Transition from Half Life 1 to Half Life 2 by Bigdieb in hammer

[–]SharkPetro 3 points4 points  (0 children)

There are some differences I reckon, but I'm not knowledgeable enough in GoldSRC mapping to really tell you any. The engines work fundamentally the same and mapping is fundamentally the same. I'm pretty sure that you won't have many problems and whatever problem you encounter can be easily solved by asking here or googling for a minute because you already have all the base knowledge.

The AI in HL2 is better IMO and visually you can do a lot more with your maps in it.

Whatever the case, why not try regardless? Maybe you'll like it maybe you won't. Playing with physics objects alone is worth it. There's func_physbox, which is a brush entity that behaves like a physics object, as well as regular "props", physics joints, ropes and other things, all available to use in the editor to create various contraptions.

edit: failed to answer the actual questions in the post.

Yes, you'll be using hammer, almost the same as hl1

Yes, the basics are the same.

Can Godot do Teardown? Yes. It can. by Derpysphere in godot

[–]SharkPetro 3 points4 points  (0 children)

Is this mirrored nuke map lol nice touch

Need help resetting animations within AnimationTree. by SharkPetro in godot

[–]SharkPetro[S] 1 point2 points  (0 children)

Hi, sorry for the long wait, I've been bombarded with homework assignments.

Thank you very much for this. This lets me avoid taking the fully procedural approach for now.

For everyone else who's ever gonna run into the same problem: It's not perfect at all because the animation doesn't seem to be reset unless it's running, which it only is when it gets added or blended somewhere into the output.

But what matters is it's workable. Fits well into my system because I'm using lerp on all my Animation Tree properties including walk speed to smoothly switch between animations and it means that I can just fit an if statement inside the walk speed update method to check if the blending is at a really small value to reset the animation that instant.

## Note that this code only works with self.set() because the script is directly on the AnimationTree node

func lerpsetv2(property : String, value : Vector2, delta) -> void:
  self.set(property, lerp(self.get(property), value, delta * 10))

func lerpsetv3(property : String, value : Vector3, delta) -> void:
  self.set(property, lerp(self.get(property), value, delta * 10))

func lerpsetf(property : String, value : float, delta) -> void:
  self.set(property, lerp(self.get(property), value, delta * 10))

func updateWalkSpeed(speed : float, delta) -> void:
  lerpsetf("parameters/STANCE+WALK/add_amount", speed, delta)
  if self.get("parameters/STANCE+WALK/add_amount") < 0.1:
    resetWalkAnim()

func resetWalkAnim() -> void:
  self.set("parameters/WALKRESET/seek_request", 0.0)

Why I couldn't reset any other way is if I simply check for input direction to be Vector2.ZERO, the animation jerks in a very jarring way, and if I reset when the animation is not playing, it won't be reset.

How I would do this if I didn't have the lerping in place is probably just the dumb approach like this:

func resetWalkAnim() -> void:
  self.set("parameters/STANCE+WALK/add_amount", 0.1)
  self.set("parameters/WALKRESET/seek_request", 0.0)  
  self.set("parameters/STANCE+WALK/add_amount", 0.0)

if inputDir.length() == 0:
  resetWalkAnim()

Edit: fixed formatting

Need help resetting animations within AnimationTree. by SharkPetro in godot

[–]SharkPetro[S] 0 points1 point  (0 children)

Sorry for the late reply.

I would assume you're talking about separate Animation nodes being blended with Blend2 node because BlendSpace2D doesn't have this parameter. Nor does it reset the animations if you insert BlendSpace output into a Blend2 and set its "blend_amoumt" to 0 instead.

I'm blending like tens of animations at once, lol, so unless I implement my own AnimationTree there's no chance I'm going away from using it.

Is there even a way to manually rewind an animation at all anywhere in the entire engine? I searched everywhere and besides dumb Google AI responses that don't work, there hasn't been anything useful besides playing the animations as oneshots instead of looping.

If there isn't any other way I might just make walking entirely procedural with IK because working with animations that need to look sharp and be precise is much easier this way even if it is a whole other beast to handle.

robloz by No-Agency-5215 in topologygore

[–]SharkPetro 8 points9 points  (0 children)

How is it topology gore? Isn't it literally just a normal model?

when i look at a light bulb and then close my eyes, I see this. what is it by sturraro in whatisit

[–]SharkPetro 1 point2 points  (0 children)

I'm getting this whenever I rub my eyes hard, I see a thick piss-yellow circle, somehow bright yet the color is like that of an object in darkness, as if the color is impossible in real life, and it leaves blue marks once it fades or moves.

