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Modder-enthusiast, programmer. Currently working on PrimeXT and Xash3D FWGS.

Comment History
SNMetamorph
SNMetamorph - - 23 comments @ PrimeXT

It doesn't have any relation to Source engine (maybe except inspiration for some things). This is separate project in which we're trying to squeeze as much functionality from Xash3D engine as it possible.

Good karma+6 votes
SNMetamorph
SNMetamorph - - 23 comments @ Compiling Half-Life 1 maps on Android TV-box: experimenting

VIS may works too long in case of there is a lot of detalized geometry and it's not wrapped with func_detail entity.

Good karma+1 vote
SNMetamorph
SNMetamorph - - 23 comments @ Compiling Half-Life 1 maps on Android TV-box: experimenting

No, without modifications at least. For this stuff I ported map compilers sources to support ARM and 64-bit architectures

Good karma+1 vote
SNMetamorph
SNMetamorph - - 23 comments @ Half-Life: History of Kumertau

жив, в активной разработке

Good karma+2 votes
SNMetamorph
SNMetamorph - - 23 comments @ Diffusion

Good work, nothing to say

Good karma+2 votes
SNMetamorph
SNMetamorph - - 23 comments @ Half-Life: History of Kumertau

It's not like Source at all. PrimeXT has much more possibilities in a different things (graphics, different limits, crossplatform, open source code). But in other things, in current state it's worst than Source in some aspects (physics, no ragdolls, no flexible face animations).

Good karma+8 votes
SNMetamorph
SNMetamorph - - 23 comments @ Half-Life1 Ragdoll Lib

Thanks! Maybe somewhen I could figure out how to work with skeletal animation and implement this stuff.

Good karma+1 vote
SNMetamorph
SNMetamorph - - 23 comments @ Half-Life1 Ragdoll Lib

Hey, can you implement this for PrimeXT? :D

Good karma+4 votes
SNMetamorph
SNMetamorph - - 23 comments @ How to make a sound for gold source

This guide is wrong. For GoldSrc you should convert sounds to .wav format, 22kHz, 16 bit, mono. You can use Audacity or AIMP for this.

Good karma+1 vote
SNMetamorph
SNMetamorph - - 23 comments @ Half-Life1 Ragdoll Lib

good job, where is link to GitHub repo?

Good karma+1 vote
SNMetamorph
SNMetamorph - - 23 comments @ The Specialists

Yes, it exists.

Good karma+1 vote
SNMetamorph
SNMetamorph - - 23 comments @ Turning 0x0012

Happy birthday Admer! About world vertex manipulation: does this affects collision too, or this affects only world rendering?

Good karma+2 votes
SNMetamorph
SNMetamorph - - 23 comments @ Outskirts Gameplay

Oh, Akira Yamaoka...

Good karma+2 votes
SNMetamorph
SNMetamorph - - 23 comments @ Half-Craft: World generation!

Woh, good work, buddy!

Good karma+3 votes
SNMetamorph
SNMetamorph - - 23 comments @ Half-Craft: the Half-Life Minecraft mod

Oh, exactly. As I saw in past, on SourceModding there is some tutorials how do it properly.

Good karma+1 vote
SNMetamorph
SNMetamorph - - 23 comments @ Half-Craft: the Half-Life Minecraft mod

I remembered something interesing fact. In GoldSrc world size is limited to 8192x8192x8192 units. Probably, you will face with this problem. In Xash3D this limit expanded 2x or 3x, I don't remember exactly.

Good karma+2 votes
SNMetamorph
SNMetamorph - - 23 comments @ Half-Craft: the Half-Life Minecraft mod

Wow, it is so good idea! Do you implemented collision with placed blocks?
I guess, due to legacy GoldSrc graphics renderer, you will face with FPS loss (on AMD GPUs especially). But, if needed, you can rebase your mod to Xash3D engine, which is open-sourced and has more features.

Good karma+1 vote
SNMetamorph
SNMetamorph - - 23 comments @ Over Hell

Oh, it's interesting idea! Do you use XashXT instead of HLSDK for your mod?

Good karma+2 votes
SNMetamorph
SNMetamorph - - 23 comments @ GoldSrc Monitor

Hi, did you read file description?

Good karma+2 votes
SNMetamorph
SNMetamorph - - 23 comments @ The Specialists

No any ways.

Good karma+1 vote
SNMetamorph
SNMetamorph - - 23 comments @ Victor Escape

Поздравляю.

Good karma+1 vote
SNMetamorph
SNMetamorph - - 23 comments @ Meanwhile in Russia

Шедевр. Особенно ору с диалогов

Good karma+5 votes