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Author Topic: VC's Cartogratorium: Complex  (Read 27768 times)

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JcFerggy

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Re: VC's Cartogratorium: Complex
« Reply #15 on: May 20, 2009, 09:18:26 pm »

So, does this mean we can go back to talking about VC's Complex in the hopes of him releasing a screen? If not then I'm at least glad that the stuttering is fixed.
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steven_m64

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Re: VC's Cartogratorium: Complex
« Reply #16 on: May 20, 2009, 09:59:19 pm »

So please stop taughting your knowledge as the next coming of christ. I know what I am talking about and so does Lodle and we knew this was Valve's doing. Case closed.

i was not taughting my knowledge as the next coming of Christ just stating my opinion based on my previous extended experience and as a outside observer of the mod, take hint at the outside bit as i was only trying to help but could NOT help since i am on the outside and could not see the code for myself.

so please stow the pointlessly hurt feelings and ill will good sir its really not needed in the situation as i was trying to help out.

since it looked like you needed it, but you don't want my help so fine i will no longer attempt to help as you so wish.


so back to a better topic at hand then:

all the new changes to  the mod are looking great i cant wait to see them all and the new complex.
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killermonkey

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Re: VC's Cartogratorium: Complex
« Reply #17 on: May 20, 2009, 10:07:09 pm »

just stating my opinion based on my previous extended experience and as a outside observer of the mod, take hint at the outside bit as i was only trying to help but could NOT help since i am on the outside and could not see the code for myself.

Your opinion was overstated and fiercely defended considering you were an "outsider". However, being that this was a Valve bug all along, like I said previously you don't need to see our code, the code that was at offense was publicly available to everyone, even you.

Onto Complex:
Last I spoke to VC it didn't sound like he wanted to do complex over again, I think we'll be sticking with ge_complex_classic transmorphed into vc_complex.
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steven_m64

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Re: VC's Cartogratorium: Complex
« Reply #18 on: May 20, 2009, 10:18:04 pm »

may i ask then if it was 100% valve code why is it not that every other source game and mod have the same problem to the same horrid degree that GES had it?

as i stated the Only time i have seen it that bad was within a bugged version of a previous mod i worked on.

just trying to understand that really.

i mean source has always had rather odd movement problems at times but GES was the only game where i would get so annoyed i just wanted to break my keyboard into little chunks.

but valve code being frankly Painful to work on at times its not surprising somehow it could happen like that.

i always fiercely defend subjects i believe to be correct on.  ;D
« Last Edit: May 20, 2009, 10:32:58 pm by steven_m64 »
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JcFerggy

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Re: VC's Cartogratorium: Complex
« Reply #19 on: May 20, 2009, 11:00:46 pm »

VC, not wanting to be a perfectionist? Poo.
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Sergeant Kelly

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Re: VC's Cartogratorium: Complex
« Reply #20 on: May 20, 2009, 11:09:41 pm »

The latest Goldeneye: Source version uses the Orange Box SDK. That's what was causing the problems.

Most mods out there use the standard old HL2 SDK.
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VC

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Re: VC's Cartogratorium: Complex
« Reply #21 on: May 20, 2009, 11:14:51 pm »

I will do Complex, but it is irritating and I'm sick of it so I'm shelving it for a bit.

There is an issue with preserving the proper visibility and ensuring that GLPs will behave logically.  I have an idea of a way to work around it, but I don't feel like experimenting with it currently.

So if I'm not doing Complex right now I need to do another map (bunkerbunkerlol) but to do that I need to enhance my program and so I'm going to spend this week/end programming instead of mapping.

The current Complex Classic is close-enough for testing purposes.  Library was way off and Temple was needed for Grenade Launcher testing.  Complex is not even close to critial at the moment so onto the back-burner it goes.


Besides, compared to all the other work that needs to be done for Beta 4, the maps are the least of worries.

In fact, perhaps I'll write two programs.  It'd take a while but I could probably make a VMF reader that will take care of my textures since Hammer can't handle "1/8th".
« Last Edit: May 20, 2009, 11:18:22 pm by Viashino Cutthroat »
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"As for VC's scripts they have not broken the game at all, in fact the game has never felt better." -- KM
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killermonkey

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Re: VC's Cartogratorium: Complex
« Reply #22 on: May 21, 2009, 12:37:53 am »

The latest Goldeneye: Source version uses the Orange Box SDK. That's what was causing the problems.

Most mods out there use the standard old HL2 SDK.

QFT, we are one of a select few mods that actually used the OB engine and made a substantial release. None of the steamworks mods were on OB when they were released on steam, fyi.
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