1. Post #801
    Gold Member
    vexx21322's Avatar
    December 2008
    10,661 Posts
    The clips only affect you, npcs ignore it, and props and entities ignore it. The only downside to adding them is that you cant "nudge" yourself in the windows. (Which isn't a downside at all.)
    I do know one person who made a dive script and showed a video of him diving through the window openings. This would affect him.
    Since this is meant for a sandbox map, there shouldn't be any restrictions like this.
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  2. Post #802
    Kavukamari's Avatar
    May 2008
    240 Posts
    I'm new to the whole mapping thing, but I was wondering about all this visleaf stuff..

    I know how visleafs work and that they are telling the renderer which stuff it may or may not have to show the player, but it confuses me when I do mat_leafvis 3 and look around.


    Why would these two boxes be divided up? the lines don't seem to be connected to any geometry that might split it up, so I don't know why these in particular would be split, it's not like they have much difference in the way of view angle or something or else wouldn't more boxes be cut like this to accommodate?


    this seems like a ton of cutting up to me, I was wondering why the engine would need this many visleafs, just from a mapping novice's standpoint. (I understand that the regular cubes of 512 width and length are automatically generated, but I was wondering about all those other little shapes)


    This in particular seems a bit unnecessary to me, I know the hypotenuse of the triangle is from the wall below me, but is it necessary to chop that up?

    just as an example would it make it technically more efficient to make that diagonal wall a playerclip and get rid of this visleaf or would it be more efficient to leave it there? maybe knowing that will help me understand better.

    (I don't know how much of these leafs were created by the mappers or by the compiler, so if it seems like I'm complaining, I'm not, I'm just trying to learn more about how the leafs work and why they generate like they do.)

    I guess this is what my question is: Is it better/more efficient to have more visleaf divisions or is it better to have less?
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  3. Post #803
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    The only downside to adding them is that you cant "nudge" yourself in the windows. (Which isn't a downside at all.)
    Why is it not a downside?

  4. Post #804
    Kavukamari's Avatar
    May 2008
    240 Posts

    I think varying up the sand line in this area would make it look a bit less silly, at the moment it's too flat and perfect.


    The more I look at these buildings the sillier they look, is there any way I could borrow the map source so that I can mess around with the buildings? I could decompile I guess, but it would be more fun to mess around in the real file and see how everything works.
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  5. Post #805
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    -Message removed so we can focus on the project-
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  6. Post #806
    Darkassassin0's Avatar
    January 2012
    216 Posts
    That was garry's decision. Sorry
    your driving me in sane with this...

    garry said to make it flat as in the terrain all hes asking (this has been mentioned 4 times btw) it to change the texture. just the line of where sand meets grass.

    instead of having a grass line like this:

    have something like this:


    so it looks less like you used a ruler to make it

    and yes i made the pics in 10 secs in ms paint
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  7. Post #807
    Blitz967's Avatar
    January 2012
    26 Posts
    You know what would be cool? If the ground near the water was like a beach with sand textures. And pine trees on that sand.
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  8. Post #808
    Gold Member
    highvoltage's Avatar
    May 2009
    1,827 Posts
    your driving me in sane with this... garry said to make it flat as in the terrain all hes asking (this has been mentioned 4 times btw) it to change the texture. just the line of where sand meets grass. instead of having a grass line like this: have something like this: so it looks less like you used a ruler to make it and yes i made the pics in 10 secs in ms paint
    But then people complain when there is grass in the water. We cant make the sand go further up without either moving the displments back or making the next displacement a grass/sand texture instead of the 2 toned grass texture.

  9. Post #809
    Gold Member
    vexx21322's Avatar
    December 2008
    10,661 Posts
    But then people complain when there is grass in the water. We cant make the sand go further up without either moving the displments back or making the next displacement a grass/sand texture instead of the 2 toned grass texture.
    You don't have to move the grass into the water, just vary the distance the grass is from the water line; mix it up a bit.

