Rectus

SteamID64: 76561197961263283
SteamID32: [U:1:997555]
SteamID: STEAM_0:1:498777
CommunityURL: https://steamcommunity.com/id/rectus/
ProfileURL: https://steamcommunity.com/profiles/76561197961263283

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Creation: 2003-09-22 16:15:02 (GMT)
Last Updated: 2023-09-15 12:08:15

VAC Banned: False
Community Banned: False
Game Banned: False
Trade Banned: False

Persona History

NameTime Changed
Rectus2019-07-11 12:32:09
Rec2019-07-11 12:30:52
Rectus Eggwiggler2018-10-30 13:17:37
Ethereal Hobo Turd2018-09-15 16:24:47
sutceR2017-01-26 02:12:06
Re2016-04-17 08:18:14
Recrudescence2016-01-30 13:29:29
Forrest Gimp2014-12-30 09:56:14
Boiled In Cum2014-12-25 06:15:52
Serial Butt Stabber2014-09-22 04:52:37

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https://steamcommunity.com/id/rectus/2023-03-31 20:04:38

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Comments

Total: [702] | Deleted: [2]

CommenterMessageTimestamp
devlosthanks! :)2024-05-25 13:53:39
RectusGreat work!2024-05-25 10:06:08
devlosKinda , i do manipulate some but i still had to code all the weapon logic myself just like you did for the custom weapon base. :d2024-05-25 09:28:49
RectusOh, that's really neat. I'm guessing it works by manipulating the netprops of the regular weapon entities. I never thought of doing it that way.2024-05-25 08:01:26
devlosWell i just released this , it's the mod. You can now add custom primary weapons without requiring melee_scripts , still a work in progress but it's based off your work rectus! https://steamcommunity.com/sharedfiles/filedetails/?id=32540008502024-05-25 07:37:28
Kanshi11Ouch, that impossibility to reload would kill any weapons idea. It was worth a shot, you have been amazing at explaining, i just wish Left 4 Dead 2 would be more open ended on the weapons aspect of the game. Thank you for your time, i still remember how crazy it was back in the day when your mod was posted!2024-03-31 11:33:02
RectusYeah, it's pretty much like you say. It should be possible to make the script auto-fire, but the more complicated the waepon, the harder it gets to sync up the scripted behavior with what the in-game part. I think it would be hard to make a precision gun that feels good to shoot in the first place, that's why I went with weapons that don't require that much accuracy to use. And yeah, the shotgun reload is just part of the firing animation. It will easily desync from the actual firing if you mess around with other actions while firing.2024-03-31 11:10:29
Kanshi11Ah i see, i see. Left 4 Dead 2 limitations at play here. I'm guessing there is no way to modify the firing state of the player for them being a masked melee weapon? I was curious about the weapons modifiers you have added inside the custom_shotgun.nut, you are saying it is entirely impossible to have a custom firearm with more than one shot? The auto-firing ♥♥♥♥♥♥♥♥♥♥♥♥ of a weapon does seem implemented inside Left 4 Dead core hexes as there was never any way to add or modify any weapon shooting method (single-shot, auto, sniper, ecc) I am also wondering and guessing the shotgun reloading function is part of the animation itself?2024-03-31 10:44:38
RectusThe custom weapons are set up as additional melee weapons. All the actual weapon functionality has to be manually implemented in a VScript. Without the script, it just functions like an ordinary melee weapon. This means that you can not use the normal gun features already in the game, and weapon scripts do nothing.With the shotgun, I have to detect when the player presses the fire button with the right weapon equipped, do ray-cats for the pellets, and damage anything the casts hit. There is no way to properly access or modify the firing state of the player, so it's very hard to guns well, especially auto fire. There is also no way of directly displaying the ammo count, so it's hard to have limited ammo without it being frustrating for the player. The bow and flamethrower display the ammo count by swapping out the entire viewmodel.2024-03-31 10:17:26
Kanshi11I am not ready to give up yet and before dwelling in all it's possibilities i've decided to ask you first, figured might as well do it!I would like to ask you for a moment of your time, this could lead to a really interesting mod project, i would really love to have new secondary weapons in mine Rising Sun mod project as well, please let me know if you're interested in exploring your mod possibilities!2024-03-31 10:01:18
Kanshi11hello, i see it's been a while since you have posted any mod of your custom melee weapons, but i've decided to try a shot in the dark regardless. This is not a request but rather i would like to understand the way it works as i would like to plan adding different secondary fireweapons with different functionalities, first and before hand there is absolutely no way in hell to let the vscripts read new weapons files? Trying to port a weapon script inside the melee folder simply lead to a crash upon firing, altough the model was loaded correctly. I tried reading the custom_shotgun file but i could not find any string about weapons functionality, like a single-shot or auto-firing variation and no clip size options.2024-03-31 10:01:14
RectusNope, sorry. Not accepting friend requests at the moment.2024-03-31 08:15:13
Sarubia NOP-03Hello author, can I add you as a friend to exchange technology?2024-03-31 08:12:51
Rectus<32024-03-03 08:44:08
LÿmJag tyckem om din workshop! <32024-03-03 07:47:24
RectusThat sounds great. The system was really limited due to the features available at the time. At least with TLS there are a lot of new scripting features to work with now.2024-02-10 10:07:34
devlosAlright. Tbh i always liked your work on this project. I think it never took off because of requiring still a hefty amount of vscript knowledge. I hope we can make a difference in that department by adding on where you left off. It's a modified version where you can easily add any weapon you like by use off .cfg files inside the EMS folder.We also added lots off new features that where orignally not implemented , i also kept all the compability for your original mods so they still work flawlessly with the modified custom base.2024-02-10 08:25:15
RectusJust mentioning it in the workshop page description should be enough.2024-02-10 08:16:47
devlosSo , i think i added you last time but the request seemed to be denied unfortunately. Someone commissioned me to improve upon your current weapon_base for personal and public use. Now i read the software agreement inside the vscript files but i was curious to what extend you wanted to be credited since this is originally your work.2024-02-10 08:07:06
RectusNot easily. You would have to use the third party tool Source 2 Viewer to decompile the map files, but that still requires a ton of work to get the complete map back. https://valveresourceformat.github.io/ I'd recommend starting over.2024-01-27 15:23:34
Fox G∆MING/Nolan the FoxHey Rectus, I recently lost all my old world files for SteamVR. Is there a way I can extract mine from my workshop uploads?2024-01-27 13:01:53
RectusI guess that would be possible with a VScript. I haven't tried it though, so not sure. It's been a long time, so I can't really remember how everything works with the weapon entities. You would probably need to store all instances of weapon spawns on map load, and then periodically loop through the weapon spawns and delete any that weren't present at spawn.2024-01-27 12:38:35
Exempt ♥hi rectus! im trying to make a map for l4d2 and ive been trying to figure out how to remove all the weapons and items dropped on the floor, is there a vscript that would help me with that? or would i have to use vslib? i cant seem to find any discussions on it ;p ive heard vslib is easier to use for complex stuff but ive never used it before, im not good at scripting in the first place :(2024-01-27 12:28:30
ZadenAlright.I'll do that.2024-01-26 11:16:30
RectusNo thanks, credits in the description is enough.2024-01-26 01:58:30
ZadenWe want to add you as a collaborator, since it is thanks to you that made the base to make this possible!2024-01-25 18:58:34
RectusLooks great, nice work!2024-01-25 17:24:27
ZadenUnderstandable, no worries.I made it an unlisted YouTube; https://youtu.be/oV9oCyZIBIs Your Custom Weapons Base is being used. What do you think? :D2024-01-25 15:14:51
RectusSorry, I'm not really comfortable doing that.2024-01-25 02:25:48
ZadenDo you have a Discord or somewhere I can show you privately? (Tell me through Steam or Twitter)2024-01-24 17:13:27
ZadenI want to show you a clip of it (don't want to say exactly what it is in public);Lets say that we found a way to add a new type of weapon using your Custom Weapon Base, and we want to add you as a collaborator.2024-01-24 17:09:02
RectusWhat is it?2024-01-24 16:08:40
ZadenI neeeeeeed to show you something!!!2024-01-24 14:29:53
Zaden@RectusHEY!!! HEY!!!I have some exciting news I want to show you related to your Custom Weapon Base!!2024-01-24 14:22:18
YOU'RE NOT OBAMAHi Rectus I have some problems with scripting, do you mind helping out a little bit? Here's a link https://steamcommunity.com/app/250820/discussions/4/6087244701384335283/ Thank You!2024-01-16 11:15:48
LittleGamer45i ate a door2023-12-21 11:09:26
kurochamaThanks a lot for your permission. I'll upload the modified homemade sentry turret soon.2023-11-27 11:44:35
RectusYou are welcome to upload any modified weapons as long as you give me credit. No need to add me as contibutor.2023-11-27 11:09:41
