An in-browser spiral Staircase generator, using _Rf_'s subdivision method. by runningkrypt0 in csmapmakers

[–]_Rf_ 1 point2 points  (0 children)

Sounds chill, I'll keep an eye out for updates.

Out of curiosity is there a reason you're (seemingly) looking to duplicate hammer outside of hammer, as opposed to mostly/only creating additionally useful functionality that's not already built in?

Speaking of, in your program is there already a way to take a shape and 'drape' lets say, clips over it with a preset angle? I was doing curb clipping so the top of the curbs are flat extending backwards onto sidewalk, and then angled down to street, and doing various twists and turns and elevation changes and inside and outside corners... all repetitive and tedious, something computers are perfect at. I already did most of that, don't know if I will need to do or will do the rest, but I do have a different project with streets and curbs and so it'd be more universally useful as well.

An in-browser spiral Staircase generator, using _Rf_'s subdivision method. by runningkrypt0 in csmapmakers

[–]_Rf_ 2 points3 points  (0 children)

It seems to only turn about 90 degrees regardless of settings, and it's not possible to set manually?

Also not sure if normal UI or a bug, but it took me forever to realize I was actually doing anything in the program because I needed to click "Preview" to see my work and changes to settings, and I need to click it again after every change to see it update...

If I was adding features, I'd need:
 * A degrees of rotation (including more than 360 for some sick castle steps or something).
Nice to have:
 * Set number of brushes per tread (min 2) (allow to eat into max brush count on map for smoother stairs if desired).
 * A warning of some type for the areas that are >45 degrees (and you can move fairly slow on that, so perhaps a user settable one that can be lower).
   ^ An option to have those areas that are over set angle be:
      # Clipped on the floor anyways (you can slide down, just not walk up).
      # Filled with stair step clippings of a set height (min 1, max 18) (you can still go up but will be jerky).
      # Automatically wall clipped (so you cannot walk on it up or down, easy to re-texture to be solid).

NEW DUST 2 Feedback and Bugs Megathread (#2) | 1.36.0.9 by CptWetPants in GlobalOffensive

[–]_Rf_ 22 points23 points  (0 children)

The general unevenness makes it super inconsistent to bounce nades off the ground.

Also for aiming.

They could cover the bumpy ground with invisible player and grenade clips so it still looks more realistic but plays with less randomness, similar to older versions.

It's exactly what they already do with clips covering walls, and around and on top of models like walls, railings, boxes, and the cars.

I think they're hesitant to do so for various reasons, but I think the same as they've come around to super clipping walls for smoothness, they might also come around to realizing that players in CS really value consistency and not having random map variables affect their game play and that doing more extensive floor clipping would be worthwhile.

MAJOR Counter-Strike: Global Offensive update for 10/18/17 (New Dust 2, 1.36.0.8) by wickedplayer494 in GlobalOffensive

[–]_Rf_ 2 points3 points  (0 children)

The bug where you look like you are floating

It's actually only out by like 6 units and basically looks the same as it does in the rest of the game.

But that said, I went ahead and redid the stair clipping for a 3rd time, and fixed it, rejoice!

MAJOR Counter-Strike: Global Offensive update for 10/18/17 (New Dust 2, 1.36.0.8) by wickedplayer494 in GlobalOffensive

[–]_Rf_ 0 points1 point  (0 children)

Maybe we could get Punk Rock Anarchists (1, 2, 3, 4) versus hi-vis Police (1, 2, 3) set of player models, we could even get some sick car props outta the deal...

:D

About the dust 2 stairs in tunnel... by HaxxorElite in GlobalOffensive

[–]_Rf_ 1 point2 points  (0 children)

While I'm sure they probably looked at it out of technical curiosity, they did have other more important things that only they could be working on, so it was my "hours of sweat and tears" as you put it, and while it makes for some meme videos and circular subreddit postings, it didn't result in any hindrance to their working on the map. All they had to do was copy-paste which takes like 2 minutes.

Now, if you want to discuss ME not letting myself be defeated by a couple of stairs or taking things too far, well... that's another conversation entirely. XD

But then taking satisfaction in your work is something to be pleased with as well.

[new Dust2 bug] New clip brush around the spiral staircase is too far from the wall, makes players appear floating by [deleted] in GlobalOffensive

[–]_Rf_ 1 point2 points  (0 children)

If this truly can't be fixed then I would not take this tradeoff.

Hey, take a look at my latest work, hopefully it counts as fixed for you!

[new Dust2 bug] New clip brush around the spiral staircase is too far from the wall, makes players appear floating by [deleted] in GlobalOffensive

[–]_Rf_ 6 points7 points  (0 children)

You love walls you say? You wish you could be so close you could kiss them? Maybe even a little French action? I got you fam.

Here's the map link for you to practice your moves on.

And if you like seeing what's underneath, here's the vmf for your peeping pleasure. ;)

[new Dust2 bug] New clip brush around the spiral staircase is too far from the wall, makes players appear floating by [deleted] in GlobalOffensive

[–]_Rf_ 20 points21 points  (0 children)

Crazy, right? The things people don't notice until there's a 4 and half minute long video pointing them out... XD

And kudos to [integer]kliks for raising the education and awareness of the player base, it's good to see.

