My nickname is pronounced [kvoz/\luri]. Things I love: Dead Space, Propper (Hammer compiler), Win 8, coffee. Things I hate: TF2, Garry's mod, unnecessary graphical things like parallax and people who're praising these over anything else, and lack of real, widespread advancement in computer-user interface.

Comment History  (0 - 30 of 581)
Cvoxalury Feb 28 2015, 5:33pm says:

Well, you know, I was probably a little bit too excited to post it. :P
It's not much, but I already done additional work on this behavior, so it'll surely look better and finalised when it's done.

+1 vote   media: Cremator - keeping it clean (since you hadn't!)
Cvoxalury Feb 27 2015, 4:17pm replied:

Скорее всего это просто баг текстуры из-за ХДР. В текстуре отражений для глаза используется $envmapsphere 1, а этот параметр с ХДР сильно не дружит, получается засвет.

+1 vote   mod: Cremation
Cvoxalury Feb 26 2015, 10:23pm replied:

Thank you!
Boy I got so excited when all this code finally did what it was supposed to. So much bugs and revisions since I had something working just as expected.

While it may seem pretty modest (especially when you consider that all of this is done via standart AI tasks and routines, and could be achieved in any mod), and while fighting mobs is generally more fun, I believe it's small things like that which add believiability to the world of the game. So, yeah, it was worth it. I am going to extend it so that cremators would also react to the corpses that are left after a battle, not just the ones placed on the maps.

+3 votes   media: Cremator - keeping it clean (since you hadn't!)
Cvoxalury Feb 20 2015, 1:00pm replied:

Eager to steal another leak mod?

+9 votes   mod: Raising The Bar
Cvoxalury Feb 20 2015, 8:27am replied:

Thank you!

+2 votes   media: Env_lightglow, the underrated entity
Cvoxalury Feb 20 2015, 8:03am replied:

Are you talking to yourself?

+2 votes   member: Cyber.Shadow
Cvoxalury Feb 20 2015, 6:32am replied:

Combination of vmt editing and mapping.
To get real reflections on brushes, you need to
1) Change the vmt to use Lightmappedreflective shader, and put in a number of parameters (example:
Unless you want a perfect mirror, the material should also have a normal map or an alpha mask.

2) Turn a brush to func_reflective_glass entity.
Only one face of the brush should have the reflective texture, others should be nodraw.
You also have to avoid using multiple func_reflective_glass entities in the same PVS, and you can have as many brushes combined into one entity, as long as their shared mirror surface lies in the same plane.

3) $fresnelpower controls how far from the player the reflection starts to appear, at 0 you get the reflection right at your feet. E.g.:

+5 votes   media: Unnamed-2015
Cvoxalury Feb 19 2015, 1:11pm replied:

For a long time I used point_spotlight for both beams and underside halos, but now I recognise that it should only be primarily used for the former. Env_lightglow is a way more versatile method for halos, you can set its shape, visibility, it doesn't clip at the start like point_spotlight does and is generally very nice looking.
Now, the most important thing is to avoid overdoing it FakeFactory-style.

+4 votes   media: Env_lightglow, the underrated entity
Cvoxalury Feb 18 2015, 6:14pm replied:

You need 2007 a.k.a. AppId 218. I suppose the guest user brought "2009" up because the source code for Ep2 based mods became available that year and the mod was made for that Source branch.

+1 vote   mod: Missing Information
Cvoxalury Feb 16 2015, 2:44pm says:

Please stop removing comments from people who rightfully accuse you of stealing this mod. It was made by HGrunt from and, while based off Valve's work, does belong to him and not to you.
Be a man about it.

+8 votes   mod: Vertigo mod
Cvoxalury Feb 4 2015, 12:28am replied:

>512x512 texture for that? Oh my.
>Do you think that this is too big or too small?

I would say that's way too big. Since any texture on a level requires certain 'space', it's best to leave space for good world textures and such instead of paying a bit too much attention to tiny details.

+5 votes   media: Can Model/Texture
Cvoxalury Feb 3 2015, 1:10am replied:

Also, Cremation and D-team's mod. Although I haven't had the time to play the latter.
I will say however that Raising the Bar seemingly got the biggest team, and makes good progress.

+3 votes   mod: Raising The Bar
Cvoxalury Feb 1 2015, 10:39am replied:

It was fairly enclosed, not an open space, but I decided to make it more cramped, cutting off side streets which were problematic to optimise properly. Now it feels less open and empty.

+1 vote   mod: Dark Interval
Cvoxalury Jan 31 2015, 12:59pm replied:

A bit more than a month ago (Dec 24th) I've archived my copy of the mod and took a 'vacantion' from all mapping, coding, etc. A month later, i. e. a week ago, I resumed my work. (Also, in the meantime I played many other HL2 mods). I plan on releasing new updates in the nearest furute, although I still need some more time to pull everything together.

