1. Post #321
    Gold Member
    superadamwo's Avatar
    January 2006
    650 Posts
    accept those that don't have the beta yet.
    It's ok, lots of people don't have the beta and we accept all of you just the way you are.
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  2. Post #322
    endorphinsam's Avatar
    January 2010
    3,983 Posts
    accept those that don't have the beta yet.
    But it saves everyone that has the beta trouble.
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  3. Post #323
    Darkassassin0's Avatar
    January 2012
    216 Posts
    It's ok, lots of people don't have the beta and we accept all of you just the way you are.
    assuming gmod is @ roughly 1.3 mill sales (im not including the dupe accounts) there are 1,293,000 people with out beta. (i think there has only been 7k keys correct me if im wrong on this)XD

    Edited:

    1,291,090 people with out beta (8910 keys)

    Edited:

    But it saves everyone that has the beta trouble.
    is it really that much of a hassle to clk a link once every 2-3 days? (if you use a prog like bit torrent you can easily set it up to place .bsp files in the gmod directory by default)
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  4. Post #324
    Blackizzle's Avatar
    July 2010
    329 Posts
    8,910 according to http://account.garrysmod.com/

  5. Post #325
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,415 Posts
    assuming gmod is @ roughly 1.3 mill sales (im not including the dupe accounts) there are 1,293,000 people with out beta. (i think there has only been 7k keys correct me if im wrong on this)XD
    Yet only roughly 27,627 have seen this thread at the time of this post, and there's 8,910 keys out; so that's 29% of people who are able to play this map and have the convenience of having it update automatically.

    But it's not like if he made an addon he would stop uploading it here anyway, even though the map is designed for Gmod 13.

    A few like me aren't included in that since we got the keys before that site was introduced.
    Also this, I got mine from Garry long before that site, so add a few hundred to that number.

  6. Post #326
    BOSSMAN
    leontodd's Avatar
    January 2009
    4,468 Posts
    A few like me aren't included in that since we got the keys before that site was introduced.
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  7. Post #327
    ultradude25's Avatar
    June 2008
    1,522 Posts
    accept those that don't have the beta yet.
    Even better. It'll keep people from reporting bugs that don't happen in the beta.


    Also it's not like it'd be impossible to have a workshop download AND a normal download...
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  8. Post #328
    Darkassassin0's Avatar
    January 2012
    216 Posts
    Yet only roughly 27,627 have seen this thread at the time of this post, and there's 8,910 keys out; so that's 29% of people who are able to play this map and have the convenience of having it update automatically.
    ah but the views stack it goes up every time you view the page weather you've viewed it b4 or not
    i for 1 view this page @ least 10-20 times a day.


    But it's not like if he made an addon he would stop uploading it here anyway, even though the map is designed for Gmod 13.
    fair enough.
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  9. Post #329
    Gold Member
    mil0001's Avatar
    January 2010
    485 Posts
    There are many trees in the skybox but not man actually close in amongst the first level of buildings you see. It might just be me. But these just seem to be on retarded angles that your probably never going to see unless your on the buildings when you notice how out of whack they are.


    Anyways in short:
    - Add more trees
    - Keep them on the same levels.

    Also:


    WHAT!? Doesn't fit... Minges will be mad ;)
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  10. Post #330
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,415 Posts
    There are many trees in the skybox but not man actually close in amongst the first level of buildings you see. It might just be me. But these just seem to be on retarded angles that your probably never going to see unless your on the buildings when you notice how out of whack they are.


    Anyways in short:
    - Add more trees
    - Keep them on the same levels.

    Also:


    WHAT!? Doesn't fit... Minges will be mad ;)
    Christ, what settings are you playing on?
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  11. Post #331
    Gold Member
    mil0001's Avatar
    January 2010
    485 Posts
    Christ, what settings are you playing on?
    Lol, native res, low settings :) Not that I can't run high. Just I like it for RP and such.
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  12. Post #332
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,553 Posts
    Lol, native res, low settings :) Not that I can't run high. Just I like it for RP and such.
    You like low settings? What.
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  13. Post #333
    Gold Member
    mil0001's Avatar
    January 2010
    485 Posts
    Well its better than playing at 2fps or whatever on evocity..
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  14. Post #334
    Der FΓΌhrer
    Quark:'s Avatar
    January 2011
    4,083 Posts
    You like low settings? What.
    i actually play most of my games on the lowest settings, even though my rig is more than capable of playing on the highest settings - dunno why
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  15. Post #335
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,553 Posts
    i actually play most of my games on the lowest settings, even though my rig is more than capable of playing on the highest settings - dunno why
    Because modern console ports look like pc exclusives on low?
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  16. Post #336
    Gold Member
    highvoltage's Avatar
    May 2009
    1,793 Posts
    There are many trees in the skybox but not man actually close in amongst the first level of buildings you see. It might just be me. But these just seem to be on retarded angles that your probably never going to see unless your on the buildings when you notice how out of whack they are. Anyways in short: - Add more trees - Keep them on the same levels. Also: WHAT!? Doesn't fit... Minges will be mad ;)
    I know for a fact that prop fits, i've done it many times and have even posted a picture in the old thread. I'm on my phone so i cant be bugged to find it.

