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Radix got a reaction from hgn in 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.
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Radix got a reaction from AlexM in 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.
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Radix reacted to blackdog in What have you watched recently?
1917 was an incredible visual tour de force. my favourite scene the chase lit by flares. The music that goes with it was superb.
I don’t think the trailer makes justice to the one-shot trickery
I imagine we can all easily see where the camera actually cuts, but in the behind the scenes they show some more advanced shots and it’s impressive how they strived to do long shots even where they could have faked it (for eg they regularly put the camera on cranes from hand filming, and vice versa)
The set models where they planned the shots are ?
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Radix got a reaction from JorisCeoen in Mapcore FACEIT Hubs
https://twitter.com/MapcoreHub/status/1208070633097244674
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Radix reacted to blackdog in What's going on with your life?
Achievement unlocked: you kept the baby alive for 1 year
?
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Radix reacted to El Moroes in Half-Life Alyx
Impressive !
https://steamcommunity.com/games/546560/announcements/detail/2229791404478061089
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Radix reacted to ZooL in [CS:GO] LadderBar - The Hacky model solution for ladders.
LadderBar
This is a pack I've created to replace ladders causing issues related to bullets getting stopped/reduced damage, but also Grenades and other kinds of physic objects bouncing off them.
Features:
Model based ladder "bars" which exploit on how climbing works. Comes with easy to use Instances and an example showcasing them. Has 32/64/128 variants. Two solutions: Dynamic: enables collisions while close to the ladder segment Static: always has collisions on. Has two possible modes: One way: Players can only climb from the facing side of the ladder + its left and right sides. Two way: Players can climb from anywhere. No VScripts, this is purely entity based, prop_dynamic and trigger_multiple. How does it works?
When climbing (same rules as when being on the ground).. if an object is smaller than a unit, you'll be able to move on it.
I've made a blank model with the collisionmodel so thin that the game doesn't register for bullet impacts, yet does for collisions.
It is possible to apply the Ladder surfaceprop to models, therefore make climbable models.
Models are way easier to handle when it comes to enabling/disabling collisions, making those two weird quirks perfect for this.
Advantages:
Dropped Weapons and Grenades will pass through while using the Dynamic solution if no one is standing where you threw. They'll clip on Static but it is less likely than with standard ladders. Bullets WONT GET BLOCKED AT ALL. Disadvantages (kind of):
Harder to use than just drawing a block with the ladder texture on. 2 entities per instance for the static solution, 3 for the dynamic solution. You'll need to pack the models you've used. Not as reliable if you try to do something weird with them... Just don't go weird and use the instances. Only works with the standard ladder width. Tips:
Be sure to disable collisions on your ladder models.. else it destroys the purpose of this. Don't use the Dynamic solution if you don't really need to as they are expensive in prop and entity count.. Only use it for problematic ladders!
Enjoy!
ladderbar.zip
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Radix got a reaction from blackdog in Counter-Strike: Global Offensive
CS:GO and TF2 Source code leak lately... ?
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Radix got a reaction from Interfearance in Counter-Strike: Global Offensive
CS:GO and TF2 Source code leak lately... ?
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Radix got a reaction from Serialmapper in Counter-Strike: Global Offensive
CS:GO and TF2 Source code leak lately... ?
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Radix reacted to Roald in Counter-Strike: Global Offensive
Yeah
Basicly Valve keeps us responsible for the map and give us full control on it.
We update the workshop with a new version, message them and they will ship it out on the next update.
I don't think they even take a close look to what is updated honestly, but I might be wrong, just a feeling.
I guess when we fuck up, at the end its our problem
We haven't had any feedback so far, just one time a message about a exploit in GrenadeKing's video which we fixed like two updates before.
I don't know about my teammates, but I haven't had much work because of the whole corona thing. But either way it should be very do-able. Untill now it have just been bug fixes and very minor changes which only takes a few hours and we can take turns really or work on it when ever u got time/feel like to. And basicly what you do is keep an eye on reddit, the workshop page and youtube videos (and having great friends to message you on steam about stuff) to find out about bugs and anything crazy. Oh and play some matches yourself ofcourse
We will be waiting for the Valve stats at the end of the month before we do anything crazy. But yeaah fixing bugs kinda gets demotivating afther a while and the things become smaller and nitpickier at times. But ehh gotta do it, otherwise u get the same bug reports all over
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Radix reacted to Interfearance in de_vertigo
What do you guys think about the new Vertigo? I played a game of comp on it and it just seems like they wrecked it. There are a lot of new, unfair or hidden angles that I have got destroyed from and used myself. The new textures are very unfitting and do not provide better visibility to white concrete. The removal of the connection from bridge around to T stairs is an awful idea and makes life super hard for T side, forcing you to enter the stairs from the awkard angle side.
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Radix got a reaction from NikiOo in [CS:GO] Exotic Places Contest TOP 4 WINNERS
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.
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Radix reacted to michal3210 in WIP in WIP, post your level screenshots!
some screenshots from my latest project, on which im working on in free time! It still needs some improvements, but it looks good in current state I think
dz_Arctic!
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Radix reacted to celery in WIP in WIP, post your level screenshots!
Updated the map with better lighting and more detail. Slight changes in timings as well, but only by moving the CT spawn a little bit.
https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191
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Radix reacted to blackdog in [CS:GO] Exotic Places Contest TOP 4 WINNERS
Congratulations to those thay already made it into the game! I only found out thanks to Kliksphillip latest video.
Man I don't Reddit, but apart from one Wingman contest last year, I don't remember hearing of any other contest for CSGO mappers. So where is Valve supposed to get their tips from? Untested random submissions to the Workshop? (first they would have to get through get-knivez111 spambots anyway).
Speaking of looking around, when is the last time you have seen a major game developer supporting a community-led event and accepting content in the game? Cos I can't think of any. Hell, I struggle counting more than a handful games that allow for custom content at all in recent years!
I'm very thankful we have connected admins that can get contests up with serious prizes. I'm sure if anyone else was able to do this elsewhere Valve would take it into consideration and Mapcore would cross-promote because if the community wins, we all win.
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Radix got a reaction from Vaya in [CS:GO] Exotic Places Contest TOP 4 WINNERS
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.
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Radix got a reaction from Interfearance in [CS:GO] Exotic Places Contest TOP 4 WINNERS
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.
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Radix got a reaction from dmu in [CS:GO] Exotic Places Contest TOP 4 WINNERS
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. ??
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Radix reacted to Vaya in [CS:GO] Exotic Places Contest TOP 4 WINNERS
yes valve give feedback once you are on their radar. I know horse strangler has spoken to valve about junction too. He's not working on it anymore (or cs for that matter I'm pretty sure)
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Radix reacted to JimWood in [CS:GO] Exotic Places Contest TOP 4 WINNERS
I think the main thing you are misunderstanding Passerby is that maps are not "sent to MapCore", but instead most of the dedicated csgo mappers are a part of MapCore's community. And obviously the people handing the Twitter account like to help people get exposure.
The MapCore FaceIt hubs were originally setup solely by mappers in the community, which has helped get eyes on maps.
Lots of MapCore member's maps have not made it into the game, however yes, a large amount have because there are so many dedicated mappers in MapCore, but this is more down to the hard work of the mappers than the fact that they are "MapCore maps".
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Radix got a reaction from Vaya in [CS:GO] Exotic Places Contest TOP 4 WINNERS
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. ??
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Radix got a reaction from Roald in [CS:GO] Exotic Places Contest TOP 4 WINNERS
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).
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Radix got a reaction from Lizard in [CS:GO] Exotic Places Contest TOP 4 WINNERS
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).
