1. Post #561
    phabeZ's Avatar
    November 2008
    1,153 Posts
    Keep in mind, Darkassassin0 is not developing the map, he, like you, are giving suggestions, and the map is still in development, so don't think we are not already very-much-so considering expanding the shape and structure of the submarine room in one-way-or-another. Be calm, and wait for the changes to come.
    I know this, but considering how influential community suggestions have been with this project, simply overlooking his post and not responding to his (what I believe to be) negative and close-minded attitude is a bad idea. I am also aware the map is still very much in development, hence why I made the suggestion in the first place. Simply not suggesting things and arguing for them because there's a possibility they're already underway is silly.

    Also I am calm, very much so. And I may be misreading what you mean by this, but waiting for changes to come is also a bad advice because the suggestions are to assist with the development.
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  2. Post #562
    Darkassassin0's Avatar
    January 2012
    216 Posts
    Darkassassin0 is not developing the map
    one quick note the name is Darkassassin07 (i hit the charicter limit with out knowing it when i made the account)

    Edited:

    First of all, about the size. I had a feeling this would be brought up, despite the fact I clearly mentioned it can easily be resized. In fact, it should probably be resized a bit because I too agree I did make it a little large. But you need to keep in mind that it needs to be able to cater for reasonably sized boats and submarines. This is something the existing water on the map cannot do.

    Also keep in mind this whole area won't be visible from the original construct area, so as far as 'ruining' the look by making it feel too big might go, I don't think that'll be a problem.



    I'll be honest, this part here really annoys me. It shows how unwilling you are to change it up a little. This argument could be applied to soon many things, but it isn't because it's stupid. gm_construct is meant to be an 'all-in-one' kind of map. Right now, it's pretty much an 60% land build, 20% pre-existing structure builds, 15% air builds and about a 5% water builds, if even that. gm_construct hardly caters to aquatic builds on a satisfactory level. Even if you build a manage boat/submarine on the tiny amount of space provided too, there's hardly enough room to test it out a bit, even less if your build is a reasonable size (note that I said reasonable, there's virtually no hope if it goes beyond that).
    i wasn't trying to be aggressive about it, it's just my view on the map, in my mind gm_construct is suppose to be a construction map (meaning mostly land/air based contraptions)
    but then again maybe a decent sized water section could be good for it, especially if its not visible from the main map area. i was only thinking of the overall view of the map and it seems like a oasis in the middle of a big city (kinda like central park) so a big water area may throw that ideal.

    and if not in this map maybe it would be good to have a separate map introduced into the vanilla gmod that is mostly water based just for that all round building experience (but then again i suck at vehicles so i have a hard time picturing water areas as i mostly do buildings) but i could do under water bases too so thats another opportunity.

    over all i dont really know what i want. (kinda not help full XD)
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  3. Post #563
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    Go make a water map for gmod, and if garry likes it, have him add it. This map will have some water, but it's not going to have even 4/5ths the same amount of water as it has land. Sure, we may revise the design over and over, but that does not mean we are adding a huge quantity of water to the map.

    I do like the idea of a gm_flatwater though.
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  4. Post #564
    Darkassassin0's Avatar
    January 2012
    216 Posts
    Go make a water map for gmod, and if garry likes it, have him add it.
    im really new to mapping i've only made one map and it was 2 years ago so i've forgoten how

    it looks really dark but its not.
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  5. Post #565
    Gold Member
    fergus9101's Avatar
    August 2011
    81 Posts
    i personally think the opening needs to be a bit higher (mabie an equalish distance from ground and water top)
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  6. Post #566
    phabeZ's Avatar
    November 2008
    1,153 Posts
    Go make a water map for gmod, and if garry likes it, have him add it. This map will have some water, but it's not going to have even 4/5ths the same amount of water as it has land. Sure, we may revise the design over and over, but that does not mean we are adding a huge quantity of water to the map.

    I do like the idea of a gm_flatwater though.
    There was a development thread for a water based map not too long ago, but it was DDT'd. That was probably just because it was all planning and no-one was actually mapping.

    Anyway, about this map, since my suggestion will most likely be discarded completely, I still stand by my point that reasonably sized boat/submarine building facilities should be provided.

    Edit: The optimistics are surprisingly appropriate, though it kind of suggests misinterpretation. I can't really be bothered explaining what I meant, just know it wasn't necessarily my initial suggestion, though I do still stand by that.
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  7. Post #567
    Darkassassin0's Avatar
    January 2012
    216 Posts
    ok so (using the last release (gmod 12)) i found some issues: (all descriptions are on the SS's)




    if you rate "Dumb" or "Disagree" say why.
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  8. Post #568
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts

    Changelog (And Pending Changes) Available Here: http://••••••••GNw6Gt
    Steam Workshop Page: http://steamcommunity.com/sharedfile...ails/?id=18371

    Note: There are known shadow issues in the alleyway between the spawnbuilding and the apartment next to it. Be sure to not report issues that we already have documented in the pending changes of the changelog.