I can also say that I revised my Industrial once again, in favor of keeping it more enclosed, hopefully it'll help with both optimisatiion and the atmosphere.

What was hindering my progress in the past is lack of organised working scheme on my part; simply put, I didn't usually make any concepts or drafts, and I realised how negatively it affects the development. I would often become fixated on one portion of a map (even a small one), and that's something not to be repeated. This time, I need a plan.

Thank you all for still staying with Dark Interval, it's very much not dead.

+10 votes   mod: Dark Interval
Cvoxalury Jan 31 2015, 3:38am replied:

Plus, bullsquids and houndeyes in Black Mesa particularly are practically nothing like the HL2 'beta' concepts.

+1 vote   media: Bullsquid
Cvoxalury Jan 28 2015, 1:13am replied:

Был немного неточен, ошибка связана с текстурой пропа:

Material models/props/generated_prop/concretewall060c does not support vertex format used by the mesh (maybe missing fields or mismatched vertex compression?), mesh will not be rendered.


Material models/props/generated_prop/redflare does not support vertex format used by the mesh (maybe missing fields or mismatched vertex compression?), mesh will not be rendered.

Анализ файлов (vmt) показывает, что для первого используется шейдер LightmappedGeneric (модели требуют VertexLitGeneric), для второго - UnlitGeneric (используется только для детэйл-моделей).

+3 votes   mod: Cremation
Cvoxalury Jan 27 2015, 3:14pm says:

- С крематором карта класс, довольно компактная, так что без тормозов, детализация на высоком уровне (но все немного хаотично выглядит).
- С картой каналов сложнее, она тормозит, 15-25 фпс - типичная картина... конечно, тут виноват и сам Сорс. Будь мод на 2013 ветке, там минимум в два раза выше был бы фреймрейт за счет многояд. рендера. Визуально и по амбиенту все очень хорошо, но надо исправить ошибку с одним из пропов зданий.
- Подземная карта - в общем ничего так, правда, туда нужен срочный десант групп сглаживания. И ещё запасной водитель сердечного ритма для игроков...
- Ну, по е3 меньше всего впечатлений, так как фактически это полный "рескин", если можно так выразиться, существующей карты, и заделанные задники.

Eng+tl;dr: cremation_01 is great, canals_01 has pretty good visuals&audio; however the framerate is often low, nether_01 is alright, the e3 one is basically a reskin of the original (not a bad one at that).

P. S. Почему б тут не выложить? Ну, с парой фиксов типа заставки меню для широкоформатов, парой недостающих текстур.

+2 votes   mod: Cremation
Cvoxalury Jan 26 2015, 2:49pm says:

Well, that was pretty horrible, I couldn't have handled it past the third map.
The balance is atrocious (the abscence of both crosshair and armor makes it ridiculously hard for the modest amount of enemies present), the use of color correction is a bit too heavy, the placement of the captions makes them kind of hard to read, and, of course, the English in it is dead. They've killed it. Sometimes you can't even guess the original meaning, and I can't really remember what I've been 'told' 10 seconds ago because of that. I feel like even with proper grammar, the writing itself would not be the best anyway.
The level design is... well, it's weird somewhat, the navigation... difficult.

+2 votes   mod: Antarctic Sciences
Cvoxalury Nov 6 2014, 7:27pm replied:

**** no. I'm afraid of trains as it is.

+3 votes   media: Trainstation Update
Cvoxalury Nov 5 2014, 11:49pm replied:

The gallery here says it's been a bit more than 14 months since the last [content] update. And you've just had an update about Steampipe, that one dating back less than a month ago. Sure you're counting it right? You do know that specifically ignoring updates to say there are no updates is not a great idea?

+4 votes   mod: Missing Information
Cvoxalury Oct 29 2014, 12:38pm replied:

I could but I haven't decided which one I'm going to use. All of them are good in their own way (except for the cylindrical E3 one!).

+1 vote   media: Ugh or yay?
Cvoxalury Oct 28 2014, 5:42pm replied:

I'm not even sure for how many YEARS it's been there. Maybe... 50?..

+3 votes   mod: Missing Information
Cvoxalury Oct 26 2014, 4:05pm replied:

Is there a problem?

Я мог ещё озаглавить как Yay or nay?, но до меня поздновато дошло.
Believe it or not, это моя галерея, мои скрины, да и мод тоже мой - все 100% кастом-контента в нем. Я и его, прикинь, могу называть как хочу, если захочу.
Моих знаний достаточно для того, чтобы уметь выходить за рамки скучной формалистики. Заголовок тут, если угодно, есть пример крайней степени опущения [слов], оmission, что вполне уместно в инглише.