  17. Post #337
    phabeZ's Avatar
    November 2008
    1,153 Posts
    Posting to ask if Oskutin is still working on his concept design from a few days ago, I was interested to see how that turned out.

    So if anyone, not necessarily Oskutin, could tell me how that's going it'd be appreciated, thanks.

  18. Post #338
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    Posting to ask if Oskutin is still working on his concept design from a few days ago, I was interested to see how that turned out.

    So if anyone, not necessarily Oskutin, could tell me how that's going it'd be appreciated, thanks.
    I personally have no idea how that is going.

    Also, I will work on tweaking those trees so they are not being wasted so badly, and where they clump up, I will clean some out.

    Edited:



    Added hint-brushes between each floor of the apartment building to further increase optimization, among other things I tested, like Area portals, and func_leafvis brushes.
    Edit: Upon testing, it would seem that yes, indeed, the building is better optimized now, because it wont fully render the floors above and below the current floor for the local player, and each room is properly sealed-off with hint brushes now.
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  19. Post #339
    Gold Member
    vexx21322's Avatar
    December 2008
    10,604 Posts
    I personally have no idea how that is going.

    Also, I will work on tweaking those trees so they are not being wasted so badly, and where they clump up, I will clean some out.

    Edited:



    Added hint-brushes between each floor of the apartment building to further increase optimization, among other things I tested, like Area portals, and func_leafvis brushes.
    Edit: Upon testing, it would seem that yes, indeed, the building is better optimized now, because it wont fully render the floors above and below the current floor for the local player, and each room is properly sealed-off with hint brushes now.
    Make sure you do some fading area portals in all the windows and doors and other openings.
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  20. Post #340

    March 2012
    4 Posts
    Hi. if you want to know what is a leaf visit this and this, if you want to know how to optimize visit this, if you want to learn about hint brushes visit this if you want to know about func_detail visit this and if you want an extended explanation about the leafs visit this Also remember that when you are cutting leafs with the hint texture with a brush you need to know that the leaf will be cutted with each part of the brush with the hint texture, so if you need to cut for example just one leaf, texture all the brush with the skip texture and texture the part of the brush where you want to cut the leaf with the hint texture.

    Also if you want to know more about textures like areaportal or ocludder visit this

    Some commands that it helped me a lot are:
    * mat_leafvis 3 (shows all the leafs rendered in your potentially visible set)
    * mat_wireframe ( Shows you what part of the world is being rendered with wireframes)
    * r_shadowwireframe (It shows in wireframe what part of the world is being rendered with the dynamic shadows [env_projectedtexture], its not really important in your map but you should know for a good optimization in future maps)


    You can ask me everything about this kind of things, im not an expert about this, but i have experience with this tricky part of the mapping.

    You also should know that its not a very important part of the mapping, but, i think its really necessary to have a well optimized map.
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  21. Post #341
    garry's Avatar
    September 2001
    12,401 Posts
    why don't you make the new map an addon for now

    that way it's downloaded automatically for us, saves everyone trouble
    Great idea!
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  22. Post #342
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    Great idea!
    How do I pack the map into workshopper? I never cared about it until now. Also, would this allow me to delete the map from workshop after/if it becomes vanilla? We dont want redundancy.

  23. Post #343
    Darkassassin0's Avatar
    January 2012
    216 Posts
    I know for a fact that prop fits, i've done it many times and have even posted a picture in the old thread. I'm on my phone so i cant be bugged to find it.
    if your having trouble use adv ball socket with these settings on it:

    Force limit: 0
    Torque limit: 0
    X min : 0
    X max: 360
    Y min: 0
    Y max: 360
    Z min: 0
    Z max: 360
    X friction: 0
    Y friction: 0
    Z friction: 0
    Free movement: yes
    NoColide: yes


    now just clk on the prop then on the world, the prop now nocolides with the world.

  24. Post #344
    Google first. ( Wiki )
    Robotboy655's Avatar
    May 2008
    7,520 Posts
    How do I pack the map into workshopper? I never cared about it until now. Also, would this allow me to delete the map from workshop after/if it becomes vanilla? We dont want redundancy.
    addon/maps/gm_construct_13.bsp
    Upload addon/ to workshop using workshopper 0.4.
    You can delete it later.

