• Gm_Ghosthunt 2
    413 replies, posted
  • Avatar of Numidium
  • Afraid of monsters has player-controlled monsters? I gotta check dat shit out then. I love horror games where players control the monsters.
  • Avatar of Darth-Veger
  • [QUOTE=Numidium;30607709]Afraid of monsters has player-controlled monsters? I gotta check dat shit out then. I love horror games where players control the monsters.[/QUOTE] [media]http://www.youtube.com/watch?v=IPR4uHiqYSM&feature=related[/media] Its a live actor that pops up every now and then
  • Avatar of John Cletus
  • [QUOTE=Pinhead!;30433222]anyone gonna make a server besides one winged?[/QUOTE] Yeah. I'm hosting one tonight, Haunted house party on garrysmod. Steam is " John ' Pinback ' Cletus " , It's a four person server, so ask and I'll save you a slot.
  • Avatar of TDR
  • quick question to breadman for a minute: gm_ghosthunt 2 (beta 1) failed compiling because of complex brushes, why didn't you convert some of the brushwork to models? it would give you better copy/paste abilities without causing that much extra stress on the engine (a lot less than making it out of brushes i must say)
  • Avatar of Zupadupadude
  • [QUOTE=Breadman;30592766]Ofc you can Spacewolf ! Thank you all for your support.[/QUOTE] Seriously, what are you gonna do with all the forms. :3
  • Avatar of Jimbomcb
  • if you don't mind me asking, was there any particular reason you enclosed the whole map in a big skybox container?
  • Avatar of Pinhead!
  • [QUOTE=John Cletus;30611561]Yeah. I'm hosting one tonight, Haunted house party on garrysmod. Steam is " John ' Pinback ' Cletus " , It's a four person server, so ask and I'll save you a slot.[/QUOTE]May i join you men
  • Avatar of mR_oWnAGe
  • [QUOTE=Jackseno;30518427]Spent an evening playing this with some friends and loved it, here's some shots; Fully geared up with custom PAC, the Paranormal Investigation Elite (or PIE SQUAD) get ready to investigate and be elite and stuff. [IMG]http://dl.dropbox.com/u/14728864/gmod/ghosthunt/gm_ghosthunt_20129.jpg[/IMG] [IMG]http://dl.dropbox.com/u/14728864/gmod/ghosthunt/gm_ghosthunt_20048.jpg[/IMG] [IMG]http://dl.dropbox.com/u/14728864/gmod/ghosthunt/gm_ghosthunt_20226.jpg[/IMG] [IMG]http://dl.dropbox.com/u/14728864/gmod/ghosthunt/gm_ghosthunt_20252.jpg[/IMG] [IMG]http://dl.dropbox.com/u/14728864/gmod/ghosthunt/gm_ghosthunt_20267.jpg[/IMG][/QUOTE] How did you make all that stuff, That's pretty awesome.
  • Avatar of Darth-Veger
  • [QUOTE=mR_oWnAGe;30614605]How did you make all that stuff, That's pretty awesome.[/QUOTE] PAC editor?
  • Avatar of Spacewolf
  • [QUOTE=Jimbomcb;30613838]if you don't mind me asking, was there any particular reason you enclosed the whole map in a big skybox container?[/QUOTE] Maybe so you can't noclip around and see inside places or something.
  • Avatar of DETrooper
  • [url]http://hasylum.weebly.com/[/url] Decoded the numbers found in the lab and by the statue in the altar room.
  • Avatar of Breadman
  • [QUOTE=Spacewolf;30615114]Maybe so you can't noclip around and see inside places or something.[/QUOTE] Did it for the 3D skybox too. Was the only way around the whole problem I had about the map not rendering due to too much stuff being drawn at once. See the old Ghosthunt thread for more details.
  • Avatar of Spacewolf
  • [QUOTE=Breadman;30628307]Did it for the 3D skybox too. Was the only way around the whole problem I had about the map not rendering due to too much stuff being drawn at once. See the old Ghosthunt thread for more details.[/QUOTE] Hmm. That's odd, cuz I wouldn't say this is the biggest map I've ever seen but it is the only one with this problem.
  • Avatar of Jimbomcb
  • If too much stuff is being rendered at once then you have some real optimisation issues, did you use any areaportals for example? Enclosing the whole map inside another container is one of the biggest faux pas in mapping and I'm struggling to see how that could result in less stuff being rendered in comparison to when the map wasn't inside big container. Don't take that the wrong way, it's not intended as an attack on your mapping, there's just no way you could be rendering too many entities in scenes such as these unless there were a few problems with optimising. I don't intend to sound condescending by saying this but if you want to add me on steam I'd be more than happy to give you a hand with any questions or can throw you a few examples of how the optimisation could be improved.
