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Posts by dmu

  • Syllaris

    • dmu
    • January 22, 2020 at 2:11 PM

    While our competitors are proudly announcing their 'new' products, Syllaris Industries must announce that there have been some unfortunate delays of our project. For the time being, all work on our innovative technologies has been discontinued. We hope to return soon, with new innovations that have never been scene before. Good luck to everyone still in the race, I'm out.

  • [CSGO] Content release: de_junction

    • dmu
    • January 7, 2020 at 3:08 AM

    @Lukeonuke This map already came out... 4 years ago.

  • open source CSGO Props

    • dmu
    • December 22, 2019 at 2:33 PM

    You copy paste the folders into your Counter-Strike Global Offensive \ csgo folder. They should automatically combine with the folders already in there.

  • open source CSGO Props

    • dmu
    • December 20, 2019 at 11:50 PM

    Additionally, there is @Yanzl's Source emporium (free to use for non-commercial work)

    As well as @The Horse Strangler's content drops (same rules as Yanzl):

  • Mustang (formerly Everest)

    • dmu
    • December 14, 2019 at 11:38 PM
    Quote from Radu

    3 hours ago, Radu said: If a tree changes lod and no one is around to see it, does it really change lod?

    Radu asking the real questions

    I propose we title this phenomena Schrodinger's tree

  • Halo Reach

    • dmu
    • December 10, 2019 at 1:21 PM
    Quote from MikeGon

    7 hours ago, MikeGon said: I'm 99% sure it's the 2011 Anniversary version but I could be wrong...

    From what I've heard you are right. However, I believe the developers of CE Anniversary said they built the game on the abysmal Gearbox port and not the original game. I remember reading a lot of criticism about how this makes the CE available on the MCC look substantially worse than the actual original game.

  • Counter-Strike: Global Offensive

    • dmu
    • November 24, 2019 at 1:29 AM
    Quote from fewseb

    2 hours ago, fewseb said: To me at least the easier solution would be to make a console command to disable enemy player skins as apposed to going through every single player model set and setting up certain materials to be tintable and then adding a parameter int he KV file for tinting them.

    I don't think Valve would ever do this. The whole point of having custom models is that other players see them. To make a profit, Valve needs players to be jealous of the skins other players have.

    Quote from fewseb

    2 hours ago, fewseb said: Unpopular opinion here, but I prefer it if player models are at least somewhere in the realm of reason, Neon green and hot pink are not colors either side would wear.

    I don't think any serious map would have crazy colors. Most mappers care about the vision of their level, trying to fit with a modern time theme. Having the option to make crazy colors would still be great for community game modes. Imagine, every single pair of players in DZ has a color assigned to them, allowing you to easily distinguish who is on who's team.

    Also, allowing for recoloring would probably allow mappers to make levels with more interesting color palette. Right now, the map pool trends to being very white, since there aren't any white player models. As a mapper, having the option to give player models brighter colors can be allow the community to make darker levels.

  • Counter-Strike: Global Offensive

    • dmu
    • November 23, 2019 at 10:54 PM

    Personally I think Zool's solution is best, the color changing just has to be modified to not affect weapon skins.

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    The player skin still looks 'cool' and allows players to show off, but it also keeps the game competitive, and adds an interesting new form of customization for community maps.

    Also, it means Valve can't be lazy with their skins by making recolors, each model can have something unique about it.

  • Half-Life Alyx

    • dmu
    • November 22, 2019 at 12:53 AM

    Any one else see the enemy AI interaction? This zombie walks over to a physics barrel and knocks it towards the player. It would be really cool to see enemies dynamically making their own cover and moving the players, kinda like in F.E.A.R.

    Also, say hello to the new Vertigo scaffolding (but in VR!)

  • Half-Life Alyx

    • dmu
    • November 21, 2019 at 6:22 PM

    Source 2 mapping tools are available 2!

    This is sick! The graphics look insane compared to most of the AAA games that have been coming out!