kurochamaHello, Mr. Rectus. I'm the same kurochama as one on gamemaps. As handmade sentry turret is one of my favourites, I'd like to ask for your permission to upload a modified handmade sentry turret that replaces baseball bat. If you give permission, I'd upload it & at the same time add you as the contributor, if you don't mind. Probably in the future I'd also help port some of your custom weapons as official melee (baseball bat) if you give permission. Your custom weapons have made L4D2 more fun. Have a nice day.2023-11-27 10:24:28
Lotvkvery cute aya pfp2023-11-22 21:58:23
BrightShadowDoing it with a console command worked, thanks!2023-10-31 16:26:17
RectusNot sure if it is even possible to make a mod for alyx for it. IIRC it should be possible to do it with a single console command instead. I don't have any experience with it though.2023-10-31 06:38:06
BrightShadowHello Rectus!I have developed a new type of omnidirectional treadmill for VR. I'm very excited that the tracking is finally working and with our emulator, we can walk and run in basically every VR game.The problem is just that the maximum in-game speed is slower than the maximum real-world speed. So in order to solve this problem, we want to build mods for the most popular games, to change the maximum in-game speed.Please send me a message, If you are interested in developing a Half Life Alyx mod for this purpose.You can find me on Discord under marvinfachtner or send a mail to [email protected].2023-10-31 06:25:59
YOU'RE NOT OBAMAHey Rectus I need some help with soundscapes in SteamVR hammer, would you mind help me figure it out? here's the link to the discussion: https://steamcommunity.com/app/250820/discussions/0/5966762350803053132/2023-09-14 06:05:21
RectusIt's not possible, since the custom weapons are technically melee weapons.2023-09-04 16:10:40
Grimmyhey rectus, when u make a custom weapon is it possible to make it take a different slot like primary? i know theres scripts to make primary guns like the silenced smg into a secondary, so im curious if this is possible.2023-09-04 15:31:40
RectusGreat to hear that you like it!2023-08-26 17:13:59
rh4xorthank you for your beautiful map me and my friends liked it very much if you want we can play together on my own server when you are available (versus)2023-08-26 17:10:02
RectusSorry, I don't do requests, but anyone is welcome to modify the the turret if they want.2023-08-17 09:05:47
Fran_4DHello i am making a mod pack that changes l4d2 to be like tf2 i saw your sentry mods and wondered if you could make a tf2 like sentry?2023-08-17 05:46:00
RectusNot sure, i've never tried. The scripts are just for static turrets, so any NPC behavior would have to be created from scratch.2023-08-08 05:39:00
MISSINGNO_106so theirs this map he said you made the shooting script, would it be possible to turn the entities from this map https://steamcommunity.com/sharedfiles/filedetails/?id=3015158124&searchtext=terminator into actual special infected aka replace the jockey with them ?2023-08-08 05:27:04
RectusNo idea.2023-07-31 17:15:56
Xtreme_ShootWhy they did cutted LAW from Left 4 dead 2 game ? Also 1.6 Cut weapon too!2023-07-31 11:14:07
RectusNope.2023-07-29 16:05:54
¡ byteframe 😴 is playful !if I camn to your house (like for a play date) amd it was dinner time, is it sweidish custom for my to wait up stairs whilst yall eat?2023-07-29 15:09:01
RectusThey spawn normally. They are technically melee weapons, so they will only spawn on melee spawnpoints though.2023-07-05 15:15:30
Young Sesame ChickenRectus, I would like to know if your custom weapons spawn normally or if it's only given by console, if it only spawns by console is there anyway it can spawn normally by like a weapon unlocker? or is that unfortunately impossible2023-07-05 13:43:30
RectusSorry, I can't really accept any more friends at the moment.2023-06-21 02:17:29
RectusYou would have to calculate the players current health from GetMaxHealth(), GetHealth() and GetHealthBuffer() and set the health based on that.2023-06-06 14:44:01
Exemptrook527yay it works thank you! im wondering now though (since there doesnt seem to be any AddHealthBuffer option) if theres a way i can set it up to give like 20 temp health added instead of setting it to an exact amount every time?2023-06-06 13:35:07
RectusIf !activator exists (I don't remember if it works correctly everywhere in L4D2), you can access it directly from the activator variable.function PlayerEatingDogfood(){printl("at least its filling...")activator.SetHealthBuffer(100)}2023-06-06 01:39:58
Exemptrook527hi again rectus im trying to make a timed button that gives the survivor who activated it 100 temp health with some vscript. im still very new to writing vscript functions, this is what i have but i cant seem to get it to work.function PlayerEatingDogfood(){printl("at least its filling...")local play = nullwhile(play = Entities.FindByClassname(play, "!activator")){ play.SetHealthBuffer(100)}}in a previous version i was able to get it to give all survivors the buffer, i figured it could work like outputs in hammer with the "!activator" in place of "player" but it seems im wrong x.x2023-06-05 17:31:32
RectusTry disabling any other mods.2023-05-23 00:13:44
flame Pyrohow custom weapon base weapo ns not working at all map workshop2023-05-22 22:24:23
11B4Pi will not ask for anything again i understand2023-05-09 11:17:16
RectusSorry, I don't do requests.2023-05-09 08:51:24
11B4Pfor left 4 dead 22023-05-09 08:18:04
11B4Pits like the mp5 m203 from black mesaplease make it2023-05-09 08:15:18
11B4Pplease2023-05-09 07:58:45
11B4Pcan you make an mp5 with an working m2032023-05-09 07:58:19
Drunkcheyit doesnt need to be proper, as long as it looks like it. thanks man i'll give this a shot, wish the old S1 fog controller still worked2023-04-29 07:33:31
RectusSteamVR home doesn't support proper volumetric fog. You can kinda fake ground hugging fog using env_gradient_fog with a texture that is transparent close up and at the top. For example, this is what the alpha channel for the one i use in my bus stop map looks: https://i.imgur.com/oYlKTrz.png2023-04-29 01:52:46
Drunkcheyehhh, well to sum it up it basically boils down to: "how" because whilst i understand the gradient and color system in theory it seems i'm not great at putting it into practice. the fog doesn't really become 3 dimensional and instead just tints props and brushes whilst i would like it look like a proper volumetric.2023-04-28 19:03:21
RectusYou can always ask about it here.2023-04-28 17:56:29
Drunkcheyadded because of some questions related to fog in steamvr and mainly getting it working.2023-04-28 07:56:27
RectusUnfortunately not.2023-04-23 00:38:59
Fox G∆MING/Nolan the FoxAnd that wouldn't include any of the logic or entities, would it? I put a lot into that...2023-04-22 19:03:22
Fox G∆MING/Nolan the FoxAh, shame. Thank you though!2023-04-22 19:02:25
RectusUnfutrunately there isn't any complete way of recovering things. You can recover the level geometry as a model using VRF, but it would be a lot of work to make it usable again.https://github.com/SteamDatabase/ValveResourceFormat Not sure what would cause it to stop working.2023-04-22 10:33:40
Fox G∆MING/Nolan the FoxHey Rectus, quick question. I don't know if you remember me, but I've made several SteamVR Environments. People are telling me my FNaF 1 Environment isn't working. I switched computers and have unfortunately lost all the projects I was working on. Is there a way to recover the project, through the workshop file or something? Do you have any idea what would be causing it to just, stop working?2023-04-22 08:23:44
RectusDo you mean how to turn? The easiest way to trun with your body is to keep the hands to your sides.2023-04-22 00:20:38
ThehunterlHola buenas noches Rectus, te consulto, en Downhill skiing, como hago para poder doblar con mi cabeza o mi cuerpo?2023-04-21 18:30:14
least racist german (not)your map ''Plan B'' is absolutely and utterly ♥♥♥♥... never played a map this bad im my life.2023-04-20 16:52:06
Loukrey RezzoOh too bad... but thanks anyway for your quick and efficient answer.2023-04-01 16:32:23
RectusIt's not really possible to make automatic guns that work well.2023-04-01 16:24:07
Loukrey RezzoHey man, I love the custom weapons base mod and I find it fascinating to make new ones. Do you think it would be possible to make a tec-9?2023-04-01 16:06:03
RectusSorry, I don't do commissions.2023-03-21 02:01:36
UltramarineMate, will you consider accepting commission about custom weapon?2023-03-20 19:56:06
WiEZ;---;2023-01-23 17:38:52
RectusI use some fairly complex VScript logic to spawn items in the Diescraper finale. The source files are here: https://github.com/Rectus/diescraper_sources Most of my mutations also spawn items: https://github.com/Rectus/l4d2-vscripts2022-12-14 06:46:54
Exemptrook527is there anywhere you know of i could find an example of spawning the items with vscript?2022-12-14 06:28:01
RectusSome entities don't reset between rounds. I can't remember which ones, but it might help to use different entity types if possible. There are also more complex solutions like spawning the entities from VScript.2022-12-09 13:11:48
Exemptrook527Hi rectus hope your doing well i made a christmas version of one of my l4d2 maps with presents that can be opened for supplies. the only problem is in versus, supplies spawn when theyre opened just fine in the 1st round, but on the 2nd round when they're opened i get an error message in the console and no item spawns:CreateInstance called on a point_template that has no templates: gift_contents_temp_01ci cant figure out how to fix the issue here 0.o do you know any way to work around this?2022-12-09 10:21:52
ᵀʰᵉ ᴬʳᵐᵒʳ ✓ ツI Love Diescraper Redux So Much Man Wish You Make More Maps Similar To It Or Good Like It2022-10-30 04:35:47
