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Global Offensive Realtime Map Editor


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Backup
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Join Date: Jul 2010
Location: Česká Republika
Old 03-28-2015 , 19:26   Re: Global Offensive Realtime Map Editor
Reply With Quote #11

Quote:
Originally Posted by Mitchell View Post
I'm not sure how it is in cs1.6, but there is a limit that will crash the server once it is reached with entity indices. ( 2048 )
That's what the third stage is for. The idea is that you create a part of map and when you are done, you mark all your brushes ready for compile and they get replaced by compiled brush on next mapchange. If you'll need to modify it later, you would just un-mark them and they would become un-compiled on next mapchange. With this mechanism, I will be able to avoid 2^11 edict limitation.
Quote:
Originally Posted by Mitchell View Post
Im curious on how this works with models, and how you are able to make a smooth ramp like that lol. What entity are you using to display the brush?
The trick is that the model gets compiled in the background and then is late-precached into the game and inserted as simple prop_dynamic. This was tested on localhost, so it was a bit easier then if I had to do it over the net.
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Mitchell
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Join Date: Mar 2010
Old 03-28-2015 , 19:37   Re: Global Offensive Realtime Map Editor
Reply With Quote #12

Quote:
Originally Posted by Backup View Post
The trick is that the model gets compiled in the background and then is late-precached into the game and inserted as simple prop_dynamic. This was tested on localhost, so it was a bit easier then if I had to do it over the net.
Interesting, and the same thing happens for the real-time display of the transparent wall?
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Fearts
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Join Date: Oct 2008
Old 03-28-2015 , 20:51   Re: Global Offensive Realtime Map Editor
Reply With Quote #13

I've never seen anything like this. The ability to make a smooth ramp like that and create prop_dynamic on the fly is really amazing. I hope you decide to make this public.
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PresidentEvil
AlliedModders Donor
Join Date: Jun 2012
Old 03-29-2015 , 00:11   Re: Global Offensive Realtime Map Editor
Reply With Quote #14

do want
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Backup
Senior Member
Join Date: Jul 2010
Location: Česká Republika
Old 03-29-2015 , 01:26   Re: Global Offensive Realtime Map Editor
Reply With Quote #15

Quote:
Originally Posted by Mitchell View Post
Interesting, and the same thing happens for the real-time display of the transparent wall?
Nah, that's different kind of magic. But it is based on models too.
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RedSword
SourceMod Plugin Approver
Join Date: Mar 2006
Location: Quebec, Canada
Old 03-29-2015 , 01:48   Re: Global Offensive Realtime Map Editor
Reply With Quote #16

Wwwwwwwwwwwhhhhhhhhaaaaaaaaaaaaaattttttttttt

Quote:
Originally Posted by Backup View Post
About the code side - the first thing I'm going to do now is to scrap the whole code, because it is written for SourceMod and it needs to be rewritten as a MM module and SM plugin will be used only for frontend.
Are you using DHooks or some extensions that allow to change/hook/use memory directly ? i.e. Are you be able to do that with only "basic" Sourcemod?

Quote:
Originally Posted by Backup View Post
But in the future, it should be compilible into bsp.
Will all map compilation steps be executed ? i.e. do you think it will be possible to "extend" a map ? i.e. add from the "leaked" or "outside" part of the map (where one can go only with noclip / spectator-mode)


This is seriously fucking awesome man.

<pessimism>Just waiting for Valve to come fuck that up.</pessimism>
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Backup
Senior Member
Join Date: Jul 2010
Location: Česká Republika
Old 03-29-2015 , 02:15   Re: Global Offensive Realtime Map Editor
Reply With Quote #17

Quote:
Originally Posted by RedSword View Post
Are you using DHooks or some extensions that allow to change/hook/use memory directly ? i.e. Are you be able to do that with only "basic" Sourcemod?
SourceMod plugin and one .bat file running in the background.
Quote:
Originally Posted by RedSword View Post
Will all map compilation steps be executed ? i.e. do you think it will be possible to "extend" a map ? i.e. add from the "leaked" or "outside" part of the map (where one can go only with noclip / spectator-mode)
If you create that map inside this editor, yes. Extending compiled bsp won't be possible (in terms of removing/modifying existing blocks).
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que
SourceMod Donor
Join Date: Jan 2014
Location: Poland
Old 03-29-2015 , 09:09   Re: Global Offensive Realtime Map Editor
Reply With Quote #18

Quote:
Originally Posted by Backup View Post
So what do you think? Should i continue developing it? Would you "play" it?
3xYES
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Peace-Maker
SourceMod Plugin Approver
Join Date: Aug 2008
Location: Germany
Old 03-29-2015 , 21:17   Re: Global Offensive Realtime Map Editor
Reply With Quote #19

This looks awesome! Quite unique idea to generate models dynamically based on plugin input. Do you copy them to your client locally too?
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Mitchell
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Join Date: Mar 2010
Old 03-30-2015 , 04:07   Re: Global Offensive Realtime Map Editor
Reply With Quote #20

Quote:
Originally Posted by Peace-Maker View Post
Do you copy them to your client locally too?
If i had to guess either the server is hosted via the client, or he does that, as it's a late precache for the client and server. There have been issues showing ERROR models if the model was downloaded late.
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