Very nice. The hud does look a bit sketchy, but all-in-all that's some sweet stuff. Nice work fella's. :cheers:
So, that means.... 48 posts in 11 hours :O thats alot.
I've seen this happen before, it's sometimes an error with VBSP compiling. Check your log very carefully, you may see some evidence that it didn't run correctly. VVIS and VRAD still run though, and make it look like it's working.
Hmm, no real insight, but you could always try the ol' copy and paste trick. That is, copy everything in your map and paste it to a new file, then compile and try it. When things aren't working in a particular version of a map and there seems to be no good reason, sometimes that will fix it.
But as we all know, auto snipers are evil. EEVIIILLLEEE!!!
There's an unlisted fix... It changed my on-screen font a bit. Specifically, the voice, um, thingy. With the name of who's talking. Anyways, it used to be that I only could see the first 20 characters of the Name, now I can...
I'm no expert, but I have an idea how it supposed to work.
First, you can enable the mat_wireframe 1 console to display the geometry thats actually being drawn.
second, if you have areas that can be sealed off , then you can use area portals. you have to tie an func_areaportal(?) entity...
silly people. of course there's a command for that.
mat_crosshair // prints the name of the texture under the crosshair to the console.
there's also:
mat_texture_list 1 // brings up a panel with a list of all textures in the map (I think it's kind of useless)
and:
mat_surfacemat 1...
click (or right-click, i forget) in the top corner (of your 3d viewport) where it says 'camera' or whatever, and select 'textured'.
if that's not the problem, i dunno.
I'm dissapointed. Removing this will means some definite changes to gameplay, especially on fy maps (which I play a lot). When there is only a few seconds (if that) between buy/pickup and engagement, it'll make it tough to use the silencer at all.
well, that may assist with letting admins ban...
That very much is.
I was wondering if anyone knows a list of client inputs you can override like this?
(I'm assuming it doesn't show up. Not on my dev machine, atm)
Also, if the player would be moving very very fast, you probably have to have your trigger brush be reasonably thick (i.e not...
I'm having some trouble understanding what your problem is... replicated and blur and such... you mean no textures are rendering, it looks like 'the void' maybe?
what's the name of the texture you are using on the floor?
I don't get what you mean, about falling.
try to give some more...
and this is a standard decal? I've notice there are a few textures that aren't occluded by walls, specifically HUD textures.
Probably not the issue, just thought I'd mention it.
Yeah, no problem with the layout or gameplay style, myself.
I get the fence. Fences seem to block about 70-80% of gun damage, so that might be fine.
It occurs that there are no sounds. You could try some subtle sound effects, maybe.
Well, I think you could vary the props and cover some. There is at least one box that is above the ground by a unit or so.
There is one place I got a bit stuck, between a box and the fence. A clip brush to fill spots like that is a nice touch.
The lighting is a bit dark. Not as dark as...
is this intended as an fy-style map? If so, it looks great. :)
I agree that some displacements would help things. You could use a 'blend' texture and alpha and give the ground some variation. Also, the lighting is pretty dim, ff nothing else you should try upping ambient level in your...