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View Full Version : New Entities & Features in 5.11 (Mirrors/Monitors/Portals, env_render_individual)



JPolito
15-04-2017, 08:00 AM
These entities were released with Sven Co-op 5.11. They are experimental and may be changed in a future release.

Mirrors/Monitors/Portals only work when the game is running in 'Windowed' mode. This will be addressed in a future release.

A demonstration map has been created to give mappers an example of how to use Mirrors/Monitors/Portals. Tutorials will be written later, but if you'd like to look at the map, please download it here (http://forums.svencoop.com/attachment.php?attachmentid=17692&d=1493578683).

<iframe width="560" height="315" src="https://www.youtube.com/embed/YweO_Ux_UvA" frameborder="0" allowfullscreen></iframe>

Known Issues:
- Minimizing and re-opening the game before entering the mirror room (and possibly other rooms) causes your player model to become Barney.
- Player model colors sometimes appear as the default colors.
- Chrome on models may look incorrect.
- If you enter the miniature skybox, you'll notice that there is a blue outline around the scaled-down platform. This is caused by a broken shader, which will be fixed in the next release. Fixed.
- The default 'Start on' behavior is currently broken, which will be fixed in the next release. Mirrors/Monitors/Portals need to be set to 'Start Disabled' and manually triggered after the map starts. Fixed.
- Monitors cannot have their targets changed. Fixed.


Env_render_invidual (point entity):

Changes the visual appearance of entities for one player or a group of players. Works in a similar fashion to env_render, except it is only visible to the target player or group of players.

Keyvalues:

target(string) : "Entity to affect"

netname(string) : "Player to affect"

message(string) : "Entity to copy from"

rendermode(choices) : "Render Mode" : 0 =

0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"


renderamt(integer) : "FX Amount (1 - 255)"

rendercolor(color255) : "FX Color (R G B)" : "0 0 0"

Spawnflags:

1: "No Renderfx" - Do not apply RenderFX keyvalue.
2: "No Renderamt" - Do not apply Renderamt keyvalue.
4: "No Rendermode" - Do not apply Rendermode keyvalue.
8: "No Rendercolor" - Do not apply Rendercolor keyvalue.
16: "Auto Apply" - Apply the values as soon as the map starts.
32: "Start On" - Entity will be active as soon as the map starts.
64 : "Affect Activator (ignore netname)" - Affect the entity's activator only. Ignores the netname (player to affect) keyvalue.
128 : "Use Entity to copy from" - Entity specified by 'Entity to copy from' keyvalue is used as a template from which render values are copied.


Func_mirror (brush entity):

Can be used to create mirrors. Does not need an origin brush to function.

Keyvalues:

zoom(integer) : "Zoom" : 1

Scale of the image being displayed on the surface of the entity.


fps(integer) : "Max FPS" : 0

Frames per second rendered by the entity.


textureMode(choices) : "Texture Mode" : 1

Determines which textures on the brush will render the mirror/monitor/portal.

0 : "{ Textures"
1 : "All Textures"
2 : "Named Texture"



textureName(string) : "Texture Name"

Name of the texture that will be used to render the mirror/monitor/portal. Only used when textureMode is set to 2 (named texture).


Spawnflags:

1: "Solid" - Entity will be solid.
2: "Start Disabled" - Entity must be triggered to work.
16: "Render only every 2nd frame" - Entity will only render an image every second engine frame. May improve performance.


Func_monitor (brush entity):

Can be used to create display screens that render a camera view onto a surface. Does not need an origin brush to function.

Keyvalues:

target : "Target" : 1

The name of a trigger_camera entity which will be used as the source of the monitor's displayed image.


zoom(integer) : "Zoom" : 1

Scale of the image being displayed on the surface of the entity.


fps(integer) : "Max FPS" : 0

Frames per second rendered by the entity.


textureMode(choices) : "Texture Mode" : 1

Determines which textures on the brush will render the mirror/monitor/portal.

