Re: [Csgo_sdk] Vertex lighting after Canals
Entity info_lighting is no way obsolete. Engine can never compute everything properly, which is why the entity exists for level designers to fix the odd lighting on some models. -ics Sylvain Menguy kirjoitti: The point of vertex lighting is to avoid basic global lighting on en entire model. Plus, i think it's only possible to get vertex lighting now, info_lighting is obselete now. Valve is going to provide us with some infos about the changes on shaders/light computing. We just have to wait for few more days i guess. *De :* Csgo_sdk de la part de Max Chill *Envoyé :* jeudi 23 mars 2017 17:15 *À :* csgo_sdk@list.valvesoftware.com *Objet :* Re: [Csgo_sdk] Vertex lighting after Canals Have you tried using info_lighting in order to point to the origin of the light source? On Thu, Mar 23, 2017 at 12:21 PM, Niels Gade <mailto:nielsg...@gmail.com>> wrote: Tried it, no work. Do we agree that these are the correct params? -final -hdr -textureshadows -staticproplighting -staticproppolys 2017-03-23 16:39 GMT+01:00 Max Chill mailto:mikema...@gmail.com>>: Try increasing -StaticPropSampleScale under Vrad parameters. This goes up to 16 I think, I usually do test compiles at .2 however, best to crank it up and compile with cordon tools to see if this is the culprit. Also make sure you're using -StaticPropLighting I would use default lighting valued for static_props as well On Thu, Mar 23, 2017 at 9:15 AM, Niels Gade mailto:nielsg...@gmail.com>> wrote: Is anyone else experiencing issues with staticproplighting and staticproppolys? some pics http://imgur.com/a/6Bmxh ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk <https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk> ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk <https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk> ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk <https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk> ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Steam screenshots not capturing 1 to 1
It's been the same for months now for everyone. For some reason, screenshots created ingame or with steam ingame screeshotter appear darker than before. If you take tga screenshots with for example tf2 and watch those, they appear as the original in the level. So basically workaround is to take screenshots in tga and re-save as jpeg on your machine. -ics Michael Mayea kirjoitti: I realise all my screenshots are very dark, darker than in the game. I've tried using Steam to capture screenshots and other programs like Afterburner and its the same result. Anyone know how to fix this issue? ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] nav_generate crashing
If you have an existing nav, and then you update the map, creating new area for it, you can do mark_nav_walkable on the new area and then run nav_generate_incremental (default is 2000 hammer units i think so it generates nav for that long distance only). If you would do nav_generate instead of it, it might overwrite the existing nav completely. But anyway, before you run nav_generate, put on developer 2 in console and see if it pulls out any errors. Also if i were you, i would compile the map brushwork only without any props and details and such, see if that works. Then add in props and do compile again and new nav_generate. Add more stuff in untill you find the issue. -ics Michael Mayea kirjoitti: I have used nav_mark_walkable, but I only place a single one. I'm not sure how to use nav_generate_incremental, the default is set to 2000. I tried 500 and then generated a mesh and still crashed. Even reading the documentation, I'm still unsure as to what nav_generate_incremental does. On Tue, Oct 25, 2016 at 4:50 PM, ics <mailto:i...@ics-base.net>> wrote: Sorry slipped too fast, the command wasn't nav_mark but nav_mark_walkable. -ics ics kirjoitti: I've had some experience wth nav making in the past and i've never seen it lock up like that. Have you tried setting nav_mark and then do nav_generate or nav_generate_incremental? Func_detail should be obvious as optimization but i dont think it has affect on nav itself. After all, func_details are solid always. I suspect it tries to nav some area that has a lot of leviation or some weird shape which causes it to crash and not perform it's function. -ics Michael Mayea kirjoitti: Hi everyone, I'm making a Day of Infamy map, it uses the CSGO SDK to my knowledge. When I nav_generate, the game completely freezes. In fact if I'm in fullscreen mode, my entire computer will lock up, I cannot open task manager, I am forced to hard reboot my PC. Now that is unusual! I also notice in the moments before the crash, my framerate slowly dwindles to 0. If I nav_generate in windowed mode, I can then at the very least open task manager and close the game. The map is quite large for Source Standards, but not overly complex. I've spent a lot of time on Google trying to find potential solutions and I haven't. In previous versions of this map I have gotten the nav mesh to generate. What is the relation between nav_generate and a func_detail? If I add more details, does it speed up nav_generate? Does anyone have any tips for fixing this issue? Thanks ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk <https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk> ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk <https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk> ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk <https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk> ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] nav_generate crashing
Sorry slipped too fast, the command wasn't nav_mark but nav_mark_walkable. -ics ics kirjoitti: I've had some experience wth nav making in the past and i've never seen it lock up like that. Have you tried setting nav_mark and then do nav_generate or nav_generate_incremental? Func_detail should be obvious as optimization but i dont think it has affect on nav itself. After all, func_details are solid always. I suspect it tries to nav some area that has a lot of leviation or some weird shape which causes it to crash and not perform it's function. -ics Michael Mayea kirjoitti: Hi everyone, I'm making a Day of Infamy map, it uses the CSGO SDK to my knowledge. When I nav_generate, the game completely freezes. In fact if I'm in fullscreen mode, my entire computer will lock up, I cannot open task manager, I am forced to hard reboot my PC. Now that is unusual! I also notice in the moments before the crash, my framerate slowly dwindles to 0. If I nav_generate in windowed mode, I can then at the very least open task manager and close the game. The map is quite large for Source Standards, but not overly complex. I've spent a lot of time on Google trying to find potential solutions and I haven't. In previous versions of this map I have gotten the nav mesh to generate. What is the relation between nav_generate and a func_detail? If I add more details, does it speed up nav_generate? Does anyone have any tips for fixing this issue? Thanks ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] nav_generate crashing
I've had some experience wth nav making in the past and i've never seen it lock up like that. Have you tried setting nav_mark and then do nav_generate or nav_generate_incremental? Func_detail should be obvious as optimization but i dont think it has affect on nav itself. After all, func_details are solid always. I suspect it tries to nav some area that has a lot of leviation or some weird shape which causes it to crash and not perform it's function. -ics Michael Mayea kirjoitti: Hi everyone, I'm making a Day of Infamy map, it uses the CSGO SDK to my knowledge. When I nav_generate, the game completely freezes. In fact if I'm in fullscreen mode, my entire computer will lock up, I cannot open task manager, I am forced to hard reboot my PC. Now that is unusual! I also notice in the moments before the crash, my framerate slowly dwindles to 0. If I nav_generate in windowed mode, I can then at the very least open task manager and close the game. The map is quite large for Source Standards, but not overly complex. I've spent a lot of time on Google trying to find potential solutions and I haven't. In previous versions of this map I have gotten the nav mesh to generate. What is the relation between nav_generate and a func_detail? If I add more details, does it speed up nav_generate? Does anyone have any tips for fixing this issue? Thanks ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Hammer Editor Selecting is delayed and slow
Try pressing 1 to decrease hammer camera window draw distance and also zoom in the top, left and side views. Press 2 to increase camera draw distance. If you use tool brushes, you can also tick off everything else and make their faces bigger. For example, tick off everything but the skybox brush. Select them all, take the texture browser open and change the texture scale X and Y to 2. Do the same for clip, playerclip, hint, skip, areaportal brushes. It will decrease the lag. You can also toggle off the things you don't need to see at the same time. Do you have AMD card by chance? There's been reports that Hammer lags more with AMD card (i have one, so i'm used to it lagging time to time). I haven't tried on nvidia card. -ics Michael Mayea kirjoitti: Thanks for the reply, I know you're correct from experience! I use to have these scrolling water textures that in the .vmf used a proxy, and unless I had them switched off in Hammer it would make the 3D view lag. However I am not using these now; I will deduce best I can to see if there is another texture culprit On Wed, Nov 25, 2015 at 1:07 PM, RedMser <mailto:redmser@gmx.de>> wrote: Hi, I have noticed that there are some textures that make the CS:GO Hammer lag incredibly for selections and displacements when using certain textures. Seems to be because of it using detail props, but I'm not sure about that. Try changing the textures temporarily and see if that fixes anything; didn't hear of that issue in any other context. ~RedMser Am 25.11.2015 um 18:59 schrieb Michael Mayea: Hey everyone, been using Hammer for years and never had this problem! I've been working on a greybox for a map for about 1 year now, it has gone through huge changes and currently sits under 900 solids. It's a very simple map, a true greybox, however it lags like crazy when I go to select multiple brushes or faces for texturing. I've tried everything I can think of, lowering clipping plane, turning on radius culling, copying my map into a new .vmf, switching off as many filters as I can. I think this is a bug, because my map is relatively simple and my other maps do not make Hammer lag so I'm stumped. Any ideas appreciated! ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] prop_static lightmaps