P.S. Минусовал не я.

+2 votes   media: Ugh or yay?
Cvoxalury Oct 25 2014, 5:57pm says:

Well I dunno guys. In this particular screenshot it looks nice but sometimes the clouds would pass before the Citadel and that's a huge 'Ugh' because fog effects and transparency and all are a bit terrible in Source 2013.

+5 votes   media: Ugh or yay?
Cvoxalury Oct 25 2014, 11:48am replied:

Not really. I'm not very good with making videos and especially with making trailers.

+1 vote   mod: Dark Interval
Cvoxalury Oct 23 2014, 7:43am replied:

Died? Who told you that?
Hope for the continued development... I am developing. You don't need to hope that I'll continue since I just am working on it. You can check my profile here, I post smaller stuff there from time to time.

+5 votes   mod: Dark Interval
Cvoxalury Oct 8 2014, 7:47am replied:

In terms of the concept - pretty much. Not so much in terms of details, gameplay, ambients, etc.

+3 votes   media: Getting there
Cvoxalury Oct 4 2014, 8:51am replied:

Is it you, Romanix? I did tell you not to come back, right?

>bed english

It's fine as long as you stay in the bed.

+2 votes   media: [Demo]nstration
Cvoxalury Oct 3 2014, 7:16pm replied:

Basically it's the Leak body with Retail head put on it (the head comes from that glass jar in the Eli's lab). You can use it however you want.

+2 votes   media: cremator_test
Cvoxalury Sep 18 2014, 6:33pm says:

Всему свое время, и российский триколор пойдет туда же. В очень скором темпе.

+1 vote   media: Russian Domination
Cvoxalury Jun 15 2014, 12:26am replied:

One problem (besides slowness) is that their walking is loud as hell, giving away their presense to you from miles away. Were they silent, they would be ouflanking the player and frying him in seconds (totally silent geth pyros from Mass Effect 3 come to mind). Proper level designing could help with that though, giving them sudden entrances, attacks from below and above, ambushes...

+1 vote   media: This is what I call a f**king flamethrower
Cvoxalury Mar 19 2014, 6:54pm replied:

И я не припомню версий, где она бетонная, кстати. На всех версиях текстуры metal/metalwall054c, 054d, серая такая, с вариациями. Ей вообще половина Аирекса вымощена.

+2 votes   media: Air Exchanger
Cvoxalury Mar 19 2014, 2:17pm replied:

А на концептах - нет. Или не казалось, по крайней мере. Я на днях отсканирую, но там точно на ней отблескивает свет, как на погнутом металле.

+2 votes   media: Air Exchanger
Cvoxalury Feb 5 2014, 6:00am replied:

They didn't start recently, really. There were a lot of mods which simply did not make it past several months, maybe a year of development. It's probably just you started noticing the leak mods recently. I can't say I recall any mods right after the leak or in a couple of succeeding years, but there were attempts at 2006, 2007, and practically every year after... some (Project 9) are even still in development (presumably) since 2007. Also interesting how you can weigh the amount of Russian mods alone. I think maybe the half of all the leak mods (including the dead ones) are the Russian ones. For some reason. Caste, Dark Atmosphere, E32K3, Old Story, Project 9, ШЛЫК's Airex, E3 2003 mappack for the Leak, Vertigo, Cremation, Dark Interval, Depot, some mods I don't remember the names of but there are some, and a lot of single-map fixes.

+1 vote   article: News Update: We are Alive!; That Media Update; The Endless Search for Talent
Cvoxalury Jan 5 2014, 8:15am replied:

*a very late rhetorical comeback/reply*

Interesting how basically every time someone's showing some WIP, you come along and say 'yeah well we did it 5 years ago we just never released it because kids would butthurt and steal our work' stuff. Really, what does it matter if you did not release it? Have it in your collection while we have it our way. Make the new MI, then play Gaben not releasing it, because that's what you do.

+1 vote   media: Concept proto
Cvoxalury Dec 4 2013, 3:25pm says:


+2 votes   media: A weird water treatment city type thing (Airex)
Cvoxalury Nov 23 2013, 5:25am says:

It looks so… green, eco-friendly. Skybox and lighting changed, smoke removed — and the AirEx is ready for posing in 'Future clean energy projects' magazines.

+2 votes   media: Atmosphere Adjustment #3
Cvoxalury Nov 11 2013, 11:43pm says:

This is, um… a familiar view there.

+3 votes   media: c17_industrial
Cvoxalury Sep 12 2013, 8:08pm replied:

No, that's just a generic abondoned skyscraper. A prop_static one (the second one too, would be a hell of a brushwork for vbsp to compute otherwise). Though the style is, in global, shared between this one and the Vertigo one.