0 : "{ Textures"
1 : "All Textures"
2 : "Named Texture"



textureName(string) : "Texture Name"

Name of the texture that will be used to render the mirror/monitor/portal. Only used when textureMode is set to 2 (named texture).


width(integer) : "Width (Resolution)" - Width-resolution (in pixels) of the monitor, independent of the scale of the texture used on the monitor. Default is 512.

height(integer) : "Height (Resolution)" - Height-resolution (in pixels) of the monitor, independent of the scale of the texture used on the monitor. Default is 512.

Spawnflags:

1: "Solid" - Entity will be solid.
2: "Start Disabled" - Entity must be triggered to work.
16: "Render only every 2nd frame" - Entity will only render an image every second engine frame. May improve performance.


Func_portal (brush entity):

Can be used to create 3D sky boxes and portals into other rooms. Needs an origin brush to function correctly.

Keyvalues:

target : "Target" : 1

The name of a target entity at which the portal will render a 3D projection from. Usually an info_target.


zoom(integer) : "Zoom" : 1

Scale of the image being displayed on the surface of the entity.


fps(integer) : "Max FPS" : 0

Frames per second rendered by the entity.


textureMode(choices) : "Texture Mode" : 1

Determines which textures on the brush will render the mirror/monitor/portal.

0 : "{ Textures"
1 : "All Textures"
2 : "Named Texture"



textureName(string) : "Texture Name"

Name of the texture that will be used to render the mirror/monitor/portal. Only used when textureMode is set to 2 (named texture).


Spawnflags:

1: "Solid" - Entity will be solid.
2: "Start Disabled" - Entity must be triggered to work.
4: "Teleport" - Portal will teleport some objects to the destination image.
8: "No GL ClipPlanes" - Usually when a portal is rendered, everything between the player and the area that the portal shows is clipped away. Usually you want this enabled, but you might want to disable this feature when creating concave portals (e.g. for 3d skyboxes).
16: "Render only every 2nd frame" - Entity will only render an image every second engine frame. May improve performance.

JPolito
15-04-2017, 08:00 AM
These previously-existing entities were altered with the release of Sven Co-op 5.11.


Trigger_Camera:

Keyvalues:

m_iszASMouseEventCallbackName(string) : "AS Mouse Event Callback Name"

Signature for AS callback method is: bool YourMouseEventCallbackName(CBaseEntity@ pCamera, CBaseEntity@ pPlayer, CBaseEntity@ pEntity, int mouseEvent, int mouseEventParam, float screenX, float screenY, Vector mousePosition, Vector clickDirection, Vector clickPlaneNormal, float scale)

pCamera - the camera entity calling this method
pPlayer - the player who created the mouse event
pEntity - the entity "hit" by the cursor (if any)
mouseEvent - one of:

MOUSE_RELEASED = 0;
MOUSE_PRESSED = 1;
MOUSE_DOUBLE_PRESSED = 2;
MOUSE_DRAGGED = 3;
MOUSE_POS_CHANGED = 4;
MOUSE_WHEEL_SCROLLED = 5;

mouseEventParam - depends on the event:

if event is MOUSE_WHEEL_SCROLLED, mouseEventParam is the scrollDelta (usually: 1, 2, 3 or -1, -2, -3)
if event is any other, mouseEventParam is one of:

MOUSE_BUTTON_LEFT = 0;
MOUSE_BUTTON_RIGHT = 1;
MOUSE_BUTTON_MIDDLE = 2;


screenX - x coordinate of the mouse cursor on screen (from -1 to 1)
screenY - y coordinate of the mouse cursor on screen (from -1 to 1)
mousePosition - the position of the mouse cursor in world coordinates
clickDirection - the direction from the camera origin to the cursor "hit" point, basically: (camera->origin - mousePosition).Normalize()
clickPlaneNormal - the normal vector of the surface that was hit by the mouse cursor
scale - if clicked through a portal with scale, this is the final scale (useful for scaling explosions or other visual/physical effects caused by the mouse event), usually this will be 1.0



m_iszOverridePlayerTargetname(string) : "Set Player Targetname"