  10. Post #810
    Masterlegodude's Avatar
    January 2009
    1,293 Posts
    What would you guys prefer to replace the pointless underground room, A 0 gravity room roughly the same size or a 2-3 story tall room almost the entire length of the tunnel next to it?
    Although it does seem pointless, it does give players more room to do stuff and fun around in

    A zero gravity room would be interesting, but i never really bothered with those gravity modifying rooms in the gm_falleritus maps, they were neat but watching vehicles, ragdolls and props float about was only interesting for a short period of time
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  11. Post #811
    Zoshi235's Avatar
    April 2011
    398 Posts
    There seems to be a few issues with trigger_vphysics_motion


    My videos don't seem to have sound after I record them :/
    According to that page, one of the flags added in the Alien Swarm version of Source is the ability to correctly calculate how much force to apply. Assuming Gmod 13 has a later version of the engine, is it possible to find that flag?
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  12. Post #812
    Gold Member
    vexx21322's Avatar
    December 2008
    10,661 Posts
    According to that page, one of the flags added in the Alien Swarm version of Source is the ability to correctly calculate how much force to apply. Assuming Gmod 13 has a later version of the engine, is it possible to find that flag?
    Alien Swarm engine is ahead of Garry's Mod engine (portal 2 engine).

  13. Post #813
    Zoshi235's Avatar
    April 2011
    398 Posts
    Alien Swarm engine is ahead of Garry's Mod engine (portal 2 engine).
    But Portal 2 came out more than a year after Alien Swarm. You mean to tell me they used an outdated version of the engine?

  14. Post #814
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,563 Posts
    But Portal 2 came out more than a year after Alien Swarm. You mean to tell me they used an outdated version of the engine?
    It's not really outdated, more like a different branch.
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  15. Post #815
    Gold Member
    vexx21322's Avatar
    December 2008
    10,661 Posts
    But Portal 2 came out more than a year after Alien Swarm. You mean to tell me they used an outdated version of the engine?
    I'm talking about how they combine the engine versions: 2007, orange box, portal 2.

  16. Post #816
    Zoshi235's Avatar
    April 2011
    398 Posts
    It's not really outdated, more like a different branch.
    Strange. But wait, I've seen working anti gravity rooms in Portal 2. There's one in Portal 2 Playground, for goodness sake. Let's find out how they made that!

  17. Post #817
    Gold Member
    superadamwo's Avatar
    January 2006
    650 Posts
    Hey, just an idea here, and not sure if this is possible, but what if the anti-gravity room (or maybe another section) had an area where the walls each had their own gravity so when you walk into one you get rotated and are able to walk on that wall. This would let people stand on the ceiling and stuff, would be pretty funny and fun to play around with.
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  18. Post #818
    Gold Member
    Dennab
    August 2009
    2,482 Posts
    Portal 2 has anti gravity, it is ahead of Alien Swarm. And Gmod isn't on the portal 2 engine.

  19. Post #819
    Gold Member
    Neo Kabuto's Avatar
    November 2008
    5,641 Posts
    Hey, just an idea here, and not sure if this is possible, but what if the anti-gravity room (or maybe another section) had an area where the walls each had their own gravity so when you walk into one you get rotated and are able to walk on that wall. This would let people stand on the ceiling and stuff, would be pretty funny and fun to play around with.
    That could only work if garry made the Gravity Hull Designator addon official.
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  20. Post #820
    Gold Member
    superadamwo's Avatar
    January 2006
    650 Posts
    I think it would work with the regular gravity brush entities the only complication would be rotating the player's view.
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  21. Post #821
    garry's Avatar
    September 2001
    12,435 Posts
    Got the player rendering in the mirror.. ready for tonight's update.

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  22. Post #822
    Gold Member
    Th13teen's Avatar
    July 2011
    192 Posts
    I think it would work with the regular gravity brush entities the only complication would be rotating the player's view.
    I've got a script which rotates players cameras with no caps, there is an issue with motion blur and it also the mouse rotation is disorienting for some players.