    Going to get an Index for this!

  • Cyberpunk 2077

    • dmu
    • November 18, 2019 at 2:27 AM

    This video felt very awkward and strange... I don't know why.

  • Anubis

    • dmu
    • October 31, 2019 at 1:45 AM

    Calling it now, the top three is going to be a fight between Anubis, Everest, and whatever thewhaleman is doing.

    Edit: Forgot about Mutiny, that map is also probably going to be up there.

    Edit2: No one will see this, but I completely forgot about @untor and @BubkeZ's swamp. That map will definitely be in the top 2.

  • Counter-Strike: Global Offensive

    • dmu
    • October 21, 2019 at 12:59 AM

    As a person who joined the CS scene during GO, this video provided a lot of cool and interesting info. It's cool to CS lost maps being brought back, and the layout ideas are much more interesting than most of the maps we see today. This video has really inspired me to make something new.

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  • Valorant

    • dmu
    • October 17, 2019 at 1:15 PM

    Looking at the gameplay video, the game doesn't feel 'good' to play. Unlike CS or R6, the weapons shoot in a boring and weak way. The movement is also very static and basic. I predict that because its made in a newer engine, it probably won't have any of the complexities of Source. Of course it may be just because the walking animation is out of sync with the characters movement speed, but that wouldn't be a good sign either. I guess the game can make for a CS alternative for casual players, but I don't believe it will be able to defeat it competitively.

  • DE_CACHE (new version)

    • dmu
    • October 13, 2019 at 6:56 PM
    Quote from Le1T

    10 hours ago, Le1T said: You even dont know that does that mean "USSR". Because you did not live there. And you do not live now here, after the USSR. 60% of people (russians, belarusians, ukranians) still use these radiators in LIFE.

    While all of this is true, this does not mean that a mapper can't be given the liberty to use their own freedom to create a fictional location that pays tribute to and is based around a real place.

    As a person with many direct connections to Russian culture, I feel like this new update has done has brought the map even closer to a realistic representation of Chernobyl. Where as before the map was filled with cars that didn't even have proper license plates, we now have cars that more or less fit the era.

    I especially like what Fmpone did to the area around B and CT spawn, it really reminds me of a lot of abandoned buildings I've been in in formerly soviet countries.

  • Counter-Strike: Global Offensive

    • dmu
    • October 4, 2019 at 4:23 PM

    @mtchromatic, I got to play with net_graph 1 when I was at esl one. The PC's had very high specs (probably rtx cards) and the map was stable between 460-480 fps on high settings.

  • De_cache WIP (new version)

    • dmu
    • September 29, 2019 at 10:51 PM

    I have spotted some more issues on the map.

    The netting on these crates is too large.

    There is a mega cheeky spot on these lamp posts on A. Unfortunately I didn’t have time to find anything else. Great work on the map!

  • De_cache WIP (new version)

    • dmu
    • September 29, 2019 at 10:35 PM

    I got to run around the map at the ESEA booth.

    I’m not a fan of this wall at B, the connection between it and the ones on the left and right seem awkward.


    There’s also a headshot angle from truck to the new window.


  • Counter-Strike: Global Offensive

    • dmu
    • September 29, 2019 at 4:41 PM

    Very nice.

  • Steam will have to make games resellable?

    • dmu
    • September 23, 2019 at 5:30 PM

    Personally, I just don't want to see the entire game industry going subscription based. There's this great model used by Serum called Rent to Own. Basically, the user pays a monthly fee for a certain time period, and then they own that version of the software. I feel this would be great for users, lowering the barrier of entry, yet the model is not as predatory as something that is subscription based. Obviously, you can't have a monthly payment system for each individual game. Maybe we can have the player pay 2$ per hour of playtime until 30 hours, and then they own the game. Thoughts?

    I feel like this system is great, cause I bought PUBG for 30$, and have only 7 hours of playtime. At the same time, I have played CSGO for more than 1000 hours, and only spent 8$ on the original purchase.

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