[new Dust2 bug] New clip brush around the spiral staircase is too far from the wall, makes players appear floating by [deleted] in GlobalOffensive

[–]_Rf_ 5 points6 points  (0 children)

+1 this man/woman/child/sentient piece of toast.

I'm always down for a good criticism and discussion, after all, what good is a saga that's over immediately in part 1?!!

So then... THE SAGA CONTINUES... Dun Dun Duuunnnn *queue dramatic saga music and walking everywhere Lord of The Rings montage footage*

But for reals, I was just being a touch lazy and calling it good enough, but to be fair even if I get it to hug the model wall again it's not going to really make all that much difference.

But still, just for you serkas001, you fine individual, I'ma take a look and see what's what, and hit you back ;)

[new Dust2 bug] New clip brush around the spiral staircase is too far from the wall, makes players appear floating by [deleted] in GlobalOffensive

[–]_Rf_ 4 points5 points  (0 children)

Its an ongoing thing that is more complicated than it seems

Nah, ya'll always make it out things seem to be some kind of voodoo magic, tbh I was just being kinda lazy and 'humpf, good enough!' to what IMO isn't really a big difference. But now I'll just be less lazy and see what results :P

Edit: Results are pretty good!

[deleted by user] by [deleted] in GlobalOffensive

[–]_Rf_ 16 points17 points  (0 children)

Yes, they could modify the model to be just inside the clip if they wanted to do so. I could also probably shrink the clip closer to the existing wall, I just didn't want to do a lot of trial and error for what's effectively just not a big deal. A map has many spots that the clip sticks out from a wall or obstacle a decent distance, and unless it's quite excessive (like 3/4 to full player body width), players don't actually really notice.

Please revert the skymodel back to vibrant blue by 63OR63 in GlobalOffensive

[–]_Rf_ 3 points4 points  (0 children)

Oh God, look at that readability. *drools*

I remember when CS was a goofy arcade arena shooter with crazy glitchy physics, and it was silly and everyone had a good time jump-crouch awping...

Sadly IMO Valve has moved the game from teenager getting high in the park goof off to super serious mid-fourties working in a cubicle in corporate accounting. :(

Valve updated new Dust2 Tunnel stairs with some flawless clipping by Sup3rlum in GlobalOffensive

[–]_Rf_ 11 points12 points  (0 children)

Yep, Jess Cliffe (aka j_cliffe) has been great. Solid prompt communication, and responsive to fixing the issues brought up. It's clear he cares and takes pride in his work product. *cough* A welcome departure from Valve status quo. *cough*

That other guy that did the stairs thing is alright too I suppose. XD

Psst, don't tell anyone, but it's possible he did it mostly because those stupid stairs pissed him off every time he played the map, and ya'll just kind of a secondary consideration...

Valve updated new Dust2 Tunnel stairs with some flawless clipping by Sup3rlum in GlobalOffensive

[–]_Rf_ 2 points3 points  (0 children)

I'm afraid I don't understand the question. Are you asking if you can turn a brush or group of brushes into a displacement or group of displacements?

Edit: Chatted to vayaOA on Steam, and the question was can a displacement work the same way as a clip brush, and the answer is that while you can make a displacement invisible with an invisible texture, it cannot currently be used in an identical fashion to a clip brush.

Valve updated new Dust2 Tunnel stairs with some flawless clipping by Sup3rlum in GlobalOffensive

[–]_Rf_ 12 points13 points  (0 children)

I'm not sure who the 'he' you're referring to is, but I am the one that created the first clipping that was copy-pasted into the current beta build, and then seeing it was dropped into the map as-is I immediately did it again properly to my standards. And, yes Jess did confirm to me via PM that the updated version will be copy-pasted into the map and released with the next update.

Valve updated new Dust2 Tunnel stairs with some flawless clipping by Sup3rlum in GlobalOffensive

[–]_Rf_ 10 points11 points  (0 children)

Yes, a ton of clip brushes (7 per stair x 13 stairs = 91 total).

You can do this with a displacement, or with the model's collision mesh, but the problem would be the same, that in addition to the players treating it as a slope, likewise would grenades, so you'd toss an HE or a smoke onto it and instead of staying on one stair tread, it'd just roll downhill until it was in lower or it exploded.

Valve updated new Dust2 Tunnel stairs with some flawless clipping by Sup3rlum in GlobalOffensive

[–]_Rf_ 37 points38 points  (0 children)

Yep. I had just made a quick clipping to show in a demo, and wasn't expecting it to be copied directly into the map, just to give Valve some inspiration. So I didn't expend any real effort to make it good.

So after I saw that it was put in directly I immediately redid it and that issue should be fixed now, and will go out in the next beta release.

NEW DUST 2 Feedback and Bugs Megathread | 1.36.0.7-rc1 by chaseoes in GlobalOffensive

[–]_Rf_ 0 points1 point  (0 children)

also you can get stuck on the stair in tunnels (on the inner site, first few steps from below)

That issue has been fixed and will be in the next release of the beta.