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번역 관련 문제 보고
@Semtux811: Thank you! To be honest, I wasn't sure about the direction I was going for. If you see it that way, that means another accomplishment in my book!
If a lot of people like something, they'll give it as many positive interactions with it until the algorithm shares it publicly on the front page.
It's not Hollywood fame, but it's another great example to share Christ's awesomeness.
A huge thank you to every single person who actually took the time to help put it there. You are appreciated.
When it comes to someone that's publicly hosting this map, I'm not responsible if they decide to include mods that can make other users uncomfortable. Those experiences are completely different from a map author making a conscious decision to include such materials.
If you have a feeling that something is wrong prior to entering a server but still choose to click ahead - That's something that I'm not responsible for either. It's up to you at that point whether to join a public server like that. Some hosts don't tell people, some hosts do.
That's internet 101 for you. If you're not finding the exact clause in it's specifically mentioned, "No jumpscares," read the FAQ thread and the mod description again if needed.
You need to enable x86-64 - Chromium + 64-bit binaries in the Beta settings of GMOD.
Right-click on GMOD < Properties < Betas < Choose the one that says x86-64.
This is the same fix we usually do when we want to use the Media Player addon. There's no need to unsubscribe from your mods or push the game's video settings to the highest.
In-game, this should make your game load the animations every single time so the GIFS don't move just once per gameplay.
A huge thank you to you both for being super patient with us.
also nav_mesh... thats what normal garrys mod enemies use right? ?!? very excited to see how this will work out! (praying that its compatible with lambada/zeta players! just incase us single players want to do fake pvp matchs!)
and yet again, Thank you!
Working on a fix and adding a nav_mesh.
As far as mapping goes, all animated textures (GIFs, to be specific) is broken down by frames. Then they're imported to VTFedit. The script I used is entirely within Source SDK's limits, as shown in TopHatWaffle's tutorial of "Advanced Textures, Transparent Textures" . That's the only learning I've gotten on using custom scripts to make animated textures.
I'm not sure why it's showing you a Javascript error with a broken Youtube link. I don't use Youtube URLs while creating custom textures (static and animated) for Source SDK mapping as a whole. That's an entirely new issue to me as none of the mapping tutorials learned from TopHatWaffle, 3kliksphilip, and the Valve Developer Wikia has any necessary articles about this information to learn from.
When going to the link directly. The video is down. (The youtube one.)
First time playing this map I could see everything animated accordingly after that its never been the same.
Newest addons that I added in were all normal ragdolls with no special functions of any sort.
I will keep a eye on this thread but I do like the map overall and all the small details!
[HTML] :1: Unsafe JavaScript attempt to access frame with URL {링크가 삭제되었습니다}data:text/html;charset=utf-8,%09%09%3Chtml%3E%0A%09%09%09%3Cbody%20style%3D%22padding%3A%200px%3B%20margin%3A%200px%3B%22%3E%0A%09%09%09%09%3Ciframe%20width%3D%22560%22%20height%3D%22315%22%20src%3D%22http%3A%2F%2Fwww.youtube.com%2Fembed%2FJg3DvQZFWwo%3Frel%3D0%22%20frameborder%3D%220%22%20allowfullscreen%3E%3C%2Fiframe%3E%0A%09%09%09%3C%2Fbody%3E%0A%09%09%3C%2Fhtml%3E%0A%09 from frame with URL https://www.youtube.com/embed/Jg3DvQZFWwo?rel=0 . Domains, protocols and ports must match.
However, that would be the most that we can suggest up to that point because again, we haven't encountered that type of issue while building maps with the Source Engine.
I'm trying to make a Gmod skit in it so all I'm really worried about is the background being a little visually inconsistent, but nonetheless I'll try to not make it much of a problem...
I do hope a solution would be found soon on my end, but nonetheless it is incredibly fun playing around in this map! It sure gives off that perfectly surreal and nostalgic vibe that I like to see in Gmod maps!
I do wanna bring up one thing though, on my end the images that are supposed to move aren't animated at all, but there was one instance where I got them to move when I restarted it! I restarted again and they're back to just being inanimate and it's bothering me a bit. Would you know any possible solutions for it? Could mods be causing this map problems?
Thank you!
Unbloat your game.
Although, Bunger will have to compensate .. for now...
There's good maps out there where everything is perfect (mechanics, music, challenges, etc.) but the environment is too dark to consider something memorable. I'm not into the horror aesthetic much for reasons such as this, not my cup of tea. There are good nighttime maps out there that I'm studying from to avoid repeating those mistakes.
A little Vitamin D never hurt no one.