@Terri Thank you for trying to help. For some reason discord doesn't recognize the name you gave me. Maybe wrong number?
Posts by Interfearance
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To say apple has "created" anything in the past decade is pretty far out lol. They just rebrand existing technology and pack it tightly into their devices resulting in a host of thermal and durability problems. So much to say about apple... so little motivation to type 7 paragraphs.
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@Pericolos0 Ok so my reason behind the i7 is that I am eventually going to get a higher end graphics card and I don't want to bottleneck. I might pick up one of those new AMD cards or a 1080ti. But that will be in like a year. Right now I basically have a mid range i5 that I'm water cooling, but I fried it way back when the plastic peg secured stock cooler had peeled off. Since I didn't have a glass case at the time it took me months to realize. I think its performing 75% of what it used to be now. Also I guess I'll get dual channel 16 gb and then upgrade with another set later on like you said.
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It might get in the way of game play preventing you from getting more useful feedback. Also you know you can make your own cover with brushes instead of letting valve's props shape your level's game play.
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The guy in that video is hilarious XD ^^^^^
Well I guess my purchase was adding 5 dollars to my steam wallet to be able to put my map on public. DEDICATION. And I cant spend it for 7 fucking days. And my account that has hundreds spent on it is unrecoverable because I need a new phone. I should be out of the novas on this acc soon though. It is becoming my main...
I gotta turn to you guys for help on my next purchase. I am buying an i7 8700k. Do any of you guys have motherboard recommendations or m.2 ssd recommendations? Also, is 32 gb ram worth it or is 16 fine?
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I installed TAR and started a radar compile on my map. This is the output:
Spoiler
------------------------------------------------------------------------------- Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive/bin/tar" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive/bin/tar/AutoRadar.exe" -g "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo" "c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps/de_buchafix" -------------------------------------------------------------------------------
(required: min core 3.3.0) opengl version: 3.3.0 NVIDIA 430.86 KV Read time: 0ms C:/Program Files (x86)/Steam/steamapps/common/Counter-Strike Global Offensive/csgo/../ Version: 2 TreeSize: 10898937 *.svg *.vsc *.raw *.txt *.mp3 *.wav *.png *.res *.ani *.phz *.phy *.vmt *.pcf *.vtf *.vtx *.vvd *.mdl *. Done reading 88934 entries read Finished setting up filesystem. vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Opening vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Processing VMF data KV Read time: 1861ms vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Processing visgroups 'tar_layout': 20 'tar_overlap': 21 'tar_mask': 22 'tar_cover': 23 'water': 24 vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Processing solids vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Processing entities vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Done! vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Failed to load resource: error
Loading texture: textures/gradients/gradientmap_0.png Loading texture: textures/grid.png Bounds MAXY: 104 Bounds MINY: -272 -2400,104,2272 2848,-272,-2842 Compiling shader from source: shaders/gBuffer.vs Compiling shader from source: shaders/gBuffer.fs Compiling shader from source: shaders/gBuffer.vs Compiling shader from source: shaders/iBuffer.fs Compiling shader from source: shaders/fullscreenbase.vs Compiling shader from source: shaders/fullscreenbase.fs Compiling shader from source: shaders/fullscreenbase.vs Compiling shader from source: shaders/ss_comp_multilayer_blend.fs Compiling shader from source: shaders/fullscreenbase.vs Compiling shader from source: shaders/ss_comp_multilayer_finalstage.fs Compiling shader from source: shaders/fullscreenbase.vs Compiling shader from source: shaders/ss_fxaa.fs Compiling shader from source: shaders/fullscreenbase.vs Compiling shader from source: shaders/ss_msaa.fs Loading texture: textures/modulate.png v10000 ^-10000 Finished. Press a key to close.
I noticed the failed to load resource error.
I tried using install override and even manually installing, but both times nothing changed. I am left empty handed, and I need a radar to apply for a play test. I would appreciate any help.
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Well lemme tell you:
- The rotates are WAY too short. Especially given that the short rotate gives two areas to enter B. I think you did this to make the Ct's spawn on the left, but it does more harm than good.
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@Ynel Don't worry, the dust 2 graybox would look like dogshit today. Focus on gameplay, polish, and "exoticity".
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Looks cool, but middle is really... blank!
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Quote from text_fish
4 hours ago, text_fish said: Don't expend too much energy on beautifying the graybox. With a gruelling artpass on the horizon, there's no sense in duplicating your workload.
Believe it or not I pretty much left out all the details that weren't functional save for the vaulted roof and castle turrets. I def feel you though. Probably reminds me to apply this thing for playtest and post the WS!!!
@Karthoum Thank you! I'll get it up today after applying a few more materials in some areas to avoid errors due to overloads of dev/ref 50.
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Welcome to Bucharest!