RectusSounds like it should work at least.2022-10-27 15:49:31
MISSINGNO_106Could I alter the flamethrower and use the smoker tongue as the projectile to attach to a survivor and as long as it's attached it will heal and overheal survivor's but make it so the survivor has to stay close or it will detach, is that possible ? This is the plan I had to pretty much make a bootleg medigun (model will be changed to something more fitting if I can get it to work)2022-10-27 15:47:09
RectusOne way of doing it is to manually change the health of the target. I do it with the syringe gun. https://github.com/Rectus/l4d2-vscripts/blob/master/custom_weapons/syringe_gun/prop_syringe.nut2022-10-27 15:08:45
RectusSounds like it should be possible. The biggest limitation would probably be getting a good particle effect for the beam.2022-10-27 03:47:39
MISSINGNO_106Hello, i am trying to make a medigun with overheal like the one from TF2 in L4D2, is this possible with custom weapon base ?2022-10-26 23:12:47
RectusInteresting idea, although I don't think there is any way to spawn that many bots.2022-10-11 10:46:33
Darkdeplayerhello i got an crazy l4d mutation idea is named : The Armyhow it works : 50bots will appear on the map the goal of the bots is survive and you play as the leader of the army and you have to survive the max time you canExamples : 50 l4d survivors AI appear , and etc the goal of the army is just survive if you die you watch the army surviving2022-10-11 09:20:00
RectusA proper thermal scope would probably require custom shaders and being able to swap them for rendering the scope view. The night vision scope is already a big hack, and would be a lot better if there was dedicated support.2022-08-26 02:35:26
KaiиeThanks for the detailed response. Doubt it's possible, but out of curiosity, are there any extra properties available by manipulating the color channels or material further such as highlighting NPC or player entities with different hues? Part of the project is to add Thermal Vision later on or a combination NVG / Thermal scope.2022-08-25 17:49:31
RectusThe scope material works by taking the render target for the magnified view, and multiplying the green channel using the $color parameter to amplify the light. I also add in a bit of color from the other channels, so bright light blow out to white instead of solid green. This only works with a HDR renderer since it needs a tiny bit of light in dark areas to multiply, so it wouldn't work on goldsrc.2022-08-25 17:07:42
KaiиeLink keeps getting flagged, here it is again: https://steamcommunity.com/sharedfiles/filedetails/?id=4486810632022-08-25 16:28:27
KaiиeMight take up some space, but no problem.My question is related to the mesh and texture for the NVG effect you used, as I’m trying to recreate it as a scope-mount for my RPG-7 (https://steamcommunity.com/sharedfiles/filedetails/?id=448681063) as a 1PN51 or 1PN58.Additionally, I was wondering if it was possible to recreate this in goldsrc without using any built-in light sources (such as Half-Life 1’s flashlight or night vision from Opposing Force) in the engine.2022-08-25 16:24:21
RectusWhy not ask here?2022-08-25 16:14:15
KaiиeHey Rectus, I really enjoyed your AN/PVS-4 series for Contagion and Insurgency. If it's not any trouble, do you mind if I ask you some questions about them over Steam Friends or Discord?2022-08-25 16:12:20
Obama2hu project2022-07-17 04:57:25
RectusUnfortunately I don't have any ideas on what could cause either issue.2022-07-15 01:31:19
小羊L2. I trying to use Shotgunefx's path recorder, it exist a error "AN ERROR HAS OCCURED [null qangle]" when I save a record.2022-07-15 01:19:47
小羊LI used c2m1 intro2022-07-15 00:57:59
RectusIs it one of the stock ghostanim models, or a custom one?2022-07-14 15:43:06
小羊LI tried to ghostanim on my custom map, it is worked in development. but I launch to workshop and play it, it doesn't work2022-07-14 15:35:46
Rectushi2022-07-14 15:31:44
小羊Li need your help if you can :D2022-07-14 15:31:26
小羊LHi, I am lunyeung, I talked to you about making l4d2 maps a few years ago. :D2022-07-14 15:27:17
RectusI'm glad I've been able to help!2022-06-22 04:42:21
1objectionHey, just wanted to give you a big thumbs up for all of your help on the steam forums.It took me forever to figure out why my map wouldn't load and I finally got it thanks to your help.PS I like your maps.2022-06-22 03:49:00
berrythis profile gives me an erectus2022-05-29 09:21:59
GoombaKiller32alright well thanks for your time2022-05-15 15:18:24
RectusI do not.2022-05-15 15:16:53
GoombaKiller32I was just gonna ask if you have any clues on where to find him and you are correct2022-05-15 15:16:10
RectusYeah. Guessing it's about the minecraft server thing, I don't have any info about that.2022-05-15 15:14:22
GoombaKiller32do you remember a man by the name of Hausemaster?2022-05-15 15:09:09
RectusSure, just ask them here.2022-05-15 15:03:57
GoombaKiller32I have a few questions for you if you have the time.2022-05-15 15:01:30
RectusIIRC it's only possible to do per-player. You can send the DisableLedgeHang input to an individual player entity to disable it, and EnableLedgeHang to enable it again.2022-04-28 14:20:20
Exemptrook527how can i disable ledge grab on a survival level? i cant seem to find anything useful about this :/2022-04-28 13:58:19
RectusGuessing either the script isn't executed, or it runs in the wrong scope.2022-04-19 05:41:27
Shaohttps://pastebin.com/H3X0YqDt This doesn't make sense to me since the only thing changed is the gascan amount required. Going from 13 to 26, everything else is intact otherwise.I tried different approaches. VPK to VScript Replacer, this is only a problem on Atrium so far, I haven't tried Port while an example of map that works would be Dark Blood 2 Finale.2022-04-19 05:36:02
RectusI can't really remember anything about scavenge finale scripting. What error does it print?AFAIK, there is not any benefit to encryping the scripts.2022-04-19 05:04:33
ShaoDo you have much experience with scavenge finals? Going on about editing NumCansNeeded with added cans on the maps but upon pouring the engine gives out an error that explains so little about what could be done then makes the map impossible to complete. I have been able to make custom maps work but atrium always break and there's little to be found online.Should scripts be encrypted for ease of the engine? Can there just be too many cans? I can only think of asking you since there's nothing around that explains.2022-04-19 04:31:31
br1z++rep2022-04-13 05:39:20
Exemptrook527ok, ill probably just try to copy the func_detail brushes as solid pieces to untie them and try to revert the issue from there, i appreciate your time2022-04-11 05:45:07
RectusHard to say. I don't think it would cause much issues as long as the world geometry is clean.2022-04-11 05:40:40
Exemptrook527i was turning a bunch of brushes outside the survivor play area into func_details pretty much, shrunk the ceiling slighty, but ive raised it back since, could it be i turned too big of pieces into func_Detail?2022-04-11 05:36:31
RectusI can't see any issues with the log at least. How were you optimizing the compile time when you got the error?2022-04-11 05:09:27
Exemptrook527https://pastebin.com/ZPvfvgaL2022-04-11 04:59:47
Exemptrook527ok gotcha2022-04-11 04:47:47
RectusNo, upload it to somethng like pastebin.com and post the link instead.2022-04-11 04:44:39
Exemptrook527its kinda long did you want me to just post it here?2022-04-11 04:40:42
RectusEither copy the text from the console window that opens when you compile the map, or find the .log file named the same as your map whereever you saved the .vmf and open it with a text editor.2022-04-11 02:48:33
Exemptrook527how can i do that?2022-04-11 01:58:40
RectusNot really sure what it could be. The things that I'd suspect are either something in the 3D skybox, or some kind of compilation issue. Could you post a link to the compile log?2022-04-10 15:31:24
Exemptrook527hello again rectus :D hope your well, was wondering if you might be able to identify a lighting bug im having with a map and help me solve it? i took a video here of what going on https://www.youtube.com/watch?v=iuz8pDXALwc basically theres this big section in the middle of my map that becomes completely dark when you look at it from certain angles and i cant figure out why it showed up after i tried optimizing my map's compile time.2022-04-10 14:29:38
Adorabirb!nevermind got it working. found the issue, iI forgot to add "model" before the model directory... it works fine now!2022-04-05 14:06:48
Adorabirb!@Rectus ah that might be why. let me add the script and vmodel to the base mod and see if that works.2022-04-05 13:15:46
RectusThe base mod loads the custom weapon scripts based on the names of the vmodel and weapon .nut script, so if you change either one, you would have to modify the base mod as well.2022-04-05 13:00:45
Adorabirb!@Rectus That's fine. Mostly just making a missile launcher mod like the M72 Law. I made a new vmodel and projectile model and in the .nut file for the custom weapon script I changed the values to be just that. however in game when i fire the projectile doesn't spawn at all. unsure if it's because I changed the script name in the melee folder to rpg_pilum or because I changed the vmodel.2022-04-05 12:48:46
RectusSorry, can't really accept friend requests at the moment. If you have issues, please ask here or in the mods discussion page instead.2022-04-05 12:40:36
Adorabirb!adding as friend cause I need help making a custom missile launcher mod on the custom weapons base.2022-04-05 12:34:55
