Hydreigon
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Posts posted by Hydreigon
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12 hours ago, JLlaneras said:
Development starts tomorrow! Already have most of the map drawled out. Get ready for a long Zelda map.
As long as there are no 15+ min stages, I'm fine (or so).
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@Slayerdragon @Noctali
Idk why you are going for this. It's been done before.
EDIT: F**k you xZephire but I'm glad you are aware of Slayer's existence too.
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The only incorrect part of the guide is the boss hp values. From the cfg, it should be 200 per hp1 and 150 per hp2 (if it's still added). Speak of the cfg, @whim4life told me that the map still lags at the tanker meaning either me changing the flame trigger to a trigger hurt and removing most borked i/o didn't work or the cfg wasn't added. @Potti also told me the cfg worked like a charm.
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6 hours ago, Kim said:
Get your shit together
I 50% have to agree although being a bit more specific would be nice. I don't even know what this community is trying to become given the types of players that come here and the settings (in all seriousness, I'm still waiting for bhop to be outlawed elsewhere. No highjump either if there's no point to implement if players can't bhop).
P.S. hi dovahkim.
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It's very likely I will attend.
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http://steamcommunity.com/id/chepoff
This would be the user but he isn't on as much as he used to.
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9 minutes ago, Leks said:
Well, I am not an admin nor a member that visits ZE very often but, I feel like you're not right, please don't bash me on that.
I believe something causing lag was reported and denros did work on it for some time (not sure what the outcome was) so if you don't see any higher up doing stuff, well, I just feel like we have a disagreement in there.
here is the thread I was talking about: https://gflclan.com/forums/topic/16011-decreasing-he-grenade-smoke-effect/This thread doesn't have anything to do with management. I intended for any good coder, admin or non admin, to find a solution to the blinding hegrenade effect. There has been a method so far from various communities but it was never implemented on GFL because the hegrenade code isn't really shared on other communities. In other words, management can't do much in the hegrenade thread situation because the solution can be done by almost anyone and may or may not reside outside of management. Here, the FTP thread is completely related to management and is an inside problem.
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2 minutes ago, kikofly said:
litereally only been 8 days.
we sprinkle these maps 1 at a time so players dont get overloaded with downloads.
and personally i prefer quality over quantity
8 days is kind of longer than you think. I do agree with quality over quantity but it's easier said than done for a lot of mappers.
Ashen keep is on fastdl. Not to be confused but I'm not a fan of how it's ported to csgo especially if the css version is incomplete. Rest of the maps are official _p ports.
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I may have "suggested" a lot of versions of westersand but out of all the suggestions after z4, thankfully only one got uploaded as opposed to the "versions" I suggested.
z5 - Some stuff triggered me and some friends of mine reported some bugs on test servers so I deleted it in time before anyone could upload.
z6 - This version is on the fastdl but thankfully on standby
z7 - Never existed to begin with. I won't tell you it's true fate. I will say it never ever got a place on my dropbox.
z8 - Supposed to be the final version but some tiny problem happened and I wasn't happy with a few things. Again I changed the link in time before someone could upload to the fastdl.
z9 - Thankfully, no problems have been reported yet.
Compared to other maps, I'm thankful one version ever made it to GFL's fastdl and another version I didn't upload on dropbox. Also, I don't know if this would be an excuse but this is afterall my first attempts to use the hammer editor and release a porting project. I do apologize for the inconvenience to all of you.
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Given the current circumstances, not much maps are being updated on the server when many players have been suggesting maps. I can conclude the problem is only person that has access to ftp on any ze server is clearly not enough. Over the years, having only one person (admin or manager) access to FTP to upload maps doesn't prove useful because ze is the type of gametype that requires a special type of management especially with either a bunch of map updates at once or a critical map update that has to be uploaded asap.
Not saying the current manager is bad (I'm not tagging anyone). I'm saying more than one person with FTP on ze is better than just one.
High managers on GFL seriously need to consider this issue.
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12 hours ago, Potti said:
Map(s): ze_UT2004_Convoy_p2
Restrictions/Limitations: Hell Nah
Event Time preferred: Late Night/Morning(Anytime is okay.)
Others: If we beat convoy like easy ( 4-0 / 4-2 etc etc). I think we can try AESTHETIC.

If we have the cfg uploaded on the main server, I would go for a try.
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If there is one person to blame from surf sahok, it's me. I made a slight error in the cfg meaning the boss hp was unaltered in the first place. I need to think of something good or bad to attone for this mistake.
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+1 Implement this as quick as possible if a lot can agree.
Edit: Rather than use this effect, you could use a different unique effect instead...as long as it doesn't lag up.
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A little update, the only server I know of that has a changed grenade effect would be 93x and they removed the smoke. I'm trying to find out how they do this.
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From what denros said, it may require deep deep he grenade coding in the form of a plugin.
Someone better find a good fix.
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From the past few months playing csgo ze, I'm noticing that grenades in csgo cause way more smoke compared to css. This can cause two issues during a moving bossfight case if a lot of nades are spammed at once. One is it can blind vision making the boss hard to see and the other is a bunch of smoke particles can greatly reduce fps. I am aware a workaround is to do the trigger_multiple method of making the grenade disappear when it hits the hitbox but I'm not doing that in my port.
So is there any serverside effect to "remove" the smoke effect coming from the nade. In other words, only keep the explosion effect.
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Doorhug fest that some good players that defend die.
Congrats anyway to all the nondoorhuggers who won the map.
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44 minutes ago, JLlaneras said:
@Hydreigon I am ripping models using an emulator and blender!

Don't forget the textures. It's possible.
Thank @Link
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If you can, I'd find a way to rip some models from the original game.
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1 hour ago, wessaw said:
but but i need attention

Map isn't even good to begin with.
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Not a fan of most rebuys tbh as I thought it'd dumb down the ze metagame like it did on some source servers.
I kind of want to suggest removing the 2nd nade but this type of current playerbase for GFL CSGO ze may not be ready.

Song for ze_holdem
in Zombie Escape
Posted
A remixed or edited version of this song.