Different branch of Source engine. Adding to FGD doesn't work untill Valve adds support for it. -ics Dominik Rungelrath kirjoitti: I saw that TF2 recently added lightmap support for prop_statics. Could we get this added to the CS:GO branch of the engine too? Or is it already in and we just need to add it to the FGD? ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
[Csgo_sdk] About workshop uploading
The link here http://steamcommunity.com/sharedfiles/browse/?appid=730 with topic "New Workshop Publishing process" is also faulty. Impossible to read more due to faulty url. Now that the uploading of maps, stickers and weapon finishes has moved into the game itself, remove that link from the SDK menu as it displays nothing now and everything uploaded with it will not download from workshop. Shouldn't there be a menu for uploading stuff to workshop (that would open the workshop_uploader, so that everyone would know how it's done instead of hiding it as a console command? -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Workshop maps with Vscripts
Just wanting to point this out, in L4D2, vscripts where in l4d/vscripts but in CSGO, valve seems to have placed them under csgo/scripts/vscripts so maybe they do work but are not supposed to execute from the old location, but the new one. Valve even has examples placed under the scripts/vscripts path. -ics Michael Mayea kirjoitti: Thank you for the timely reply, I have my Vscripts as a .nut file and not .txt. I have 1 vscript file in the csgo/vscripts folder, and the rest in csgo/vscripts/territorycontrol I'm certain the Vscripts work, I have the map functioning on a dedicated server, however I had to hand those files to the operator manually and not embedded. As of now, the dedicated crashed when pulling everything from the Workshop with the files embeded. However, since you have confirmed for me that embedding the vscripts is supposed to be done, I feel confident the issue is on my end somewhere and that I can resolve this by combing over everything. Again thank you, I should be able to resolve this on my own now. On Tue, Oct 21, 2014 at 12:54 PM, ics <mailto:i...@ics-base.net>> wrote: Workshop upload system itself doesn't include vscripts into bsp, so you would have to do it yourself. What file-ending are you using for the vscript and are you sure which is at fault - the vscript itself or the contents of it? -ics Michael Mayea kirjoitti: What is the correct to attach vscripts to a BSP when uploading to the workshop? If I embed the files it works for listen servers, however it crashes dedicated servers. I'll update the wiki with the info if someone takes the time to explain. ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Workshop maps with Vscripts
Workshop upload system itself doesn't include vscripts into bsp, so you would have to do it yourself. What file-ending are you using for the vscript and are you sure which is at fault - the vscript itself or the contents of it? -ics Michael Mayea kirjoitti: What is the correct to attach vscripts to a BSP when uploading to the workshop? If I embed the files it works for listen servers, however it crashes dedicated servers. I'll update the wiki with the info if someone takes the time to explain. ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Breakable window prop and leftover window frame
I don't think you can make it so, unless there is another window frame that is static (which you can set to non solid). Use that with the breakable one. Otherwise you would need to adjust to model itself to work as you want it to work but it's no way easy task to do if you haven't been playing with models before. -ics Aaron Stout kirjoitti: I am using models/props_windows/window_industrial.mdl window prop in a csgo map. It's breakable and automatically spawns gibs and a window frame prop. the problem is that the window frame prop that stays behind is also breakable, and it turns into two huge chunks of wood when broken. how do i make the original window prop breakable but the leftover frame prop non-solid and non-breakable like you'd expect? ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Looking to team block method for CSGO
What you are looking for would be func_respawnroomvisualizer but it doesn't exist in CSGO, only in TF2 and DOD Source. Valve would need to add support for it. Tell us what you are doing and they might do a compliment and implement it. -ics Michael Mayea kirjoitti: This does not appear to block players, only physics objects, after testing. I textured it trigger, made a logic_auto ensure it started enabled, set the filter to both allow / disallow, tried both teams, I could no get this to function as desired. On Tue, Oct 14, 2014 at 3:08 PM, Jesse Oak <mailto:wazanato...@gmail.com>> wrote: https://developer.valvesoftware.com/wiki/Func_clip_vphysics is what I would try On Oct 14, 2014 1:51 PM, "Michael Mayea" mailto:mikema...@gmail.com>> wrote: I'm in need of a way from preventing T's or CT's from entering certain areas, I'm presently using a filter entity with a func_push but it's not working very well. The helpers for func_push are not very accurate for the push direction comes from the center, so if you approach from the side you are push sideways and not back. Also it seems that with enough persistence you can always break through a func_push even with a very high push force and entity thickness. I'd really like to ditch this method all together, can anyone think of a way to simply have team specific clips for CSGO? How was this done in Day of Defeat Source? ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Latest CSGO update removed ability to upload map to workshop?
Thanks! -ics Magnar Jenssen kirjoitti: Hi. We re-shipped the Workshop Map Publish tool available from the CSGO SDK for now, since we are still working out some kinks with the new workshop_publish. Sorry for the confusion. -Magnar -Original Message- From: csgo_sdk-boun...@list.valvesoftware.com [mailto:csgo_sdk-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Friday, October 03, 2014 2:49 PM To: csgo_sdk@list.valvesoftware.com Subject: Re: [Csgo_sdk] Latest CSGO update removed ability to upload map to workshop? Workshop_publish command does open up a menu but it does not list existing items. Cannot update maps by using it. -ics Ted McIlwain kirjoitti: Its now based in game. From what I've been told from magnar j. On Oct 3, 2014 5:39 PM, "ics" mailto:i...@ics-base.net>> wrote: Latest CSGO update removed ability to upload map to workshop? How are we supposed to update and upload new maps now? -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Latest CSGO update removed ability to upload map to workshop?
Workshop_publish command does open up a menu but it does not list existing items. Cannot update maps by using it. -ics Ted McIlwain kirjoitti: Its now based in game. From what I've been told from magnar j. On Oct 3, 2014 5:39 PM, "ics" <mailto:i...@ics-base.net>> wrote: Latest CSGO update removed ability to upload map to workshop? How are we supposed to update and upload new maps now? -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
[Csgo_sdk] Latest CSGO update removed ability to upload map to workshop?
Latest CSGO update removed ability to upload map to workshop? How are we supposed to update and upload new maps now? -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Latest update broke hammer
Hammer has been fixed. -ics ics kirjoitti: Latest update to CSGO broke hammer. It no longer starts from SDK menu or from hammmer.exe directly. Please fix. -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
[Csgo_sdk] Latest update broke hammer
Latest update to CSGO broke hammer. It no longer starts from SDK menu or from hammmer.exe directly. Please fix. -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Why model fences and metallic brush surfaces don't penetrate bullets anymore?
Yeah i noticed this. They also fixed the railings made out of brushes to be penetrable. -ics Michael Mayea kirjoitti: Release Notes for 7/16/2014 [GAMEPLAY] * Fixed the bullet penetration system not penetrating static GRATE surfaces (fences) and brushes that are NODRAW on both sides (for example, the ladder in Cache). On Sun, Jul 13, 2014 at 3:35 PM, Michael Mayea <mailto:mikema...@gmail.com>> wrote: CSGO's penetration system was just updated and is now riddled with bugs. They just patched nodraw and displacements affecting penetration in odd ways so I imagine a fix for fences and metal are very near, perhaps next week. For the fence I always make it non-solid with a player clip, that way no bullet penetration happens. On Sun, Jul 13, 2014 at 2:25 PM, ics mailto:i...@ics-base.net>> wrote: Forgot to include a link of some examples. Don't have images on model fences though but they also do not penetrate bullets at all. http://steamcommunity.com/profiles/76561198031428373/screenshots/?appid=730 -ics ics kirjoitti: Why is every single fence model now unpenetrable, as well as every brush that are textured with metallic surface properties? Is this a mistake by Valve in the recent update or should we avoid using such things in our maps in the future? -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Why model fences and metallic brush surfaces don't penetrate bullets anymore?
