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Radix last won the day on August 17 2016

Radix had the most liked content!


About Radix

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  1. Yeah, looks right.
  2. Looks promising! Spawns mixed up on the layout?
  3. Yeah, finally! ("Next Operation" felt like some kind of running gag already ...) Congrats to the others! A bit sad that concert and waterfall didn't make it, but I'm still happy with the operation maps overall. Especially for me it's a nice reward, because I failed at pretty much everything in the last couple of years.
  4. Just tried it and it doesn't work for me, too. Different error though. ("Engine Error: SSE and SSE2 are required.)
  5. Yeah, I guess I will have to do this. But as soon as I'm done with this, they will probably publish a hotfix. Just asking because I wanted to be sure that it's a feature (maybe faster calculation for more fps or something?) and not just a bug...
  6. Concerning the 'shader rework to provide better lighting' - did they give out any documentation meanwhile? Because I'm still having lighting problems. Wanted to update my austria map (some minor fixes/optimization), but (as already mentioned above) it looks 'different' after compiling now, and I won't publish like this. example: before: after: Some prop lighting changes obviously. Static lighting (per 'light', or 'light_spot' entity) has a different impact on world brushes/displacements in contrast to models. (Look at the curbs or the restaurant window for example.) -> props are much brighter now Looks pretty inhomogenous now. Any ideas? Maybe my fault?
  7. Yea. Anyway - removing that (unneeded) $bumpmap entry fixed the problem. So it's fine now. But don't know what's the reason in the other maps...
  8. Found out a few things: - Reducing shader quality to 'low' or 'medium' in options fixed the issues (only tested shipped, lite and austria) - on my austria map it was because the skybox prop used a bumpmap (which was actually a mistake on my part).
  9. "[ MAPS ] – Shader rework to provide better lighting and support various features." Does anyone know what they have changed exactly? Because I noticed some lighting changes on skybox props in my austria map. And I liked it better as it was before. Re-compile didn't fix it (added even more unwanted lighting changes) Example: Roof of the church tower is much darker now: Before: After: edit: sexy new water in de_shipped
  10. Seems like they just want to provoke Valve. Make them think: "People say we are not relevant? Just buy other people's ideas an sell their games? Can't make video games at all?" "Ok, let's make HL3, Portal3, L4D3 and TF3. Just to prove them wrong" Well, I'm afraid they won't fall for it. But it's worth a try.
  11. Looks pretty nice already. Gameplay is pretty simple - because it's 1v1 - so no complaints about that. You could tweak the visuals a little to make it look more exciting. - maybe add some reflectivity to the floor texture - what about some volumetric light at the windows? - I think the stairs texture (from de_dust) doesn't fit perfectly. Maybe replace it/make a better one. Also you should modify the horizontal alignment of the texture on every stair so that the stairs don't look exactly the same.
  12. Most of the new inferno materials are meant to be used with 0.125 (some in 0.15) scale.
  13. According to the following reddit post, there is currently a security issue on Steam. You can get malware by opening profiles or your activity feed. I thought I should warn you guys, since some of you are on Steam... So better be careful.
  14. Looks really nice, very promising! Lighting/architecture/skybox look excellent already. Yeah, trees are too dark. Also take care that you modify the distances of the trees (maybe build some clusters), vary the height and perhaps angulate them a little (2-3 degrees), so that it doesn't look too artificial.