RectusI've written some of the content on the dev wikit, so not sure I could do any better.2022-03-30 16:25:35
GuppyGreenI hope you dont mind me coming back and asking more questions if I need them. And if you do mind I am sorry if I annoyed you. Thanks man you are a savior C:2022-03-30 16:24:54
GuppyGreenI think I can take it from here. I am going to credit you in my description because without you I wouldent have been able to make my first map. There really needs to be a detailed tutorial because the valve page is too vague for new creators. Who knows, mabye you can make a detailed l4d2 publishing tutorial. you might help a ton of people out.2022-03-30 16:24:03
RectusThose Binding uncached material errors are normal, they shouldn't be related to the map. The name mesh error means you either don't have a nav mesh, or there is some issue with it. The console may print an error when it is displayed. Either way it needs to be fixed.2022-03-30 07:57:17
GuppyGreenActually even without me removing the errors my map works? I think it says "Map Unplayable Nav Mesh Error". Is this bad or is the map fine?2022-03-30 07:03:49
GuppyGreenYes it is giving errors. https://pastebin.com/UGWLBGua . I think the errors are the mission files that I dont need because I have no custom content. I assumed you could just leave the unnecessary information in the mission files ,but I guess I was wrong. .When I mission_reload it seems to be good. I will get rid of the .bsp and remove all of those errors.2022-03-30 06:43:23
RectusThe map entry should not include the .bsp extension. Does reloading the mission files like in the link I posted give any errors?2022-03-30 02:19:01
GuppyGreenI have been testing out new things and using your ideas. Thank you. Without you I would have never made it this far. I am now able to create a lobby with my survival map. However when I play it, it says "requested campaign map is not available". Please check if I perhaps have done something wrong with the Mission File or Addonfile. If it is all correct I will have to continue fixing this map on my own. Mission File https://pastebin.com/545xG93W . Addon File https://pastebin.com/H7pc3Rpi .2022-03-29 21:15:20
RectusThe mission file still has an extra pair of braces, it should be something like this: https://pastebin.com/WZnjgkXU The "Map" key should be the name of your map file, so put the filename there if it isn't "Apartment".If it still doesn't work, see the Debugging section here on how to check ifthe game reads it correctly: https://developer.valvesoftware.com/wiki/L4D2_Mission_Files#Debugging The beginning of the addoninfo file is cut off. It should not prevent the map from running though.2022-03-29 03:07:02
GuppyGreenThank you. I am sorry to be a headache by asking you for so much.The next problem is my map does not work. It wont show up to play on l4d2 when I try and create a survival match. This is the new and improved mission file https://pastebin.com/MjQsHRgkcheck.Check if I did it correctly. Here is my addon file so you can diagnose if there is something wrong https://pastebin.com/Q1vuE5z7 . Thank you sir.2022-03-28 21:13:16
RectusRemove the coop section entirely and make sure the number of closing curly braces matches the number of opening braces.2022-03-28 04:17:44
GuppyGreenhttps://pastebin.com/QgUizdBM Something is wrong here. I only want it survival2022-03-27 17:39:32
RectusIt's just for hosting long texts instead of spamming comments with them.2022-03-27 09:08:41
GuppyGreenand than I will get back to you2022-03-27 09:06:43
GuppyGreenWow there is a website that can fix broken text and scripts? I had no Idea I will check it out2022-03-27 09:06:26
RectusYou should paste them to a site like pastebin.com and post the generated link instead.2022-03-27 09:04:45
GuppyGreenThank you for responding. Okay I will ask it here. To start easy in map making I decided to make a small survival map with no custom content. The problem I am having is publishing there is something I am doing wrong that I cant tell.When I upload my little map its broken and cant be played. I am 95% I did everything correctly. I placed the .nav and .bsp file into the correct folder. I think the problem most likely resides in my mission file or addon.txt info. Let me send you the mission file so you can correct it. Do you mind if I copy and paste it in your comment section? I don't want to ruin it by making it too big.2022-03-27 07:40:22
RectusYou can always ask here if you want.2022-03-27 03:48:44
GuppyGreenHey Rectus I started getting into map making for l4d2 on the workshop and it is not easy(for me). I have experienced so many issues and I have always stumbled upon you on discussions helping people which ended up helping mef so Thank You! I would love to talk with you because I am running into issues. If you accept I humbly appreciate it. Have a spectacular day!2022-03-27 00:14:10
UKIIIRAMPAGEThat's it thanks... :-):2022-02-03 06:55:16
RectusOh right, HomeLoader does that: https://steamcommunity.com/sharedfiles/filedetails/?id=16206672832022-02-03 04:35:48
UKIIIRAMPAGEOk, I had subscribed to something that said it used your locomotion menu and it works on all mas but it needed downloading from somewhere else it had the links, but I deleted it and can't find it now, as I have totally forgot what it was called, I know it worked as I saw someone walking instead of teleporting in the sweet shop, but like I say I forgot what it was called and when I search youtube or google for walking in SteamVr nothing comes up, Driving me mad as I have seen it and know it can be done lol2022-02-03 04:33:00
RectusIf you mean for SteamVR Home, there aren't any guides for it. I'm not sure what the best way of doing it would be either, there isn't any clean way of doing it. One way would be to unpack each addon you want it for, and copy the scripts out of the range map into the extracted directories.2022-02-02 13:21:54
UKIIIRAMPAGEAny chance you could point in in the direction of getting that locomotion mod to work on all maps, apparentky you can but I can't find it anywhere, no idea what to search for2022-02-02 10:51:05
devlosAh man , no friendslots open im gonna cry.2021-12-28 11:32:46
☥JordΔnVIP14𓂀Cleopatra☥nothing happens @Rectus :)2021-12-20 06:08:28
RectusSorry, can't really add more friends at the moment.2021-12-20 05:37:53
☥JordΔnVIP14𓂀Cleopatra☥hey @Rectus nice maps Left 4 dead 2 Diescraper Redux pls add me2021-12-20 05:32:33
RectusThanks!2021-12-20 04:06:28
Blazinbanjo#savetf2im a huge fan of your custom weapon addon, i also herd that you helped work on other major workshop projects,keep up the good work im a big fan!!2021-12-20 03:54:12
honeyI see, OK, thx -- it seems to be working now. :)2021-12-09 22:15:59
RectusMost of the things needed are in this asset pack, try unsubscribing and resubscribing to it: https://steamcommunity.com/workshop/filedetails/?id=19529955442021-12-03 02:21:58
honeyHi -- Summer Island is my favorite environment, but it hasn't been working for the past couple of days -- I get there, but everything is missing!2021-12-02 22:30:10
RectusMy version does not handle images at all, it just writes a .vmat with the same texture paths as the input file. I have no idea how handling TGA files is suppoed to work. You should probably ask whoever has made the fork you are using.2021-11-27 11:43:10
phoneProcessing .vmt file: d:\steamlibrary\steamapps\common\half-life alyx\content\hlvr_addons\opiv\materials\xj_tnt2_win02.vmt+ Parsing xj_tnt2_win02.vmt- ERROR: $basetexture file users/robma/documents/new folder/new folder/xj_tnt2_win02 in TGA does not exist. Skipping!2021-11-27 11:16:39
phoneWhen I run the tool it gives me the error that the TGA does not exist and tells me what folder it is calling from. However the TGAs are 100% in that folder, and in a duplicate folder within HLA project. Neither one works, both give the same error. The naming scheme of the VMTs and the TGAs are the same so that is not the issue.2021-11-27 11:14:44
RectusWhat's the issue?2021-11-27 10:58:32
phonecan you help me with a small issue in vmt_to_vmat? thanks :)2021-11-27 10:29:30
Exemptrook527dang ok, no worries thanks for your time anyway i do have another completely off topic question lol. in diescraper redux on the finale level, what did you use to make survivors/infected ragdolls that fall off the map disappear?2021-11-19 01:30:50
RectusI can't think of any other places at least.2021-11-16 01:43:21
Exemptrook527im gonna go insane at this point i dont know what to do, i already tried removing all remnants of the map from the /mapsrc and /maps folders, i made sure to change the addon version in the vpk, i even went offline to test it incase the uploaded version on the workshop is messing with it, even though i've been unsubbed to it. where else could an old version be tucked away that its pulling from??? the only way i could think to try and fix it is to rename the map and remake ANOTHER nav, but i really dont wanna do that2021-11-15 15:39:59
Exemptrook527it already had one though 0.o also now its giving me the same problem it was before ;-; it keeps reverting back to the old version of the map when i go to load it. i can tell because since starting to work on the problem i had changed the name of a script that plays earlier in the same level and adjusted the vmf and bsp accordingly.i made a whole new nav yesterday too, and it read my both my scripts at one point after that. now today when i load the map and play it, the console tells me the old script in the middle of the level has been initiated even though it no longer exists in the packed vpk o.0 and the finale script just doesnt exist :/ the nav i made yesterday is still there but its the old bsp and the old scripts that keep loading.2021-11-15 15:39:52