+4 votes   media: Canals improved
Cvoxalury Jul 18 2013, 11:25am replied:

Здесь говорится о достаточно топорном способе обеспечения крематора постоянным уроном. Суть в том, что урон сделан через анимэвенты (примерно так же, как к кадрам анимации привязываются различные звуки, или вспышки выстрелов) — в анимации атаки (firebreathing) через каждые 4 кадра идет вызов функции нанесения урона, партикловый эффект привязан к началу анимации (единожды), кроме того, чтобы избавить крематора от бага, когда цель от него отдаляется, он начинает идти и остается работать партикл огнемета, введена функция OnChangeActivity(eNewActivity) — когда крематаор переходит на шаг или бег (что для него одно и то же), движок отрубает эффекты и прекращает атаку.

+2 votes   media: Auto-da-fe
Cvoxalury Jul 11 2013, 4:21am replied:

This comment has been posted in a private group.

Cvoxalury Jul 8 2013, 9:04pm says:

This comment has been posted in a private group.

Cvoxalury Jul 8 2013, 11:03am replied:

Just spawn a female citizen and enter r_lod 5.
Well, that would be something like this (not quite, but still).

0 votes   media: Level Demonstration - d1_c17_02 (WIP)
Cvoxalury Jul 8 2013, 11:00am replied:

That was, like, 15 years ago…

+1 vote   media: Level Demonstration - d1_c17_02 (WIP)
Cvoxalury Jul 5 2013, 6:09pm replied:

>better ending then Missing Information indeed!

But it is STOLEN.

+5 votes   media: THE ENDING OF INSOLENCE
Cvoxalury Jul 5 2013, 6:28am replied:

>many modders just go "This is how it's gonna be, deal with it

Hate it myself.
All right, I got it working, though the HUD change requires game restart. I hope it's not a big deal. Have to make a player notification though (like the one for audio language, 'This setting will be changed after a restart' or something).

+2 votes   media: Weapon icons
Cvoxalury Jul 4 2013, 2:47pm replied:

Though I'll still have to make new icons (in another perspective). E.g. Magnum or Crossbow don't have beta icons and retail ones would stand out a bit. Or the TLHA (tau cannon) and the physgun, they need updated icons.

+3 votes   media: Weapon icons
Cvoxalury Jul 4 2013, 2:32pm replied:

Well I guess that's the matter of taste. I'll make this toggleable, it shouldn't take more than a fairly simple edit of the weapon script system.

+3 votes   media: Weapon icons
Cvoxalury Jul 4 2013, 4:59am says:

Oh look, the first lamp is a heart. Combine loves you <3

+1 vote   media: Consul's office of hurt
Cvoxalury Jun 30 2013, 6:06pm replied:

Well for Stenographers' Chasm I used really (and it's REALLY) cheap models for the distant citizens (their heads are, like, 3 triangles) and with few dozens of them it's still killing fps by… maybe up to 30 or even 40.

Sprites, anyone?

+1 vote   media: Level Demonstration - d1_c17_02 (WIP)
Cvoxalury Jun 30 2013, 1:35pm replied:

The map seems compact enough, or rather, the view is filled with buildings to the point where you better go without the fog, leave it for more open areas with farther views, Canals and so on. So yeah, I personally like it more w/o the fog, it would go better with the Citadel as a silhouette, and since you have a detailed and more well lit one there is no point in hiding it behind a fog.

-1 votes   media: Level Demonstration - d1_c17_02 (WIP)
Cvoxalury Jun 30 2013, 12:52pm says:

I myself can't actually see Factories and Terminal as a single map. Too many detail, yeah. Factories alone give me like 85% entdata.

The trolley ride seems the most logical candidate for 'missing' c17_02. Well, I personally went a different way by expanding residential and eventually incorporating the idea of the protagonist escaping CP in a hotel [where he was going to [story spoiler]] to the building site, though I still like the ride and hope to make it somehow as well.

The Citadel looks really nice here. It's both lit well enough and remains dark and dominant. What would matter most is perhaps the scale of parallax here.
The only thing that bugs me on that screen is the, um, 'scattered' texture with Lenin.

Overall, on pair with earlier screenshots which were a bit too dark and kinda blocky, this one is just great.

+2 votes   media: Level Demonstration - d1_c17_02 (WIP)
Cvoxalury Jun 24 2013, 5:13pm replied:

>please get rid of the gimmick effects like inner shadows

Looks like you're right.

>See if you can get it to align with the menu text

Yep, +18 pixels to the right. Though I haven't decided about the use of custom texture-based menu. Might try that if it doesn't cause localization problems.