Forgot to include a link of some examples. Don't have images on model fences though but they also do not penetrate bullets at all. http://steamcommunity.com/profiles/76561198031428373/screenshots/?appid=730 -ics ics kirjoitti: Why is every single fence model now unpenetrable, as well as every brush that are textured with metallic surface properties? Is this a mistake by Valve in the recent update or should we avoid using such things in our maps in the future? -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
[Csgo_sdk] Why model fences and metallic brush surfaces don't penetrate bullets anymore?
Why is every single fence model now unpenetrable, as well as every brush that are textured with metallic surface properties? Is this a mistake by Valve in the recent update or should we avoid using such things in our maps in the future? -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Custom textures on models?
You need to decompile the model and then change the texture within it's files along with paths to correct files. Then compile back to working model. If you have the model source files, it would be a lot easier. -ics Niels Gade kirjoitti: How do I make the game load a custom textures on, for example, car_nuke? Planning to pack it into the bsp on release. ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Just a note to those who have made maps to the workshop
He's referring to the 25% cut mentioned here http://steamcommunity.com/workshop/about/?appid=730 that applies to items. In CSGO, all pass sales will go directly to mappers, or they atleast used to during first operation. However, i'm not in this for money myself, i would just like to have an equal chance to have a map looked at like everyone else. Sadly they seem to be looking and picking up maps from the people they know of mostly. This does not apply only to CSGO but to TF2 aswell. Same people who create items and maps have higher chance to get back in touch witl Valve most likely than everyone else. -ics Michael Mayea kirjoitti: Jon Higgins I do not recall ever reading Valve takes 75% of the cut. On Thu, Apr 24, 2014 at 3:09 PM, Eugenio Roman mailto:eugenio.motanu...@gmail.com>> wrote: Yeah. Networking is important. On Apr 24, 2014 2:02 PM, "Jon Higgins" mailto:jon.higg...@gamebanana.com>> wrote: Only a handfull of people make money from the workshop via these operations and even then Valve takes 75% of the money. If you look back at the various operations it's the same few names over and over again. (Tanuki, 3Dnj, FMPONE, Volcano, Rick etc..) Unless you're already on their radar (or recommended by someone who is) I doubt you'll get noticed. There are simply too many maps for them to test them all :( On Thu, Apr 24, 2014 at 7:47 PM, Eugenio Roman mailto:eugenio.motanu...@gmail.com>> wrote: Maybe this will be operation underground. Where they release unknown maps. Who knows? All we can do is map and iterate and enjoy mapping On Apr 24, 2014 1:41 PM, "Michael Mayea" mailto:mikema...@gmail.com>> wrote: You can draw a picture in MSpaint and companies like Blizzard and Riot Games will acknowledge your existence. Wish I didn't have to hold my breath with Valve. On Thu, Apr 24, 2014 at 2:34 PM, Eugenio Roman mailto:eugenio.motanu...@gmail.com>> wrote: Make an update or post on reddit and other clan forums to promote your map. On Apr 24, 2014 1:32 PM, "ics" mailto:i...@ics-base.net>> wrote: You propably never will, unless your map gets selected for an operation. Don't hold your breath, i'm not. Pretty sure they only check the "most popular all time" list this time instead of digging in to maps. -ics Michael Mayea kirjoitti: How do we know if Valve has played our map? Will they provide us with feedback? De_Vandal has been on the workshop for a while now and I have heard nothing. On Wed, Apr 23, 2014 at 3:12 PM, ics mailto:i...@ics-base.net> <mailto:i...@ics-base.net <mailto:i...@ics-base.net>>> wrote: https://twitter.com/csgo_dev/status/459031291300544513 -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> <mailto:Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.
Re: [Csgo_sdk] Just a note to those who have made maps to the workshop
You propably never will, unless your map gets selected for an operation. Don't hold your breath, i'm not. Pretty sure they only check the "most popular all time" list this time instead of digging in to maps. -ics Michael Mayea kirjoitti: How do we know if Valve has played our map? Will they provide us with feedback? De_Vandal has been on the workshop for a while now and I have heard nothing. On Wed, Apr 23, 2014 at 3:12 PM, ics <mailto:i...@ics-base.net>> wrote: https://twitter.com/csgo_dev/status/459031291300544513 -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
[Csgo_sdk] Just a note to those who have made maps to the workshop
https://twitter.com/csgo_dev/status/459031291300544513 -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] $1,000 CS:GO mapping contest!
Just a quick follow-up question. I understand this is for new maps but if map is submitted to the contest, is it allowed to submit to steam workshop also at the same time? -ics Jon Higgins kirjoitti: Hi Eugenio, We realise that a lot of people were annoyed with last years results - it was our first time launching a co-sponsored event - however we have learnt a lot from it and have taken on board these comments. This time we will make sure that the rules and terms are more clearly displayed, and we are going to be very transparent about our judging process, by publishing a full list of criteria to avoid any disappointment. On Tue, Mar 11, 2014 at 5:46 PM, Eugenio Roman mailto:eugenio.motanu...@gmail.com>> wrote: I am not going to take in, as I have other projects, but even if. It was a huge disapointment last year. When maps that clearly broke the rules were not disqualified. That was a huge insult to everyone who spent time thinking eveyr aspects of their new layouts. Good luck with it and I hope you guys stick by your own rules. On Tue, Mar 11, 2014 at 11:44 AM, Jon Higgins mailto:jon.higg...@gamebanana.com>> wrote: Hey chaps! I'm pleased to announce that the GameBanana/CEVO mapping contest is back for it's second year! I don't normally post about our contests here, however I feel it is extremely relevant to the members this group. (Hopefully you guys don't consider it advertising!) Last year's contest was massively successful with two maps developed for the contest ending up being selected for Operation Bravo. This time we are back with even bigger prizes - First place nabbing a cool $500, plus their map used in professional tournaments! *Brief:* The task is simple, you have 90 days from this post to develop and test a custom CS:GO map designed for 5v5s competitive gameplay! After an initial round of consultation by the teams at both GameBanana and CEVO a shortlist will go on to be be tested and voted on by some of the games top professional players! *Prizes:* 1st Place: $500 | 2nd Place: $350 | 3rd Place: $150 Full details can be found here -> http://gamebanana.com/contests/47 This is a great chance for some of you to show your skills to the world and produce high quality content for use in the professional gaming scene! Who knows maybe you'll follow in the footsteps of last years finalists such as DE_GWALIOR! Any questions feel free to ask! -- *Jon Higgins* VP Marketing & Research <http://gamebanana.com/> Facebook <https://www.facebook.com/GameBananaSite> | Twitter <https://twitter.com/gamebanana> | Youtube <http://www.youtube.com/user/gamebananasite> | STEAM <http://steamcommunity.com/groups/gamebanana> | Google+ <https://plus.google.com/u/0/+gamebanana/posts> A *VVGNET* site - VVGNET.com <http://vvgnet.com/> ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk -- Eugenio "Motanum" Roman https://sites.google.com/site/motanumproyect/ eugenio.motanu...@gmail.com <mailto:eugenio.motanu...@gmail.com> http://twitter.com/#!/MotanumR <http://twitter.com/#%21/MotanumR> http://steamcommunity.com/id/Motanum http://www.youtube.com/user/motanium ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk -- *Jon Higgins* VP Marketing & Research <http://gamebanana.com/> Facebook <https://www.facebook.com/GameBananaSite> | Twitter <https://twitter.com/gamebanana> | Youtube <http://www.youtube.com/user/gamebananasite> | STEAM <http://steamcommunity.com/groups/gamebanana> | Google+ <https://plus.google.com/u/0/+gamebanana/posts> A *VVGNET* site - VVGNET.com <http://vvgnet.com/> ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Doing a Full Compile
I get the idea that you have changed lightmaps from default 16 to 8 on most surfaces you have. If you did that, don't. You should only use below 16 on certain spots that require it. Also, vvis usually crashes or takes very long time if there is an odd shaped brush like cylinder that takes a lot of time to complete. -ics Niels Gade kirjoitti: I've optimized the lightmaps and I haven't used water. Is there a limit to the amount of faces I can apply lightmap 8 to? 2014-02-25 14:51 GMT+01:00 Skibur <mailto:beyondurwo...@hotmail.com>>: Something is amiss… Check your texture’s lightgrid map. Make sure they’re set to an appropriate value. (You might have to optimize it between which is important and which is not important.) Also, just wanted to make sure, are there any viscluster interacting with waterbrush? Avoid doing that. *From:*csgo_sdk-boun...@list.valvesoftware.com <mailto:csgo_sdk-boun...@list.valvesoftware.com> [mailto:csgo_sdk-boun...@list.valvesoftware.com <mailto:csgo_sdk-boun...@list.valvesoftware.com>] *On Behalf Of *Niels Gade *Sent:* Tuesday, February 25, 2014 7:32 AM *To:* Nick Haruk; csgo_sdk@list.valvesoftware.com <mailto:csgo_sdk@list.valvesoftware.com> *Subject:* Re: [Csgo_sdk] Doing a Full Compile I've func_detailed half the map. 2014-02-25 14:02 GMT+01:00 Nick Haruk mailto:nickha...@yahoo.com>>: Other than visclusters, what else do you do to keep the vis neat? On Tuesday, February 25, 2014 6:39 AM, Niels Gade mailto:nielsg...@gmail.com>> wrote: My vrad.exe crashes when doing the vis. I've cleaned up the portals with func_viscluster, but to no avail. I'm using -textureshadows, -staticproppolys, and -staticproplighting, do they need to be in order for it to work? ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Valve, it would have been nice to know.
