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.
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.
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?
Why is it not a downside?
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.
-Message removed so we can focus on the project-
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
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.
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.
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
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).
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.
I'm talking about how they combine the engine versions: 2007, orange box, portal 2.
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!
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.
Portal 2 has anti gravity, it is ahead of Alien Swarm. And Gmod isn't on the portal 2 engine.
That could only work if garry made the Gravity Hull Designator addon official.
I think it would work with the regular gravity brush entities the only complication would be rotating the player's view.
Got the player rendering in the mirror.. ready for tonight's update.
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.
That is COOL. Cant wait for tonight's update.
That is brilliant
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.
Looks amazing! Wonder how it would look in water.
Disable Hollow Props.
Thanks.
Oh and disabling that fixed weapons being displayed twice, so thanks again.
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!
I love you man...
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.
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.
Fixed. By Grocel removing the face from the room wall smoothgroup.
If you make a zero-gravity room, you should give it a HL2 combine/futuristic aesthetic.
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
Way ahead of you.
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