+1 vote   media: zzz
Cvoxalury Jun 9 2013, 4:41pm replied:

'Solution'. Heh. If you know what I mean. That's right.

+1 vote   media: Crap
Cvoxalury Jun 8 2013, 11:42am says:

Well, I finally got that idea covered — mixing the one-weapon-per-category system and the bucket based system (so the mod has now two weapons max in 1 category*). Not that I was bashing my head against it the whole time, just pretty occupied with other stuff on weapon system, AI and some features.
So what it took was just opening player.cpp (and player.h), changing Weapon_DropSlot function so it takes 2 attributes — int weaponSlot and int weaponPos, and further modifying it into taking pWeapon->GetSlot() AND pWeapon->GetPosition(), so all that is left is to slightly edit CHL2Player::Equip function found in hl2_player.cpp to send Weapon_DropSlot( pWeapon->GetSlot(), pWeapon->GetPosition() ). Oh and also define WEAPON_PRIMARY_POSITION 0 and WEAPON_SECONDARY_POSITION 2 on top of hl2_player.h, along with setting HL2_SINGLE_PRIMARY_WEAPON_MODE to 1. And that about does it, now all you need is to set interchangeable weapons to have same positions occupied (e.g. crowbar will have slot 0 and position 0 and so will iceaxe, or pistol and .357, etc.).

Well at least that's my way. Perhaps there is more efficient one?

The bonus here is that it takes a little effort to change it all to the old system — all that's needed is to change bucket and bucket_positions values back.
* Although there are more than 2 'weapons' in some slots — e.g. melee, physgun and brickbat in the first one. That fully depends on developer.

+1 vote   media: HUD
Cvoxalury Jun 6 2013, 1:18am replied:

No-no-no! I get it! I was blind all the time!

The player have to ride the icky by targeting it at da zombez and propelling it by poop following the 3rd Newton's Law of motion.

+2 votes   media: Crap
Cvoxalury Jun 5 2013, 12:26pm replied:

Yes, I noticed. On the other map there is a cobblestone road starting at the building, surrounded by a dry grass, and then a building with zombie in the window. I suppose the other map is a continuation to this one, so yea, the player have to cross the lake and somehow climb up… and how?

+2 votes   media: Crap
Cvoxalury Jun 5 2013, 1:23am says:

I wasn't working on that map much but I simply cannot understand the logic behind those mechanisms. I mean… the controls should be somewhere on the cliffs, but we are in water so how to we use it to climb up… and if we do, how do they even work and whatever I don't know. They are func_rotating and stuff, but why does the player even need that?

Also, the green rock texture makes my eyes and head hurt for some reason wheen I watch it in Hammer or fullbright, seriously.

+2 votes   media: Crap
Cvoxalury Jun 5 2013, 1:18am says:

>I guess I stole this too, huh?

u stol from valv theu cut all the stuff and not relese haif lief 3 becaus of you HACKERS!

stupid russian hacker stol Sourse code and they not relese HL 3 now!

+2 votes   media: Another old thing
Cvoxalury Jun 4 2013, 8:32am replied:

Oh. For a second I thought you were adressing me ._.

I personally always thought he was a re-designed citizen model. Because I only saw the model (ported one) in HitmanHeart's content pack and it had all the stock animations.

+1 vote   media: Cohrt_17
Cvoxalury May 27 2013, 10:34am says:

Erm, what is this actually? Rain particle systems + HDR? And some 2d fog. I'd give it a «no way» opinion, to be honest.

+2 votes   media: I need some opinions
Cvoxalury May 24 2013, 9:12pm replied:

There's a bit of a hack involved actually… well, not a hack for making it shoot or emit the fire effect, a hack about dealing the damage.

There actually only a few improvements I had to do: to fix the attachment name argument in StartParticleEffect function (the one for CNPC_Cremator::RunTask), there were arguments like: StartParticleEffect("flamethrower", PATTACH_FOLLOW, this, "0") and I only had to change "0" to "muzzle" (didn't work otherwise), and then include stuff like

void CNPC_Cremator::OnChangeActivity(eNewActivity)
if(eNewActivity == ACT_WALK || ATC_RUN)
StopParticleEffects( this);
StopSound( "Weapon_Immolator.Single" );
EmitSound( "Weapon_Immolator.Stop" );

and similarly on if(IsActivityFinished)
This way when a target gets away and C. starts chasing it, a C. will have the particle effect turned off. Similar when a C. simply ends its animation cycle.

The whole suff is working on AE's, animation events. So it is made that 1 animation frame triggers all the stuff with damage and particles, and the last one calls it all off.