Well it's mostly luck if you get enough views, subs and ratings on the workshop to reach into the top few pages of most popular maps, ever. There is that first week, which currently decides if your map goes there or not. Key is to have enough ready and promoted map to get to the place where your map is shown in the "most popular this week list", in the first spot right after it's first release, so it shows in steam client where players start their game which use the detail view of the game. If you don't go there, the chances are that nobody really sees your map after the first week has passed. After that, your map needs to have twice more votes each day than recently submitted, so you would stick on a top of the most popular this week list. This sadly is the criteria where valve will pick the maps. I seriously doubt they will pick a map submitted 6 months ago with 3000 vies when the most popular operation ones were at 15000-3 when they got picked up. I'll give an example, with diagrams. Everyone loves those, especially with powerpoint slides. My first submission, 91 days in workshop, reached the most popular this week list #1 place in the first week. http://server2.pelipurkki.fi/~dustin/csgo/map_1.jpg (now 16133 views 7013 subscribers, 567 positive ratings) My second submission, 19 days un workshop, did not reach most popular this week #1 place, though was on #2 and not displayed in steam client. http://server2.pelipurkki.fi/~dustin/csgo/map_2.jpg (now 1768 views 1919 subscribers and 125 positive ratings) So if you sum that up, the first map has been on very low attention since and to my surprise, servers have adopted the second map and run it, and people subscribe by downloading it that way. However they never see the map on workshop, unless they press esc ingame and rate it, which rarely happens. Cold fact is, no one pretty much never see these maps, unless they dig in quite deep in the workshop. Same applies to very large chunk of the submitted maps. To fix this, I have suggested mapping contest, weekly map introduction to cs blog and how to make workshop better but i haven't heard anything back. Some of my thoughts were actually viable, such as writing reviews on maps that would show on the "stream" to all to your friends (clicking your name on steam client). Random map/item choice browsing for workshop, that would give a random map from set criteria (de_, cs_ or last month, lifetime, wild choice, etc). -ics Nick Haruk kirjoitti: > If you do the math, this kind of behaviour doesn't encourage people to do levels, except the few people that have their work in already. The first time I saw the little announcement to vote on maps for the next operation, and it was full of previous operation maps, I thought "huh, there must not have been enough good maps lately." I don't know how common that thought was in others. I didn't check the workshop afterward to see if that was the case. Heck, it may go so far as to discourage players from voting on new content, by implicitly suggesting there isn't anything worthy. Vulgarman, armchair psychologist On Saturday, February 22, 2014 1:05 AM, ics wrote: Actually Michael is correct in one thing. Valve is the gatekeeper, and if you haven't got the connections, it's very hard to get your own map into their sights. Infact they are doing the same thing on CSGO that they did with TF2. If you have gotten one map (or item) to the game, there is a bigger chance for you to get more in much more easier. Valve picked the first 7, then 8 more, make community vote out from within those 15 and put every single map on the workshop aside. If you do the math, this kind of behaviour doesn't encourage people to do levels, except the few people that have their work in already. If you look at 2 past operations and their maps, there's more than few people that have 2 or more maps (or have collaborated with a map) in the 3 operations we currently have. There's nothing wrong in that, good job by the people who got their maps in but still makes me wonder if Valve favors them just because they are lazy or too busy to dig in properly and test the maps. I'm, not going Angry Joe here though. -ics Andy Posey kirjoitti: > > Well there is a certain quality that they expect. Although, how that > library map made it in the first OP is beyond me. > > On Feb 21, 2014 11:32 PM, "Michael Mayea" <mailto:mikema...@gmail.com> > <mailto:mikema...@gmail.com <mailto:mikema...@gmail.com>>> wrote: > >That's just not true, Valve is rejecting maps with huge followings >and subscribers and telling the map maker to make it look better. >It's not about votes, Valve is the gate keeper. > > >On Sat, Feb 22, 2014 at 12:27 AM, Skibur >mailto:
Re: [Csgo_sdk] Valve, it would have been nice to know.
Actually Michael is correct in one thing. Valve is the gatekeeper, and if you haven't got the connections, it's very hard to get your own map into their sights. Infact they are doing the same thing on CSGO that they did with TF2. If you have gotten one map (or item) to the game, there is a bigger chance for you to get more in much more easier. Valve picked the first 7, then 8 more, make community vote out from within those 15 and put every single map on the workshop aside. If you do the math, this kind of behaviour doesn't encourage people to do levels, except the few people that have their work in already. If you look at 2 past operations and their maps, there's more than few people that have 2 or more maps (or have collaborated with a map) in the 3 operations we currently have. There's nothing wrong in that, good job by the people who got their maps in but still makes me wonder if Valve favors them just because they are lazy or too busy to dig in properly and test the maps. I'm, not going Angry Joe here though. -ics Andy Posey kirjoitti: Well there is a certain quality that they expect. Although, how that library map made it in the first OP is beyond me. On Feb 21, 2014 11:32 PM, "Michael Mayea" <mailto:mikema...@gmail.com>> wrote: That's just not true, Valve is rejecting maps with huge followings and subscribers and telling the map maker to make it look better. It's not about votes, Valve is the gate keeper. On Sat, Feb 22, 2014 at 12:27 AM, Skibur mailto:beyondurwo...@hotmail.com>> wrote: If you are trying to map makes specifically for Valve Corp. and employees, then you are doing it incorrectly. It’s not Valve that you’re aiming for, it’s the people that are interested in your product that you make. Specifically, the community. Publish your map on Steam workshop. If people like your map, then Valve will have a chances to check them out. As for the Operation DLC, all I can say appropriately is… “Valve Time”. All the best -Skibur *From:*csgo_sdk-boun...@list.valvesoftware.com <mailto:csgo_sdk-boun...@list.valvesoftware.com> [mailto:csgo_sdk-boun...@list.valvesoftware.com <mailto:csgo_sdk-boun...@list.valvesoftware.com>] *On Behalf Of *Nick Haruk *Sent:* Friday, February 21, 2014 10:55 PM *To:* csgo_sdk@list.valvesoftware.com <mailto:csgo_sdk@list.valvesoftware.com> *Subject:* Re: [Csgo_sdk] Valve, it would have been nice to know. Valve Handbook for new employees, page 52 > What is Valve Not Good At? > Disseminating information internally Whether this list is considered internal or not, who knows. Somebody might. Isn't it operation Phoenix? Like, rise from the ashes phoenix? Like, return to life phoenix? As apposed to Icarus, who flew towards the sun with wings of wax. Operation Phoenix sounds like retreading the maps in name, and that's what it does. Operation Icarus will be a pack of maps that only look good in screen shots, look forward to that! (Just kidding, that wouldn't get a release.) Now, if it was Operation Chuck, I'd be worried. Consider this pack time to get in gear. This is how you know, and with a time estimate. Month or more from last pack release. I expect Chuck to come out around Spring Break, but that's just my amature biz-dev speculation. Regards, Vulgarman http://steamcommunity.com/id/vulgarman/ On Friday, February 21, 2014 1:58 AM, Michael Mayea mailto:mikema...@gmail.com>> wrote: Valve I believe you should have communicated your intent to redistribute the maps for the next Operation more clearly. I was under the impression opportunity was present when it wasn't, and I worked tremendously hard at a chance to get my map into the next Operation when there was never really a chance to begin with. Do you know what it is like to try and serve Valve? It feels like a pipe dream, like I'm shooting for something that is so improbable I contemplate sometimes if I truly am a rational being. I spent weeks cramming for something that had no clear deadline and wasn't even a real opportunity, at the end of it all I just feel duped. Not only did my map not make it into the Operation, there was never a chance it was going to happen, and Valve didn't even leave a comment on the workshop page. Over 8 months of hard work that did nothing but fall on deaf ears. I've spent thousands of hours the past 11 years teaching
Re: [Csgo_sdk] Valve, it would have been nice to know.
