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Jackhammer 1.0 (public alpha)


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redivcram
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Join Date: Jul 2014
Location: Serbia
Old 10-23-2016 , 14:58   Re: Jackhammer 1.0 (public alpha)
Reply With Quote #131

Quote:
Originally Posted by Phant View Post
Crashing? When? With witch error?
Yes
Randomly
No error reported, It just stops responding
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Depresie
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Old 10-23-2016 , 17:21   Re: Jackhammer 1.0 (public alpha)
Reply With Quote #132

Usually randomly as far as i remember ( didn't make maps for couple months now )
It was happening more often for me when i was setting brushes to entities
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redivcram
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Old 10-24-2016 , 12:36   Re: Jackhammer 1.0 (public alpha)
Reply With Quote #133

Iirc that's what I did last time it crashed.
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SourceSkyBoxer
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Join Date: Aug 2015
Location: Germany
Old 11-11-2016 , 17:32   Re: Jackhammer 1.0 (public alpha)
Reply With Quote #134

Bad bug!
Show my pictures:
why triangle can't snap to grid lines....


Jack Hammer can't reposit or snap line to grid.

example angle:

90 ° / 4 = 22.5 ° If I want rotate horizontally like triangle to middle point with 90 ° angle

= 11.25 ° means line of triangle should hold to grid-line

Other possibilities:
90 ° / 3 = 30 ° => 15 °
90 ° / 6 = 15 ° => 7.5 °
90 ° / 9 = 10 ° => 5 °
....

Please fix Jack Hammer 1.10.x
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redivcram
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Old 11-11-2016 , 18:58   Re: Jackhammer 1.0 (public alpha)
Reply With Quote #135

I simply fix it myself with the Vertex Tool, snap every vertex to the closest grid

Last edited by redivcram; 11-12-2016 at 08:45. Reason: vertice > vertex (Grammatically correct)
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SourceSkyBoxer
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Old 11-13-2016 , 09:50   Re: Jackhammer 1.0 (public alpha)
Reply With Quote #136

Quote:
Originally Posted by redivcram View Post
I simply fix it myself with the Vertex Tool, snap every vertex to the closest grid
But but it is not okay now.... If you draw manual with vertex tools

Than it can happen if you use zhlt_usemodel with rotate example simple creating and clean hallways

If i copy 4 same triangles as simple hallway ( 2 x wall, celling and floor )
than I use uhlt_usemodel into func_rotating or func_train than

From zhlt_usemodel brushes should look clean and same into in-game if you do not make vertex tool than it means clean but I do not want if real clean hallway with curvy mode like my map from twhl or sven coop. But I want use with zhlt_usemodel than 4 built-in hallway and sharp corner should get origin texture because they will rotate like this


It is great tricks like Natural Selection 3.2 Who made with zhlt_usemodel into map like realistic awesome spiral-like hallway ( I remember that initial version since I saw very old screenshots )
But I am not sure like clean curvy like Black Mesa ( Half-Life before crashing track train and freeman falls in radioactived water into big elevator into power up )

But I really want use "zhlt_usemodel" if it looks awesome example pipeline was holding using zhlt_usemodel.
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Depresie
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Old 11-13-2016 , 14:33   Re: Jackhammer 1.0 (public alpha)
Reply With Quote #137

Wadafuq did you just draw ? lol

Anyway, any updates on jack ?
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SourceSkyBoxer
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Old 11-13-2016 , 15:19   Re: Jackhammer 1.0 (public alpha)
Reply With Quote #138

Quote:
Originally Posted by Depresie View Post
Wadafuq did you just draw ? lol

Anyway, any updates on jack ?
I am waiting next release of J.A.C.K.
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Depresie
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Old 11-25-2016 , 14:18   Re: Jackhammer 1.0 (public alpha)
Reply With Quote #139

Another suggestion -> Grid Size -> 15,30,60,120,240 because fuck valve, their engine is cutting faces on 240..
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Phant
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Old 11-30-2016 , 21:24   Re: Jackhammer 1.0 (public alpha)
Reply With Quote #140

Release in Steam coming soon. Right now you can add J.A.C.K. in your wishlist:
http://store.steampowered.com/app/496450
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