Sets a player's target name when they use the camera, unsets it, when they stop using it


m_iszTargetWhenPlayerStartsUsing(string) : "Target when player starts using"

Target to be triggered when a player starts using the camera.


m_iszTargetWhenPlayerStopsUsing(string) : "Target when player stops using"

Target to be triggered when a player stops using the camera.


max_player_count(integer) : "Max Players" : 1

Maximum players allowed to view the camera at once. This is ignored when the 'All Players' spawnflag is used.


max_player_target(string) : "Target: Player tried to use, but Max Players reached"

Target to trigger when a player tries using the camera, but max players has already been met.


hud_health(choices) : "HUD: Health and Battery"

Hide the HUD health and battery values when the camera is enabled

0 : "Show Health and Battery"
1 : "Hide Health and Battery"


hud_flashlight(choices) : "HUD: Flashlight"

Hide the HUD flashlight icon when the camera is enabled

0 : "Show Flashlight"
1 : "Hide Flashlight"


hud_weapons(choices) : "HUD: Weapons"

Hide HUD weapons when the camera is enabled

0 : "Show Weapons"
1 : "Hide Weapons"


cursor_sprite(sprite) : "Custom Cursor (Sprite)"

Name of a custom sprite that will be used as the mouse cursor in the camera view.


Spawnflags:

32: "No Instant Turn" - Used to be 'Instant Turn', but never worked. This flag will now disable instant camera turning, which causes the camera to slowly turn to face its target when enabled.
512: "Ignore Hold Time" - Camera will ignore its hold time and will only turn off when re-triggered. Useful for camera menus that have an 'exit' button.


Miscellaneous:

Added useType (USE_ON, USE_OFF, USE_SET, USE_TOGGLE) to func_button, func_rot_button, momentary_rot_button, and button_target.

vonje
15-04-2017, 08:13 AM
Is there a test map available for the new entities?

GuO
15-04-2017, 08:21 AM
working in a deathrun map with portals and cameras, lets see...

GuO
15-04-2017, 09:07 AM
The instructions are not clear, the entities dont work as intended and too much .wad for this hammer build.

Any .map example?

JPolito
15-04-2017, 10:57 AM
I will create a demo map now. Probably should have done this before the release, but, better late than never.

pekhe
15-04-2017, 12:33 PM
Mirrors/Monitors/Portals only work when the game is running in 'Windowed' mode. This will be addressed later.


That's a huge problem. Portals can't be used in any meaningful way gameplay-wise until every player is able to see them.
Can you give any ETA for the feature? Weeks or possibly months?

Protector
15-04-2017, 01:42 PM
Portals can't be used in any meaningful way gameplay-wise until every player is able to see them.
Correct. It's an experimental feature. It's not meant to be used in final maps, it's meant to be used by mappers to play around with and possibly find bugs, so we can address them before making the feature final.


Can you give any ETA for the feature?
No.

vonje
15-04-2017, 03:03 PM
I was not able to get the brush entities to function either.
How do you "connect" portals?

pekhe
16-04-2017, 07:44 AM
I was not able to get the brush entities to function either.
How do you "connect" portals?

When creating the func_portal brush entity, make sure to include a block covered with "origin" texture (similar to rotating doors), and place it in the middle of the portal surface.
Then change the "Target" value in the func_portal to reference an "info_target" point entity.

https://puu.sh/vlYMZ/2e61f481e6.jpg

JPolito
16-04-2017, 09:39 PM
Demo map has been uploaded. See the first post's attached files.

I'll try to write tutorials for each entity later, but for now you can probably learn how to set things up by looking at the source files.