The thing to do is to add AoE effect, 'cause currently it's a point tracer. The other thing I forgot to mention in the description is that rather unsatisfying detail: when a C. is attacking an enemy, the particle effect goes through enemy's body, but the damage tracer does not. So if I label a cremator as C, zombie as Z and the player standing behind it as P, we get:
- for particle effect
- for damage tracer
C----Z P
And that's… inelegant.

+3 votes   media: Auto-da-fe
Cvoxalury May 12 2013, 6:29pm says:

Bigger title & smaller menu… KOOL

+1 vote   media: Half-Life 2: Episode One (03.03.2011 - 10.06.2011)
Cvoxalury Apr 26 2013, 12:04am says:

>While the beta combine rusted theme surely is interesting, its just too ugly, brush based, and difficult to map. The turrets in cremator_039 have like... 30 entities to make them work

Well there are beta models for old-styled turrets, I think there are three types of them, and I think they are v35 models. Non-animated, but it's not as hard as with true NPCs / characters.

Damn I forgot to use the reply option.

+2 votes   media: d1_c17_04 Remade (WIP)
Cvoxalury Apr 25 2013, 12:21am says:

Nah, doesn't work with EntSpy, has to be compiled by vrad, apparently.

I also thought of using it to simulate, for example, lightning light flashes, but it did not work as planned for some reason, and I wasn't trying too hard to figure it out. Also tried it on pair with aurora borealis effect at night with mmnnmnmn pattern, but it doesn't seem too good, there'are no way to change the brightness smooth enough so it's not a proper thing for dynamic lighting changes, but more of a way to change the global illuminance while a player is in some buildings, perhaps for some flashback scenes and so forth.

+2 votes   media: 'nother one
Cvoxalury Apr 17 2013, 7:11pm says:

I also wonder… are you going to include cut types of traps from RtB concepts? Like, the corner-attached saw, or a scythe-like trap made from a truck cabin, that stuff…?

Like the upper right one, the upper left one. So much fun.

+1 vote   media: d1_quarry_01 (e3_town)
Cvoxalury Apr 7 2013, 5:10pm replied:

Well, the first method being, you can create new particle systems inside stock .pcf files (for example, copy any of existing and edit them as you desire), this way you don't have to add files in manifest.

But I've had my problems trying to add new .pcf. Adding a «!» before the .pcf name, so that engine precache it first, should be a way to go. Exempli gratia:
"file" "!particles/water_impact.pcf"
This file weren't precaching without the exclamation mark.

+2 votes   media: Setting particle colour
Cvoxalury Mar 29 2013, 8:12am says:

>Holy ****, soldiers, care to lower your damage?

This map is clearly not brutal enough. I, personally, am going to place the invisible-camouflage soldiers with the heavy machineguns, oh yes.

+2 votes   media: e3_ship (aka theIneedmedkits! map)
Cvoxalury Sep 25 2012, 4:46pm says:

Это третья карта Аирекса?

+1 vote   media: Mad skillZ aka nothing special
Cvoxalury Aug 26 2012, 4:11pm replied:

Hm, Valve wiki states otherwise about displacements: «They are rendered in batches, making it very cheap: per polygon face actually cheaper than standard brush geometry!»
Also, sometimes displacements for buildings walls helped me with «too many vertex...» ****, so...

And I wasn't talking about making func_detail from brushes at each end of a map, rather... well, for example, there are windmills in HL2 (on the Coast) with wooden base. And in this base, every wooden plank is a separate func_detail. Or in the hangar in the end of Ep2, every metal plank and pillar is a separate func_detail. Why do they do it like this? and not only Valve.

+1 vote   media: d1_Garage W.I.P 2
Cvoxalury Aug 26 2012, 8:42am replied:

entdata rather affects compilation. Overload entdata and you can't compile a map. IIRC, water on map also affects it. On other hand, complex func_details sometime lead to overload in t-junks and you have to either un-func_detail them, replace with a model or use them as func_brush instead.
As for the editing... well, one can always switch selection mode to «solids» by Ctrl+W and select brushes one by one.

+1 vote   media: d1_Garage W.I.P 2
Cvoxalury Aug 25 2012, 10:35pm replied:

Well, brushwork can be converted to a displacement in some cases... and brushwork is easier to modify.
Replacing with a model, on other hand, leads a developer to a necessity of including model files and textures... and sometime lighting is better with brush geometry, especially with complex models. And models, prop entities, add up to entdata... as well as func_detail though.
And that actually leads me to a question (which is a bit off-topic) - why do some mappers (I suspect that you do it as well) create a lot of func_details (like, make every brush of some carcass or every step of a ladder or something to a separate func_detal) instead of making fewer more complex func_details? and new Valve maps also show this unlike old maps from WC-mappack. What's the point? more func_details is more entdata.