    Note: When I updated mine, it acted very strangely, and didnt download properly:

    First time loaded up, it was going at a really slow % per second, then after reloading the game a second time, it resumed at WAY ahead of where it was, at 60%, then was going much faster, but it seemed to hang at 100%, then the third time I started up the game, the map restarted itself at 0% and went up to 100% again, where it finally worked.

    Edited:

    Because that is how it is.

    Do you and the community want them removed entirely? Or do you want the 4th one placed there to even it out? Rate Funny if you want them removed entirely, rate optimistic if you want the 4th light added.

    We forgot to seal it up, will be fixed soon.

    This room is in obvious development, we have only just touched on it right now, and we have not spent much time on it since we have been focusing on other aspects of the map. Have patience and wait for it to develop further.

    Edited:

    [h2]LOL, I just realized that if you go into the large building in LDR, the rainbow test lights I made for no reason show up, since I set them for the normal lights, and if you run the map in HDR, the lights are all white instead. [/h2] (Rate Artistic if you thought this is funny ((and would rather not vote on the lights)), since it would conflict with the Funny rating being used in a vote.)
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  9. Post #569
    Darkassassin0's Avatar
    January 2012
    216 Posts
    Because that is how it is.
    just seems like wasted space to me.

    We forgot to seal it up, will be fixed soon.
    pointing out the obvious.

    This room is in obvious development, we have only just touched on it right now, and we have not spent much time on it since we have been focusing on other aspects of the map. Have patience and wait for it to develop further.
    just saying i dont think garry meant hollow literally, seems like it would be more useful with windows/balcony access.

    Edited:


    Changelog (And Pending Changes) Available Here: http://••••••••GNw6Gt
    Steam Workshop Page: http://steamcommunity.com/sharedfile...ails/?id=18371

    Note: There are known shadow issues in the alleyway between the spawnbuilding and the apartment next to it. Be sure to not report issues that we already have documented in the pending changes of the changelog.

    Note: When I updated mine, it acted very strangely, and didnt download properly:

    First time loaded up, it was going at a really slow % per second, then after reloading the game a second time, it resumed at WAY ahead of where it was, at 60%, then was going much faster, but it seemed to hang at 100%, then the third time I started up the game, the map restarted itself at 0% and went up to 100% again, where it finally worked.
    gmod 12 download?
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  10. Post #570
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    gmod 12 download?

    [h2]Here you go:[/h2]
    http://www.mediafire.com/?a7kajmc2socwx10

    Be Happy. Darnit.
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  11. Post #571
    Gold Member
    The Inspector's Avatar
    January 2011
    124 Posts
    Just as a suggestion, since everyone seems to be throwing some input in, a helipad on top of one the buildings could be nice, nothing significant just a bit of concrete standing out with H in red on it. That could be a nice little addition.
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  12. Post #572
    Gold Member
    fergus9101's Avatar
    August 2011
    81 Posts
    Just as a suggestion, since everyone seems to be throwing some input in, a helipad on top of one the buildings could be nice, nothing significant just a bit of concrete standing out with H in red on it. That could be a nice little addition.
    that would be nice but to be practical those builings are quite close to the skybox to really fly... may i suggest making the skybox higher?

    edit: nevermind completely wrong :/
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  13. Post #573
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts

    Light models have now been removed, and a 4th set of actual light entities have been added to brighten up the corner, making the room symmetrically-lit.


    Sealed off now.

  14. Post #574
    Darkassassin0's Avatar
    January 2012
    216 Posts
    its all in the pic.



    Edited:

    fix the doors closing then opening again when the player stands in the trigger (remove the close timer and make it close when the player leaves the trigger)
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  15. Post #575
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    its all in the pic.



    Edited:

    fix the doors closing then opening again when the player stands in the trigger (remove the close timer and make it close when the player leaves the trigger)
    Making the walls "Materiable" with model materials on a brush surface could possible cause all sorts of havok... correct me if I am wrong.

    Textures on the doors are placeholders still. So we wont get serious with them until someone comes up with some good replacements from stock hl2/gmod. I will mimic the texture on the other side to the inside, though. For you.

    Working on the triggers now.
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  16. Post #576
    Darkassassin0's Avatar
    January 2012
    216 Posts
    Making the walls "Materiable" with model materials on a brush surface could possible cause all sorts of havok... correct me if I am wrong.

    Textures on the doors are placeholders still. So we wont get serious with them until someone comes up with some good replacements from stock hl2/gmod. I will mimic the texture on the other side to the inside, though. For you.