<iframe width="560" height="315" src="https://www.youtube.com/embed/YweO_Ux_UvA" frameborder="0" allowfullscreen></iframe>

Known Issues:
- If you enter the room with portals before you enter the skybox, the portals will be rendered through the skybox and will cause extremely low framerates. I'll reorganize the map later.
- If you enter the miniature skybox, you'll notice that there is a blue outline around the scaled-down platform. This is caused by a broken shader, which will be fixed in the next release.
- The default 'Start on' behavior is currently broken, which will be fixed in the next release. Mirrors/Monitors/Portals need to be set to 'Start Disabled' and manually triggered after the map starts.
- Minimizing and re-opening the game before entering the mirror room (and possibly other rooms) causes your player model to become Barney.
- Monitors cannot have their targets changed.


If anyone has any requests for things to be added to the demo map, post here or mention it to me on Discord and I'll try to get it in.

Green Astronauts
17-04-2017, 01:43 AM
That's really neat :O

GuO
17-04-2017, 02:16 AM
Thanks for the example map. I like your use of Hints and Skip :)

vonje
17-04-2017, 11:18 AM
That 4D cube stupefies me more than anything.

NinjaBlack1337
17-04-2017, 04:33 PM
Wow func_portal is useful! it's now i can makes easy. amazing job

Green Astronauts
17-04-2017, 08:40 PM
I noticed a number of visual oddities in 2160p windowed mode. Notably: In mirrors and portals, everything looks wider than it is.
See this video:

https://www.youtube.com/watch?v=c2kRq-bo85M

These oddities also occur in 1440p windowed but not in 1080p windowed, or at least not as far as I can see (except for that one bug with the large monitor changing the aspect ratio of the view shown).

Really cool that the spraypaint is visible in the 3D skybox though. I was hoping for that :D

JPolito
17-04-2017, 11:23 PM
Oh wow, nice find. This is why these entities are still 'experimental'. Hopefully this is easy enough to fix.

NinjaBlack1337
18-04-2017, 12:49 AM
There's something, i find the func_portal. anyway i died telefrag by entities(grenade? and others aswell)

https://www.youtube.com/watch?v=-97QbTf1gwk&feature=youtu.be

Lt.JC
18-04-2017, 06:04 AM
I can confirm the bugs found by NinjaBlack1337, played the test map with a friend and he was standing in one of th portals. I threw a satchel charge in there and he gibbed. Then I tried to do it while I'm standing in there myself and I died. One time it even froze the whole game.

Also I don't know if this is specific to the ___portals map but I noticed when playing with more than one player only one of us (probably the activator) could see the effects.

For example I was the first to enter the mirror room so I triggered them and I saw the mirrors but he didn't. Then he was the first to enter the 3D skybox room and I couldn't see it only a big box which was actually the func_portal (just not activated for me)


But for some reason the portal room was working fine for both of us.

Green Astronauts
18-04-2017, 09:00 PM
By sheer accident I found another freak bug related to portals:
If you're running the game in fullscreen mode, so that portals don't work, and you try to throw a crowbar through a portal, the game instantly freezes. I tried this three times in a row, specifically:
1) With the round portal in the floor (listenserver freeze caused by a client)
2) With the round portal in the floor, again (listenserver freeze caused by the host)
3) With the door-shaped portal near it (listenserver freeze caused by the host, again)

Haven't tried any other items, but throwing a crowbar through a functioning portal (read: when running the game in windowed mode) works fine.

To make things worse: If player A (playing in windowed mode) activates a portal and it doesn't render for player B (despite B also playing in windowed mode), the game will freeze / server will freeze (whichever is applicable) if B tries to throw a crowbar through the non-rendering portal...

Edit: A helpful player named BlueIsTrue joined my server and informed me that you can run Sven Co-op in fullscreen with the launch option "-nofbo" (https://developer.valvesoftware.com/wiki/Command_Line_Options) and have mirrors, monitors and portals still render!
(doesn't solve the freezing problems though)

BlueIsTrue
18-04-2017, 10:46 PM
By sheer accident I found another freak bug related to portals:
If you're running the game in fullscreen mode, so that portals don't work, and you try to throw a crowbar through a portal, the game instantly freezes. I tried this three times in a row, specifically:
1) With the round portal in the floor (listenserver freeze caused by a client)
2) With the round portal in the floor, again (listenserver freeze caused by the host)
3) With the door-shaped portal near it (listenserver freeze caused by the host, again)

Haven't tried any other items, but throwing a crowbar through a functioning portal (read: when running the game in windowed mode) works fine.

