• Half-Life and Portal series, general discussion (v6)
    5,016 replies, posted
That shouldn't be representative of its true capabilities though, considering nothig is happening in that Paris map. How many NPCs and objects can it handle, how does it perform etc
Yes I know that, but I want to know it's proper limit. And how small can a brush, or "mesh" be made? In Source 1 you could be a 1x1x1 unit (inch) sized cube. Just what is the map size limit?
[QUOTE=Techbot;49799217]I kinda like how much work went into just the background noises. here is the glados scene without the voice on a test map. [vid]http://techbot.xyz/ShareX/file/2016/02/23/2016-02-23 18-59-51.webm[/vid][/QUOTE] Man, there was something inexplicably scary about watching glados emerge from the silent, pitch blackness like that.
[QUOTE=xbax;49799300]Do I have to compile depot downloader or can I use the pre complied one on github?[/QUOTE] Im gonna guess it needs compiling because when i tried using the precompiled version it just did this: [t]http://i.imgur.com/ixRk1WJ.png[/t] too bad i dont know how to compile it.
[QUOTE=Kickin Balls;49799449]Yes I know that, but I want to know it's proper limit. And how small can a brush, or "mesh" be made? In Source 1 you could be a 1x1x1 unit (inch) sized cube. Just what is the map size limit?[/QUOTE] I'm not entirely sure if there is a hard limit or not. I know that once it gets large enough, it will start having issues purely because your PC will have problems rendering and compiling all of it. Last I can remember, the limit (in any direction, obviously) is something like 2.1 million units or something thereabouts. It has more to do with some sort of floating-point number limitation now than anything else.
[QUOTE=IntenseBarney;49799577]Im gonna guess it needs compiling because when i tried using the precompiled version it just did this: [t]http://i.imgur.com/ixRk1WJ.png[/t] too bad i dont know how to compile it.[/QUOTE] I feel like a pleb but I can't either. Every time I've tried to compile anything with VisualStudio it always gives errors that I don't know how to fix.
[QUOTE=Marcolade;49799611]I'm not entirely sure if there is a hard limit or not. I know that once it gets large enough, it will start having issues purely because your PC will have problems rendering and compiling all of it. Last I can remember, the limit (in any direction, obviously) is something like 2.1 million units or something thereabouts. It has more to do with some sort of floating-point number limitation now than anything else.[/QUOTE] Didn't they increase the size to use 64 bits instead of 32 or whatever was being used before? So yeah, extremely large maps
It is really that hard to compile DepotDownloader? It was pretty easy here. Whatever, if anyone still wants to try to download that depot: [URL="https://www.dropbox.com/s/wxis9c215h5y69j/DepotDownloader.rar?dl=0"]here[/URL] is a compiled version. That was the version that i used to download the depots. However, i'm not sure if the depots are still available in the CDN
[QUOTE=Nic333;49799888]It is really that hard to compile DepotDownloader? It was pretty easy here. Whatever, if anyone still wants to try to download that depot: [URL="https://www.dropbox.com/s/wxis9c215h5y69j/DepotDownloader.rar?dl=0"]here[/URL] is a compiled version. That was the version that i used to download the depots. However, i'm not sure if the depots are still available in the CDN[/QUOTE] It is when you've got no instructions.
[QUOTE=Nic333;49799888]It is really that hard to compile DepotDownloader? It was pretty easy here. Whatever, if anyone still wants to try to download that depot: [URL="https://www.dropbox.com/s/wxis9c215h5y69j/DepotDownloader.rar?dl=0"]here[/URL] is a compiled version. That was the version that i used to download the depots. However, i'm not sure if the depots are still available in the CDN[/QUOTE] Thank you so much!! :smile:
[QUOTE=IntenseBarney;49799892]It is when you're stuck with the express version of Visual C++[/QUOTE] You should be using VS2012/2015 to compile this, not 2010....
[QUOTE=Nic333;49799888]It is really that hard to compile DepotDownloader? It was pretty easy here. Whatever, if anyone still wants to try to download that depot: [URL="https://www.dropbox.com/s/wxis9c215h5y69j/DepotDownloader.rar?dl=0"]here[/URL] is a compiled version. That was the version that i used to download the depots. However, i'm not sure if the depots are still available in the CDN[/QUOTE] Works. here's my .bat file i'm using to download the depot. [code]DepotDownloader.exe -app 323910 -depot 323911 -manifest 1213373041379618053 -username yourusername -password yourpassword pause[/code]
[QUOTE=jazzpunk;49799447]That shouldn't be representative of its true capabilities though, considering nothig is happening in that Paris map. How many NPCs and objects can it handle, how does it perform etc[/QUOTE] not to mention the scale of a dota player is not representative of a person
[QUOTE=icefox;49799946]Works. here's my .bat file i'm using to download the depot. [code]DepotDownloader.exe -app 323910 -depot 323911 -manifest 1213373041379618053 -username yourusername -password yourpassword pause[/code][/QUOTE] You also need to download the binaries (depot 323912, manifest 1207129877319639458), some files will 404, but it seems to work fine.