Don't be too hard on yourself. I'd like to point that if you aim to please Valve, you aren't on the right track. What you should do is try to please the players and server admins that might play or run your map. Doing the best you can, spreading information about it and responding to feedback is the best thing you can do. Then if users and admins like your map, they will run it, play it and Valve might pick it up for operation. However, what comes to workshop submissions, it's mere luck if your map get s a lot of views or not as in users attention. First week is critical. If your map hits spot 1 on most popular this week, the folks will see it on Steam on the CSGO page when they go and start the game, if they use the game details view. That brings a lot of views and subscriptions and ratings. For example, the first map i submitted to CSGO workshop got over 14000 views, 550 ratings in the first week and it got to that spot. The second map that i submitted about 2 weeks ago (which i think is even better than the one before), never got that attention and views got left under 1800 views and 128 ratings right now. This is actually a bad flaw in workshop, as it favors mostly luck and what gets released at the same time as your map does. But seriously speaking, don't aim to please Valve. That will never work. Just do the best you can and you might get lucky. Valve could arrange a map contest, for new maps only. Give time like 6 months to produce work. It would bring up attention nicely and equally to everyone. -ics Michael Mayea kirjoitti: It's not bad at all, but the lack of information is inconvenient. What is the deadline? Will new maps be in the next Operation? Will they look for demolition maps or defuse maps or hostage maps? How do you even know if your map is good enough, some people have over 50k subscribers and don't hear a peep from Valve. On Fri, Feb 21, 2014 at 9:31 AM, Andy Posey mailto:witsalldonebe...@gmail.com>> wrote: Well that sounds like they are going to be doing OP's for different things. Which isn't bad. On Feb 21, 2014 1:29 AM, "Michael Mayea" mailto:mikema...@gmail.com>> wrote: No new maps were added to the Operation, nobody had a chance. Valve can sort the workshop items according to popularity, they don't have to search through every item. On Fri, Feb 21, 2014 at 2:09 AM, Andy Posey mailto:witsalldonebe...@gmail.com>> wrote: What? You need to gather community interest. You can't expect Valve to search through each and every workshop item. Also, what do you mean you didn't have a chance? On Feb 21, 2014 12:58 AM, "Michael Mayea" mailto:mikema...@gmail.com>> wrote: Valve I believe you should have communicated your intent to redistribute the maps for the next Operation more clearly. I was under the impression opportunity was present when it wasn't, and I worked tremendously hard at a chance to get my map into the next Operation when there was never really a chance to begin with. Do you know what it is like to try and serve Valve? It feels like a pipe dream, like I'm shooting for something that is so improbable I contemplate sometimes if I truly am a rational being. I spent weeks cramming for something that had no clear deadline and wasn't even a real opportunity, at the end of it all I just feel duped. Not only did my map not make it into the Operation, there was never a chance it was going to happen, and Valve didn't even leave a comment on the workshop page. Over 8 months of hard work that did nothing but fall on deaf ears. I've spent thousands of hours the past 11 years teaching people how to use your software, how to make maps, how to solve problems. I do it for free, I do it because I believe map making is an art form of its own and I want to help it grow, and I do it because I love it. It would have made my day even if you told me my map wasn't any good. Sincerely, Michael "zastels" Mayea. ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk __
[Csgo_sdk] Unable to upload screenshots to workshop - file upload failed: 2
Hey Getting this irritated error, "file upload failed: 2" each time i try to upload screenshots to the workshop. Is there a disk full or something or what the heck causes error like this? -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Level overview fails after recent update?
...and moments later you realise that you forgot to cut from red line. My mistake, ignore the previous message. -ics ics kirjoitti: Hey there. I was redoing the level overview for the map i am making with and no matter what i do, it always fails as in, stuff on radar is in wrong place while i run out at the map. Despite what i do, it always ends up being off course on every time i take the shot and start it in the game. So has anyone tried to make overview after latest update? -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
[Csgo_sdk] Level overview fails after recent update?
Hey there. I was redoing the level overview for the map i am making with and no matter what i do, it always fails as in, stuff on radar is in wrong place while i run out at the map. Despite what i do, it always ends up being off course on every time i take the shot and start it in the game. So has anyone tried to make overview after latest update? -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
[Csgo_sdk] tools/toolsblockbomb
Noticed that there is new tools brush on Hammer, tools/toolsblockbomb. Obviously it seems to block the bomb from being set but how it should be used? Clip or invisible will block bomb from going into narrow holes where it cannot be picked up but this would prevent bomb from planting? -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Check out my new map De_Vandal
Give the guy a break, he was just enthusiastic about getting more attention to his map. Just a fyi to you Michael, Valve doesn't really provide direct feedback. If you are lucky or ask politely from someone who is a level designer, he or she might give you direct feedback but don't count on it and especially don't start mailing to every employee who works at Valve. If your map is good enough for the next operation, they will contact you so just do your best. -ics Michael Mayea kirjoitti: Someone just posted their map and received feedback. All I got was 3 trolls, luck of the draw I guess. On Fri, Feb 7, 2014 at 4:22 PM, <mailto:kmahajani...@gmail.com>> wrote: The mailing list isn't for feedback on/advertising for your new map. It’s for technical questions about mapmaking/the SDK. *From:* Michael Mayea <mailto:mikema...@gmail.com> *Sent:* Friday, February 07, 2014 2:20 PM *To:* csgo_sdk@list.valvesoftware.com <mailto:csgo_sdk@list.valvesoftware.com> You can help me by testing the map out and providing feedback. On Fri, Feb 7, 2014 at 4:18 PM, Andy Posey mailto:witsalldonebe...@gmail.com>> wrote: lol wut? On Fri, Feb 7, 2014 at 3:14 PM, Michael Mayea mailto:mikema...@gmail.com>> wrote: Andy, feel free to provide me with help and support. On Fri, Feb 7, 2014 at 4:10 PM, Andy Posey mailto:witsalldonebe...@gmail.com>> wrote: @Mayea, I don't think you should be advertising on a email list that's meant for help/support. On Fri, Feb 7, 2014 at 2:10 PM, Michael Mayea mailto:mikema...@gmail.com>> wrote: Woops forgot the link here ya go. http://steamcommunity.com/sharedfiles/filedetails/?id=218845004 On Fri, Feb 7, 2014 at 2:58 PM, Craig Shannon mailto:cr...@mynameiscraig.com>> wrote: Hey Mayea, No. Regards, Craig On 7 February 2014 19:51, Michael Mayea mailto:mikema...@gmail.com>> wrote: Hey everything, check out my CSGO map. It's designed to be competitively balanced and fun to play on pubs. It's in pretty good shape right now, just going to add better visuals and maybe change elevator shaft. It'd be nice if Valve could provide me with some feedback, I'd like to get into the next Operation and I'll do what I need to do. ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoft
Re: [Csgo_sdk] de_callie
Thanks a lot! It was really interesting to see someone playing it live and commenting things. Some of the things that you noticed, i will take care of like the low res door that Niels also mentioned. All models were also stock ones that i used, the fishing net originally appeared in L4D2. Btw that BOT Chet really pwned you :P Thanks again, stuff like this really helps. -ics Eugenio Roman kirjoitti: I made this for you! http://youtu.be/3Hz1BHjigbI If you see this immediately, it might take some time to process. On Thu, Feb 6, 2014 at 3:35 PM, ics <mailto:i...@ics-base.net>> wrote: I must have ran the map through hundreds of times looking for something like this. I usually spot things like this myself on other peoples maps. I'll get these fixed/adjusted for the next version. Thanks for these! -ics Niels Gade kirjoitti: This door could use some depth http://imgur.com/97lQENy Stair has no clip http://imgur.com/FpC5YbR Hole in wall http://imgur.com/aB2HqC4 http://imgur.com/FgmUqni http://imgur.com/tscAmo0 You have the creative freedom to defy gravity, but this decal was originally meant for the floor http://imgur.com/TSA2Jcu Clipping: (Some of these you can cover up with sand) http://imgur.com/7TkKhNO http://imgur.com/JFARKEq http://imgur.com/b6ZzrMD http://imgur.com/nBeVfAU http://imgur.com/ywYlLEp Floaters: http://imgur.com/kr0IDIA http://imgur.com/efOE1Wc http://imgur.com/cgtuCJN http://imgur.com/J6wvNiK http://imgur.com/NHIBgKT http://imgur.com/SOt1c6l http://imgur.com/6wGLKdZ http://imgur.com/lTy5NIH http://imgur.com/5HJYCW2 http://imgur.com/0QQ4H0a http://imgur.com/q0htFoA http://imgur.com/6faLc0X http://imgur.com/ctjeFYp http://imgur.com/4OZce4M http://imgur.com/cIMpl6k http://imgur.com/vNxFQ7T http://imgur.com/pxxpdTn Very nice map, good architecture and flow. 2014-02-06 20:32 GMT+01:00 ics mailto:i...@ics-base.net> <mailto:i...@ics-base.net <mailto:i...@ics-base.net>>>: Hey all I just finished the map i've been working with, de_callie. It's available to download at workshop. Since some people here are mappers, a feedback would be welcome on your point of view too. Thanks http://steamcommunity.com/sharedfiles/filedetails/?id=225052203 -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> <mailto:Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk -- Eugenio "Motanum" Roman https://sites.google.com/site/motanumproyect/ eugenio.motanu...@gmail.com <mailto:eugenio.motanu...@gmail.com> http://twitter.com/#!/MotanumR <http://twitter.com/#%21/MotanumR> http://steamcommunity.com/id/Motanum http://www.youtube.com/user/motanium ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] de_callie
