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 580)
Cvoxalury
Cvoxalury May 20 2015, 1:29pm replied:

The downloads are safe. The mod itself, you may like it or you may find it revolting, depends. The game doesn't even need HL2 or Steam to run, thus it has nothing to do with HL2 files and such. It's somewhat big (5.0 is 10 gb archive, 26 installed, future versions should be of less size); also, I use Comodo antivirus, it didn't find anything, so, yeah, safe for that matter.

+1 vote   mod: Build 2046. Beta Edition (mod)
Cvoxalury
Cvoxalury May 6 2015, 3:33am replied:

IMO exes are less safe than archives with which you easily see what are you unpacking&installing;. Granted, archives can be infected, too, but I didn't have any installation problems with this mod, and it's pretty much identical to the way most HL2 mods are distributed.

+1 vote   mod: Build 2046. Beta Edition (mod)
Cvoxalury
Cvoxalury Mar 31 2015, 5:26pm replied:

Because this'll never work.
Also, why would you want to have just one mod instead of several mods? Even if not all of them are complete, it's interesting to explore different approaches they take.

+2 votes   mod: Build 2046. Beta Edition (mod)
Cvoxalury
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
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
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
Cvoxalury Feb 20 2015, 1:00pm replied:

Eager to steal another leak mod?

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

Thank you!

+2 votes   media: Env_lightglow, the underrated entity
Cvoxalury
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: Pastebin.com).
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.: I.playground.ru

+6 votes   media: Unnamed-2015
Cvoxalury
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
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
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 hl2-beta.ru 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
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.

+6 votes   media: Can Model/Texture
Cvoxalury
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
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
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.

+11 votes   mod: Dark Interval
Cvoxalury
Cvoxalury Jan 31 2015, 3:38am replied:

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

+2 votes   media: Bullsquid
Cvoxalury
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.

и

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
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
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.

+4 votes   mod: Antarctic Sciences
Cvoxalury
Cvoxalury Nov 6 2014, 7:27pm replied:

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

+3 votes   media: Trainstation Update
Cvoxalury
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
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
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
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
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
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
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
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
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
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