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Global Offensive Realtime Map Editor


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Fuzzah
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Join Date: Jul 2014
Old 03-30-2015 , 07:56   Re: Global Offensive Realtime Map Editor
Reply With Quote #21

I am monitoring this.
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Arkarr
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Join Date: Sep 2012
Location: Just behind my PC screen
Old 03-30-2015 , 10:47   Re: Global Offensive Realtime Map Editor
Reply With Quote #22

Will definitly love to see that !
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MyBack
AlliedModders Donor
Join Date: Oct 2012
Location: Indiana, United States
Old 03-30-2015 , 10:49   Re: Global Offensive Realtime Map Editor
Reply With Quote #23

I've never thought anything like this could be done in source, you're brilliant.

Is there any ETA of a potential release anytime soon?

And I'm assuming this would work in other source games such as TF2/CSS/etc?
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Backup
Senior Member
Join Date: Jul 2010
Location: Česká Republika
Old 04-03-2015 , 20:14   Re: Global Offensive Realtime Map Editor
Reply With Quote #24

News! Some work has been done, but most of the time I'm learning APIs of SM, MM and HLSDK. For example, I was really pissed when I discovered that when I want to call a member function of an entity, I need an offset or a signature of that function.
I think that really sucks, so I spent last two days abusing VScript engine. It was time well spent, because now I get all functions (the ones that are visible to vscript) and their adresses at map start. So no more static offsets and signatures.


I'm trying to write the code as clean and as beautiful as possible, so it takes time.

Quote:
Originally Posted by Mitchell View Post
There have been issues showing ERROR models if the model was downloaded late.
Shit. Are you serious? I was depending on this extension, hoping that I'll just send it to players, they will late-precache it and then an entity with this model will be created. Is this issue global (there's no way to late-precache just dowloaded model), or is it just a timing issue (an entity with this model was created before the client received the whole model)?
This demo was running on local, server and client sharing the same game folder (saves disk space).
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Mitchell
~lick~
Join Date: Mar 2010
Old 04-03-2015 , 21:28   Re: Global Offensive Realtime Map Editor
Reply With Quote #25

Quote:
Originally Posted by Backup View Post
Shit. Are you serious? I was depending on this extension, hoping that I'll just send it to players, they will late-precache it and then an entity with this model will be created. Is this issue global (there's no way to late-precache just dowloaded model), or is it just a timing issue (an entity with this model was created before the client received the whole model)?
This demo was running on local, server and client sharing the same game folder (saves disk space).
Might be different now, as i was seeing this issue back when csgo was first starting up.
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IIIaPka
Junior Member
Join Date: Sep 2013
Old 04-09-2015 , 20:00   Re: Global Offensive Realtime Map Editor
Reply With Quote #26

I need it
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psychonic

BAFFLED
Join Date: May 2008
Old 04-09-2015 , 20:37   Re: Global Offensive Realtime Map Editor
Reply With Quote #27

Quote:
Originally Posted by IIIaPka View Post
I need it
Bro you need it
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poel
Veteran Member
Join Date: Mar 2013
Old 04-29-2015 , 05:32   Re: Global Offensive Realtime Map Editor
Reply With Quote #28

awesome!
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Backup
Senior Member
Join Date: Jul 2010
Location: Česká Republika
Old 05-11-2015 , 21:09   Re: Global Offensive Realtime Map Editor
Reply With Quote #29

Ok, some news.
I've been working on the backend, so I don't have a video where I show you super smooth cool ultra hd dubstep gui.
Instead, there is a video where you can see sierpinski triange growing.
https://www.youtube.com/watch?v=NrqDZKT7oLg
Why do I show you this? Because I spent last few days figuring out a way how to reliaby tell when a certian model has arrived to a player and it is ready to spawn. And thats whats happening in the video. Compiling, downloading and spawning models. During the video, the client has received over 1800 files, and no errors! Ok, the client console is filled with errors, but no visible ones.

So, I'm working on it, it just takes time. The backend part responsible for model compiling is mostly done. Now it's able to create a mdl file from bunch of points, for any given texture, any uv coordinates, any scale, any rotation. Now, I can move onto more boring parts, like user interface.
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Maxximou5
AlliedModders Donor
Join Date: Feb 2013
Old 05-11-2015 , 22:02   Re: Global Offensive Realtime Map Editor
Reply With Quote #30

Wow...


Superb job! Keep up the progress.
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