  • Avatar of Spacewolf
  • [QUOTE=Jimbomcb;30638668]If too much stuff is being rendered at once then you have some real optimisation issues, did you use any areaportals for example? Enclosing the whole map inside another container is one of the biggest faux pas in mapping and I'm struggling to see how that could result in less stuff being rendered in comparison to when the map wasn't inside big container. Don't take that the wrong way, it's not intended as an attack on your mapping, there's just no way you could be rendering too many entities in scenes such as these unless there were a few problems with optimising. I don't intend to sound condescending by saying this but if you want to add me on steam I'd be more than happy to give you a hand with any questions or can throw you a few examples of how the optimisation could be improved.[/QUOTE] I think in the last thread he said something about trying area portals, but it caused lots of errors and the map to not work in Ep2.
  • Avatar of Jimbomcb
  • [QUOTE=Spacewolf;30641344]I think in the last thread he said something about trying area portals, but it caused lots of errors and the map to not work in Ep2.[/QUOTE] when used correctly they aren't going to cause errors and they will work in ep2 because very little if anything was changed between old/new engines in regards to areaportals. sounds more like a case of using them incorrectly rather than the areaportals causing errors.
  • Avatar of Breadman
  • I wrapped the world in a skybox because the 3D skybox had to be present throughout the entire map. It's all in the old thread, but basicly theres an issue with env_fog_controller reguarding not drawing at a certain distance. With a normal or no skybox it would just render the skybox texture, so you'd be walking down mines with a bright sky at the end of each tunnel. So then I started looking for black skybox textures, go figure there weren't any. After about 2 weeks of trying (And failing) to make my own I decided to wrap the map and give it a black 3D skybox which seems to have worked fine. This decision was made at the end of the development. The community was gagging for the map and rightly deserved to see its release sooner rather than later. It may be abit of an unorthadox way to doing it, but it works. I respect your comments though Jimbomcb and thank you. I may take you up on your offer about Area portals in future. Once again thank you all for your excellent feedback. EDIT - 24/06/11 - If you're lucky things may start happening tonight (Reguarding Hartley.)
  • Avatar of cccritical
  • can anyone sum up the arg thing going on right now? [editline]25th June 2011[/editline] Alright, I've been trying to play both for these past few days (at night with all lights off and the volume turned up etc) and it'll be pretty spooky with a nice atmosphere for a while, but then all of a sudden all the tension and panic that you've built up goes away immediately when out of nowhere I die. I've been playing in Episode 2, so every time something kills me (it's happened 4 or 5 times now between both maps) I get to restart the whole thing. That really ruins it for me at least, I can't explore without getting killed every fifth room I go into and that ends up with me not exploring at all and just sticking to the big empty rooms. I'll try playing them with other people tonight though, maybe it'll be completely different.
  • Avatar of cccritical
  • [QUOTE=Spacewolf;30704886]Put on Buddha.[/QUOTE] I have and it's still a pain when I get to those traps that lock you in a room and push you against a wall until you're dead. [editline]25th June 2011[/editline] Where the [i]fuck[/i] are the altars? Can't find them after about an hour of searching.
  • Avatar of Wizzadar
  • I'm sorry, I like the map, but it's just not scary to me. I appreciate the effort you put into it, the detail is very nice, and it was fun to go through, but it didn't produce any scares for me.
  • Avatar of Spacewolf
  • [QUOTE=cccritical;30705368]I have and it's still a pain when I get to those traps that lock you in a room and push you against a wall until you're dead. [editline]25th June 2011[/editline] Where the [i]fuck[/i] are the altars? Can't find them after about an hour of searching.[/QUOTE] Speaking of that room, check it for a gear.
  • Avatar of Darth-Veger
  • [QUOTE=Wizzadar;30706546]I'm sorry, I like the map, but it's just not scary to me. I appreciate the effort you put into it, the detail is very nice, and it was fun to go through, but it didn't produce any scares for me.[/QUOTE] You do not have to all like sorry because it was not scary :v: But its more of the quality of the map itself
  • Avatar of Spacewolf
  • Never thought I'd so eagerly await a response to my application to an insane asylum. :ohdear:
  • Avatar of Pinhead!
  • [QUOTE=Spacewolf;30715513]Never thought I'd so eagerly await a response to my application to an insane asylum. :ohdear:[/QUOTE] If you go to the site you can see who got accepted, i did :D