To make things worse: If player A activates a portal and it doesn't render for player B (despite B playing in windowed mode), the game will freeze / server will freeze (whichever is applicable) if B tries to throw a crowbar through the non-rendering portal...

Edit: A helpful player named BlueIsTrue joined my server and informed me that you can run Sven Co-op in fullscreen with the launch option "-nofbo" (https://developer.valvesoftware.com/wiki/Command_Line_Options) and have mirrors, monitors and portals still render!
(doesn't solve the freezing problems though)

I've made a imgur gallery describing the following cvars
cl_portal_disabled
cl_portal_quality
cl_mirror_disabled
cl_mirror_quality
cl_monitor_disabled
cl_monitor_quality

http://imgur.com/gallery/ErBdh

Edit: Didn't notice the changelog described the new cvars, so I've edited my post a little, hopefully nobody notices :rolleyes:

CubeMath
19-04-2017, 01:35 PM
I have a suggestion to this feature.

func_mirror should mirror Gauss-Lasers and Gluon-Lasers.
Maybe env_laser's too if possible. :D

Protector
19-04-2017, 02:34 PM
I have a suggestion to this feature.

func_mirror should mirror Gauss-Lasers and Gluon-Lasers.
Maybe env_laser's too if possible. :D

This is on my todo list, but with low priority.

Permanetly_Hacker
30-04-2017, 09:22 AM
How to install map?

Green Astronauts
30-04-2017, 10:00 AM
Put the file ___portals.bsp in your ...\Sven Co-op\svencoop_addon\maps\ folder, then start the game and start a new server on the map ___portals

JPolito
30-04-2017, 02:00 PM
I've updated the portals test map. It's been reorganized to make for better frame rates (not as many portals rendering at the same time), and many of the portals now use the min/max render distances so that they don't render through the skybox. Download it here (http://forums.svencoop.com/attachment.php?attachmentid=17692&d=1493578683).

Sprengmeister
04-05-2017, 02:35 PM
Hi,
I tried to look up the testmap but if I try to enter any coridor the game crashes with no message.
The resolution I used is 1440x900 widescreen in windowed mode. I tried the normal 4/3 with diffrent resolutions, too.. same problem.
I use Win7 and my graphic card is an onboard Intel(R) HD Graphics.
Later I will make an own testmap so I maybe find the specific cause of that.

Sprengmeister
04-05-2017, 03:17 PM
Ok, I figured out what the problem is :(
It is metamod-P .. that's very sad because I loved playing sven coop with entmod. I pray for, that it is possible to find a solution for that.
Otherwise I have to write my own entmod plugin xD

SourceSkyBoxer
28-06-2017, 08:46 PM
Nice job! Ps it looks like 3d skybox from Cry of Fear! Shit if you see blue outside. Why do you not use newest Glut and OpenGL ( latest version ) ? Please don't use Glaux.h i remember that Cry of Feat SDK or Panoria Half-Life are very incompatible to my very latest new display card. Like my old bug from Cry of Fear Forum. Like envpos_sky and envpos_world. Please change clean with shader specifical Opengl like example WebGL Learning monitor for example you can try to translate js to c++ than try real 3d skybox looks better than glaux with hidden bugged hole of mirror or portal.

