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1076036 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:37:28 AM
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2481  Player / General / Re: Alien Swarm - Valve releases free co-op game on Steam + full source and tools on: July 28, 2010, 11:34:45 AM
I Googled and came up with 2 possiblities:

It was because the prop was intersecting a bit with a brush
It was because I had no env_cubemap entity

I corrected both and ran the game and it works fine. I think it was the being partly inside the brush that did it, since the other prop was fine.
2482  Player / General / Re: Alien Swarm - Valve releases free co-op game on Steam + full source and tools on: July 28, 2010, 10:47:10 AM
Completely white or just really bright? Really bright sounds like a lighting problem where you should re-run rad. You may need to tweak the lighting, some lighting situations will cause static props to freak out and get really bright like that. White I have no clue.

They glow extremely bright white/cyan. I didn't do anything strange to the lighting.



edit:

editor:


ingame:
2483  Player / General / Re: Alien Swarm - Valve releases free co-op game on Steam + full source and tools on: July 28, 2010, 09:53:35 AM
It definitely has its issues, I acknowledged that, but personally, I'm plenty content with the editor as it is. My issues come from lack of documentation regarding triggers and such.


Also: why are my prop_statics glowing really white in-game? This happened when I was trying to make a map a while back, too.
2484  Player / General / Re: Alien Swarm - Valve releases free co-op game on Steam + full source and tools on: July 28, 2010, 07:32:01 AM
I'm hosting a normal campaign for a bit if anyone wants to join.
2485  Player / General / Re: Alien Swarm - Valve releases free co-op game on Steam + full source and tools on: July 28, 2010, 06:21:13 AM
Yay for maps, no?

2486  Player / General / Re: Alien Swarm - Valve releases free co-op game on Steam + full source and tools on: July 28, 2010, 02:30:17 AM
Your level looks completely different in-game than it does in Hammer. Only very recently did it even get a lighting preview; Before you didn't even have any idea how lighting looked


This is bad.


The interface is almost audibly clunky. Scroll bars to move the views, really?


Space + click & move mouse = pan


It's completely axis-aligned. Making anything other than rectangular geometry aligned to the grid is an absolute nightmare. E.g. you can't make a building rotated 45 degrees easily. You can't make a wall oriented 45 degrees to the grid a certain length, unless you first make it aligned to the grid and then rotate it


As annoying as this can be, there are ways around it.


It's based on brushes, even though it compiles into into non-brush geometry. So if you just want say a single face, you have to make a brush and texture the other 5 sides with a "nodraw" texture or some such bullshit


There is a tool to separate a solid into its vertices. I don't remember what it was called, though. (And I'm not talking about the displacement tool, either. It was something else.)


There are almost no tools for anything other than blocks. God forbid if you want to construct complex geometry like archways, curves, tunnels and stuff


Cube + horizontally rotated cylinder/sphere/torus + carve = archway/tunnel/curve/what have you. There is an archway primitive, but it sucks.


The I/O system is ugly. There are no visual links between anything; If one entity outputs to another the only way to see is to open one's properties and look


A minor annoyance to me, at least. I'm just happy when my triggers actually work :/


There's no UV wrapping! Aligning textures is a bitch, especially rotating them (again with the axis alignment)


I don't know of a way to rotate textures, but the "Toggle texture application" window has plenty of UV workings, just named scale X/Y and offset X/Y, which I am typically content with.


You have to compile to test anything. Now, there can be real, valid reasons for that but in this day and age it's just not acceptable. Find a different solution that allows you to instantly and immediately test something. Murder the frame rate, that's fine. Just let me see how the damn thing looks without waiting for 5 minutes for the thing to compile


It usually takes about 30 seconds unless you've added a lot of new lighting since the last time you built it. Even then, there are options to do faster (but less pretty) compilations if you want. It's annoying, but patience is a virtue.



Madk, let me help you make maps somehow. Kiss

I'm still wrapping my head around why my spawn-event triggers won't work, but if you want to give me some sort of level design, I can run with it. But note:

Keep movement southward to an absolute minimum
Keep movement eastward/westward from being too much
Crammed spaces are bad
No two-story buildings or w/e
2487  Community / A Game by Its Cover / Re: Should I add another week of extension to the compo time? on: July 27, 2010, 04:52:30 PM
Another week would be appreciated by the procrastinated among us.
2488  Player / General / Re: Alien Swarm - Valve releases free co-op game on Steam + full source and tools on: July 27, 2010, 04:50:29 PM
14113 and I actually found it pretty useful.
2489  Developer / Art / Re: show us some of your pixel work on: July 27, 2010, 04:04:09 PM


I love these.
2490  Player / General / Re: Alien Swarm - Valve releases free co-op game on Steam + full source and tools on: July 27, 2010, 03:52:48 PM
Melly had an epic one-man run through the second arctic mission when the three of us (me, Hangedman, and Animator) died near the beginning. I knew all along he could do it. I kept chatting with encouraging words like, "He won't make it through this".. etc.