    Working on the triggers now.
    ya if you make it so you can remove (invis) the white walls it will propb get used alot more as a construction room (ive never used it as its anoying, and ive never seen anyone use it other that huge mazes)

    and ty on the door mat XD

    EDIT:

    also is it just me or is the trigger only drawn to the blue area? is there a reason for this? if not could you extend it to the black? as it is now its really hard to find the doors when you close them and every thing is the same color.
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  17. Post #577
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    ya if you make it so you can remove (invis) the white walls it will propb get used alot more as a construction room (ive never used it as its anoying, and ive never seen anyone use it other that huge mazes)

    and ty on the door mat XD
    [h2]Here you go:[/h2]
    Both doors now do this. The open when you are in the trigger, and close when you walk out of the trigger. They are also receptive to NPCs, not just players.

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  18. Post #578
    Darkassassin0's Avatar
    January 2012
    216 Posts


    just throwing in my 2 cents, could this be remade (just the under water part) with displacements to make it more like a cave and less of a box that got flooded?

    EDIT:

    i only get this in between the lake and the sub area.
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  19. Post #579
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts


    just throwing in my 2 cents, could this be remade (just the under water part) with displacements to make it more like a cave and less of a box that got flooded?
    Good Idea. Added to pending change list.

    Edited:

    ya if you make it so you can remove (invis) the white walls it will propb get used alot more as a construction room (ive never used it as its anoying, and ive never seen anyone use it other that huge mazes)

    and ty on the door mat XD

    EDIT:

    also is it just me or is the trigger only drawn to the blue area? is there a reason for this? if not could you extend it to the black? as it is now its really hard to find the doors when you close them and every thing is the same color.
    The trigger is already extended past the wall on the inside of the white room (Similar to the black box), and it is more flush with the wall in the hallway. (Similar to the blue box)

  20. Post #580
    Darkassassin0's Avatar
    January 2012
    216 Posts
    Good Idea. Added to pending change list.

    Edited:



    The trigger is already extended past the wall on the inside of the white room (Similar to the black box), and it is more flush with the wall in the hallway. (Similar to the blue box)
    strange.


    maybe extend it out a little more for me it only seems to open when i touch the door it self.
    (to show triggers like that ^^ "showtriggers_toggle" in console)

  21. Post #581
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    strange.


    maybe extend it out a little more for me it only seems to open when i touch the door it self.
    (to show triggers like that ^^ "showtriggers_toggle" in console)

    Done.
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  22. Post #582
    Darkassassin0's Avatar
    January 2012
    216 Posts
    on another note, i just played the gmod12 gm_construct. it seems... wrong... now. its just strange and outdated :( lol
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  23. Post #583
    Gold Member
    DarthTealc's Avatar
    October 2007
    497 Posts
    When the white room is given fully invisible walls (so you see the "backup" walls behind them) I think it might look better if the 'backup' walls used dev textures. Can you check that out and see if it looks any good?

  24. Post #584
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    When the white room is given fully invisible walls (so you see the "backup" walls behind them) I think it might look better if the 'backup' walls used dev textures. Can you check that out and see if it looks any good?
    For now, I made it dev gray grid.
    If people prefer something else, they should voice themselves.


    Edited:

    [h2]I'm done working on the map tonight/this morning:[/h2]

    HighVoltage will probably get on the bandwagon again to do some editing when he gets home from school.
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  25. Post #585

    January 2012
    31 Posts
    Awesome!
    Good Job,Colton and HighVoltage!

    An Idea:An Elevator,from underwater base to Surface!
    Underwater,make a Shelter area.
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  26. Post #586
    Zoshi235's Avatar
    April 2011
    398 Posts
    I love the new design of the multi-floored skyscraper. Much more construct-y. And the rainbow interior of the previously solid skyscraper looks pretty great too. I must say, the tunnels are a lot better than I imagined they would be. Miles ahead of that Construct_Flatgrass thing. I love the new pool room, but it feels to me like it needs a second level of some kind.

    Now for the issues:

    Oh no! Someone's spilled blue ink everywhere!

    The back corner of the Spawn Room


    The upper level of the Hangar-type building

    I noticed the diagonal edges of this platform weren't the same width as the straight edges. An easy thing to overlook, and also easy to fix. I see it was done correctly in the entrance to the Pool Room.

    The overhang over the Submarine Entrance

    The blue line is missing here for some reason. A simple texture realignment is all that is needed.

    The sloped wall near the Darkroom staircase entrance

    Missing texture? I assume you know about this already.

    The door to the White room

    Maybe flatten out this transition here, since Garry had you make that raised part level to the ground. It's pretty messy right now.