I must have ran the map through hundreds of times looking for something like this. I usually spot things like this myself on other peoples maps. I'll get these fixed/adjusted for the next version. Thanks for these! -ics Niels Gade kirjoitti: This door could use some depth http://imgur.com/97lQENy Stair has no clip http://imgur.com/FpC5YbR Hole in wall http://imgur.com/aB2HqC4 http://imgur.com/FgmUqni http://imgur.com/tscAmo0 You have the creative freedom to defy gravity, but this decal was originally meant for the floor http://imgur.com/TSA2Jcu Clipping: (Some of these you can cover up with sand) http://imgur.com/7TkKhNO http://imgur.com/JFARKEq http://imgur.com/b6ZzrMD http://imgur.com/nBeVfAU http://imgur.com/ywYlLEp Floaters: http://imgur.com/kr0IDIA http://imgur.com/efOE1Wc http://imgur.com/cgtuCJN http://imgur.com/J6wvNiK http://imgur.com/NHIBgKT http://imgur.com/SOt1c6l http://imgur.com/6wGLKdZ http://imgur.com/lTy5NIH http://imgur.com/5HJYCW2 http://imgur.com/0QQ4H0a http://imgur.com/q0htFoA http://imgur.com/6faLc0X http://imgur.com/ctjeFYp http://imgur.com/4OZce4M http://imgur.com/cIMpl6k http://imgur.com/vNxFQ7T http://imgur.com/pxxpdTn Very nice map, good architecture and flow. 2014-02-06 20:32 GMT+01:00 ics <mailto:i...@ics-base.net>>: Hey all I just finished the map i've been working with, de_callie. It's available to download at workshop. Since some people here are mappers, a feedback would be welcome on your point of view too. Thanks http://steamcommunity.com/sharedfiles/filedetails/?id=225052203 -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
[Csgo_sdk] de_callie
Hey all I just finished the map i've been working with, de_callie. It's available to download at workshop. Since some people here are mappers, a feedback would be welcome on your point of view too. Thanks http://steamcommunity.com/sharedfiles/filedetails/?id=225052203 -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Updating workshop map .nav
Never pack .nav to bsp, especially woth pakrat. It will corrupt some meshes. This is usefull site to look for when publishing map https://developer.valvesoftware.com/wiki/CSGO_Map_Publish_Tool Basically you just re-upload the bsp to workshop and nav will follow. -ics Robert Neville kirjoitti: The nav is a separate file, update it and upload the map to workshop (the nav will go with it). If the workshop gives you some issue actually accepting the update, you might want to try using pakrat to add the nav to the bsp, which is what I normally end up doing. On 21 January 2014 16:31, Michael Mayea <mailto:mikema...@gmail.com>> wrote: How can I update the .nav file to my worksop map? I only want to update the .nav file. I think the way it works is that I update the .bsp and it will also update the nav, but I'm not ready to update the bsp yet. ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Question about map decompiling
I don't want to excract anything, all i want is to see certain prop and texture names from the vmf's so i can use them more easily or simply pick the texture or model from decompiled map with hammer and use that directly. Only textures and models that are within the game already, default maps. It makes working with mapping easier as i see some model within a game that suits my needs and i can just pick it up from vmf without searching and wasting time to it. Also i could just copy a model that is already in the game from maps rather than search and search through the system. Bspsource did the trick, thanks. -ics Skibur kirjoitti: To extract texture and models from the game file, you would need to use GFCScape, Simply find the VPK files, and open the one that has the “_dir” at the end. Decompiling a map will not extract the models and texture from VMF, they are merely used as a entity, a point information on how to instantiate the objects from the files. *From:*csgo_sdk-boun...@list.valvesoftware.com [mailto:csgo_sdk-boun...@list.valvesoftware.com] *On Behalf Of *Joseph Domenici *Sent:* Wednesday, January 15, 2014 12:14 AM *To:* csgo_sdk@list.valvesoftware.com *Subject:* Re: [Csgo_sdk] Question about map decompiling Check out BSPSource <https://developer.valvesoftware.com/wiki/BSPSource>. On Tue, Jan 14, 2014 at 9:38 PM, ics <mailto:i...@ics-base.net>> wrote: Hi Does anyone know a software that can decompile csgo maps or is there already a site where i could get the vmf's? I'd use them for easier excraction of textures and models. It's tiresome to look out a list of textures that are missing preview or are blend textures, where the blend doesn't really show instantly. I know filters are of use but i'd just find it easier when i play maps and see a texture in them or models used in the way that i could use later. It's time consuming to find them through files. -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
[Csgo_sdk] Question about map decompiling
Hi Does anyone know a software that can decompile csgo maps or is there already a site where i could get the vmf's? I'd use them for easier excraction of textures and models. It's tiresome to look out a list of textures that are missing preview or are blend textures, where the blend doesn't really show instantly. I know filters are of use but i'd just find it easier when i play maps and see a texture in them or models used in the way that i could use later. It's time consuming to find them through files. -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Tree physics go nuts
Actually i didn't have env_wind in my map at all because i remember someone saying it doesn't seem to have any effect on csgo. Now that i remember more, it didn't have any effect on keyframe_rope or move_ropes. So that could explain it. However, i changed the treemodel already to another and it acts normal even after militia change. Weird. Though there is atleast 1 blue garbage container that keeps moving by itself unusually long time if someone bumps at it. Rest of the movable objects also have more power than usually. I'll add env_wind and see if it makes a difference. Thanks for the hint. -ics Nick Haruk kirjoitti: That's an env_wind with really high gust speeds, probably. Do you have one in your map? If not, it's probably using militia's env_wind settings on map load, or using default speeds if your map doesn't have an env_wind. The default settings of env_wind do pretty much what you see in the video. Lower values do a nice job of giving static trees that subtle rustling that <= 5 mph winds do irl. On Sunday, December 1, 2013 4:01 AM, ics wrote: Hey Some tree physics go wild for some reason in my map. After some investigation, when found how to reproduce. Loaded up cs_militia and then my map and this happened https://www.youtube.com/watch?v=sXk22NJBvC8 So that one particular tree model seems to go nuts. Does it need to be used in some other way than prop_static because static props don't usually _move_. Do i need prop_physics and disable movement from options or is this a game bug? -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
[Csgo_sdk] Tree physics go nuts
Hey Some tree physics go wild for some reason in my map. After some investigation, when found how to reproduce. Loaded up cs_militia and then my map and this happened https://www.youtube.com/watch?v=sXk22NJBvC8 So that one particular tree model seems to go nuts. Does it need to be used in some other way than prop_static because static props don't usually _move_. Do i need prop_physics and disable movement from options or is this a game bug? -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Radar map background
I asked because i could easily use that as a base and save time. I have the radar image and transparency looks dull, also completely black background looks very dull. I also would like to keep the CSGO "theme" as many of the official maps have that square in them. -ics Eugenio Roman kirjoitti: Make your own? I personally prefer full transparency rather than the square. I suggest you do your own design that fits your map design. On Nov 25, 2013 11:52 AM, "ics" <mailto:i...@ics-base.net>> wrote: Hey Does anyone have a copy around or link to that background image with the squares? I remember in SDK beta times there was a link to it and i saved it some where but i cannot find it now. -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
[Csgo_sdk] Radar map background
Hey Does anyone have a copy around or link to that background image with the squares? I remember in SDK beta times there was a link to it and i saved it some where but i cannot find it now. -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
[Csgo_sdk] Changing player models
Hey One question, since i'm out of the loop. Is .kv files still necessary for mappers to change player models or is there some entity that we can do the settings with? -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] When is the deadline for map submission for Charlie Operation?
