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Old 07-25-2006, 06:35 PM   #41
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The carpal tunnel it gave me.
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Old 07-25-2006, 08:05 PM   #42
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i dislike the latest update from hammer, some really weird things are happening since then.
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Old 07-26-2006, 12:54 PM   #43
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Mapping for a mod? Waiting long periods of time for art assets :P
Mapping for a retail game? Not being able to do all the things that you do in modding, other people do most of the work.
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Old 07-26-2006, 01:14 PM   #44
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Quote:
Originally Posted by 2d-chris
Waiting long periods of time for art assets :P
Bingo!

*glares at devs*
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Old 07-26-2006, 07:15 PM   #45
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Quote:
Originally Posted by stino
i dislike the latest update from hammer, some really weird things are happening since then.
There seems to be more of that on the way:

SDK Update

Quote:
Originally Posted by Mike Durand
26 Jul: It's currently one year, seven weeks, and six days since the last SDK code update. But fret not:

An SDK update is coming out very soon. Right now we are testing it in-house and getting ready for its beta release. It will be available later this week unless we encounter serious problems during testing. I'll let people know either way, whether it is going to be this week or next. Once I get all of the details together, I'll send the info on what is coming in this SDK release to this list.

I, Mike Durand, started work here in June and have been given the task of working directly with the MOD community. This means that my primary responsibilities are to package and release the SDK, make it easier to use, and work with MOD makers on problems that they can't solve with the help of other members of the community.
Could be good, could be bad.

Hopefully this update will present no more major issues for us to deal with.
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Old 07-26-2006, 08:50 PM   #46
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The restrictions the editor/compiler place on you. First of all its just like 'dont make a convex brush dude!'. Then later its like 'by the way you have to cut the number of brushes in your map by half coz valve chose an random number!'
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Old 07-26-2006, 10:26 PM   #47
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Yea. Most of the limits aren't on the source engine but on the stupid compiler.

At least in zhlt you could specify more texture memory. I wish we could do something like that with map_max_everything

Last edited by o_nezumi; 07-27-2006 at 10:20 PM.
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Old 07-27-2006, 04:42 PM   #48
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SDK update is just around the corner, I can't wait!
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Old 07-27-2006, 04:46 PM   #49
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being able to create something in hammer just like you have it in your head, but when you compile its actually nothing like what you want.
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Old 07-28-2006, 12:19 AM   #50
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I am SUPER excited about the new SDK. I have no idea how long it will actually be till it comes out, but when it does.. no more Hammer farking up constantly (I hope).

So excited!

/splode
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Old 08-15-2006, 03:01 AM   #51
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When you do a lot of work on a map, save it and compile it and it CRASHES HL2dm. RaaaaaaaaaaaaaaRGH!
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Old 08-16-2006, 04:25 AM   #52
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steam SDK = lose
also getting decent textures for stuff other then rock/desert :/
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Old 08-16-2006, 07:10 AM   #53
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Hammer editor errors.

You work on something 3h that looks awsome and next time you load it, either it's missing or it's all fucked up.. I hate it...
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Old 08-17-2006, 12:55 AM   #54
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Water in source.

It NEVER renders right. It's fuckin' annoying.
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Old 08-17-2006, 03:27 PM   #55
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shitty vertex manipulation code. facesplitting and merging vertices to form perfectly valid brushes was a little buggy in older versions of hammer, but it's even worse now.
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Old 08-17-2006, 07:17 PM   #56
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Quote:
Originally Posted by fisheye
shitty vertex manipulation code. facesplitting and merging vertices to form perfectly valid brushes was a little buggy in older versions of hammer, but it's even worse now.
Agreed.
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Old 08-17-2006, 07:25 PM   #57
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this VV
http://i13.photobucket.com/albums/a2...elp/h_n_s3.jpg
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Old 08-18-2006, 10:45 AM   #58
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Quote:
Originally Posted by Nezumi
Water in source.

It NEVER renders right. It's fuckin' annoying.
sorry? never had problems with water :s
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Old 08-18-2006, 10:47 AM   #59
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oops, dubble post

my camera view is not working for the moment, and neither are the 3 other view it only displays the active brush.
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Old 08-19-2006, 10:02 AM   #60
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Arbitrary restrictions of things valve SAYS have no arbitrary restricitons.

Code:
		"TextureScroll"
		{
			"texturescrollvar" "$normalmap"
			"texturescrollrate" .15
			"texturescrollangle" 0.0
		}
Sounds good, right?

Doesn't work.
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