Then I had mine. On the biomass mission, I somehow survived. I wanted through a welded door. The enemies never ended and converged on me until I finally ran out of meds. (I played medic w/ flamer)

Then the next time, I "thoughtfully" conserved my meds, leading to Animator and Hanged dying early on, and me and Melly went on elitely for a bit, until we got separated and Melly died. I finished the level, not quite half of it, and went to the area to escape. I was overwhelmed and died, but it was so close. I had 134 kills.
2491  Player / General / Re: Alien Swarm - Valve releases free co-op game on Steam + full source and tools on: July 27, 2010, 01:40:26 PM
No, I love Hammer's editing system. It isn't perfect, but it's very good for level making.

My gripe is that lighting is a chore and getting things to actually work the way you want in-game is a nightmare.

I do retract my negative comments for Swarm, though; it seems they actually put some thought into documentation and user-friendliness for the game's entities. I'm working a bit on a level of my own.

Also, there's a apparently a Sketchup plugin to make it able to export Hammer-format maps.
2492  Player / General / Re: TIGSource Steam Group Invites (Post a LINK to your Steam ID Page!) on: July 27, 2010, 11:53:12 AM
http://steamcommunity.com/profiles/76561197996048842
2493  Player / General / Re: Need Help Coming Up With A Good Studio Name on: July 27, 2010, 11:51:22 AM
I make more.


OMGWTFBBQ Entertainment
Top Secret
Hairless Koala
Book of Tofu
Studio Muffin
Full of Oats Studios
Orange You Glad I Didn't Say Banana? Entertainment
Cream of Bazooka
Halfway Entertainment
Llama Crossing
Baby Samurai Productions
Zero System
Blue Screen Studios
Bamboo Entertainment
Depressed Hyena
Prone Tiger Entertainment
Clogged Toilet
Studio Vomit
Grape Vine Productions
Funky Hippo
Green Cow
2494  Player / General / Re: Alien Swarm - Valve releases free co-op game on Steam + full source and tools on: July 27, 2010, 11:36:29 AM
Only the one level requires the flamethrower and lets you use it whether you've unlocked it or not.

@Melly: Hammer is stinking evil. Don't even try. I've spent so many hours trying to make different levels in it, and you know what I have to show for it? A handful of levels that look cool in the editor. Nothing ever manages to work ingame. Ever.
2495  Developer / Art / Re: Art on: July 27, 2010, 04:36:48 AM
@Kinnas:
That looks spectacular  My Word!



Anyway, I art'd up something else:
2496  Player / General / Re: Need Help Coming Up With A Good Studio Name on: July 27, 2010, 03:02:27 AM
Studio Ghibli?

Oh wait..

Studio Lawnmower?
Submerged Pickaxe?
Angry Janitor Productions?
Rainbow Chicken?
Gorilla Gorilla Studios?
Thirsty Camel Entertainment?
Genius Monkey?
Typhoon Entertainment?
Fire Potassium?
Funny Bone Studios?
Sasquatch Figurine?
2497  Player / General / Re: They Are On A Team. on: July 26, 2010, 02:32:15 PM
Dr. McNinja is awesome, but Axe Cop is only mildly entertaining.
2498  Player / General / Re: Alien Swarm - Valve releases free co-op game on Steam + full source and tools on: July 26, 2010, 02:27:54 PM
Is there like a TIGSource server or something going on?
2499  Player / General / Re: Alien Swarm - Valve releases free co-op game on Steam + full source and tools on: July 26, 2010, 08:12:36 AM
I seem unable to connect to multiplayer servers.
2500  Community / A Game by Its Cover / Re: [AGBIC] 120/85 on: July 26, 2010, 08:01:30 AM
Getting back into my code after a week-long esolang obsession   Shrug

Hopefully I'll still have a game to show by the end of the week.

Units can almost get moved around and stuff now.

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