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ColdEndeavour

Friend of xG
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ColdEndeavour last won the day on November 5 2016

ColdEndeavour had the most liked content!

About ColdEndeavour

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    Colourfully chapped arsewit.

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  1. Yeah, go for it! To be specific: - Extract the source vmf file from the zip file supplied in the download, and use that to recompile the updated map. - Extract the materials, models, and sounds from the currently provided (released) map to use with the source vmf. - The map was compiled with HDR, lighting adjustments are not suited for LDR.
  2. Sorry I'm late to reply, life's been keeping me busy. Also miserable. I do believe that I've supplied the vmf file in this thread: Goldenrod City Revamp Basic intuition will allow you to find the right tools to extract the repositories within the compiled map to use with the source vmf file; some things that come to mind are GCFScape or BSPSrc, then Pakrat to pack resources after building cubemaps. Now, this is something that I can honestly say was unprecedented when I was testing the map. Since my machine, before if kicked the bucket, was isolated from the internet, I had no access to the items server; therefor, I could not use the Red Tape Recorder (I know there's the itemtest command, but I don't remember seeing it, not to mention, some weapons/items weren't listed). Suggested Solution I would recommend editing the map file (since I am unable to) by cloning the safeguards implemented in spawn rooms to keep players from using noclip to enter the enemy's spawn (trigger brushes: trigger_hurt & func_respawnroomvisualizer). What this will do, when placed around the exit teleporters in question, is it will physically block players trying to sap them and will kill players that rolled noclip, who then tried to fly into the killzone. This could weed out players who abuse their donator commands... maybe. When placing these brushes, it would be wise to keep the Origin, if one or the other is a point-based entity, within the sealed part of the map when extending the dimensions to accommodate for the players who may try flying underneath in an attempt to sabotage the entrance/exit teleporters. Otherwise, the compilation process will have errors due to there being a leak from the newly placed entity brushes. - Hope this is useful to the chap who's up for some bsp maintenance.
  3. I was planning on coming back in early 2017, but as of this (technically yesterday) morning my computer sh*t the bed. I lost everything. 3 years of work - gone. Worst part is that I was working on Veilstone City from Pokémon Diamond/Pearl - I only had to add the interiors. Would've been a great addition to the current maps in circulation. I think I'll drink myself to sleep.
  4. -one month later- trade_koganecity_b2.7z (If that link doesn't work for whatever reason, here's one with a different structure to the same file: trade_koganecity_b2.7z) What's new: Interiors added for the Global Terminal & Daycare. Some songs were reimplemented and reduced to cut back on redundancy and to decrease the size of the bsp file. Some changes to the overworld aesthetic. Once again, the source vmf has been provided should anyone want to edit/configure it to their expectations. Use GCFScape for extracting resources and Pakrat for packing new/modified resources. Have fun? Not sure if Valve killed TF2 or Overwatch. Why not both?
  5. Out of curiosity, which one? The retro(Gen II) one or the new(Gen IV) one? If its the former, it'd be a good idea to replace the displacements with generic brushes to cut down on polygons. One of the more foolish decisions I've ever made just so I would have an excuse to use the WorldVertexTransition shader for smoother edges with the paint-alpha tool. Granted Mediafire didn't purge the download, the map pack posted in this thread contains the necessary source vmf files (I believe(?)) to make the necessary modifications to prep for a CS:GO map. If you do, go crazy. Maybe Nomulous can have that disco room he wanted, complete with a Bosnian sex toy. Just occurred to me this thread was dormant for months. It would probably be best to lock it to prevent further grave digging. It served its purpose, I suppose.
  6. But did he have sexual relations with that man?
  7. I have to say that it's impressive to see the community you've made and how far you and everyone else has come. Shame I didn't find out about this place near the beginning - nonetheless the experience I had here was memorable (bad memes involving 1-byte hoagie aside).
    1. Rhododendron