RectusAdd the list of stage types from the top of the example script on the Wiki to your script.2021-11-15 01:52:08
Exemptrook527finally got the game to start reading my script :D took some pain but i got it, however it gives me this in the console and starts spawning tanks:AN ERROR HAS OCCURED [the index 'PANIC' does not exist]CALLSTACK*FUNCTION [main()] scripts/vscripts/exempt_cc_orange6_finale.nut line [2]LOCALS[vargv] ARRAY[this] TABLEany ideas?2021-11-14 21:45:48
ryuuayaya2021-11-06 11:34:14
480billionThanks so much for the help with the point_value question2021-10-30 17:46:32
RectusYeah, it should go under \scripts\vscripts\. If you add a statement like printl("Running my finale script") outside of the DirectorOptions table, it should give you an indication in console if the script actually gets loaded.2021-10-08 01:22:13
Exemptrook527I saw escapespawntank in an official script so I figured it would work, it's like the game doesn't even see the script file because everytime I test the map, it should spawns 2 tanks on stage 2 but only one spawns, and it just plays out like a standard finale, idk what to do. And the file goes into the vscript folder correct?2021-10-07 19:10:17
RectusThat looks like a correctly set up finale script. Have you verified if the script works at all? It's possible that the EscapeSpawnTanks director option does not work in that context.2021-10-07 14:29:08
Exemptrook527thats how i got my first version of the script, i scraped and tried a different script like 3 times still cant get anything to work :(this is what i have:PANIC = 0TANK = 1DELAY = 2ONSLAUGHT = 3 DirectorOptions <-{ //----------------------------------------------------- A_CustomFinale_StageCount = 3 A_CustomFinale1 = PANIC A_CustomFinaleValue1 = 2 A_CustomFinale2 = DELAY A_CustomFinaleValue2 = 3 A_CustomFinale3 = TANK A_CustomFinaleValue3 = 2 //----------------------------------------------------- EscapeSpawnTanks = false}is there a reason its not working based on how it's written?or would the name "exempt_cc_orange6_finale.nut" not work for some reason?2021-10-07 14:20:33
RectusMaybe try copying one of the official finale scripts and modifying it.2021-10-05 13:44:29
Exemptrook527I already tried this and I couldn't get it to work, maybe my script just isn't written right? I'm still new to it. I just need it so I can use EscapeSpawnTanks=false for the escape sequence so no tanks spawn when the rescue gets there2021-10-05 13:36:53
RectusThe game will run your finale script if you name it the same as your map with_finale.nut at the end.See this for more info: https://developer.valvesoftware.com/wiki/L4D2_Director_Scripts2021-10-05 06:43:13
Exemptrook527hello again i wanted to ask how i can implement/use my finale script in my campaign, i have a script made i just cant seem to get it to work i've never used a finale script before2021-10-04 18:58:22
Hakurei ReimuAyaya2021-09-28 13:50:04
Igor.Smith.49-BC.in.rubiconawesome profile, there is a skin farm at 46.811402, 93.3053982021-09-23 01:28:19
♧♢♤❤Kraft❤♤♢♧Great mods man! you remind me of how great left 4 dead 2 has and will always be. I honestly wanna start making mods like you someday! if not an entirely new games.2021-09-17 11:05:47
AmlpfanAIMERE2021-08-22 13:40:34
Bob Trufant CEO of Microsoftcheers man2021-08-20 12:11:40
RectusIt's available as the NavMesh object in the VScript API, although I'm not sure it will help in your case since the map likely will determine that the nav is broken before any script can run. https://developer.valvesoftware.com/wiki/List_of_L4D2_Script_Functions#CNavMesh2021-07-28 05:20:33
Exemptrook527its the same map i was having a problem with back in may, nav breaks if everyone dies and map reloads but acts normal like nothing is wrong if i recompute flow via console. trouble_report doesnt say anything at all, and i thought it was my nav blockers, but i removed them, ran the map and still had errors, ive remove small portions of the map i thought were messing with it and nothing. havent heard of this interface yet though, whats that about and how do i access it?2021-07-28 04:09:39
RectusI don't think it's possible directly, but the recent updates added a script interface for the navmesh. Maybe there is a way to trigger a recomputation from there.2021-07-28 02:32:57
Exemptrook527would it be possible to run the command nav_recomputer_flow with a script2021-07-27 16:37:39
egg with leggyou are an absolute hero for commenting on a community post 5 years ago. you saved my ass in hammer editor2021-07-12 00:23:41
Truntenfair enough. i just wanted to make sure you were aware.i remember you and Dave already talked once before.2021-07-04 09:42:13
RectusFiling a DMCA complaint is serious business. I would have to dox myself to that and it would make me liable for fraud if I did it wrong, and I don't want have to hire a lawyer.Besides, I don't mind people modifying and redistributing my maps, provided that they credit me. This is a derivative work by dave, so only his rights would be violated here and only he would be able to file any takedown notices.2021-07-04 01:46:44
TruntenHi.Can I have you report this with a DMCA complaint filed? https://steamcommunity.com/sharedfiles/filedetails/?id=2531832473 While I don't know if my associate "Dave" originally contacted you...I definitely know this other user didn't contact either one of the 3 of us.Dave himself always has good intentions fixing up and "mashing up" maps.But unfortunately thieves are thieves and take from us and others.Feel free to contact Dave and speak with him yourself if you wish. https://steamcommunity.com/id/TimelordsSG1Command https://www.gamemaps.com/details/19830 Honestly would be best your work is with people you can trust.2021-07-03 19:25:21
Exemptrook527Found it, they're using a logic_auto OnMultiroundNew or whatever with a .2 second delay, had to go to work but I'll try it later, thanks rectus2021-06-25 15:56:31
RectusMaybe check how it runs director_c4_storm.nut in hard rain?2021-06-25 15:27:53
Exemptrook527thats what i did before ;-; i might try that logic_auto at least see if that works2021-06-25 15:25:27
RectusUsing logic_auto probably makes it run too early, try runing it from the info_director OnGameplayStart output instead.2021-06-25 15:18:41
Exemptrook527cause i tried that before but i didnt use logic_auto2021-06-25 15:16:34
Exemptrook527should i send the output with logic_auto then?2021-06-25 15:16:13
RectusI think it should work by adding an info_director entity and starting the script with the BeginScript input when the map loads, just like any other director script.2021-06-25 15:14:54
Exemptrook527so i have a DirectorOptions <- script with GasCansOnBack = true , but how can i call upon the script so that my level starts with the gascans on the survivor's backs? im releasing a campaign soon but i cant get this script to work @.@2021-06-25 15:08:24
MacrowolfOk, I followed this guide and everything went smoothly. https://steamcommunity.com/sharedfiles/filedetails/?id=17821489272021-06-04 10:11:24
RectusThe workshop manager caches the image file there before uplaoading it, so if you put a write protected file there with the same name, the manager will fail to put its own file there, and upload yours instead.2021-06-04 09:52:11
MacrowolfYeah, but your method consisted in putting a 640x640.jpg image in the l4d2_workshop_manager folder with the same name of the thumbnail, so that the workshop would show the new image instead of the stretched one.2021-06-04 09:44:45
RectusFor L4D2, the easisest way is to use Crowbar to upload it.2021-06-04 09:23:39
MacrowolfHi. Can I add you to discuss about a problem I have with the Steam Workshop thumbnails? The aspect ratio is all messed up and I saw you in a discussion where you seemed to have fixed the problem; I did not really understand how you did it, though.2021-06-04 07:24:09
Exemptrook527no worries thanks m82021-05-28 16:46:10
RectusCan't remember which unfortunately.2021-05-28 16:34:18
Exemptrook527do you know any entities that dying doesn't reset?2021-05-28 16:31:55
RectusCould be something like that. Dying and restarting the map doesn't reset all entities to their orignal states either, so it could be something that stays blocked during it.2021-05-28 16:27:19
Exemptrook527i dont see any disernable errors in the console, i have any obstacle course with some moving peices, but have them in a point_template to be called after OnGameplayStart from the director. it may be my nav blockers set to block OnMapSpawn but that dosent really affect my other levels2021-05-28 16:20:43
RectusI have, but I can't rembember the exact causes. If you have any nav blockers or other dynamic obstacles, that would be the first thing to check. Does the console print any errors when you get this?2021-05-28 16:05:38
Exemptrook527so im making another campaign for L4D2, i still never could fix the other one ;~; but whatev, so i have the nav mesh looking good and working, but when we die and the map reloads its broken again >:( i tried nav_trouble_report and nav_recompute_flow and no errors popup, hordes and special infected can still spawn but there are no wandering commons. have you ever experienced this?2021-05-28 16:00:16
RectusSorry, I don't do requests.2021-05-16 17:18:31
MrMeistercan you make a custom sripted revolver?2021-05-16 17:14:30
ATLASkeep working on yo mutation ♥♥♥♥♥2021-05-13 20:34:24
Rectuswhoa, owned, right here in my own profile?!2021-05-13 16:56:10
ZOGFYagreed2021-05-13 15:26:18
Trainukgot em2021-05-13 15:25:46
ZOGFYrectus more like erectus2021-05-13 15:24:05
