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Everything posted by Radix

  1. CSGO Ancient plants.mp4 Plants on Ancient go crazy if you have played Basalt before. @[email protected]
  2. Radix

    Corona Virus

    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 good if you just survive the infection. So the amount of infections should be kept as low as possible. We don't know if there will ever be a vaccine or effective treatment. In my opinion they should have done a super strict lock down Wuhan style for a month in every region with infected people all over the world. Then this Covid thing would not be a problem anymore. But that's probably impossible because short-sighted people insist on their freedom. So we will still talk about Corona in 2021 and probably 2022.
  3. 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 then they switched to "2 in, 2 out" mode. Some maps like Abbey seemed to be pretty popular but just got removed after 4 months or so. If players know that a map will be removed after such a short time, they will not want to learn it and keep playing Mirage or whatever. 3. Valve should give more feedback to the mappers what's going on. How many players do actually play a map? Which game modes are played? Balancing? At least to me they didn't give any information except some balancing stats. Maybe they gave more information to the others guys. But we won't get to know this because most people here don't share any knowledge anymore and just post their shiny screenshots to get some likes. 4. There should be a more transparent and consistent system of adding/removing maps. Maybe something like this based on popularity: x <- -> Casual only (or Operation) <- ->(Scrimmage only for a short time <- ->) Scrimmage and Comp <- -> Active duty 5. Why are maps in Scrimmage mode OR Comp? Why not both? Scrimmage is good to learn a map without destroying your rating. But most people won't play more than 1-5 matches like this. I think pretty much all maps should be in Scrimmage game mode. Or if this increases queue time too much, there could be maybe 2 regular maps + another one that changes every month or so (atm Mirage) 6. What about Wingman game mode? I actually like this a lot. But most maps are just terrible and/or imbalanced. Would be nice to see some community maps there.
  4. 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. After all there are only a few mappers that reach the high requirements for the visuals. And these guys try to finish their maps by the end of a contest. Because of the fame/extra money I guess. So it's natural that most "good" maps are contest winners in the end. I agree. Anubis looks awesome, but it's not well optimized yet. (Of course not! Because that's one of the last things you do when you make a map) At it's current state it should not have been added to the game yet imo. It will surely run a lot better in a few weeks... Yes. But mostly gameplay changes. These maps looked very polished and played well already when they were added. The authors just wanted to improve gameplay based on player feedback imo. What I said about Junction was that it's currently way to unpolished to be added. (Flickering props, nodraw surfaces, temporary assets, ...). Don't get me wrong. I like the map. But 80% finished is not enough. After all you remind me of a guy called "Tynnyri". Just more polite.
  5. 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, exploitable, not optimized (low fps) or whatever).
  6. 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. That feels pretty irritating and it's the reason why they skipped the first step (in my opinion). But this can only happen if there are no walls at the sides of the stairs. Edit: You already said it here. I should read more carefully before wasting time I prefer to clip all stairs and add an extra bevel at the side if needed like here in dust2: (Yes, the wall clip is too large there... Valve please fix :P)
  7. 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.
  8. 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.
  9. 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.
  10. 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?
  11. Radix

    Mapcore FACEIT Hubs

    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!
  12. Radix

    Mapcore FACEIT Hubs

  13. 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...
  14. 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.
  15. 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 to avoid this would be to have a very limited theme (something like "snowy castle" and NOT something open like "exotic places"). But this would have the consequence that very few people would participate in the contest. Because nowadays most people need something like 2 years or more to create a new map. So just accept it, or we won't have any contests ever again.
  16. Radix

    Need help

    So... No answers yet. I guess most people have the same problem that I have: I don't see anything. What's the problem? How does it look like in Hammer? Water in Hammer/Source: https://developer.valvesoftware.com/wiki/Adding_Water
  17. 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 these faces with "Toggle texture application" (Shift+A) then go to "Displacements" -> "Destroy") - Also some wrong usage of models (prop_static usin´╗┐g a model, which must be used on a dynamic entity (i.e. prop_physics) )
  18. Radix

    DE_CACHE (new version)