0 votes   media: d1_Garage W.I.P 2
Cvoxalury Aug 25 2012, 2:53pm replied:

I thought first that's a color correction. And why don't those handrails give a shadow? add an env_projectedtexture, maybe?

+1 vote   media: ruins13 final
Cvoxalury Aug 25 2012, 2:49pm replied:

I personally don't see why a brushwork should be replaced with models anytime. But yeah, who am I.

0 votes   media: d1_Garage W.I.P 2
Cvoxalury Aug 8 2012, 4:07pm replied:

Well, I think I better hurry with DI then. What if some, more or less, details of the storyline will be similar in both mods.

+1 vote   media: antlion_cave01
Cvoxalury Aug 8 2012, 12:19pm replied:

There are so many mods these days that spend too much effort on HDR and models and effects and so little effort on adding dialogs or solid background story. Sad to see.

+1 vote   media: antlion_cave01
Cvoxalury Aug 8 2012, 10:18am replied:

And what's an excuse for making professional mods with pretty HDR and models, but without story and atmosphere? even ingenious texture alignment can't save from it.

+2 votes   media: antlion_cave01
Cvoxalury Aug 8 2012, 8:44am replied:

Why bother so much with textures? one can just cover seams with some pipes (models). And after all, there're no perfect pipes IRL.

+2 votes   media: antlion_cave01
Cvoxalury Jul 26 2012, 10:19am replied:

I started making it even before I registered on this site. I just uploaded it here now. I also don't want to look rude but I don't care about whether some levels already exist in some mods, it doesn't interfere with my desire to recreate Hyper or Airex or Rooftops or anything. And in the end I'd like to add that I'm not even interested in this place and it is not going to be included in the player's path. And after all, I'm pretty sure that our ways of reconstructing the storyline and the levels will differ drastically.

+5 votes   media: Concept proto
Cvoxalury Jul 23 2012, 2:57pm replied:

Ну да. Зелёная светящаяся радиоактивная кислота из ХЛ. Жыжа.

+2 votes   media: xxx
Cvoxalury Jul 10 2012, 11:38am replied:

Да, я и забыл про те опоры ЛЭП в ХЛ2, которые вдоль каналов и шоссе. Хотя всё-таки лучше не перегружать сцену объектами.

+3 votes   media: Scrapland (riverbed)
Cvoxalury Jul 10 2012, 11:32am replied:

Although… yeah, maybe you're right about the texture.

+1 vote   media: Scrapland (riverbed)
Cvoxalury Jul 10 2012, 10:53am replied:

I think I should translate it.
naskof: Is this the crash site from other side?
Actually, the lighting, the ash effect and the skybox are just ideal, but I think it will be better to change green cliff texture to a black one (like on other screenshots), and replace retail cisterns models with other ones. This way it will look more stylish and complete.

me: No, this isn't the crash site. Those wrecks are from rails above and lie here for a long time, and former citizens who passed here also have put some stuff (and their skeletons are in that wreck), and this place actually serves as a checkpoint as Alyx should blast the wreck's doors with her explosives, so the player wouldn't get far away from her.
I can change the texture but it might make map more monotone.

+3 votes   media: Scrapland (riverbed)
Cvoxalury Jul 10 2012, 10:34am replied:

Стена тут, в общем, для визуального разнообразия. И вообще это не чисто прямо дикая область, она такая… как конец каналов в ХЛ2. Рядом плотина ещё, так что, по мне, стенка не выбивается идейно.

+2 votes   media: Scrapland (riverbed)
Cvoxalury Jul 10 2012, 10:32am replied:

Нет, это не место крушения. Вагоны тут давно скинуты с путей рядом, что-то приспособлено проходившими ситизенами (ну, которые уже не ситизены… их скелеты вон там в вагоне), а вообще это служит технически как чекпоинт, так как тут Аликс мини-зарядом открывает двери вагона, то есть это вот чтобы игрок не убежал от неё слишком.

Текстуру сменить можно, но как-то монотонной карта тогда выйдет.

+3 votes   media: Scrapland (riverbed)
Cvoxalury Jul 3 2012, 7:33pm says:

Gunships still have their belly cannon in retail and use it if spawned in-game.
Does this map feature the tank tunnel behind this door?

+1 vote   media: d2_airex_02
Cvoxalury Jun 28 2012, 3:53pm says:

Ленин жил, Ленин жив, Ленин будет жить.

+5 votes   media: c17_02
Cvoxalury May 16 2012, 7:10am replied:

Это не 4 карты, а четвёртая карта Аирекса = карта со штабом Вэнса. 1 это проникновение, 2 там по заводу бегаем до башни, 3 это топливохранилище, 4 штаб Вэнса, 5 и 6 проникновение в реактор и «паззлы», 7 сам реактор, 8 убегание при всяких взрывах.