RectusThe one way drops are still set up with two way connections so that the infected can climb up them, and I think elevators have some hardcoded logic that connect the nav areas as long as the game detects them. Not sure abou the func_nav_blockers, but if I remember right, they have some quirks regarding that.2021-05-01 04:56:42
Exemptrook527would the func_nav_blocker entities i have be causing flow errors even if i have them set to not effect the flow?2021-05-01 02:55:07
Exemptrook527interesting, so how can i make a situation like jumping down the hole in the floor in dark carnival or an elevator carrying the survivors down a couple floors, where the only way to progress is a one way connection?2021-05-01 02:41:37
RectusOne way that can happen is if there is a one way connection somewhere along the route.2021-05-01 01:48:52
Exemptrook527Hey Rectus, I am in urgent need of assistance trying to fix the flow for the 2nd chapter of my campaign, it's been 2 days of troubleshooting and im about to go insane ;-; may i add you as a contributor to my test addon, or add you as a friend so you can look at the nav for me? nav_recompute_flow keeps telling me "no starting area found via flow", so i copied the beginning and end saferooms to a shorter test map and it computed the flow just fine, so it shouldn't have anything to do with how my saferoom is setup but nav_trouble_report doesn't come up with any errors in my campaign and z_show_flow_delta goes all over the place :/ i dont know what to do anymore2021-04-30 19:55:48
RectusIf you mean by map, the easiest way would probably be to have a vending machine with a different script with different items selected for each map. Apart from that, it doesn't come with any features to restrict items, so you'd have to add that yourself.2021-04-26 16:14:49
devlosInteresting , I also am considering to add the "Equipment Vending Machine [Prefab]" into the campaign used for the safehouse in the middle off the mall like in dead rising 2 to come in and out from as a checkpoint. I don't know if it's possible to lock out certain weapons from being bought on the vending machine untill you get to a certain stage? reason being that the campaign is a huge one map mall "inspired by dead rising" . Im almost done with the layout and overall detaiing with some props for the hallways and i was considering using a ported vending machine from Dead rising 2 where you could get a random weapon from the given machine. But i had no idea you had such a advanced prefab off a system that would be better then what i currently had in mind.2021-04-26 16:01:42
RectusYes, it's possible. By default, the base script will replace some additional melee weapons randomly with custom ones to have a higher chance of finding them, but they still spawn the same as normal melee weapons otherwise. You can disable the random behavior by not calling SetReplacePercentage() from the script you initailize the custom weapons from. Then they'll work just like normal melee weapons, and you can spawn a specific one by putting its name in the Melee Weapon keyvalue of the spawn entity.2021-04-26 15:51:31
devlosWell , i did not use it yet but if i was willing to spawn a certain custom melee weapon on a specific spot in a custom campaign in hammer , how would i be able to do it using your scripts or can i only just randomly swap out weapons to the custom variant?2021-04-26 15:41:45
RectusSure, ask away.2021-04-26 15:37:57
devlosHey Rectus! Im working on a campaign inspired by dead rising but i have some questions regarding the custom weapon base scripts you made? Best regards , solved!2021-04-26 15:34:57
RectusNope, just an M72.2021-04-21 12:25:20
HaerHave u got a 3D model of AT4?2021-04-21 11:44:46
Hakurei Reimuayaya2021-04-03 09:05:22
Hakurei Reimunice pfp2021-04-03 09:05:17
RectusSorry, I don't really do requests either way.2021-04-01 05:59:08
LITTLE koboldMaybe I made a very bad request, so you can completely refuse me2021-04-01 05:32:39
LITTLE koboldyes,but the model is too small and abnormal2021-03-31 23:54:14
RectusAren't there mods that do that already?2021-03-31 14:47:09
LITTLE koboldhello,un can you make a crossbow replace the grenade launcher in l4d2?i just made a suggestion2021-03-31 13:04:42
RectusSure, either ask here or make a thread.2021-03-28 07:44:36
TranquilityHello, m8. Can i ask you a question regard Source SDK? I saw your forum posts, it seems that you know a lot. I need some general advise about how i can master this tool.2021-03-28 05:38:17
RectusSorry, I'm not able to do comissions.2021-03-18 15:22:52
twizztedIf you know anyone that could help me out or any group where I could post an offer I'd really appriciate2021-03-18 15:21:43
twizztedI am looking for someone to do a mod for my upcoming CS:GO YouTube series. Basing on what I can see on your profile you seem to be a good fit.2021-03-18 15:20:43
RectusMaybe make a thread on the discussion forums if you have questions.2021-03-18 15:06:31
twizztedI have a question and an offer regarding CS:GO modding. Please add me to friendlist.2021-03-18 14:57:11
RectusSorry, can't accept new friend requests at the moment.2021-03-16 15:36:49
mikelehello can u accept me i want to talk bout somethings2021-03-16 15:29:48
RectusIt should download automatically and be available from the Environments section of the SteamVR Home menu.2021-02-13 05:59:26
RicI subscribed for Downhill skiing, but how can i download it? Thanks!2021-02-13 05:30:26
Blazinbanjo#savetf2Then I guess it’s lost forever...2021-02-08 23:00:28
RectusAh, that sucks. Unfortunately I haven't actually worked on any of their addons, just helped them by answering questions. I don't think I have any of their files.2021-02-06 11:58:59
Blazinbanjo#savetf2Hello you and everice Were working on a left 4 dead addon for me a while back. Last I check you two were almost finished but recently everice passed away. I was wondering if you had access to the addon.2021-02-06 11:53:44
Moon MoonTried it, didn't worked. At least the script wouldn't fire -- even manually fired it via console, still didn't worked. So nevermind, thanks.2021-01-03 06:32:20
Moon MoonYeah well, might try that as desperate attempt later. I just relegated my CSS unlocker to switch the AWP (that uses Grenade-Launcher ammo to stumble witch and tanks), the M60, and Chainsaw altogether in maps where M60 doesn't spawn. Don't know why M60 wasn't even put in the other campaigns, hell at least just 1 on the Gunshop lol. Anyways I'm going to try my luck in the L4D2 reddit if it's just script help.2021-01-03 05:05:09
RectusIf you're modifying the CS:S unlocker, you could try setting the m_itemCount key for each spawn by adding a line like this inside the while loop starting on line 125:NetProps.SetPropInt(entity, "m_itemCount", 1)No idea if this works though, of if you would need to respawn the entities with the count keyvalue modified. Also, make sure the script actually runs, I disabled running it from the base addon.2021-01-03 04:32:42
Moon MoonYeah well, I wasn't really going to ask you if I could do it myself. I looked at the damn vscript, and don't know what to do in the first place. I tried using your cssunlocker and change the _spawns to the actual weapons, didn't helped lol.2021-01-03 04:19:30
berryi got erectus from your pfp again...2021-01-03 03:25:17
RectusSorry, I don't do requests. It should be doable though.2021-01-03 03:22:50
Moon MoonHey Rectus, can you make a custom vscript that removes weapons upon pickup? So that the weapon can only be used once, like M60 or Grenade Launcher.2021-01-03 01:25:58
berryaww that's unfortunate :< anyway accept my friend request when you got time cutie~2020-12-30 07:39:45
RectusSorry, I'm not able to collaborate on things like that at the moment.2020-12-30 07:18:37
berryhej hej i want to contribute a translation for your workshop items descriptions and titles in workshop2020-12-30 06:28:59
RectusI don't know that much about sourcemod, but it sounds plausible.2020-12-10 01:56:13
RectusI think the limit might be 16, and I don't think there is any way of increasing it.2020-12-05 14:51:16
Cramusbo18 new weapons, I was also thinking that would be the engine limiting this but I'm not sure if it is would have how to increase the limit?2020-12-05 14:30:03
RectusHmm, that shouldn't be happening. Maybe your are hitting some engine limit. How many weapons do you have active?2020-12-05 01:54:45
Sh4d0wthis same bug is happening, the weapons have sounds and hud overlaid by the standard weapons.Note: I have new weapons that I added with yours ...2020-12-04 20:23:39
Cramusbosound and the hud get buggy2020-12-04 20:17:01
Cramusbohttps://cdn.discordapp.com/attachments/768984520867053569/784603964531802152/unknown.png2020-12-04 20:16:23
Cramusbobut that I would have to add you to be able to send print2020-12-04 20:12:55
RectusSorry, I don't understand what you mean. Posting a screenshot of the issue mihgt help.2020-12-04 02:36:26
Cramusbo...2020-12-03 17:36:44
CramusboI'm going to give an example of the bow like an axe. tried a lot i edited many files and the same way always this bugado the skinsdd2020-11-29 14:13:42
CramusboI'm going to give an example of the bow like an axe. tried a lot i edited many files and the same way always this bugado the skins2020-11-26 20:13:38
RectusWhat happens with the bugged weapons? Do they not spawn at all, show up as error signs, or have missing textures?2020-11-26 16:44:39
CramusboI consigui make them spawn on the maps and many other things I fixed some weapons and others remains buggy2020-11-26 14:56:56
Cramusbomine and the following I would like to put their weapons together with the roku melee, only has a poblema they are bugando skins already spent 1 week testing many things, and so far i can not arumar this bug2020-11-26 14:55:48