I believe they pick map candidates up and test time to time. Just release yours when you are ready. -ics Michael Mayea kirjoitti: Does anybody know, or can best guess, the end date for map submissions for the next Operation Payback? Please understand I've spent 6+ months working on my map and I truly wish to not miss this next chance. If the date is near, I will take my vacation time from work and finish what I need to. I do the best I can working full time! I hope Valve doesn't have a philosophy of secrecy regarding this date, I would be tremendously disappointed if I missed it. - Michael ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] keyframe_ropes not affected by wind, no sway ever
Propably removed due to new shadows. Either they would cause framedrops or look stupid if the shadows won't move while rope does. -ics Kyle Sanderson kirjoitti: It looks like in Alien Swarm this changed from the default of Rope being affected by Wind, to Rope opting-out of Wind by default. http://hg.alliedmods.net/hl2sdks/hl2sdk-swarm/file/3502600b86f4/public/rope_shared.h#l24 http://hg.alliedmods.net/hl2sdks/hl2sdk-ob-valve/file/4f3ac1d94787/public/rope_shared.h#l24 It's a one line fix in CRopeKeyframe::CRopeKeyframe(), hopefully someone or's the bit in by default in GO. Kyle. On Wed, Oct 9, 2013 at 9:38 AM, Nick Haruk <mailto:nickha...@yahoo.com>> wrote: I was under the impression that ropes would sway regardless of an env_wind. It was an internal property of the rope, which was turned on by default. However, my experience is a bit dated, and I haven't messed with wind blown ropes since DODS. On Wednesday, October 9, 2013 4:21 AM, Michael Mayea mailto:mikema...@gmail.com>> wrote: So ya about those power lines swaying in the wind? On Wed, Oct 9, 2013 at 1:00 AM, Calder Lewis mailto:lewis...@gmail.com>> wrote: n00b win here!!! Rofl. Sent from my iPhone On Oct 9, 2013, at 12:50 AM, "Kush Mahajani" mailto:kmahajani...@gmail.com>> wrote: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk You can unsubscribe at the above link. *From:*csgo_sdk-boun...@list.valvesoftware.com <mailto:csgo_sdk-boun...@list.valvesoftware.com> [mailto:csgo_sdk-boun...@list.valvesoftware.com] *On Behalf Of *fdenniss *Sent:* Tuesday, October 08, 2013 11:48 PM *To:* csgo_sdk@list.valvesoftware.com <mailto:csgo_sdk@list.valvesoftware.com> *Subject:* Re: [Csgo_sdk] keyframe_ropes not affected by wind, no sway ever I don,t know how my email got in but please unsubscribe me. I see no place on the email which gives me that choice. Thankyou! *From:*Michael Mayea <mailto:mikema...@gmail.com> *Sent:*Tuesday, October 08, 2013 8:38 PM *To:*csgo_sdk@list.valvesoftware.com <mailto:csgo_sdk@list.valvesoftware.com> *Subject:*Re: [Csgo_sdk] keyframe_ropes not affected by wind, no sway ever You are being mailed because you're in the CSGO SDK mail list. You will need to unsubscribe yourself. On Wed, Oct 9, 2013 at 2:29 AM, fdenniss mailto:afdenn...@sasktel.net>> wrote: Please remove my email address from your list. I have never contacted you about anything. Thankyou. *From:*Michael Mayea <mailto:mikema...@gmail.com> *Sent:*Tuesday, October 08, 2013 8:10 PM *To:*csgo_sdk@list.valvesoftware.com <mailto:csgo_sdk@list.valvesoftware.com> *Subject:*[Csgo_sdk] keyframe_ropes not affected by wind, no sway ever Does anybody have working keyframe_rope that can be affected by env_wind, or a trigger wind, in CSGO? I can get this feature to work in CSS but not in CSGO. Even over a year ago this did not work, is it still broken? Will it ever be fixed? I've never seen a CSGO map with it working. ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Cs
Re: [Csgo_sdk] Hammer 3D View Black After Compile
It doesn't happen on every configuration. Got Nvidia card? Running game not in windowed mode? -ics Michael Mayea kirjoitti: Valve can you please fix the bug when after compiling your map and exiting the game, when you return to Hammer the 3D View is black? Right now you can avoid this by keeping Hammer minimized before the enter the game, but but still I've closed and opened Hammer 20 million times to fix this bug and I want it fixed. It is driving me nuts! Thanks Valve, best regards and all. - Michael ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] DotA 2 SDK
Depends on what you mean by SDK. There is one for CSGO but it only contains hammer, modelviewer and faceposer. -ics Kyle Sanderson kirjoitti: As far as I'm aware, we're still waiting on a CS:GO SDK as well. Thanks, Kyle. On Sun, Sep 8, 2013 at 8:24 AM, Georgios Partoulas wrote: Does maybe anyone know if a SDK for DotA 2 is in progress? CSGO seems to be completed more or less and I wonder what happens next. ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Multiple custom gamemodes
Yes indeed. I was referring to gamemodes that make adjustments to the maps spawn areas, maps settings or map layout based on the gamemode just like in L4D2. Sort of like sub version that you mentioned. -ics Matt Wood kirjoitti: To calrify, you can upload a single BSP that supports 6 game modes (Classic Competitive, Classic Casual, Arms Race, Demolition, Deathmatch and Custom) and run it easily in any mode. If you want sub versions of "Custom", such as the one suggested by Georgios below, you'll have to upload two BSPs. -Original Message- From: csgo_sdk-boun...@list.valvesoftware.com [mailto:csgo_sdk-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Thursday, February 14, 2013 12:26 PM To: csgo_sdk@list.valvesoftware.com Subject: Re: [Csgo_sdk] Multiple custom gamemodes It's a lot more easier to do a map per gamemode than fit all gamemodes in one map. I've done a lot of mapping, in games that use single bsp for separate gamemodes (CSS, TF2) and games that use more than one gamemodes per map (L4D2) and for server admins and users, it's a better off with single gamemode per bsp. Trust me. -ics Michael Mayea kirjoitti: A little short sighted of Valve if you ask me. On Thu, Feb 14, 2013 at 1:55 PM, Matt Wood mailto:w...@valvesoftware.com>> wrote: No, if you want to make a custom map that has 2 or more distinct custom modes, you'll have to release two BSPs. *From:*csgo_sdk-boun...@list.valvesoftware.com <mailto:csgo_sdk-boun...@list.valvesoftware.com> [mailto:csgo_sdk-boun...@list.valvesoftware.com <mailto:csgo_sdk-boun...@list.valvesoftware.com>] *On Behalf Of *Georgios Partoulas *Sent:* Thursday, February 14, 2013 6:47 AM *To:* csgo_sdk@list.valvesoftware.com <mailto:csgo_sdk@list.valvesoftware.com> *Subject:* [Csgo_sdk] Multiple custom gamemodes First of: * Fixed some sv convars so they can be executed via map cfg files Thank you Matty. Now I have a question/request. Is it possible to make multiple custom gamemodes for one map? For example a surf map with 2 custom gamemodes, "surf" and "surf with respawn". I guess it's not possible but it would be great if it would be. ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Multiple custom gamemodes