А транслитом лучше не переводить… могу на русском в лс скинуть, если надо.

+2 votes   media: xxx
Cvoxalury May 13 2012, 12:55pm replied:

That actually doesn't make them partially human. It makes them partially machines, obviously, but it is just another example of how Combine makes enslaved races serve it and how Combine has its facilities outside Citadel as well. Like those gunship assembling bays, or the Airex where stalkers work. So at first Combine have brought its machines, synths, cremators, all its forces (or, more likely, only a small part of them actually) with it, within the Citadel, and then made all these factories and facilities in course of 10 years to make more and more and more units.

+1 vote   media: xxx
Cvoxalury May 13 2012, 3:04am replied:

Actually, the cremator is likely to be fully alien since this is what Eli's slideshow script is saying:
«Eli: Say hello to your new masters.
* Cremators, striders, Combine machines pouring out of the Citadel into the city. Combine dropships tearing through the air. »

And yeah, we're making different blood for different Combine units - soldiers have red blood, stalkers have dark/black blood, the rest of Combine forces were more robotic and mechanic in the early storyline so striders and mechs and snipers (yeah, the robotic snipers) should have some oil or something instead of blood; the same is for cremators. And Combine Guards are probably pumped with some Combine crap to keep their human parts «alive».

+1 vote   media: xxx
Cvoxalury Feb 6 2012, 8:31am replied:

Ну задуманное по большей части сводится как раз к картам. Вне карт это новые нпц, новый код... это достаточно планомерно реализуется. Основное препятствие для реализации это отсутствие нормальных инструментов (например, устаревший и баговый Faceposer, кустарные декомпиляторы и компиляторы моделей). Но ничего же нереального не задумано.
Некоторые вещи просто откладываются, так как их можно делать последними - скажем, новый дизайн меню, худ… всё такое.

Да, угловатости, конечно, полироваться будут. Тут же угловатости это использованные части карт 2001 года, для тестовых пробегов и наведения общего дизайна не критично всё заменять на более красивые модели, дисплейсменты.

+2 votes   media: The Combine Depot
Cvoxalury Dec 30 2011, 3:31pm replied:

Ну, не знаю. А что будет?

Пусть будет. Он всё равно неправильный.

+1 vote   media: Le Project-9 Intro Concept Art
Cvoxalury Dec 28 2011, 2:42pm replied:

I'm living in a similar building (well, my is a little cleaner). It is a very common model in the post-soviet states. Why is it a depressing fact for you?

+1 vote   media: City_SPb
Cvoxalury Nov 4 2011, 1:38pm replied:

Well, I re-uploaded the screenshot with some improvments that was made since yesterday. At least I hope that it can be called «improvments». Still working on gameplay though.

+2 votes   media: Airex Reactor Room
Cvoxalury Oct 23 2011, 7:10am replied:

Что со льдом? ну, подумаешь, парочка глыб. Ледокол же, проломится и поплывёт. Согласно нашим доведениям сюжета в деталях до ума, он уже несколько лет стоит недвижимо, служа... не столько базой, сколько просто жилищем оставшемуся экипажу (оставшемуся после давней ещё атаки), но в связи с действиями игрока, наводящего шороху везде, корабль был зачищен повторно и теперь можно встретить только солдат да зомбей. И ещё кое-что, что суть спойлер.

+1 vote   media: «Hyperborea», part I
Cvoxalury Sep 25 2011, 10:01am says:

Fix the Citadel? what do you mean, what should I «fix»? Of course I will make it into a model prop, add some details, phong maybe, are you talking about stuff like that?

+1 vote   media: Dark Interval — C17 (Manhack Arcade)
Cvoxalury Sep 15 2011, 7:50pm replied:

Which one?

+1 vote   media: Dark Interval — Color corr. test (by xDDGx)
Cvoxalury Sep 14 2011, 8:14pm says:

Well, it does, but the next one, airex_cc_core_02, is much closer to this original concept

+1 vote   media: Dark Interval — Color corr. test (by xDDGx)
Cvoxalury Sep 11 2011, 9:26pm says:

П9 не будет.

+1 vote   media: Le Project-9 Intro Concept Art
Cvoxalury Sep 10 2011, 9:04pm says:

Indeed it is, but I almost haven't worked on this part (end of the map) and it just came straight from wc mappack c17_01 maps, and I surely will not leave it like this. I just made this screen for... nothing but some mood, atmosphere.

+3 votes   media: Dark Interval — C17
Offline Since
Mar 2, 2015
Russian Federation Russian Federation
Member Watch
Track this member
Comment Statistics
Posts per day