[QUOTE=Nic333;49800029]You also need to download the binaries (depot 323912, manifest 1207129877319639458), some files will 404, but it seems to work fine.[/QUOTE] I actually got all the bin files just now with no 404. although it made my other download exit. I think it just depends what content servers you get.
:snip: Fixed my problem, I now have the oldest build of the SteamVR demo. Here, let me put an image here to make this new page amazing. [T]http://puu.sh/niYcM/19d8a97d48.jpg[/T] [I]Amazing[/I] [T]http://puu.sh/niZpq/5719cfc349.jpg[/T] [I]Amazing[/I] There are many interesting things to be found in this build. [T]http://puu.sh/niZu5/7d5302d27e.png[/T] VR/Maps/personal
[QUOTE=CryoDragon;49800539]Whenever I try to download the oldest binaries manifest I just get a small message that says I have insufficient privileges, any ideas? Small note: I downloaded all the content the first time with no problems, and it runs fine with the normal Steam binaries, but I can't open the console.[/QUOTE] Are we trying to pull the old version 0 like we did with TF2? Final page, new thread will be up in a bit
[QUOTE=chipsnapper2;49800582]Are we trying to pull the old version 0 like we did with TF2? Final page, new thread will be up in a bit[/QUOTE] We still got like 38 posts to go.
[QUOTE=EliteGuy;49795672]Don't think so, they just ported portal 2's source code for the demo (which contains hl2 stuff), not the other way around[/QUOTE] There's a shocking lack of a portal gun in there, but all of the HL2 weapons are intact and almost usable (needs their models and scripts).
I think Valve should definitely do a Portal 3. Portal 2 for me, was such a step-up from Portal 1, and the humour was just brilliant (why wouldn't it be? With the wonderful Stephen Merchant). I hope in Portal 3 that there are more levels (especially on the Co-op), and that they should either do a back story based game based on facts from the previous two games. Or they should do something about the humans and perhaps capturing the human that they set free again. What are everyone elses ideas on how Valve should develop Portal 3 (hypothetically at the moment of course)?
it just stopped me at 20% so I guess I should try again?
[QUOTE=GisG56;49801123]I think Valve should definitely do a Portal 3. Portal 2 for me, was such a step-up from Portal 1, and the humour was just brilliant (why wouldn't it be? With the wonderful Stephen Merchant). I hope in Portal 3 that there are more levels (especially on the Co-op), and that they should either do a back story based game based on facts from the previous two games. Or they should do something about the humans and perhaps capturing the human that they set free again. What are everyone elses ideas on how Valve should develop Portal 3 (hypothetically at the moment of course)?[/QUOTE] My idea on how Valve should develop Portal 3 is by not developing it.
I feel like we seriously don't need a portal 3. The story is done. Maybe a spinoff using the f-stop tech, but not a real true sequel.
I [B]was[/B] going to report on my findings in the earliest version of the SteamVR Demo but then I discovered that SteamDB beat me to it [URL="https://steamdb.info/blog/mining-the-aperture-robot-repair-vr-demo/"]Take a look at SteamDB's post[/URL] So close :s: Although I feel the need to post the following screenshots. [T]http://puu.sh/nj4Z2/a52c69289a.jpg[/T] [T]http://puu.sh/nj4XE/3c7bdd0c1f.jpg[/T] Oh and microbrushes are a thing now too. [T]http://puu.sh/nj5ie/e7bc0b3ed8.jpg[/T]
Rats maps reborn.
No, giant maps now.
Nay. Maps that combine aspects of rat maps AND giant maps! Get some Gulliver's Travels up in this business. Also, hopefully this kinda stuff will get Nipper to make those crazy maps of his again.
[QUOTE=ironman17;49802104]Nay. Maps that combine aspects of rat maps AND giant maps! Get some Gulliver's Travels up in this business. Also, hopefully this kinda stuff will get Nipper to make those crazy maps of his again.[/QUOTE] Maybe if they re-add func_Vehicle
[QUOTE=ironman17;49802104]Nay. Maps that combine aspects of rat maps AND giant maps! Get some Gulliver's Travels up in this business. Also, hopefully this kinda stuff will get Nipper to make those crazy maps of his again.[/QUOTE] I'd love to see a remake of Insects Infestation
Light casting through portals?
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