If you can't resolve than I recommend you whole engine into C# with newest version of OpenTK and works fine with latest Mono under MacOS X and Linux. If you try to create simple launch like explanation how does it parse entities and it is old version with XNA. Like Quake XNA Github. If you try to translate from Sven Coop to C# with shaders because it is stable and more stable features. Please believe me! C# can be unlimited if you don't understand why you have black room if you are outside of -/+32768 cause c++/h is possible hard compilation - if you wish map -/+131072 without black rooms that is why I say good for you with C# OpenTK 2.0 and improve Sledge into Gtk version. But I don't want you are arguing with hard coding and you get headache. It is reason C# is easy and write simple and makes easy better than glBegin and glEnd. I hope your next release C# with mono for Mac and Linux users want play with us better than Window users are alone.

PS if you want understand how does C# with Entity.cs from Quake XNA Github / game / Entity.cs

example for door or train movements just you know Unity 5.6 tutorials are very close same to OpenTK. You can understand easy examples from Unity 5.6
Position, transform, location etc.....

Good luck for recreation for C# and make sure for Linux with fatpackage installation with latest version of MonoDevelop and Mac OS you need download and install Xcode and download Visual Studio for Mac or Xamarin Studio and compile into standalone Sven coop. Yeah I found SteamApi for C# from github here. Don't worry that!

Green Astronauts
29-06-2017, 08:11 PM
I'm gonna need the Rosetta Stone for this...

Morolian
29-06-2017, 08:53 PM
Well now,
I know i'm a bit late to the party but I was able to make a psuedo-reflective tile floor with a func_wall and a func_mirror
17760
Also, GL Shadows seem to break when standing on a mirror, as well as fog and some other effects

SourceSkyBoxer
30-06-2017, 08:06 AM
Hello I have tried like very small brushworks like example modem architectures like Trempler's or Siencer's level designs I thought portal makes "faked arrictecture like who can not draw smaller than 0.1 unit. It is really nice. But why does light doesn't throw if hidden hollowed room with 2048 x 2048 unit wall for example with light texture via info_textlights or lights into portal of playable room.
Like this example:
Small brushworks from portal ( /8 or /16 into real faked brushwork ) :P
17761

Explanation for next release please fix it!
17762

// EDIT:
Example more 360* angles portal. wow that is really good idea thanks for hard work but I wish you fix for throwing of lights, sprites, sprays if you are portallable playable room if biggest brushworks into small design like fences of church or art designs like made by RNG or other mappers...
That is why we don't need to create models....
17763

I explain that JackHammer and func_portal, info_target and playable room.
17764
17765

