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Everything posted by Radix
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The problem is, that the virus does irreparable damage to your body even if symptoms are mild. In general every disease does damage to your body. Even if it's just a cold or the flu or whatever. Sometimes the damage can mostly be regenerated, but often by scar tissue. Also the regeneration potential of the human body is limited. That's why old people die (for example of SARS-Cov-2). The problem with the "Coronavirus" is that the prevalence of severe symptoms and the damage done to your body is significantly higher than it's the case for Influenza or other common diseases. It's not all goo
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CS:GO and TF2 Source code leak lately...
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[CS:GO] Exotic Places Contest TOP 4 WINNERS
Radix replied to FMPONE's topic in [CS:GO] Exotic Places Mapping Contest
I think the whole system of adding/removing (community) maps should be changed and most importantly be more transparent. 1. In my opinion more maps should get a chance of getting played and payed. The original Operations were a good thing. 2. Originally Valve wanted to (or at least they said it) keep popular community maps in the game and change the map pool according to popularity. One of the first maps treated like this was my Austria map. So it stayed in for a while and had pretty good queue times (most of the time shorter than Cobble, Nuke, Train and often even Overpass). But the -
[CS:GO] Exotic Places Contest TOP 4 WINNERS
Radix replied to FMPONE's topic in [CS:GO] Exotic Places Mapping Contest
Oh, then I probably just got you wrong. Sorry. Which maps do you think of particularly that were good but not added because of not being "acknowledged" by Mapcore? Yes, there are a couple of maps that looked interesting but never got added (Grind, Import, Sanchez, Waterfall, Iris, ...). (Just talking about the visuals, not layout, because that's obviously Valve's first exclusion criterion) But maybe there are different reasons. As I already said, they might just have failed when tested by Valve... Or maybe there were just other maps that were better at the same time. -
[CS:GO] Exotic Places Contest TOP 4 WINNERS
Radix replied to FMPONE's topic in [CS:GO] Exotic Places Mapping Contest
I think they didn't add it to the game because de_junction was never finished. Can't talk about gameplay, because I never really played it. But yes, the visuals are awesome at some spots, but some areas need a lot of additional work imo. I don't know why, but it seems like the creators abandoned this map (?) The fact that Valve only picks Mapcore maps is because pretty much every good CS:GO mapper is at Mapcore. Valve also tests every candidate internally, that's why some awesome looking maps sometimes don't get added (because they are not fun, completely imbalanced, -
It's pretty inconsistent even in officials maps. In the older official maps the first step is mostly skipped like you did. But in some maps like nuke or cobble both variations are used (for no reason), while newer maps like dust2 and inferno are completely smoothed (all steps clipped). I think they initially skipped the first step for the following reason and then adapted it for nearly all stairs without thinking about it (even if it didn't make sense.): If you clip all stairs, in some situations the player "stumbles" over the ramp when he just wants to pass in front of the stairs. T
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I think Nuke is functionally still a 3 lane thing but with bombsites on top of each other, which is a terrible idea nowadays. I think something like train (but with less annoying bombsites) would be more reasonable. But I suggest to move this discussion somewhere else. This thread belongs to de_swamp.
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I think it's a good idea to build something new (slow movement in water) on something proven ("3 lane"/"4 square" whatever layout). So players feel immediately "at home" in the map and are willing to learn the new things. If you add do too many new things at once players might be frustrated. I think you did a good job here.
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Yeah, but looks like a photo finish...
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Exotic Places CS:GO Mapping Contest 2019
Radix replied to FMPONE's topic in [CS:GO] Exotic Places Mapping Contest
Yes, it's a bug. The loading screen/overview thing is broken for years. Before it was just broken for former Operation maps but now it's all Workshop maps, so equality for all I guess. -
Exotic Places CS:GO Mapping Contest 2019
Radix replied to FMPONE's topic in [CS:GO] Exotic Places Mapping Contest
I've always been a little astonished because apparently everyone uses this software (3dsmax) that cost 2k bucks every year. Well, there is this students version, but you may not make money with your stuff then (CS:GO Operations etc.). Am I the only idiot that uses Blender, which is for free and far good enough to make shitty low poly props for CS:GO? What's up with that? -
Yeah, just posted it here because nobody else did, so that people don't miss it. Do you know who made that image? Love the Win98 (?) vibe!
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https://twitter.com/MapcoreHub/status/1208070633097244674
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Btw... The other day I saw the picture below while surfing the web and immediately recognized Hallstatt. For a second I thought that I would have to read something like "terrorist practiced bomb attack on Austria in popular video game" bullshit, but it was just a fire. Luckily the fire fighters could prevent greater damage. Still sad to see this. Hope they can reconstruct the historic buildings...
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Just go like this
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Exotic Places CS:GO Mapping Contest 2019
Radix replied to FMPONE's topic in [CS:GO] Exotic Places Mapping Contest
Apparently it's not. That's why we have a discussion and why >90% of the map entries will not be finished in time ever. -
Exotic Places CS:GO Mapping Contest 2019
Radix replied to FMPONE's topic in [CS:GO] Exotic Places Mapping Contest
I understand your concerns. But I don't think that there is an actual alternative for "rule 4". The contest is NOT about who can create the best map in ~8 months. Mapcore is holding this contest to encourage people to create/finish maps and so that some maps get a little more attention. If you really expect that everybody starts from zero when the contest starts, you can just forget it. Because nobody (except some hackers and intelligence agencies ) can control what's going on the hard disks of people. People can easily keep finished maps secret until a contest starts. The only way t -
[WIP] Touristas (now) de_xenos
Radix replied to Donskioni's topic in [CS:GO] Exotic Places Mapping Contest
All brushes are black because the vrad.exe crashes for some reason. I guess this causes the problems. So there is probably some messed up brushwork. Check for invalid brushes (Press "Alt+P" or go to "Map" -> "Check for problems", then search for invalid solids). Check for misaligned brushes. Brushes which are not "on the grid" with small gaps between them. If you can't find them, try to compile parts of your map via cordon tool. So you can isolate the problematic brushes. - There are also some errors with nodraw texture on displacements (select the -
The more you do, the more you do wrong.
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Static Prop Combine in Counter-Strike: Global Offensive A step by step guide thanks to @untor What is Static Prop Combine? Static prop combine, or informally speaking "autocombine", is a new feature in CS:GO's VBSP. It allows VBSP to merge together multiple static props into a single static prop, either automatically or with user-defined rules. What is static prop combine good for? Static prop combine is another feature to optimize your maps. Most people might think that "the less geometry rendered the better". So if you use small props, it's easier to hide wh
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In expert compile mode, add -StaticPropLighting to your compile parameters. https://developer.valvesoftware.com/wiki/Static_Props_show_up_black
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It's about "draw calls". Many small props mean many performance-eating draw calls. The static prop combine feature merges multiple props into a single big prop, which is less performance-hungry. Combining very few props may not make much sense (rendered geometry vs draw calls?), but that's because it's done automatically. All in all it's still an improvement. Valve has stated that Nuke runs 40% faster after they implemented static prop combine. @untor showed me how to use the autocombine feature and we will post a short guide soon... Edit: Here it is... https://www