    And you'll probably want to raise the displacement to meet the sidewalk here and in the previous image. There's just not enough raised sidewalk left to justify it.


    Great work so far.
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  27. Post #587
    remy561's Avatar
    January 2011
    229 Posts
    I agree with that submarine part being caveish. And that the tunnels are a bit caveish too at the start so it looks that they dug the tunnels for a reason, to get to the cave.

  28. Post #588
    garry's Avatar
    September 2001
    12,397 Posts
    I made the mirror reflection full res. No antialiasing though. That's gonna be harder - and I'm not convinced it'll be worth the hacking I'd have to do - as it might end up breaking other stuff.

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  29. Post #589
    Gold Member
    Donkie's Avatar
    July 2009
    1,277 Posts
    I made the mirror reflection full res. No antialiasing though. That's gonna be harder - and I'm not convinced it'll be worth the hacking I'd have to do - as it might end up breaking other stuff.

    -snip-
    It's certainly good as it is Garry, you're awesome.
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  30. Post #590
    garry's Avatar
    September 2001
    12,397 Posts
    Wait, maybe I didn't, that looks awful
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  31. Post #591
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,411 Posts
    Looks much better. I wouldn't screw with it too much, I think it's just the first person reflections we're concerned about at this point.

  32. Post #592
    garry's Avatar
    September 2001
    12,397 Posts
    What about this..



    Edited:



    Edited:

    Yeah that works for me
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  33. Post #593
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,411 Posts
    Damn. That looks nice.

  34. Post #594
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    What about this..



    Edited:



    Edited:

    Yeah that works for me
    Maybe you should use RT_SIZE_FULL_FRAME_BUFFER_ROUNDED_UP to ensure that the size of the RT is always higher quality than your screen resolution, because I still see huge pixels in the reflection.

    Oh that's what the edit was about, okay.

    Also, I kinda threw up in my mouth whilst looking for the enum list, because I saw this:



    What is this, Java? Accessors and mutators please...

    Decided to change it in my mod also, shame the sdk mod code doesn't have access to other internal rendertarget definitions like the backbuffer - but maybe you could change that to R8G8B8A24 Garry? That way the depth buffer precision would be good enough for some more advanced effects, like outlines? I've managed to get 32 bit depth, but it involves re-rendering everything into an RGBA32F RT, and it's done using the shader editor. But proof it can be done:

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  35. Post #595
    Zoshi235's Avatar
    April 2011
    398 Posts
    Decided to change it in my mod also, shame the sdk mod code doesn't have access to other internal rendertarget definitions like the backbuffer - but maybe you could change that to R8G8B8A24 Garry? That way the depth buffer precision would be good enough for some more advanced effects, like outlines? I've managed to get 32 bit depth, but it involves re-rendering everything into an RGBA32F RT, and it's done using the shader editor. But proof it can be done:

    I have no idea what you just said, but that edge detector looks pretty sweet.
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  36. Post #596
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    I have no idea what you just said, but that edge detector looks pretty sweet.
    Well try doing that with 8-bit depth precision, that's all I'm gonna say. But really, the shader itself is shitty because I made it before when I only had 8 bit, low range depth (it worked fine there, but only because those 256 different distances were spread across 128 units from the camera) full range would have never worked.

  37. Post #597
    Zoshi235's Avatar
    April 2011
    398 Posts
    OH! I just had a better idea for the new doorframes! Remember how I said I kept getting caught on them? Make the doorways the way the were in Gmod 12, then add your pretty bevel on top of that as a seperate brush. Then, make that extra brush a func_detail and turn off collision.

  38. Post #598
    Gold Member
    highvoltage's Avatar
    May 2009
    1,787 Posts
    The mirror looks amazing garry, have you gotton it to draw the player yet?

    And hows the idea of making it reflect dynamic lights? If thats even possible.
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  39. Post #599
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    OH! I just had a better idea for the new doorframes! Remember how I said I kept getting caught on them? Make the doorways the way the were in Gmod 12, then add your pretty bevel on top of that as a seperate brush. Then, make that extra brush a func_detail and turn off collision.
    That's kinda stupid, they should just stick to the style of construct and stop wasting brushes on shit that no-one will ever care about.

    The mirror looks amazing garry, have you gotton it to draw the player yet?

    And hows the idea of making it reflect dynamic lights? If thats even possible.
    They do already? Unless you mean projected textures, which is understandable considering how poorly optimised they are.

  40. Post #600
    garry's Avatar
    September 2001
    12,397 Posts
    The mirror looks amazing garry, have you gotton it to draw the player yet?

    And hows the idea of making it reflect dynamic lights? If thats even possible.
    Just working on that now. I could make it reflect dynamic lights with some work.. but I'm not gonna.
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