My goal is to have a better looking graybox than Roald. But seriously, I want to produce a simple and fun theme with some new ideas. The layout is simple, the palette will be warm, and the middle will be vital. Here are a few screenshots (I have opted out of blocking window frames and stuff because they will probably end up being models and there be many facades that would be very taxing if blocked). Also I need to incorporate a few more mats for the gray box, hence the errors XDDD. I also am having issues with TAR, if you can help read the text at the end!!!
A site (W.I.P)
Upper A stairs
Upper B
B site (W.I.P)
B courtyard (W.I.P)
Whenever I try compiling the tar map I get this log:
Spoiler
------------------------------------------------------------------------------- Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive/bin/tar" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive/bin/tar/AutoRadar.exe" -g "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo" "c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps/de_buchafix" -------------------------------------------------------------------------------
(required: min core 3.3.0) opengl version: 3.3.0 NVIDIA 430.86 KV Read time: 0ms C:/Program Files (x86)/Steam/steamapps/common/Counter-Strike Global Offensive/csgo/../ Version: 2 TreeSize: 10898937 *.svg *.vsc *.raw *.txt *.mp3 *.wav *.png *.res *.ani *.phz *.phy *.vmt *.pcf *.vtf *.vtx *.vvd *.mdl *. Done reading 88934 entries read Finished setting up filesystem. vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Opening vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Processing VMF data KV Read time: 2071ms vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Processing visgroups 'tar_layout': 20 'tar_overlap': 21 'tar_mask': 22 'tar_cover': 23 'water': 24 vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Processing solids vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Processing entities vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Done! vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Failed to load resource: error
Loading texture: textures/gradients/gradientmap_0.png Loading texture: textures/grid.png Bounds MAXY: 104 Bounds MINY: -276 -2400,104,2272 2848,-276,-2842 Compiling shader from source: shaders/gBuffer.vs Compiling shader from source: shaders/gBuffer.fs Compiling shader from source: shaders/gBuffer.vs Compiling shader from source: shaders/iBuffer.fs Compiling shader from source: shaders/fullscreenbase.vs Compiling shader from source: shaders/fullscreenbase.fs Compiling shader from source: shaders/fullscreenbase.vs Compiling shader from source: shaders/ss_comp_multilayer_blend.fs Compiling shader from source: shaders/fullscreenbase.vs Compiling shader from source: shaders/ss_comp_multilayer_finalstage.fs Compiling shader from source: shaders/fullscreenbase.vs Compiling shader from source: shaders/ss_fxaa.fs Compiling shader from source: shaders/fullscreenbase.vs Compiling shader from source: shaders/ss_msaa.fs Loading texture: textures/modulate.png v10000 ^-10000 Finished. Press a key to close.
If you can help then PM me and I will love you forever ❤️
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@zastels Everyone will have the same amount of time to work on their map given a deadline extension. Even though its not ideal it is certainly not unfair. Also, why would judges attempt to reach out to hundreds of people, some inactive just to reach the inevitable result of "no extension" because you voted no? Don't you even think there is a logistical reason behind extensions, or are they just out there to get you? Maybe place a few brushes in an empty level and the rules will actually matter to you ?♂️
@Soldat Du Christ I didn't see any rules about it, but in the Anders video he said, fresh, new , and exotic so I guess you are the judge. Maybe pm a mod?
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Here are things that I think will not play well:
- The ladder that brings T's onto the platform on A site makes it so that CT's can headshot T's climbing it very easily while they are defenseless. Maybe move the ladder around the corner and extend the platform with it?
- The CT's take ~17 seconds to rotate through their spawn from site to site. I think this is a little bit too long, especially for such an exposed rotate. Cache has a similar risk level CT spawn rotate that only takes ~10 seconds or 12 if you want to go to tree room. I would suggest that you shorten the highlighted routes to fix this:
- The red lines in the picture above are just 2 super long sight lines that I found that may cause awps to dominate the chokepoints.
- Everything seems a little too blocky. Try cutting some corners off the brushes to soften things
- I have a lot more feedback but it would take up a page. If you really want we can start a match and I'll fly around and show you what I mean.
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Well you are actually using nodraw before your final art pass so you are one step ahead of me!
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Where did you get that model cuz damn that thing slaps. You might want to break something else big like the bridge or its radars, cuz it looks a little too pristine.
@JackT I used to play test with friends too keep my "epic" maps private so I could blow people out of the water with my new Dust 2 XD. It doesn't really matter who they are as long as they are players who explain their opinions, because they are ultimately the end users.
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@Plantello Yeah I guess its bad to have in functional parts of the map, but my map has T's spawn in a river and the water is clear enough to see weapons through. Also, when they are rotating back thru T there is an adjacent boardwalk to use. Since so little people use it, it can set a map apart so long as you add hard ground alternatives.
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Seems a lot like inferno. I also had an Italian theme going but I scrapped it for this reason.
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Maybe refine the layout first. It looks a little blocky!
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[Blocked Image: http://i.imgur.com/yIunOZq.jpg]
BO3 splash? I loved this map!