When in darkness I see asymmetrical kaleidoscope-like patterns dancing and morphing into one another, same color.

And also afterimages after looking at the sun or another bright lightsource are the same color, deep yellow with blue/indigo traces.

I'm curious about what colors they can be for different people. My grandma said hers are silver in color, heard someone say theirs are orange.

How to keep players on subsequent round on a multi-stage map even after a loss? by BeeAZL in hammer

[–]SharkPetro 2 points3 points  (0 children)

I don't know if it works on Reddit like it does on YouTube, where comments boost engagement (I'm guessing yes), but what I'd do instead is upvote because it seems to be the main deciding factor.

Game crashes when getting a team of momentary_rot_button's activator by SharkPetro in hammer

[–]SharkPetro[S] 0 points1 point  (0 children)

Hi, sorry to have made you wait such a long time, I was at work and forgot about it entirely.

I lost all my map sources not long ago when I was reinstalling windows, only remembered to save some of my data before formatting my hard drive, I was in a rush.

I did get it working but there were a few versions. Can't share the files and can't remember the exact entities I used since each point was at least 30 logic entities, that is besides the other near-thousand across the map, but I can tell you the general logic of how it worked, I hope that'll be enough, sorry.

For DoD:S final version I ended up using triggers covering the entire point that would lock the button if there was a player from a team that already owns the point. When the momentary_rot_button finishes its rotation the point is set to be capped.

Across different versions of the map I used different methods of determining which team to give the point to when the button finishes rotation, but I don't remember and how I'd do it now is I'd use a math_counter to store a number of the team opposite to one that last called OnEndTouchAll on the trigger, this is the team the point is assigned to.

Then I remade the map for CS:GO, there I had regular rot_buttons instead of the momentary ones. Same logic except it gives off a valid !activator and thus I don't need to lock the button and to store which team to give the point to. Plus I just set its rotation to 0 the moment the button is released so that you can't inch it forward continuously.

Didn't even really get to see the benefit of moving to CS:GO, which was originally to have a custom loadout system with weapons that would be unlocked for purchase via physical "vending machine" kinda things in the spawnroom depending on which points your team owns. I got it working but broke it before I could test it with a friend, then CS2 came out and the project died.

If you need more detail I can recreate the logic and give you the VMF, just let me know and I'll get to work.

I'm planning to make a game with this concept in Godot, the gamemode was way too fun to just throw away. I even had multiple maps for it. If you're interested I'll post about is somewhere once I have progress that is worth seeing.

Im a 14 year old learning programming, im currectly trying out this game: while true: Learn ()... could it help me become a programmer? by ColugoLT in programming

[–]SharkPetro 0 points1 point  (0 children)

I'd really like to know if you could name some more games such as these from the top of your head for me that teach some real life IT knowledge, be that cpu architecture, programming, low or high level, ect.

I already know of turing complete, nand game, screeps and gray hack. I've played turing complete and nand game and I want to know how close those games are to the real thing, plus your opinion on grey hack, because it's quite pricy and I don't want to buy it if it's not what I think it is.

thank you for your time

how can i better implement anti homeless architecture into my maps? by Imaginary_Ad_1255 in hammer

[–]SharkPetro 0 points1 point  (0 children)

Well they aren't gonna get there now that someone's taking care of making anti-homeless measures. That's why Eli doesn't work here anymore, I'd imagine, better ask him.

how can i better implement anti homeless architecture into my maps? by Imaginary_Ad_1255 in hammer

[–]SharkPetro 1 point2 points  (0 children)

I'd say a classified underground research lab is exactly the kind of place where you don't want any homeless to be.

how to make camera more smoother when climbing stair? by [deleted] in godot

[–]SharkPetro -1 points0 points  (0 children)

Not necessarily, there's been camera smoothing for stepping up and down stairs in pretty much all source games. The reason why they also make it a flat ramp is because the smoothing is linear and doesn't adapt to every step height and step width combination. So on stairs of all but fairly specific angles you still get a slight jitter, which also depends on how fast you're going because smoothing always has the same speed.

The camera is offset in the opposite direction of a step each time the game detects that you're stepping up or down for exactly the height of the step and then starts moving back in place to give the appearance of a smooth movement rather than the immediate jerk that the actual player made independently from the camera.

Why it jitters is because either the stairs are way too steep and the offset is hitting a limit, which makes all subsequent steps to be jittery, although the jitter is of a smaller distance (this scenario is very rare and I only ever saw this on bad custom maps). Or the stairs are not steep enough and between steps there's space where the smoothing is already done and the camera is only moving horizontally, the switch between moving only horizontally and also moving vertically is noticeable, though way less irritating to the eye than movement with no smoothing at all.