  25. Post #345
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    addon/maps/gm_construct_13.bsp
    Upload addon/ to workshop.
    You can delete it later.
    "addon" or "addons"?

  26. Post #346
    Google first. ( Wiki )
    Robotboy655's Avatar
    May 2008
    7,520 Posts
    "addon" or "addons"?
    Any folder name. Create it anywhere. You will need to specify that folder with workshopper.

  27. Post #347

    March 2012
    8 Posts
    Thanks for making this new map, its got a lot of nice improvements.
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  28. Post #348
    Google first. ( Wiki )
    Robotboy655's Avatar
    May 2008
    7,520 Posts
    He Means "addons"
    I mean what i mean. The folder name doesn't matter. I usually create addons for workshopper on desktop because it is easier to find them from workshopper there.

  29. Post #349
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    Thanks for making this new map, its got a lot of nice improvements.
    Most recent build of the map is compiling. While it does that, may I ask another question?

    How do you go about updating it? Via workshop or via Workshopper 0.4? And can you modify the description and such for the addon?

  30. Post #350
    Google first. ( Wiki )
    Robotboy655's Avatar
    May 2008
    7,520 Posts
    How do you go about updating it? Via workshop or via Workshopper 0.4? And can you modify the description and such for the addon?
    You can update the file and change icon only through workshopper. (The 'published files' tab)
    You can change title, description and add more images and videos from the workshop page of your addon.

  31. Post #351
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    What size does the icon need to be?

  32. Post #352
    Google first. ( Wiki )
    Robotboy655's Avatar
    May 2008
    7,520 Posts
    512x512, png

    Edited:

    Also, small texture misalignment here:

    And you REALLY need to func_detail your ladders and such stuff:
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  33. Post #353
    BearsAteMyCat's Avatar
    January 2012
    758 Posts
    Just thought I'd stop by and say that Colton Rappe is a really cool dude.
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  34. Post #354
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    Is anyone else having a goshdamn issue making their workshop addons Public? The damn thing keeps reverting to hidden.

  35. Post #355
    PENISCORP DIRECTOR
    Gran PC's Avatar
    August 2007
    3,110 Posts
    Is anyone else having a goshdamn issue making their workshop addons Public? The damn thing keeps reverting to hidden.
    That's just because GMod 13 is in beta. People can actually see your addon.
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  36. Post #356
    Google first. ( Wiki )
    Robotboy655's Avatar
    May 2008
    7,520 Posts
    Is anyone else having a goshdamn issue making their workshop addons Public? The damn thing keeps reverting to hidden.
    You don't need to. Everyone who has GMOD Beta 13 will see it. It is intended to be like that.
    EDIT: I failed. :(
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  37. Post #357
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    512x512, png

    Edited:

    And you REALLY need to func_detail your ladders and such stuff:
    Do you really think we are that dumb? We already func_detailed every balcony, every set of stairs, every doorway arch, and every little detail that was not a part of the core-map.
    And we most DEFINATELY already func_detailed those stairs in that image. I dont know where you can go around assuming how the brushwork is made when you dont have the VMF source. If for some reason you think that those stairs are not func_detailed, I am here to tell you, they are.

    Edited:

    That's just because GMod 13 is in beta. People can actually see your addon.
    Anyone in the beta can see it regardless of it being set to Private?
    Steam Workshop posted:
    Current visibility: Hidden
    This item will only be visible to you, admins, and anyone marked as a creator.
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  38. Post #358
    Google first. ( Wiki )
    Robotboy655's Avatar
    May 2008
    7,520 Posts
    Anyone in the beta can see it regardless of it being set to Private?
    Yes. Everyone.

  39. Post #359
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts

    http://steamcommunity.com/sharedfile...uirelogin=true

    Let me know if it works for everyone by voting agree, or if it doesn't work, vote disagree..
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  40. Post #360
    Google first. ( Wiki )
    Robotboy655's Avatar
    May 2008
    7,520 Posts
    Do you really think we are that dumb? We already func_detailed every balcony, every set of stairs, every doorway arch, and every little detail that was not a part of the core-map.
    And we most DEFINATELY already func_detailed those stairs in that image. I dont know where you can go around assuming how the brushwork is made when you dont have the VMF source. If for some reason you think that those stairs are not func_detailed, I am here to tell you, they are.
    I do believe you have done that on balcony, some stairs and doorways, but the mat_leafvis 3 and decompiled map shows me that you haven't done that on every doorway and stairs.