    The more you do, the more you do wrong.
  19. 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 what is not visible. That's not wrong. But there is a problem: In Source, there is one draw call per model per material. And these draw calls are very performance-hungry. That's where static prop combine comes into play: By combining models sharing the same materials, less draw calls are performed, which greatly helps optimization. Valve has stated that Nuke runs 40% faster after they implemented static prop combine. How do I use static prop combine? The static prop combine feature was added in 2016 with the release of the reworked de_nuke. But since then it was not (?) used by community mappers, there are no (?) guides on the Internet except this documentation. @untor helped me to make static prop combine feature do its job. So we decided that it's time to publish a step by step guide how to use static prop combine. We presuppose that you are already familiar with the creation of props 0. Backup your CS:GO folder (optional) We do not take responsibility for any damage done to your files. So it's time to backup your game files now if you have not already. In general we recommend to duplicate your "Counter-Strike Global Offensive" folder, so you can use a separate installation of CS:GO for mapping while keeping the other one clean for playing. 1. Source files You must have the source files of the models you want to be combined. Usually 3 files for each prop: *.qc reference mesh (supported formats are *.smd, *.dmx and *.fbx) physics mesh So if you want to combine props made by you, you should already have these files. If you want to combine props made by Valve, you will need to decompile them first. And then change the names - otherwise, the version of the prop that is packed in the VPK would overwrite your version. In this guide we will use two different pipe props: You can download the example files here (contains the *.qc and *.smd files) : example.zip Browse to "...\Steam\steamapps\common\content\csgo\" Create a folder "models". In our example we have another subfolder "example". Save the model source files there: These are our QCs: pipe_straight.qc pipe_curved.qc Notes: Restrictions for the *.qc: Only the first $body is recognized. $model is not recognized. $appendsource and $addconvexsrc are not recognized. You can only use $upaxis Z or Y. 2. Compile your props Your models have to be compiled from this directory now: Open your model compile tool (I use Crowbar) Then browse to "...\Steam\steamapps\common\content\csgo\models\example\" and compile the QCs. The compiled model files should be in "...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models\props\example\" now. 3. spcombinerules.txt Browse to "...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\scripts\hammer\spcombinerules\" There you will find "spcombinerules.txt". In this file the combine rules for Valves props are defined. It is a standard KeyValues-formatted text file. Each entry follows the format below. Rename it to "spcombinerules_valve.txt" (or whatever you want) and create a new text file "spcombinerules.txt". Then copy and paste the following into "spcombinerules.txt" and save it. 4. Stub QCs Stub QCs are QCs which contain a base template for the QCs which static prop combine generates. Generally, they should only include: $staticprop $surfaceprop $cdmaterials Any $texturegroups used by the models. Browse to "...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\scripts\hammer\spcombinerules\qc_templates\". In our example we create a new subfolder "example", open it and then create a text file and rename it to "pipe_combine.qc": Copy and paste the following into "pipe_combine.qc" and save it: 5. Compile your map Add some of our example props to your map in Hammer and compile the map. In our example we use the following compile parameters for VBSP Compile parameters (full list here) : -StaticPropCombine: Merges static props together according to the rules defined in scripts/hammer/spcombinerules/spcombinerules.txt. This lowers the number of draw calls, increasing performance. It can also be used to lower the number of static props present in a map. -StaticPropCombine_AutoCombine: Automatically generate static prop combine rules for props that VBSP deems should be combined. Note: This does not write to spcombinerules.txt. -StaticPropCombine_ConsiderVis: Instead of using the distance limit, combine all props in the group that share visclusters. -StaticPropCombine_SuggestRules: Lists models sharing the same material that should be added to spcombinerules.txt. -StaticPropCombine_MinInstances <int>: Set the minimum number of props in a combine group required to create a combined prop. Tip:Valve had this set to 3 for the new Dust 2. -StaticPropCombine_PrintCombineRules: Confirm: Prints the combine rules? -StaticPropCombine_ColorInstances: Instances of combined props get colored. -KeepSources: Don't delete the autogenerated QCs and unpacked model files after finishing. -CombineIgnore_FastReflection: Combine props, even if they have differing Render in Fast Reflections settings. -CombineIgnore_Normals: Combine props, even if they have differing Ignore Normals settings. -CombineIgnore_NoShadow: Combine props, even if they have differing Disable Shadows settings. -CombineIgnore_NoVertexLighting: Combine props, even if they have differing Disable Vertex lighting settings. -CombineIgnore_NoFlashlight: Combine props, even if they have differing Disable flashlight settings. -CombineIgnore_NoSelfShadowing: Combine props, even if they have differing Disable Self-Shadowing settings. -CombineIgnore_DisableShadowDepth: Combine props, even if they have differing Disable ShadowDepth settings. 6. Success? The combined props look exactly like the single props. So how can you be sure that the static prop combine process was successful? - Once the map is compiled, the combined props will be packed into your *.bsp automatically. - If you add -keepsources to the compile parameters, you can also find the combined props in "...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models\props\autocombine\*name of your map*\" and their QCs in "...\Steam\steamapps\common\content\csgo\models\props\autocombine\*name of your map*\". - If you add -StaticPropCombine_ColorInstances to the compile parameters, instances of combined props are colored in CS:GO. 7. Additional notes Hammer: - You can manually disable static prop combine for individual props with the "Disable Prop Combine" keyvalue. - Prop scaling (Uniform Scale Override) is not supported yet (?) - If the original props don't have a collision model, you will have to set collisions to "Not Solid" in the properties. Otherwise the combined prop will be solid (automatically generated collision mesh; causes problems). - If the props differ in specific keyvalues, in most cases the default (e.g. Alpha) or the higher value will be used (e.g. fade distances) - Props that differ in the below keyvalues will NOT be combined, unless manually overridden with the appropriate VBSP option: Render in Fast Reflections (-combineignore_fastreflection) Ignore Normals (-combineignore_normals) Disable Shadows (-combineignore_noshadows) Disable Vertex lighting (-combineignore_novertexlighting) Disable Flashlight (-combineignore_noflashlight) Disable Self-Shadowing (-combineignore_noselfshadowing) Disable ShadowDepth (-combineignore_disableshadowdepth) - Props that differ in the below keyvalues will NOT be combined: Skin Color Disable Flashlight TO DO some fps tests with an actual map! which gives better results: " -StaticPropCombine_ConsiderVis" or prop combining based on distances? Is there a console command to display the number of performed draw calls/props? ... ______________________________________________________________________ Sources: https://developer.valvesoftware.com/wiki/Static_Prop_Combine https://developer.valvesoftware.com/wiki/QC https://developer.valvesoftware.com/wiki/VBSP
  20. In expert compile mode, add -StaticPropLighting to your compile parameters. https://developer.valvesoftware.com/wiki/Static_Props_show_up_black
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