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Google rolls out "project stream", a prototype streaming system

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Pinned [ARG] The Pizza Code Mystery

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Flavrans

What Game Did You Play Today?

4,728

CyankeeMassey

Workshop maps - Is anybody working on a remake of a favourite workshop or somthing new ?

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Ikkosen

OMG "x" is on sale thread.

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RedEye9

Recent Activities

  • 9seed -

    Posted the thread Google rolls out "project stream", a prototype streaming system.

    Thread
    google is rolling out an experimental "project stream", a system that allows users to play assassin's creed: odyssey in chrome. article: theverge.com/2018/10/1/1792449…reed-odyssey-free-testing bit late on this, but someone had to talk about this. I…
  • Flavrans -

    Replied to the thread [ARG] The Pizza Code Mystery.

    Post
    Quote from drgibbles: “a couple questions, the 21 into 1 hint has /*! at the beginning, from what I read does this mean it's not supposed to be compressed? If so why have it there when it was just taken from the page? ” It was found in several…
  • NotSoSmart_Sideswipe -

    Liked Old Hermit’s post in the thread Black Mesa Classic Weapons.

    Like (Post)
    Quote from Kaltsu: “So... how you guys doin´? :D ” I'm doing well.
  • Nonimportantuser -

    Replied to the thread [ARG] The Pizza Code Mystery.

    Post
    Wow, some activity. Was about to share this interesting twitter account. The devs own twitter account mentions some of their posts. Might not be related to this arg but still interesting. twitter.com/BMRF_ALERTS Anyway, i need some help. Those arrays…
  • Gunsrequiem -

    Replied to the thread [ARG] The Pizza Code Mystery.

    Post
    Would it be possible that maybe those are padding? Perhaps as a way to make the entropy look more random than it actually is?
  • drgibbles -

    Replied to the thread [ARG] The Pizza Code Mystery.

    Post
    a couple questions, the 21 into 1 hint has /*! at the beginning, from what I read does this mean it's not supposed to be compressed? If so why have it there when it was just taken from the page? in the hex file, at the end there is [/] . I looked that…
  • 9seed -

    Liked CyankeeMassey’s post in the thread What Game Did You Play Today?.

    Like (Post)
    Played and beat Red Dead Redemption 2 on PS4 Pro. I give it a 8/10. So.... I see a lot of people hyping this game up super high and a 10/10. Don't get me wrong, it was definitely fun and beautifully crafted but it had some negatives I wanna point…
  • RyXen -

    Liked CyankeeMassey’s post in the thread What Game Did You Play Today?.

    Like (Post)
    Played and beat Red Dead Redemption 2 on PS4 Pro. I give it a 8/10. So.... I see a lot of people hyping this game up super high and a 10/10. Don't get me wrong, it was definitely fun and beautifully crafted but it had some negatives I wanna point…
  • CyankeeMassey -

    Replied to the thread What Game Did You Play Today?.

    Post
    Played and beat Red Dead Redemption 2 on PS4 Pro. I give it a 8/10. So.... I see a lot of people hyping this game up super high and a 10/10. Don't get me wrong, it was definitely fun and beautifully crafted but it had some negatives I wanna point…
  • [list] [/list]Quote from TextFAMGUY1: “Joe isn't on the team anymore. He hasn't been for at least...2 years now. What do you want to discuss? ” I wanted to talk about the rapidcore 'layout' you guys did. Im struggling to finish mine for a while and…

News

  • ello Guys, Since a lot of people were asking how to implement new lights I have uploaded some of our internal tutorial/test maps on Dropbox.
    I would recommend checking out tut_nextgen_lights_optimised.vmf since it contains a lot of examples in a single map. Then you can check one of those specialized example/test maps too.
    Please note that these maps are not the most optimized version of maps and they were just created to test/demo specific bugs/features.

    To help us configure new lights in a faster way we have implemented Ingame Light Editor. Here's a quick tutorial/documentation from our internal forums -


    In game Light Editor - a Convar based system for easily selecting new Light entities and edit their properties via convar. (Whenever alex get free from UI he will look into UI for editor and even saving to vmf if its easy)

    Here's the overall workflow -

    1) le_editor_selection_mode_enabled - Enable Light Editor selection mode. It will show you xyz axis and a box around light…
  • Going to do things a bit different than what I usually do, I'll give some background on how we are doing the levels and then show some of the small props I have been making. So we posted new images today to go along with the summer sale showing new images from the map Xen. C4a1a which is where all the images have come from so far (except for my wire frame shots) is a desert like area that is quite rocky and has many different islands. Adam, Shawn and I have been detailing the map using 3dsmax and a plug-in called WallWorm (WW) developed by Shawn Olsen (a team member and creator of the program, buy it it is great you will need Max though). Our process is to import a vmf that a LD has already made and has been divided up into a instance for ease of bringing back into hammer later. Once in Max we can turn all the displacements into a sculpt mesh and sculpt it very easily. We also can vertex paint 4way blended textures onto the mesh. We also can sculpt the mesh to form around pretty…
  • I have been slowly replacing old models, and slipped in the crown vic in the last CU, but the real big one is this one. Couple of years ago before I really started to model a lot I got Robert to make a new jeep. This was before the steam release and with all the replacement I ended up doing, I didn't have the time or experience compiling to really do it justice. Well while working on the STU stuff I made the trucks and a lot of the skybox props and ended up fixing up a lot of the old source game models so they all matched the style of the CSGO ones (i.e. very dark interiors,little detail and very dirty windows). These include the big gray van and the little utility truck. Those were released with the last CU. I had been using the parking lot in QE for my testing and noticed some things that really didn't fit in with the rest of the updates I was doing.
    For instance. Hummer didn't have a dedicated interior. This was something I left out when I redid those models a couple of years…
  • Coming Soon!

    Here’s a quick glimpse of what we are polishing for our next update. You’ve hopefully already seen our preview of Surface Tension: Uncut over at Lambda Generation. We are very excited to see how the community likes the uncut levels. We’ve done a ton of work since we’ve shown those screen shots, and even improved our AI for the Alien Grunts and Vortigaunts to help make this chapter be as fun and engaging as possible.



    Our BIG announcement though, is that we have implemented Cascaded Shadow Mapping, or CSM into the Black Mesa Engine. CSM brings the visual quality of the game to a whole new level. It’s hard to describe in words what CSM does to the game, so we’ve added a few screenshots below to give you a better idea. Notice the crisp shadows on the world and weapons, that originally weren’t there.

    Cascade Shadow Maps!






    New Shadows work on viewmodels too!


    Dynamic, Crisp shadows


    They work in real-time, they are not prebaked!

    Why work on this?

    First, there were…