RectusTry setting up the code so it prints the players it finds to the console. Thay way you can see if it finds anything.2020-11-26 10:27:29
xLiЬUnfortunately, it didn't help. The game sees local variables(and player var too), but still produces "index GiveItem does not exist"2020-11-26 10:22:07
RectusUsing the "player" classname will make it return survivors and special infected.Here is an example: https://github.com/Rectus/l4d2-vscripts/blob/master/props/planb_med_station.nut#L632020-11-26 10:11:33
xLiЬOk, thanks a lot. But what classname should player`s have? Also, how properly should i initialize player to work with him?2020-11-26 10:05:16
RectusFindByModel requires the actual model name as a string. Also, the spawn points aren't the actual players, I'm not sure if they even have models associated with them in game or even if they exist after the players have spawned. I'd suggest using Entities.FindByClassname instead and iterating through the "player" class to get the players.2020-11-26 10:01:57
xLiЬcurrentPlayer <- Entities.FindByModel(null,"PlayerMain") PlayerMain is name of info_survivor_spawn position. But same problem were with reference with finding by model2020-11-26 09:55:52
RectusThat likely means you don't have a valid reference to the entity. Make sure you have the call to get the entity set up rigth, and check for null before using it.2020-11-26 09:51:36
xLiЬOk, i`ll ask here. Every method return "index <name> does not exist". It doesn't matter what. Will it be GiveItem or SetHealth. I use var with identification by model, and type method next, as "player.GetHealth(500)" And it`s return that error. What could it be and how can i fix it?2020-11-26 09:41:01
Cramusbooops beauty ??? Could you help me on one thing?2020-11-24 17:12:25
J E T TI see, very interesting, thank you Rectus!2020-10-24 08:38:50
RectusIf you are asking about what can be accessed from vscript, the list of available API functions is documented here: https://developer.valvesoftware.com/wiki/List_of_L4D2_Script_Functions In addition ot that, it's also possible to access the netprops and datamaps of entities using the Netprops interface.2020-10-24 08:31:57
J E T THi, sorry if I'm asking this in the wrong place, I see that you have a lot of knowledge about L4D2 cvars and vscripts (from your answers in forums and your mutations in workshop) and I'd like to ask for your help if you don't mind.Is there any list of available vscripts to be used for modifying .nut files? (such as list of cvars command from valve website), I couldn't find any good guides or documentation regarding vscripts unlike cvars, and so far the most useful ones I could find are only the decompiled vscripts and vscripts example from valve website.2020-10-24 08:19:36
AdamsThanks!2020-10-07 03:36:15
RectusHere is the map files along with instructions on how to extract the assets: https://github.com/Rectus/destinations_range2020-10-07 03:34:43
AdamsI really love the Downhill skiing one, and since I am a avid freeride skier I would love to create my freeride slope for it.2020-10-07 03:23:33
RectusWhich one? I have sources for some of them available.2020-10-07 03:21:02
AdamsAdded to discuss one of your maps, I would love to work on it.2020-10-07 03:12:53
🀥|17. LwFD| ニガーHidaka+rep2020-09-30 21:29:23
FireKeepGreat work on the Last Stand! Hope to see more from you guys in the future!2020-09-24 13:23:13
RectusI'd imagine that is controlled by code, so the only way I can think of is manually coding something with vscript.2020-09-08 09:37:16
RectusI'd suggest posting on the discussion boards if you get stuck.2020-08-31 03:51:56
InspectorXytoOh... then I will try it myself. Is there any chance you can help me if I am stuck. I would pay for it.2020-08-31 03:50:11
RectusSorry, I can't.2020-08-31 03:44:40
InspectorXytoCan I hire you to import a 3d object into an existing campaign level?2020-08-31 03:34:29
RectusIf you have questions, maybe ask them here or make a thread in the forums.2020-08-21 01:21:50
RectusStill the same deal.2020-08-20 15:11:02
RectusGuessing you mean for HL:A. Using a snd_event_point entity is probably the most straightforward way.2020-08-20 15:08:15
AdamsWhat is the most reliable way to get the map to play a sound that is already in the game?2020-08-20 15:04:12
AdamsI mean it might take longer but sure2020-08-20 15:03:49
RectusWhy not ask here?2020-08-20 15:01:45
AdamsSo I cant add you?2020-08-20 15:00:01
RectusSure, but might be a good idea to post about it on the discussion forums.2020-08-20 14:20:31
AdamsI really need some quick advice for mapping.2020-08-20 14:00:02
Fox G∆MING/Nolan the FoxHi! I'm just wondering, is it possible that I could use your door system from your Summer Island map for something I'm working on? And do you know how to use the circular point_value_remapper? I'm trying to make a bulkhead door where you need to turn a valve a certain amount and then you'll be able to push the door open, but I don't know how I'm going to be able to do it just right now. If it's not to much to ask, could you help me figure this out?2020-08-17 14:14:23
RectusPlan B turns on Scripted mode, since it uses it for some features. The game is only supoosed to load it in when the campaign runs, but it's possible the server will read in the scripts anyway.I'm guessing the campaign having a mode script for coop is interfering with the other campaings, and causing issues with script loading.2020-08-08 09:30:09
ShaoWhenever Plan B is present in the server, tanks suddenly spawn aggressively rather than passively like they normally do in an idle state for Co-Op.The situation stops whenever I remove the map VPK from the server, if it was only for the map specifically it'd be understandable, however the symptoms propagate to all maps, even stock and I have no idea what could specifically cause it.I do use sourcemod but that never was a problem with it, I am aware that some other maps do it too, Redemption 2 being one example, however I can't pin point any similarities in either of the maps that could tell what the problem is.2020-08-08 09:20:22
RectusI'd rather if you elaborate here.2020-08-08 09:10:51
ShaoHey Rectus, I have a question about your Plan B map, could do with an add, otherwise I can elaborate it here. The problem I get from leaving it in my server is extremely confusing to me.2020-08-08 08:54:22
RectusUnfortunately I don't think that is possible.2020-08-03 02:13:41
Svennw, thank you!2020-06-21 14:35:08
RectusUnfortunately I don't.2020-06-21 14:21:15
SvenWould you happen to know if its possible to emulate a Skybox like material like in Source 1, where it hides everything else that might be behind the face with the skybox?2020-06-21 12:39:14
RectusNope.2020-06-19 11:30:51
xdshotAre client side vscripts possible?2020-06-19 10:54:23
xdshotThanks.I didn't find a script function or entity input to control pose parameter in VDC wiki. point_posecontroller seems to be what needed.If I edit netprop, how I set pose parameter? What is property name for it?2020-06-19 10:24:22
RectusIt should be, but I've never tested it.. I can't remember, but there might be an entity input on props to set it. Otherwise it should be possible to control them with netprops. If nothing else works, you could spawn a point_posecontroller to set it.2020-06-19 07:32:41
xdshotSir, is it possible to set entity pose parameter with .nut scripts in l4d2?2020-06-19 06:59:44
SribistreeOk,it's bad,but anyway,thank you for your custom weapons and Turret system,good luck2020-06-16 02:01:43
RectusI'm not currently planning on making any mods for L4D2, but anyone is welcome to mod my mods to do that.2020-06-16 01:54:10
SribistreeNo dude,i want to play with it on Valve campaigns , can u make it like other custom weapons?2020-06-15 21:41:57
RectusYeah, if you create a custom campaign, it's possible to add them in. See this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=5141390972020-06-15 03:06:52
SribistreeHey dude,i want to talk with you about your Turret system mod,can u make turrets to be used in campain? Them are very cool,it would be great to use them on maps where need to wait a heli or a ship.2020-06-15 02:56:35
OwOnevermind, i discovered that it was the admin system ♥♥♥♥♥♥♥ everythingbut anyway, those custom weapons mods, ARE FANTASTIC they are soo much fun, thank you man for make them ^w^2020-06-09 21:19:47
OwOhey dude how's going, i need your help with the custom weaponswhat type of mods can be in conflict with the custom weapons mod? like, the weapons actually appear to me, but they don't actualy do anythingso wich mods can get in conflict with it? (i don't use css weapons ok)2020-06-09 20:57:51
_93👾📕🐝🌳🍖🐳🎄🌽💛💚 Here's Some Haiku for You... 💗🎽🌂🥞🌏👽⛳💙📒🚗 » breaking your totem ☼ » I departed your lounges ☂ » behind your water ☺ 👃🚘🏓🚙👳🎍🎫🌸🐊⚡ » darn the peeking went! ✭ » fie! Oh! blowing peeking shoe. ✳ » Mexico plays soon ♂ 🐠💎🍧🥗😺🌋🚕👹📘🥗 » darn the breaking went! ☣ » zounds! ouch! running breaking dog. ¤ » Monkey hunts strangely ♦ ⛳💄🌽🕺💛💃🌳🐟🐛👔2020-06-03 11:43:39
MittensAyy that works now. Thanks dude2020-05-30 01:34:17
MittensI tried but it just gives a "syntax error" with no description. I'll try and get 2.7 and get back to ya2020-05-30 01:23:00
RectusI might have wrote it for python 2.7. Try adding the parenthesis to that line.2020-05-30 01:18:42
MittensHey dude, I'm having a problem with your vmt_to_vmat script. Whenever I try to use it, I'm just met with:SyntaxError: Missing parentheses in call to 'print'. Did you mean print('\nSource 2 Material Conveter\n')?2020-05-30 00:54:25
RectusMaybe a CallScriptFunction the calls a function in the script instead.2020-05-26 01:15:55