  23. Post #823
    quietme's Avatar
    August 2011
    391 Posts
    Got the player rendering in the mirror.. ready for tonight's update.

    (Video Shiz)
    That is COOL. Cant wait for tonight's update.
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  24. Post #824
    cNova's Avatar
    May 2009
    2,875 Posts
    That is brilliant
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  25. Post #825
    Zoshi235's Avatar
    April 2011
    398 Posts
    Got the player rendering in the mirror.. ready for tonight's update.
    I hope addons outside of the Workshop are coming with this update. I need Wenli's tools!
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  26. Post #826
    quietme's Avatar
    August 2011
    391 Posts
    I hope addons outside of the Workshop are coming with this update. I need Wenli's tools!
    Amen! I need the squad NPCs tool just to see how well construct 13 is REALLY noded.

  27. Post #827
    Swirlyman's Avatar
    September 2008
    139 Posts
    Got the player rendering in the mirror.. ready for tonight's update.
    Looks amazing! Wonder how it would look in water.

  28. Post #828
    Gold Member
    SGTNAPALM's Avatar
    October 2007
    22,475 Posts
    Funky texture near spawn.


    Weird lighting inside building.
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  29. Post #829
    Gold Member
    Dr.Cola's Avatar
    March 2010
    1,236 Posts
    Umh I get this in the mirror room

    I got the latest version too.
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  30. Post #830
    Sora3100's Avatar
    September 2009
    279 Posts
    Umh I get this in the mirror room
    -snip-
    I got the latest version too.
    Disable Hollow Props.
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  31. Post #831
    Gold Member
    Dr.Cola's Avatar
    March 2010
    1,236 Posts
    Disable Hollow Props.
    Thanks.

    Oh and disabling that fixed weapons being displayed twice, so thanks again.

  32. Post #832

    June 2010
    53 Posts
    Well i liked the idea of the map back before the thread got past like page 12-13 and then you just started adding unless wholes in the walls and useless tunnels and useless and horribly and sloppy rooms hidden tunneling system (i know that < the hidden tunneling system was suggested by Garry but i'm just saying my opinion)
    This map is just getting worse and worse!
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  33. Post #833
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,563 Posts
    Got the player rendering in the mirror.. ready for tonight's update.

    I love you man...
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  34. Post #834
    gmod1114's Avatar
    August 2011
    79 Posts
    I'm really going to miss the old gm_construct, but then again we do need something new. Either way I'm going to save the old gm_construct just in case :) Either way pretty cool map! Keep the good work!
    Maybe the name of the map could be gm_construct_new and still keep the original map.
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  35. Post #835
    Zoshi235's Avatar
    April 2011
    398 Posts
    Maybe the name of the map could be gm_construct_new and still keep the original map.
    Or maybe you could download Garry's pack of all previous versions of Construct from the Workshop.
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  36. Post #836
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts

    Weird lighting inside building.
    Was already reported in the changelog several hours ago. Please read the changelog for bugs that we ourselves already added to the fix-list.

    We do appreciate your help and dedication though.

    [h2]Fixed. By Grocel removing the face from the room wall smoothgroup.[/h2]

  37. Post #837
    Dude902's Avatar
    November 2007
    589 Posts
    If you make a zero-gravity room, you should give it a HL2 combine/futuristic aesthetic.
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  38. Post #838
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,434 Posts
    You guys should focus on fixing up the rooms you're already working on before taking it over the top and it becoming like everything else.

    You should start working on fixing the downstairs bunker stairs, they look hideous.
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  39. Post #839
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    You guys should focus on fixing up the rooms you're already working on before taking it over the top and it becoming like everything else.

    You should start working on fixing the downstairs bunker stairs, they look hideous.
    Draft a suggestion before criticizing them. Hating the stairs without giving a replacement design gets us nowhere.


    Project Log:
    https://docs.google.com/document/d/1...zWoyTUKgc/edit
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  40. Post #840
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,434 Posts
    Draft a suggestion before criticizing them. Hating the stairs without giving a replacement design gets us nowhere.
    Way ahead of you.



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