It's a lot more easier to do a map per gamemode than fit all gamemodes in one map. I've done a lot of mapping, in games that use single bsp for separate gamemodes (CSS, TF2) and games that use more than one gamemodes per map (L4D2) and for server admins and users, it's a better off with single gamemode per bsp. Trust me. -ics Michael Mayea kirjoitti: A little short sighted of Valve if you ask me. On Thu, Feb 14, 2013 at 1:55 PM, Matt Wood <mailto:w...@valvesoftware.com>> wrote: No, if you want to make a custom map that has 2 or more distinct custom modes, you’ll have to release two BSPs. *From:*csgo_sdk-boun...@list.valvesoftware.com <mailto:csgo_sdk-boun...@list.valvesoftware.com> [mailto:csgo_sdk-boun...@list.valvesoftware.com <mailto:csgo_sdk-boun...@list.valvesoftware.com>] *On Behalf Of *Georgios Partoulas *Sent:* Thursday, February 14, 2013 6:47 AM *To:* csgo_sdk@list.valvesoftware.com <mailto:csgo_sdk@list.valvesoftware.com> *Subject:* [Csgo_sdk] Multiple custom gamemodes First of: * Fixed some sv convars so they can be executed via map cfg files Thank you Matty. Now I have a question/request. Is it possible to make multiple custom gamemodes for one map? For example a surf map with 2 custom gamemodes, "surf" and "surf with respawn". I guess it's not possible but it would be great if it would be. ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Workshop TOS
I've reported many things in L4D2 workshop and Valve has removed the ones violating rights or other game content. However, they are slow doing so. Propably not a high priority. -ics Michael Mayea kirjoitti: Are there any plans to release a set of rules regarding the workshop? What if someone uploads a map with assets from another commercial game for example, how do you report and have it removed? How can you protect your own content from being reuploaded? Shouldn't there be a way to give credit where due, and provide a source file (.vmt) ? ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
[Csgo_sdk] Do not pack stringtable data into bsp on your maps
Hey, A warning for everyone who makes maps and is about to release or have already released their maps. Do not pack stringtable data into the bsp file, ever. It causes players not to be able to download the map from dedicated servers using sv_downloadurl (propably direct download from server too). So if you pack it in, players will not be able to get the map from server and your map is a dud release. We had a proof-of-concept on this yesterday with a friend when he released his map and it wouldn't download to players even though everything else ok. Stringtable data was the cause packed into the bsp. So keep that in mind. Also i wouldn't share stringtable data at all with the release due to this issue. It seems to be unneeded. -ics ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] [request/question]Randomize spawn on custom maps
No workaround. Spawns cannot be controlled within maps. Perhaps with mods. -ics 31.8.2012 19:06, FX BTR kirjoitti: Hi, Can you tell us if you plan on randomizing spawn on custom map or if we have to do it by ourselves ? Many maps without random spawn are already shared... Here is an example : http://gamebanana.com/csgo/maps/168230 aim_map with 36 spawn points : once on a server, 1v1 game, players will spawn at the exact same place 90% of the time. It simply ruins the gameplay on the popular aim_ or awp_ type of maps. There is a workaround with the SDK if you teleport players right after spawning but it's kind of dumb and not the way it should work and not the way it works on previous games (except DoD:S afaik). Thank you, Regards, Fx Btr ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] AMD Bulldozer for compiling maps
They are. -ics 3.6.2012 21:38, Michael Mayea kirjoitti: Does anyone know if the compile tools are threaded, and give the AMD Bulldozer CPU 8core an advantage against say, a 4 core Intel i Series? ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Half-Life 2 Models?
L4D1/2 had models from CS Source enhanced and reworked to fit the game better. After all, the original L4D was built on CS Source branch of the Source engine. CS:GO uses plenty of models and textures from L4D2 also and it is built on L4D2 branch of the engine so it's coming back to it's roots. Valves way is using only what is needed and not dragging all the HL2 content payload along with every game they make. They just use what they need and redo/enhance/etc what they need to make look different or create something new to their needs. Much more time saving than doing everything all over again. -ics 23.5.2012 21:56, Shane S kirjoitti: I'm not too familar with the vpk system since i havent mapped for L4D, but I still thought the L4D games had the Half-Life models as well. Could be wrong. Anyway, I'm just worried that if I move the models over myself and have to pack them into the map, if they are not added eventually, the map would have a much bigger file size. Also, I'll try and see if using filepaths will work. Thanks for all the info, and if anyone knows anything else or has other ideas, please let me know! On Wed, May 23, 2012 at 11:17 AM, ics <mailto:i...@ics-base.net>> wrote: CS:GO uses vpk-system, which is familiar to anyone who has played or mapped for L4D series. Several HL2/CS Source models are missing from the depots so i don't think they work just like that. Some have been ported and enhanced (like that APC from CS Source has grown bigger and shade is more light grey now and some have changed names and also visual. Some are completely gone. -ics 23.5.2012 17:49, Tomi Toikka kirjoitti: Even if it does, let's get back to the point. The base hl2 models should be usable as usual, just use their filepaths. I think CS:GO still derives from the base .gcf files, correct me if I'm wrong though. On Wed, May 23, 2012 at 5:39 PM, Alex Haddow-mendes mailto:lethalbanana9...@hotmail.co.uk>> wrote: Apparently we're not supposed to reply these requests. This doesn't count as a response, does it? Does it? Date: Wed, 23 May 2012 16:29:33 +0300 From: cont...@tomitoikka.com <mailto:cont...@tomitoikka.com> To: csgo_sdk@list.valvesoftware.com <mailto:csgo_sdk@list.valvesoftware.com> Subject: Re: [Csgo_sdk] Half-Life 2 Models? This is not the place for begging CS:GO. Get off this mailing list. On Wed, May 23, 2012 at 4:26 PM, ?? ? mailto:ger...@gmail.com>> wrote: Hi guys, I'm a beta tester Belarus, tested games such as Starcraft 2, Dota 2, Diablo 3, Starcraft 2 worked for mapingand CS 1.6 , can anyone unsold gift CS:GO. I want to try to develop it for a couple of maps, and try what can the new CS:GO ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] Half-Life 2 Models?
CS:GO uses vpk-system, which is familiar to anyone who has played or mapped for L4D series. Several HL2/CS Source models are missing from the depots so i don't think they work just like that. Some have been ported and enhanced (like that APC from CS Source has grown bigger and shade is more light grey now and some have changed names and also visual. Some are completely gone. -ics 23.5.2012 17:49, Tomi Toikka kirjoitti: Even if it does, let's get back to the point. The base hl2 models should be usable as usual, just use their filepaths. I think CS:GO still derives from the base .gcf files, correct me if I'm wrong though. On Wed, May 23, 2012 at 5:39 PM, Alex Haddow-mendes <mailto:lethalbanana9...@hotmail.co.uk>> wrote: Apparently we're not supposed to reply these requests. This doesn't count as a response, does it? Does it? Date: Wed, 23 May 2012 16:29:33 +0300 From: cont...@tomitoikka.com To: csgo_sdk@list.valvesoftware.com <mailto:csgo_sdk@list.valvesoftware.com> Subject: Re: [Csgo_sdk] Half-Life 2 Models? This is not the place for begging CS:GO. Get off this mailing list. On Wed, May 23, 2012 at 4:26 PM, ?? ? mailto:ger...@gmail.com>> wrote: Hi guys, I'm a beta tester Belarus, tested games such as Starcraft 2, Dota 2, Diablo 3, Starcraft 2 worked for mapingand CS 1.6 , can anyone unsold gift CS:GO. I want to try to develop it for a couple of maps, and try what can the new CS:GO ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com <mailto:Csgo_sdk@list.valvesoftware.com> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk