• Pragma - A 3D multiplayer sandbox engine with Lua-integration, based on Vulkan and bullet physics
    379 replies, posted
Do you think there would be a way you could parse lightmaps from VRAD? :v
Looks interesting how would the engine run with say a RTS and do you plan on supporting lockstep networking?
I hope this wont be ditched. This look extremely promising and something i'd put plenty of time into, developing/ playing:dance:
[HD]https://youtu.be/G1JvibPFnyE[/HD] [QUOTE=Kemerd;51869619]Do you think there would be a way you could parse lightmaps from VRAD?[/QUOTE] I don't use static lighting anywhere (and I don't plan to), so no real point. [QUOTE=OverRated_AU;51885149]Looks interesting how would the engine run with say a RTS and do you plan on supporting lockstep networking?[/QUOTE] The simulation isn't deterministic, so no. There are several ways to disable/limit networking for certain entities in Lua though, so you could just use your own networking code to accomplish something like that. [QUOTE=It's A Joke;51901486]I hope this wont be ditched. This look extremely promising and something i'd put plenty of time into, developing/ playing:dance:[/QUOTE] Thanks. :) Latest changelog: [CODE]Sciolyte ChangeLog Version 0.2.15 05 March 2017 - Added AISchedule:SetInterruptFlags, AISchedule:AddInterruptFlags, AISchedule:GetInterruptFlags, BaseCharacter:GetFaction, BaseCharacter:SetFaction and BaseCharacter:RemoveWeapons - Added new overload for NPC:Memorize - Fixed Faction-functions not working - Factions are now allied to themselves by default - Updated OpenAL Soft to version 1.17.2 04 March 2017 - Added Entity:SetFirstPersonObserverOffset, Entity:SetThirdPersonObserverOffset, Entity:SetObserverOffset, Entity:GetFirstPersonObserverOffset, Entity:GetThirdPersonObserverOffset, Entity:ResetFirstPersonObserverOffset, Entity:ResetThirdPersonObserverOffset, Entity:ResetObserverOffset, AIBehaviorTask:LinkParameter and NPC:GetControllerActionInput - Renamed Player:SetObserverOffset to Player:SetObserverCameraOffset, Player:GetObserverOffset to Player:GetObserverCameraOffset and Player:ResetObserverOffset to Player:ResetObserverCameraOffset - Fixed Entity:GetAttachment returning incorrect position - Fixed env_sprite particle never dying when env_sprite-entity is removed - Fixed env_sprite entities not being synchronized between server and client 03 March 2017 - Added new overloads for Entity:GetAngles, Entity:GetDirection, Entity:GetDotProduct and NPC:SetLookTarget - Added enums "ai.TASK_RANDOM" and "ai.TASK_LOOK_AT_TARGET" - Fixed Entity:DropToFloor not working properly 02 March 2017 - Added class "MoveInfo" - Added ALSound:SetRange, ALSound:ClearRange, ALSound:HasRange, ALSound:GetRange, ALSound:GetRangeOffsets, ALSound:SetFadeInDuration, ALSound:SetFadeOutDuration, ALSound:GetFadeInDuration, ALSound:GetFadeOutDuration, Entity:GetDirection, Entity:GetDotProduct, NPC:LockAnimation, NPC:IsAnimationLocked, NPC:SetMoveSpeed, NPC:GetMoveSpeed, NPC:ClearMoveSpeed and BaseCharacter:IsMoving - Added new overloads for Entity:GetAngles - Changed overloads for NPC:MoveTo - ALSound:FadeIn and ALSound:FadeOut are now transmitted to clients when called serverside - Removed NPC:SetWalkSpeed, NPC:GetWalkSpeed, NPC:SetRunSpeed and NPC:GetRunSpeed 01 March 2017 - Added Entity:GetSpawnFlags - Fixed Vector:GetPerpendicular returning invalid Vector with NaN-values if called with a Vector with x = 0, y != 0 and z = 0 Version 0.2.14 28 February 2017 - Fixed Player:SetViewRotation and Player:SetViewAngles having no effect if called serverside - Fixed bindtoggle not working with clientside convars 26 February 2017 - ALSound:CallOnStateChanged now returns a CallbackHandle 25 February 2017 - Added util.units_to_metres and util.metres_to_units 24 February 2017 - Added AIBehaviorTask:GetDebugName, AIBehaviorTask:SetDebugName and AIBehaviorTask:GetSelectorType - Massively improved text rendering performance 22 February 2017 - Added AIBehaviorTask:CreateDecoratedTask - Added debug.move_state_to_string, debug.behavior_selector_type_to_string, debug.behavior_task_decorator_type_to_string, debug.behavior_task_result_to_string, debug.behavior_task_type_to_string, debug.disposition_to_string, debug.memory_type_to_string, debug.npc_state_to_string and debug.task_to_string - Added console command debug_ai_schedule - "include"-function can now include an entire directory if no file extension is specified [/CODE]
I always like seeing the neat things you implement every so often.
[HD]https://youtu.be/UOiWD57qRR0[/HD] Some scripted weapons for testing purposes. (WIP) I'm mostly working on rendering optimizations at the moment, not all that much to show on that front. Latest changelog: [CODE]Sciolyte ChangeLog Version 0.2.15 18 March 2017 - Added ParticleSystem:GetRenderMode and ParticleSystem:SetRenderMode - Fixed blend-controllers ignoring decimal places when assigned a float value 17 March 2017 - Added Weapon:IsDeployed, Weapon:SetViewModel, Weapon:GetViewModel, Weapon:SetHideWorldModelInFirstPerson, Weapon:GetHideWorldModelInFirstPerson, Entity:ApplyForce, Entity:ApplyImpulse, Entity:ApplyTorque, Entity:ApplyTorqueImpulse and Entity:GetMass - Added physenv.create_ghost_object - Added new overloads for Entity:PlayAnimation, Entity:PlayActivity and Weapon:PlayViewActivity - Added enum "COLLISIONMASK_TRIGGER" - Added "FPLAYANIM" enums - Relative position for PhysRigidBody:ApplyImpulse and PhysRigidBody:ApplyForce are now in world-space - Changed overloads for Entity:PlayAnimation, Entity:PlayActivity, Entity:PlayLayeredAnimation and Entity:PlayLayeredActivity - Physics objects are now woken up automatically when force, impulse or velocity is applied - BaseCharacter:GetAimTraceData TraceData now uses collision mask without trigger-mask 15 March 2017 - Added DebugRendererObject:IsVisible and DebugRendererObject:SetVisible 14 March 2017 - Added new overload for debugrenderer.draw_box 13 March 2017 - Added Entity:IsInert 10 March 2017 - Updated Vulkan to version 1.0.42.1 - Fixed issues with resource download system where server wouldn't transfer resource files properly and get stuck - Fixed replicated convars not being transmitted to clients when connecting to a server 09 March 2017 - Removed BaseNPC:SetupNeck - Massively improved networking performance 07 March 2017 - Added GMBase:GetName, GMBase:GetIdentifier, GMBase:GetClassName, GMBase:GetAuthor and GMBase:GetVersion - Added game callback "OnGameModeInitialized" - Fixed particle tracers not showing up 06 March 2017 - Fixed NPC:EndControl not clearing controller properly [/CODE]
Dumb question. Is that streaming of the textures when something first gets spawned in?
[QUOTE=bord2tears;51984901]Dumb question. Is that streaming of the textures when something first gets spawned in?[/QUOTE] Yeah, all textures are streamed by default (Can be disabled in the menu). [T]http://sciolyte.com/sharex/2017-03-20_16-34-46.gif[/T] I've also extended the auto-reload feature I had implemented for Lua-files. It now works for resource files as well (So far only works with models, materials, textures, particles and shaders): [video]https://youtu.be/4-nRVDXyWcE[/video] When one of the files is changed / renamed / added / etc., they're automatically reloaded. [editline]-[/editline] Here's how streaming works in multiplayer: [video]https://youtu.be/Zw9yrdXpazY[/video] The client doesn't have any of the resources (model, materials, textures, sounds) for the zombie, so they're downloaded in the background and loaded in automatically. Before the download starts, the server sends some very rough information about the model to the client (That's the initial shapes which look like they're out of minecraft...), so the client can roughly tell what it is before it's all downloaded.
Jesus Christ this engine is amazing! Incredibly nice work my dude!
This deserves tons more support, if this thing pulls through, the 12 year olds will be saying "Hey wanna play some SMod?" instead. EDIT: About to try it out and look at the lua stuffs. EDIT2: I have a big question, what are you using to calculate the positions of things? Because source uses double precision numbers which lose accuracy when they get real big.
I just wanted to say that I've had my eye on this for a while now, and it is ridiculously awesome. I'm sure it has a lot of limitations right now, but it's still pretty mind boggling to me that you've built your own source engine. If I had more free-time I'd totally try screwing around with it. Anyhow, good luck! [QUOTE=RileyGuy1000;52021700] EDIT2: I have a big question, what are you using to calculate the positions of things? Because source uses double precision numbers which lose accuracy when they get real big.[/QUOTE] I don't know that there are a whole lot of other options. Any kind of floating point number is susceptible to this kind of thing, including Doug Crockford's [URL="http://dec64.com/"]Dec64[/URL] which is basically just a meme at this point. Fixed point numbers would constrain you to a more limited area -- which you might be okay with, but floats still have hardware support so they're pretty hard to beat. I know minecraft has rounding errors as well and they don't really present themselves unless you're trying to go millions of blocks from spawn. I'm sorry my quick complement turned into a rant about floating point numbers.
[QUOTE=RileyGuy1000;52021700]EDIT: About to try it out and look at the lua stuffs.[/QUOTE] Let me know if you want to do anything specific, I can write some tutorials. [QUOTE=RileyGuy1000;52021700]EDIT2: I have a big question, what are you using to calculate the positions of things? Because source uses double precision numbers which lose accuracy when they get real big.[/QUOTE] All floating-point formats suffer from increasing inaccuracy the larger they get, there is no way around that. However you can go much, much further with double-precision before that starts becoming a problem. To answer your question: I'm using double-precision for physics, single-precision for everything else. (Which means that as long as the positions are calculated by the physics engine, there shouldn't be any problems, however stuff like [i]Entity:SetPosition[/i] uses single-precision at the moment.) If it ever becomes a problem, I can switch without too much of a hastle, however not all GPUs support double-precision formats. You can get a summary about the differences between single- and double-precision [URL=http://stackoverflow.com/a/872762/2482983]here[/URL]. [QUOTE=MadParakeet;52022329]I just wanted to say that I've had my eye on this for a while now, and it is ridiculously awesome. I'm sure it has a lot of limitations right now, but it's still pretty mind boggling to me that you've built your own source engine.[/QUOTE] Thanks. :v:
[QUOTE=Silverlan;52022551]Let me know if you want to do anything specific, I can write some tutorials. All floating-point formats suffer from increasing inaccuracy the larger they get, there is no way around that. However you can go much, much further with double-precision before that starts becoming a problem. To answer your question: I'm using double-precision for physics, single-precision for everything else. (Which means that as long as the positions are calculated by the physics engine, there shouldn't be any problems, however stuff like [i]Entity:SetPosition[/i] uses single-precision at the moment.) If it ever becomes a problem, I can switch without too much of a hastle, however not all GPUs support double-precision formats. You can get a summary about the differences between single- and double-precision [URL=http://stackoverflow.com/a/872762/2482983]here[/URL]. Thanks. :v:[/QUOTE] Alright, so I've had a poke and it looks pretty promising so far, good job! The only problems I'm seeing are A) Mouse movement is a bit weird and seems to increase in sensitivity with lower fps, which brings me to B) Fps is somewhat abysmal for me (i7 6700k, gtx 970 windforce) and I'm not entirely sure why. Also, could you point me to some helpful cvars such as noclip speed and such? So far, very promising, I especially love the fuckhuge maps.
[QUOTE=RileyGuy1000;52023026]Alright, so I've had a poke and it looks pretty promising so far, good job! The only problems I'm seeing are A) Mouse movement is a bit weird and seems to increase in sensitivity with lower fps, which brings me to B) Fps is somewhat abysmal for me (i7 6700k, gtx 970 windforce) and I'm not entirely sure why. Also, could you point me to some helpful cvars such as noclip speed and such? So far, very promising, I especially love the fuckhuge maps.[/QUOTE] A) Haven't noticed anything, I'll check it out. B) Rendering performance is my priority right now, you can expect a massive gain in one of the next updates. You can get a list of all console commands with "[i]list[/i]" (for serverside commands) and "[i]cl_list[/i]" (for clientside and shared commands). You can also use "[i]help <cvarName>[/i]" to get more information about a command. There are no console commands for changing player speed right now, but you can do something like this for now (Just paste it into the console): [CODE] lua_run local speed = 500.0 for _,pl in ipairs(ents.get_players()) do pl:SetRunSpeed(speed) end; lua_run_cl local speed = 500.0 for _,pl in ipairs(ents.get_players()) do pl:SetRunSpeed(speed) end [/CODE] Equivalent for [URL=http://wiki.sciolyte.com/index.php?title=Player_setwalkspeed]Player:SetWalkSpeed[/URL] and [URL=http://wiki.sciolyte.com/index.php?title=Player_setsprintspeed]Player:SetSprintSpeed[/URL].
[QUOTE=Silverlan;52023702]A) Haven't noticed anything, I'll check it out. B) Rendering performance is my priority right now, you can expect a massive gain in one of the next updates. You can get a list of all console commands with "[i]list[/i]" (for serverside commands) and "[i]cl_list[/i]" (for clientside and shared commands). You can also use "[i]help <cvarName>[/i]" to get more information about a command. There are no console commands for changing player speed right now, but you can do something like this for now (Just paste it into the console): [CODE] lua_run local speed = 500.0 for _,pl in ipairs(ents.get_players()) do pl:SetRunSpeed(speed) end; lua_run_cl local speed = 500.0 for _,pl in ipairs(ents.get_players()) do pl:SetRunSpeed(speed) end [/CODE] Equivalent for [URL=http://wiki.sciolyte.com/index.php?title=Player_setwalkspeed]Player:SetWalkSpeed[/URL] and [URL=http://wiki.sciolyte.com/index.php?title=Player_setsprintspeed]Player:SetSprintSpeed[/URL].[/QUOTE] Thanks for the help man! Back on the subject of double precision numbers though, my friend talked to me about localized origins on the player, though I'm not exactly sure of all the details, I'll ask him when I can and then explain it better, but from what I gather it could solve the inaccuracy issue.
[QUOTE=RileyGuy1000;52026038]Thanks for the help man! Back on the subject of double precision numbers though, my friend talked to me about localized origins on the player, though I'm not exactly sure of all the details, I'll ask him when I can and then explain it better, but from what I gather it could solve the inaccuracy issue.[/QUOTE] There are several workarounds. What your friend means is probably to treat the player's position as the world origin, and move the world around the player. Portals would also be an option. All of that stuff is accompanied by too many problems to be worth it though (And usually doesn't work well in multiplayer either). It would be far more feasible to just scale everything down, or use a more precise data type if it actually becomes a problem. [EDITLINE]-[/EDITLINE] Made some progress on the performance problems. Turns out the main problem was a single flag for the Vulkan API I didn't set. I've used the source engine as a reference: [T]http://sciolyte.com/sharex/hl2_2017-03-29_13-56-16.jpg[/T] That's 92 FPS (~10.87ms) when rendering the mesh (29952 vertices, 9984 triangles) 262 times. For comparison, in sciolyte I was already struggling to render a handful of them: [T]http://sciolyte.com/sharex/sciolyte_2017-03-29_17-35-15.png[/T] (That's 36 of them at 18 FPS (52ms)). And this is after the change: [T]http://sciolyte.com/sharex/sciolyte_2017-03-30_12-18-21.png[/T] (400 of them, stable 56 FPS (17ms)). Just need to do some more tests and add some other improvements I had planned (Probably don't even need them anymore...), I'll probably publish the update next week.
[QUOTE=Silverlan;52027445]There are several workarounds. What your friend means is probably to treat the player's position as the world origin, and move the world around the player. Portals would also be an option. All of that stuff is accompanied by too many problems to be worth it though (And usually doesn't work well in multiplayer either). It would be far more feasible to just scale everything down, or use a more precise data type if it actually becomes a problem. [EDITLINE]-[/EDITLINE] Made some progress on the performance problems. Turns out the main problem was a single flag for the Vulkan API I didn't set. I've used the source engine as a reference: [T]http://sciolyte.com/sharex/hl2_2017-03-29_13-56-16.jpg[/T] That's 92 FPS (~10.87ms) when rendering the mesh (29952 vertices, 9984 triangles) 262 times. For comparison, in sciolyte I was already struggling to render a handful of them: [T]http://sciolyte.com/sharex/sciolyte_2017-03-29_17-35-15.png[/T] (That's 36 of them at 18 FPS (52ms)). And this is after the change: [T]http://sciolyte.com/sharex/sciolyte_2017-03-30_12-18-21.png[/T] (400 of them, stable 56 FPS (17ms)). Just need to do some more tests and add some other improvements I had planned (Probably don't even need them anymore...), I'll probably publish the update next week.[/QUOTE] Yay! Performance increases!
Does this have a larger brush/entity/size limit than standard source? I always hated that. Edit: downloading now, but the launcher downloads really slowly and is very CPUU intensive. Seems like it could be sped up by downloading one big file and unzipping locally, it looks like there's ~1-2 seconds of downtime between files. Edit2: Just spent ~50 minutes downloading, was almost done, then I "timed out", do I have to download it all again or is there a way to resume?
Could we get it on MacOS???
Okay, I played around with it for about 10 minutes. Some things I noticed: * Fork is unplayable (lag). Is there PVS or similar yet? * Mouse sensitivity is broken if you don't maintain a completely constant FPS. * Textures look extremely blurry from an angle or far away, even with anisotropic x16. * In the vehicle test map in deathmatch, I couldn't get into the vehicle, and when I died it always showed the vehicle until I clicked to respawn. The main issues are mouse input and optimization. Other than those, it's amazing so far, but I'm going to have to wait for performance fixes to try and develop anything for it.
[QUOTE=RonanZer0;52042796]Does this have a larger brush/entity/size limit than standard source? I always hated that.[/QUOTE] No arbitrary limits, no. [QUOTE=RonanZer0;52042796]Edit: downloading now, but the launcher downloads really slowly and is very CPUU intensive. Seems like it could be sped up by downloading one big file and unzipping locally, it looks like there's ~1-2 seconds of downtime between files.[/QUOTE] All files are compressed, it decompresses the files after downloading which takes a short time. I have some plans for allowing multiple downloads at the same time +multi-threading for it, but it's not a priority right now. As for the speed, the server's in germany, sorry. :v: You only have to download everything once anyway. After you've downloaded the whole thing once, it'll only download files changed or added in updates next time. [QUOTE=RonanZer0;52042796]Edit2: Just spent ~50 minutes downloading, was almost done, then I "timed out", do I have to download it all again or is there a way to resume?[/QUOTE] As long as it didn't crash, it'll just continue where you left off. [QUOTE=brushtool;52043446]Could we get it on MacOS???[/QUOTE] No chance, sorry. I have never used a Mac, I have zero experience with MacOS development and I don't have the time to maintain three different operating systems. [QUOTE=RonanZer0;52043950]* Fork is unplayable (lag). Is there PVS or similar yet?[/QUOTE] Can you give [URL=sciolyte.com/share/sciolyte_update_170401.zip]this[/URL] a try (Just extract it into the installation directory and overwrite everything)? It's experimental, but it should fix the performance issues entirely. Make sure "Present Mode" in the video options is set to "Mailbox". If that's not available, use "FIFO". Also, "Occlusion Culling" should be set to "Octree". You can use "[i]cl_show_fps 1[/i]" to display the FPS, it should be a constant 60 (Depending on your monitor's refresh rate) and never drop below that. [QUOTE=RonanZer0;52043950]* Mouse sensitivity is broken if you don't maintain a completely constant FPS.[/QUOTE] Already on my todo, I'll try to fix it for the next update. [QUOTE=RonanZer0;52043950]* Textures look extremely blurry from an angle or far away, even with anisotropic x16.[/QUOTE] You might have to wait a bit longer, mipmaps are also streamed in and loaded on the fly. Until all mipmaps have been fully loaded for a texture, texture filtering will not apply at all for that texture. Depending on how many materials there are in the map (And your framerate), it might take a few minutes for the texture filtering to kick in. [QUOTE=RonanZer0;52043950]* In the vehicle test map in deathmatch, I couldn't get into the vehicle, and when I died it always showed the vehicle until I clicked to respawn.[/QUOTE] Vehicles broke in one of the recent updates, haven't had the chance to look into it yet, but I'll do that soon.
[QUOTE=Silverlan;52044065]No arbitrary limits, no. All files are compressed, it decompresses the files after downloading which takes a short time. I have some plans for allowing multiple downloads at the same time +multi-threading for it, but it's not a priority right now. As for the speed, the server's in germany, sorry. :v: You only have to download everything once anyway. After you've downloaded the whole thing once, it'll only download files changed or added in updates next time. As long as it didn't crash, it'll just continue where you left off. No chance, sorry. I have never used a Mac, I have zero experience with MacOS development and I don't have the time to maintain three different operating systems. Can you give [URL=sciolyte.com/share/sciolyte_update_170401.zip]this[/URL] a try (Just extract it into the installation directory and overwrite everything)? It's experimental, but it should fix the performance issues entirely. Make sure "Present Mode" in the video options is set to "Mailbox". If that's not available, use "FIFO". Also, "Occlusion Culling" should be set to "Octree". You can use "[i]cl_show_fps 1[/i]" to display the FPS, it should be a constant 60 (Depending on your monitor's refresh rate) and never drop below that. Already on my todo, I'll try to fix it for the next update. You might have to wait a bit longer, mipmaps are also streamed in and loaded on the fly. Until all mipmaps have been fully loaded for a texture, texture filtering will not apply at all for that texture. Depending on how many materials there are in the map (And your framerate), it might take a few minutes for the texture filtering to kick in. Vehicles broke in one of the recent updates, haven't had the chance to look into it yet, but I'll do that soon.[/QUOTE] I tried that update you posted in hopes it would fix my performance issues as well but I keep crashing with this: [url]http://i.imgur.com/C4MLiqt.png[/url] EDIT: All settings are as you said they should be.
[QUOTE=Silverlan;52044065]Can you give [URL=sciolyte.com/share/sciolyte_update_170401.zip]this[/URL] a try (Just extract it into the installation directory and overwrite everything)? It's experimental, but it should fix the performance issues entirely. Make sure "Present Mode" in the video options is set to "Mailbox". If that's not available, use "FIFO". Also, "Occlusion Culling" should be set to "Octree". You can use "[i]cl_show_fps 1[/i]" to display the FPS, it should be a constant 60 (Depending on your monitor's refresh rate) and never drop below that.[/QUOTE] I've tried this as well and I'm getting insta game closes shortly after pressing the start game button. [editline]2nd April 2017[/editline] [img]http://i.imgur.com/PTlRSSp.png[/img]
[QUOTE=RileyGuy1000;52047965]I tried that update you posted in hopes it would fix my performance issues as well but I keep crashing with this: [url]http://i.imgur.com/C4MLiqt.png[/url] EDIT: All settings are as you said they should be.[/QUOTE] [QUOTE=MattJeanes;52048448]I've tried this as well and I'm getting insta game closes shortly after pressing the start game button.[/QUOTE] Looks like there was a shader problem with Nvidia cards, [URL=http://sciolyte.com/share/sciolyte_update_170402.zip]this version[/URL] should work.
[QUOTE=Silverlan;52049402]Looks like there was a shader problem with Nvidia cards, [URL=http://sciolyte.com/share/sciolyte_update_170402.zip]this version[/URL] should work.[/QUOTE] Woah! That's a huge performance increase! EDIT: After I installed it, I took a picture with and without that update and holy shit. This: [IMG]http://i.imgur.com/H0sadEj.jpg[/IMG] Versus this: [IMG]http://i.imgur.com/OhKGRxI.jpg[/IMG]
I just updated and relaunched after finding Sciolyte on my previous hard drive, it finally boots into the game now but the FPS was incredibly low.
[QUOTE=KillerLUA;52052274]I just updated and relaunched after finding Sciolyte on my previous hard drive, it finally boots into the game now but the FPS was incredibly low.[/QUOTE] I'm not quite done with the update, so it's not actually public yet (You can't get it through the launcher). You need to get the update [URL=http://sciolyte.com/share/sciolyte_update_170402.zip]here[/URL] if you want to try it.
That newest update worked great for me too, nice one! [img]http://i.imgur.com/jN79uGR.jpg[/img]
Would (or [I]will[/I]) a huge city map about the size of of City 17 in Half-Life 2, not counting canal areas, be possible without intense lag? I know there are basically no limits in this engine, but if GMod had no map/brush limit and I did the same thing, I'm sure performance would be dreadful. I'm guessing the main bottleneck, if it could fit in memory, would be the engine's visual optimization abilities. Also, is there a way I can play Source maps that I don't have the original vmf file for? There are tons of maps I'd like to try.
This is the result of dragging a vmf onto wlc.exe. [IMG]http://i.imgur.com/dEeO3eR.png[/IMG] Following the Hammer Editor instructions results in no map file being generated and no success message. How can I solve this problem? Edit: Also, tried the update. Crashes on any map load, no specific error message. Dump: [url]http://www.filedropper.com/crashdump2017-04-0400-11-33[/url]
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