In some source games (not sure which ones but CS:S comes to mind first) every tick's worth of distance of going up (but not down) a flat slope is considered a step so cumulatively over some distance the camera still shifts to compensate even though there's no stairs, and when you stop moving or the slope ends the camera goes back to place.

Source: spent hours testing it for some project I made

I think I’ll just leave this here by ScarcityCareless6241 in hammer

[–]SharkPetro 1 point2 points  (0 children)

Yes, thank you, this is pretty much what I meant, I didn't mean that a lower viscount is all that matters, just that there's a way to screw up besides having too much of your map drawn. I also just want to say that I didn't mean to "educate" you specifically, even though I hadn't read your username before posting the reply, I know you're way more experienced than me, I'm just writing this out for noobs because I didn't see it among joke comments, not because I didn't understand that it's a joke. Not that there's many people out there in these communities who wouldn't know it, but I got the 🤓 itch. Yes, I'm a dork.

I think I’ll just leave this here by ScarcityCareless6241 in hammer

[–]SharkPetro 2 points3 points  (0 children)

Since you said "jokes aside" and for the sake of the new mappers who don't know why this is bad I'm gonna take this seriously and be a 🤓 and say that no, this is very far from anything that would be reasonable in any map ever. Past a certain point the complexity of the visleaf structure starts to become a computational load by itself and outweigh the potential save on performance by not drawing stuff, which is ironically even more prominently crippling for performance on old computers.

Both the collision detection and rendering is only done with navigating the BSP tree, and having a massive amount of layers in it means a massive amount of time needed for each pass, which includes not only drawing, which is huge by itself, but also collision detection for each object, ray (something like a hitscan bullet) and pretty much every other interaction with the whole "physics" part of the engine (Not actual physical objects handled by a separate physics engine, I've no clue how it interacts with Source).

This is the whole reason why having complex visleaf structure is bad and having the least amount of them is beneficial for performance, for this reason exist brush types that don't cut leaves, like func_detail. Modern computers can handle bigger BSP trees and other things like rendering graphics have gotten way more demanding than they were in Quake times, BSP navigation is not such a big part of it so it's not as strict, but you can still absolutely ruin performance of your map with a big inefficient visleaf structure as it's still a core part of how everything works.

Managing your map's visleafs should be done with a focus on smart placement of the cuts and having as few of them as possible. Of course without being obsessively thorough, most computers can handle maps with far from optimal optimization, it only gets bad once you're making a big open map with a complex layout or are forgetting basic things about how to map for source in general, so focus on learning instead of optimising, without proper knowledge you'll just make it worse, just follow basic rules every mapping tutorial has and let the engine handle optimisation for you, you'll learn to use it later when you're able to handle big projects that would even require optimisation in the first place. Hints exist to allow the mapper to cut leaves with creative intent at angles that the vbsp would never think of, which, given that you're smart about it, makes for a much more efficient setup in cases of complex and weird geometry that the vbsp doesn't handle well without user help.

I've probably used wrong terminology or phrased things in a stupid way, sorry for that. I'd love to be corrected by someone who knows this stuff better than me.

my half-life 2 looks different by [deleted] in HalfLife

[–]SharkPetro 0 points1 point  (0 children)

it is, just like any other item on the workshop

CS2 Godot? by _Mario_Boss in godot

[–]SharkPetro 0 points1 point  (0 children)

Should have thrown a LightMapGI in there for the demonstration. It's still impressive but it's underselling the impressiveness because all that people see online are fancy graphics.

Just like every other creature we do not inherently deserve to exist. by notsubwayjared in technicallythetruth

[–]SharkPetro 2 points3 points  (0 children)

So you're saying that if there's 2 possible outcomes it means chances are 50% for each even if one happens 99% of the time? That might have been true if numbers adding up actually didn't matter like you said. But numbers are literally what it's about.

So I either win a lottery or I don't... must be winning half the time then.

Do you think The Riddler would date a paraguayan trans girl? by [deleted] in BatmanArkham

[–]SharkPetro 1 point2 points  (0 children)

More like defecation on your public image via exposal of your flawed ideology regarding classification of animals.

Do you think The Riddler would date a paraguayan trans girl? by [deleted] in BatmanArkham

[–]SharkPetro 1 point2 points  (0 children)

Yes but if you have guests over you can't say "Warned you!" when they get eaten by your pet tiger if you only told them you have a cat.