  • Half-Life Alyx

    • Lizard
    • May 12, 2020 at 4:51 PM

    You guys talking about the greyish / blueish environment full with antlions?

  • Counter-Strike: Global Offensive

    • Lizard
    • April 23, 2020 at 11:29 PM
    Quote from Roald

    4 hours ago, Roald said: Yeah Basicly Valve keeps us responsible for the map and give us full control on it. We update the workshop with a new version, message them and they will ship it out on the next update. I don't think they even take a close look to what is updated honestly, but I might be wrong, just a feeling. I guess when we fuck up, at the end its our problem :P We haven't had any feedback so far, just one time a message about a exploit in GrenadeKing's video which we fixed like two updates before. I don't know about my teammates, but I haven't had much work because of the whole corona thing. But either way it should be very do-able. Untill now it have just been bug fixes and very minor changes which only takes a few hours and we can take turns really or work on it when ever u got time/feel like to. And basicly what you do is keep an eye on reddit, the workshop page and youtube videos (and having great friends to message you on steam about stuff) to find out about bugs and anything crazy. Oh and play some matches yourself ofcourse :D

    We will be waiting for the Valve stats at the end of the month before we do anything crazy. But yeaah fixing bugs kinda gets demotivating afther a while and the things become smaller and nitpickier at times. But ehh gotta do it, otherwise u get the same bug reports all over

    Will add that Magnar checks the maps before merging :D One time he didn't and they uploaded wrong version of Abbey funny times.

  • [CS:GO] Exotic Places Contest TOP 4 WINNERS

    • Lizard
    • April 15, 2020 at 3:05 PM
    Quote from Passerby97

    14 minutes ago, Passerby97 said: I simply think that the judges decide what maps win competitions, and maps that win competitions get into the game.

    Thanks for clarifying!

  • [CS:GO] Exotic Places Contest TOP 4 WINNERS

    • Lizard
    • April 15, 2020 at 12:18 PM
    Quote from Passerby97

    4 minutes ago, Passerby97 said: bit off-topic, but what does the LOL reaction mean? It seems to be used completely randomly in this thread: agree, disagree, funny reply, normal reply...

    It means someone found your reply funny.

  • [CS:GO] Exotic Places Contest TOP 4 WINNERS

    • Lizard
    • April 12, 2020 at 3:18 PM
    Quote from fewseb

    10 hours ago, fewseb said: Its why the que times for chlorine and anubis maps that have been in for just 1 week have already gone to 5 minutes.

    I never seen a community map with >4 minute queue time. Either you got in game after server outage or you got connected to some weird server cluster.

  • drainage system map [WIP]

    • Lizard
    • April 9, 2020 at 10:00 PM

    You want to disable mat_fullbright there. You either have no lighting on the map or you have a leak. This will help with the shapes of the walls.

  • [CS:GO] Exotic Places Contest TOP 4 WINNERS

    • Lizard
    • April 4, 2020 at 1:44 PM
    Quote from Passerby97

    15 hours ago, Passerby97 said: My point this entire time has been that if you want to change what competitive maps get accepted into the game, you want to get a top position in mapcore and get to be a judge in a competition, there's no reason to ruffle Valve's feathers about that.

    Read is as "You really want to make a good quality map that plays well" Case closed.

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