The first version of the NUH-UH Shader is here! It brings cubemap roughness and reflections without needing to change anything in the existing materials!
(Changelog includes changes from builds 13 through 18)
Changelog
- Additions
- VRAD and VVIS
- -blocks_size option to VBSP
- VBSP now has a mdl version support range
- Command recursion limit convar: cmd_maxcommandchain
- Command buffer debug cmds cmd_printcommandbuffer and cmd_clearcommandbuffer You can use them to debug looping aliases
- New .bat file that launches in 1080p fullscreen.
- Episodic ents and content
- cfg/bannedcommands.txt file stores the commands that clients cannot execute, wildcards are supported.
- Config editor autocompletion
- NUH-UH (New Ultra High - Unusually Hefty) Shaders.
- 900p .bat file for people with 1080p screens that like windowed mode
- Improvements
- New node and leaf version that uses ints for coordinates. You can now play on maps that occupy the entire 5x5x5 km space.
- Increased default knob size
- New game icon
- Copy and paste colors in the theme editor
- Knob shows value when dragging it
- Weapons now have an "actual position" this means that they will stack on top of eachother, rather than have a fixed position in the bucket
- Portals are now networked, this should make portals smoother generally
- sb_ math functions are now in the client.
- Removed the stupid Test_ commands which just close the server.
- Changes
- r_farz has been increased to 480000 by default
- Increased model browser button width
- Radar is hidden by default
- Renamed old jb_ commands to sb_
- Made the default dx level be 96 (from 93)
- Maps
- mid : Showcases the citadel in 1:1 scale!
- sb_gas3 : A giant desert surrounds the abandoned gas station
- Fixes
- Displacements now compile and load properly when big enough
- +voicerecord no longer gets stuck
- The execute command will now use " " in the exec command
- The world and player entity no longer have kill inputs
- Fixed a randomly occuring freeze/crash
How to install
FOLLOW THE INSTRUCTIONS PERFECTLY AS THE SETUP IS VERY FRAGILE. DO NOT SOURCE FOLDERS FROM ANYWHERE ELSE THAN THE STEAM VERSIONS OF THE GAMES MENTIONED
THE GAME WONT RUN WITHOUT ALL OF THOSE FOLDERS
- Extract the archive into a folder
- Copy `hl2`,`platform`, `episodic` and `ep2` folders from Half-Life 2 into the game folder
- Copy `portal` folder from Portal 1 into the game folder
- Copy `cstrike` folder from CS:S into the game folder
- Copy `hl1` and `hl1mp` from Half-Life 1 Deathmath: Source into the game folder
- Run the .bat file of your choosing
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It's a good idea... but it just doesn't work well. The npcs look terrible, the shader is bugged out, theres no spawn menu, physics gun sucks, and thats just scratching the surface of bugs. I don't mean to hate the project, in fact I love the source engine... However, it looks like it will be a long time before this is going to be an enjoyable game.
this game not sucks, this is fun!