Thanks :D

// EDIT 2:
Wow it looks like realistic air con :D
https://lh3.googleusercontent.com/cUDOPBYJhZ4GehtRbK6W_DXNUN-AXUD1HntBxASZg80zmNOrz-Q3mTRmXiBHkwcc9ePEndYNuDP5akj-n8KhKmppP8Fs9hp-lVYsECuQ1Z-X8AXEWyqXY5oxqgPlOArzQ_0qVmRcCJANZsNwK6K4NAgQhxBQYH4LhrJmhGp m8WWvgfgTfzz7QT0AUcrY-Z47tx0T1EFgGdupf2hBTfRKFL1UKyUj9qm_bCB0c1VOF-PouZ17doxPzSQJL4k3eiFhmv7XCARImFR26J1qXEs8v9J4nDMgfMKSEpxhiR 2YGazm0mZPWewexLsua26LOfp_IW_e3lHaWKkvHf_RqAxPY69qwt2A1jVvvs s6E0Letb_HXK07VGgDkChggunlV9iJ7OrVqUXN8bTw-zwaJgF4b8qAkVL0fQK15kr076E_wWn7nWbBeuaAbLd5EMnOvCNF72xq4ekjP biAVjigeEJkUf-umKX8mg303-aFix5ghSQYFEk8tupI-lmJtgsrHRo71RSR57G4x8BMFqTn8d6sxAcr7EVTcYdwpkqnjH83Tt2mJP_uP 771Z6cHJv2tAlVj4ojaX1k8jro9QcUudS0KBS0ec1BDkvJTnmtJOZZhQb3En xtz3hbP=w482-h592-nohttps://lh3.googleusercontent.com/dpf1SsuLnUUCNVRAg_PRMCxwXBBqF-v2rQoRRUbfWxcI1OQh9hhYlt8HDSKV2Cc700e3hYljDTUTpGOFPwAzq_JCcE-n06m25ztqRrQUMdbcwC47CfrmMjXgQHzaKPvQZ9dBFMi7KE_j6i3IMvnjGwv V2QGuOxJOJDQUnaJ_kcczLmj2FbXPmCZpaKftytMIbGxRMf2MCt7wJl3toGh WHreVPk3ungGw0wiuP1pkp5ntEvCsbvafG-aD4oysKbIzU4ZkM_xDBh7KC7CQdEB84TKQjQmdyx7M2psfAqTs9m0xKrcvU4 mT-Td4AaKsIwPUtt7wZ84YImJ_p2jo_5o3qo7kPFGDyA62y4reMLL8NMluf6UOh s8k-xQkzOHqEDGsqWhjdQWvbCLf--WYrx_0snhPYXoQqllrCG8DaQm-p7kRtqUnw7UEBZU9X6lRKfJ8jZK5OQiVQ7ykYbsZ9vAung8Z23MGuQ6pW3rT 0W1WR3TRjuJvuFlo1FzYbnGtYaDVu7A5LsoSdGJ1DQS5WD_kKl75C_Bxy0tx wWCIohqmFM2FHpLC0zCqEpzt-HSkLvh8G5c-JFPlNb7WSx8pZmza8F7KIrHOggnYNPV39DqO5SghZymq_4qW=w962-h502-no
https://lh3.googleusercontent.com/VxBlK3TINMBtnXVMil4RGiQGHLxCUSuWcD_npERWUuwfPjPCVS9YZCHlSRuY uxtqaIvhNCbD-ky1XbB5XXYdugdl56d7JKS-oOVvPA7Wq87YBvSDDRu3yuArQHOxGQVbpun6k3cS1b6H-_ohhvJOUkFAvMJDwKjMa_eR6odFi8g_B8AHJ-pFgUz0CO5lidI83gEEUJa-uJsAlnFzP7w2xGdwTzgb0Q00BD-YAYwiRYNyvE42c3287VF91GB2K9kIGOLs-rEVSPJSOxUSWME7DmBOgLc4prT2Wi60ap1Sr1lJ3qn_OjaO6vLxewpFzbCRy kZvz0WrMhec4oAlbgbrqXAy1TZf5g70S-lmqxhBSoSDXQVIAKJQo865OGknaE8EnjzEKNbDvx-RKIkV5Pq9sjlM7zLypS4a21O8GYZckh4bdn6NQa_wk9zHiREr_g50xCoD628 cjEXE1n6cnsnqbTyGA-tXG46j-AN21ZbiWDdi5V4Oo9O4aCfAcngXBgNLNXvXduIcq1WsprfKwEJ3PQz9GzwxZ jHh2YrsDuHPGDt7rlWU1jf5ChJmCOFKBlj7uJjFPUlRLTxxRW5xnuWwXwMGM mOjOp9EOSThVvViE_VGsGskLRov=w1600-h900-no

nico
26-07-2017, 03:24 AM
Would it be possible to make a "infinite map" with this entities? Like a huge map maybe with some fog in the far and portals at the boundaries?

SourceSkyBoxer
26-07-2017, 05:42 PM
Would it be possible to make a "infinite map" with this entities? Like a huge map maybe with some fog in the far and portals at the boundaries?
Like I think fog has problem for portal. :(

sv boi
23-01-2018, 02:08 PM
with older computers it will cause fps down to 10-1

JPolito
24-01-2018, 10:05 PM
with older computers it will cause fps down to 10-1

Every time one portal is rendered, it's like running two instances of Sven Co-op. It's not very efficient.

IvNN'
23-08-2018, 02:02 AM
Any news of the fullscreen mode? this would be perfect if supports fullscreen :p