      Rhododendron

      Thanks <3 means a lot!
  8. Hey, what is up guys? It's ya boy, stiffy in a jiffy. Alright, enough of that- I was clearing out unused files from my desktop and found my collection of dusty hammer projects, finding this map as a result, something I've forgotten about these past few months considering I don't work with the program anymore. Therefor, I ask: Does anyone use/like this map anymore? I believe around 2 months ago I had planned on releasing another beta build adding the Global Terminal and the Pokémon Daycare + addressing feedback, but as I said, I ended up forgetting about it. I haven't been a part of the community for 2 years now; therefor, I used Giggle to search results on this map's relevancy with current servers, it seems to be nonexistent at this point. If there is still some light in this map, I may push out the _b1d build in the near future; otherwise, it will (continue to?) recede into oblivion. As for Enju City, that map was a big mistake in my opinion. Yes, I've read the critiques and criticisms about it - even if I addressed them, the map just doesn't feel right. I only made it as a paired reboot/replacement for pkmn_ecruteakcity_v4f, but shortly after releasing it, I realised it wasn't all that good (sounds familiar, no?). ** I understand if there is no desire for whatever shovesh-t I've made in hammer considering having mapmaking as a hobby is something I no longer really desire. Just thought I'd ask. P.S. Although I haven't expressed it as much as I should have, I am thankful to those who put up and dealt with my map shenanigans in the past as far as consultation and server maintenance goes. @kbraszzz @Rejects @Nomulous @Rhododendron @Bello @Scootaloo @Vector @Moosty @Shwoos @anyoneelseimayhaveforgottengivemesomeslackitsbeentwoyears.txt
  9. Sup doood
    1. ColdEndeavour

      ColdEndeavour

      I'm tempted to respond with some least quality v9 meme, but I'm not going to. (sees time stamp on post - 1 month ago) My fault. What's crackin'?
  10. Is Mother 1 worth playing? Currently in Magicant, I already know the ending (just the ending). I've completed Mother 2 & 3 already. :p
    1. Moosty

      Moosty

      Yes it's just kind of a hassle at some points it gets grindy
    2. ColdEndeavour

      ColdEndeavour

      The game itself feels like a hassle, I may just read into the story itself for the details.
  11. "My mom always said life is like a chocolate box...."
    1. Show previous comments  1 more
    2. shwash

      shwash

      Swear filter made that accidentally appropriate.
    3. Egossi

      Egossi

      You never know what you're gonna get
    4. Forest

      Forest

      "... Nobody likes the dark ones"
  12. I forgot to note the changes: trade_koganecity_b1 -> trade_koganecity_b1c - night time - songs are now labeled trade_goldenrodcity_v1b -> trade_goldenrodcity_v1c - night time
  13. -missing map- I've only gotten that kind of error when I join the server using a map with the same name but with a different signature. Example: trade_nomulousbouncyhouse_v23 (27.61 MB) -mucked- trade_nomulousbouncyhouse_v23 (29.85 MB) Other than that, I have no idea. -very long walk from blu- I know it sucks, but I did do something that isn't obvious at all. The ground-level tree line on the left-hand side when you exit Blu Spawn, at that indentation in the trees towards the corner there is an invisible ladder (clip brushes) that allows you to climb the trees and jump over the gap to the important part of the route (shortcut). I'm not sure if that info makes the situation any better; nonetheless, the scaling scheme I used with porting these maps having 80 units cubed = 1 tile as a reference for the overworld is much better for two reasons: 1.) Not too large nor too small. If I had used the traditional 128 units cubed scaling scheme, then this map would be enormous (not as bad as it would have been for goldenrod if it had been that way). 2.) VRAD would have crashed. -red can block path- + -no collision trees- It's just me, but for once, it seems like there is finally some light to this mapping imperfection (Blu spamming their gunfire through the trees towards red - probability of blast damage is much higher due to proximity between the tree line and solid objects. -places that kill you- Yeah, I was trying to save on edict data. I planned to have it set up to where you would just be teleported back to the main entrance upon failure, but the trigger_teleport and info_teleport_destination entities really eat up at the entdata during the build. -countertops are too tall- That bothered me a bit too during the porting of interiors. The downside of that angled birdseye view is that when you're mapping for a first person shooter things are obviously disproportionate when you get to making the brushes. I did factor the height to the usual 40 - 44 units, but it ended up looking really weird. -megalovania- Yeah, you're gonna have a really bad Tom. In the old Ecruteak I had Palladio by Karl Jenkins, that isn't Pokemon themed at all either. So, this time I kept the theme of having one irregular song in the map. The Source Engine's glory days are over and its flaws are more obvious than ever. Mainly Hammer and vertex editing - Hammer being a gimped and decrepit version of 3D Studio. There is great horror when you re-open your project after hours of work from the day prior - to only encounter a mess of misaligned vertices (despite the geometry being "valid"). I was never invincible..., especially after that 4-dimensional split. Wait, I contradicted myself.
  14. I seriously wonder just what is wrong with the script writer for The Brothers Grimsby.