McNuttyHello, thank you for your feedback on the vscript section of the developer community. Would it be a better example if I were to show how to us RunScriptCode with a parameter override?2020-05-25 22:32:27
LenoaxHello there Rectus! you have a min for a talk about Cloth Simulation in Source 2? I'm really experimenting with it and I'm one step from my final point.2020-05-22 20:28:29
RectusNo.2020-04-30 12:45:58
☆麻辣香锅☆Can we add new entities like this?https://developer.valvesoftware.com/wiki/Authoring_a_weapon_entity https://developer.valvesoftware.com/wiki/AK47_weapon2020-04-30 08:19:06
RectusSorry, can't accept more friend requests at the moment. If you have issues, mybe make a thread in the L4D2 forums.2020-04-18 04:50:53
Duk isn't easyplease accept me im need assist to fix problems2020-04-18 04:45:02
Duk isn't easyHey rectus, are you interest to test my campaign map?2020-04-18 04:44:02
☆麻辣香锅☆Hope Valve can add run and aim system like cod2020-04-09 05:05:37
RectusPretty much.2020-04-09 05:02:02
☆麻辣香锅☆So,what we can do is waiting for l4d3 with source 22020-04-09 05:00:39
RectusYeah, that would be nice. Source 2 actually has a feature for creating scripted entity classes, but I'm not sure how much you can actually change from the VScript side.2020-04-09 04:55:54
☆麻辣香锅☆That's a big shame caused by Valve,if the new entity can be created by vscripts,we can add custom guns2020-04-09 04:52:00
RectusYes. You could probably also make a sourcemod plugin that adds new weapons. There is at least one available that I know of. I have no experience with that though.2020-04-09 04:48:29
☆麻辣香锅☆So,if we want to add new weapon entity classes,it need to modify the C++ game code?2020-04-09 04:44:23
RectusEven Valves VScripts can only spawn in instances of classes that exist in the C++ game code.2020-04-09 04:41:53
☆麻辣香锅☆Why we can't add new entity classes,I see sth like it in valve's entity group vscripts2020-04-09 04:38:36
RectusLike I said, it is possible to make a new melee weapon and attach a vscript to it to add gun functionality. It is very hacky and limited though.2020-04-09 04:37:17
☆麻辣香锅☆Even add vscripts for it?2020-04-09 04:35:11
RectusNo, it is not possible to add new entity classes.2020-04-09 04:33:14
☆麻辣香锅☆I mean add new entity class for the machinegun2020-04-09 04:32:14
RectusMelee weapons all use the same entity class, and read the v and w models from the melee weapon script. So you can use any custom model, as long as they have an unique file names, so the vscripts can find them.2020-04-09 04:30:05
☆麻辣香锅☆I see,can we add entity class for it's v and w model?2020-04-09 04:27:01
RectusIn L4D2? Not directly since a new weapon would need a new entity class in the game code. You could do something like my custom weapons, which add new melee weapons with scripts attached to them. See the mini turret scripts on how to make something that fires like a machine gun.2020-04-09 04:25:14
☆麻辣香锅☆Is there any way to add a new machinegun?Like m249,add scripts named "weapon_rifle_m249" to work2020-04-09 03:27:47
LaserEyedTreefrognice profile lolol oof2020-04-08 17:47:05
RectusMy custom weapons are really just big piles of hacks in the first place. I was lucky that L4D2 had just the right features to make it possible.2020-04-08 03:16:48
TiniestkuribohWas not aware since I didn't start Contagion until 2015. Its unfortunate when there's next to no documentation and decompiling isn't practical. Honestly reminds me of work too much and makes me want to facepalm my keyboard.2020-04-08 00:52:35
RectusIt's based on the original 2009 release, L4D2 had a major update in 2013 with a lot of added scripting features.2020-04-08 00:44:52
TiniestkuribohEssentially yeah. I was looking into doing a similar thing for Contagion but I'm spinning my wheels just trying to get simple stuff to work. According to JonnyBoy (the guy currently updating the game) the interface is supposed to be based on L4D2. From what I can tell that may be true, but it still was changed somehow.2020-04-08 00:42:36
RectusDo you mean like my scripted weapons? The VScript interface isn't as good as in L4D2, so I don't think it's possible.2020-04-08 00:22:44
TiniestkuribohNot sure how long since its been since you lasted played Contagion but have you ever added a new melee weapon similar to L4D2? I've been told Contagions system was modeled after the L4D2, but for the life of me I can't get a unique weapon to be added.Was this something you ever attempted?2020-04-08 00:14:23
RectusIt might be better to ask in the Gmod or Source SDK forums about that.2020-04-07 16:32:59
☤ Xcorpio ☤Hello! I added to see if you could help me with some errors on gmod I have. Its about Vphys.2020-04-07 13:07:50
ablunkSounds good2020-04-05 03:06:31
RectusThanks. I'll try to see if I can find the issue first issue first though. If I can't find it, I'll add some debug features and massage you.2020-04-05 02:54:04
ablunkIf you want to make some debug version with print()s, I could host it and you could join.2020-04-05 02:38:17
RectusAh, that sucks. I can't really test it propely since I only have one computer capable of running SteamVR. I'll try to see if I can find the issue though.2020-04-05 02:35:43
ablunkFrom my testing, joined clients can't see the custom menu, either in your test range or my gmodsim, and I've only made very minor changes to it so far, like adding tools.2020-04-05 02:33:25
RectusLike automatically? I think it should show up whenever they hit the menu button, unless I've managed to break that.2020-04-05 02:24:48
ablunkAny idea if there's a way to show your custom menu to players who join a multiplayer game?2020-04-05 02:20:17
ablunkIt just got a lot better, try it out if you get a chance. Rotation lock, more responsive, new skin.2020-04-04 22:16:37
RectusNice work on the physgun script BTW.2020-04-03 13:58:43
ablunkThanks again!2020-04-03 13:55:21
RectusAwesome, here you go: https://drive.google.com/open?id=1VFfs3Y3hMM6gOcLtu46RW848u-4ZyVsB2020-04-03 13:50:08
ablunkBlueFlytrap says it's fine to share as long as it's free: https://knockout.chat/thread/11311/12020-04-03 13:31:23
RectusThe original is this one by BlueFlytrap: https://sketchfab.com/3d-models/zero-point-energy-field-manipulator-gravity-gun-19da602df4ef47e195385988acff90dd I animated it though and set up the materials. They haven't put any license on it, so I'm not sure if I'm allowed to redistribute the sources.2020-04-03 09:44:58
ablunkDid you make the gravity_gun_new model, or know who did? Anything I could to to convince you to share the un-compiled version? I checked your github but didn't see it there.2020-04-03 09:06:11
RectusFor a 3D skybox, you make a separate map with the skybox content and the light_environment, add a sky_camera to it where you want to aligne the map origin to, and set the map type to skybox in the map properties. Then use a skybox_reference entity in the main map.2020-03-31 05:29:49
SebBtw do you know how to add skyboxes in Hammer in Source 2 ?2020-03-30 15:27:07
SebHm yeah probably..2020-03-30 15:14:22
RectusCan't you add something the chack if the maps exist, and write thoughs lines if thye don't?2020-03-30 15:09:39
SebWell, I was able to make it work with Half-Life Alyx. Using a different Shader already helps with hla and then it seems that the material has to have some kind of normal and roughness map which can be added, by adding TextureRoughness "[0.501961 0.501961 0.501961 0.000000] andTextureNormal "[0.501961 0.501961 1.000000 0.000000]into the VMatWhen you do this, the Materials are fully Useable in Hammer as you can see here https://steamcommunity.com/sharedfiles/filedetails/?id=20415086112020-03-30 14:56:10
RectusSorry, I don't really have the time to improve it. The textures maps used in the engines don't match really well, so it would need actual image manipulation added to do it properly.2020-03-30 14:49:26
SebWell I wanted to ask if you can add/modify some things in it2020-03-30 14:43:18
Rectus@Seb, what about it?2020-03-30 14:22:41
mnstr.+rep good helper2020-03-30 13:37:58
SebI wanted to add you because of your VMT to VMAT converter...2020-03-30 13:37:51
ablunkHoly smokes, it works! Thank you!!!!!2020-03-29 07:37:32
RectusUnlike most files, vscript files go under game instead of content.2020-03-29 07:34:52
ablunkI'm in Steam\steamapps\common\SteamVR\tools\steamvr_environments\content\steamtours_addons\addon1\scripts\vscripts2020-03-29 07:33:01
ablunkAwesome, thank you. Yep, it says script not found when I use a random name, and when I use the name of the script I created.2020-03-29 07:32:23
RectusYes, it is by default. For SteamVR Home add a connection to port 29009.2020-03-29 07:29:15
ablunkIt doesn't, guess my vconsole is misconfigured?2020-03-29 07:28:13
RectusDoes it show any "script not found" errors if you add a script with an invalid name to the entity?2020-03-29 07:25:52
ablunkThanks for the fast reply - it does not, nor do I see any of lua print output even when your script is working... I've gone to viewers and set vscript verbosity to maximum, and under visibility, "show all" is checked2020-03-29 07:08:09
RectusDoes the console give any error messages under the Vscript category?2020-03-29 07:02:51
ablunkJust saw your comment. I'm trying to add a modified version of your gravity gun to my map. Using your script works, but when I copy the code from your github, and save it as a new lua vscript with a different name, and tell hammer to use that script name, it doesn't seem to load. What am I missing?2020-03-29 07:00:11
RectusSorry, I'm not able to take new friend requests at the moment. If you have any questions, you can ask them here or make a thread in the SteamVR discussion boards, and I'll be happy to try answering them.2020-03-29 04:37:22
875Can I add friends?I make mod for DOTA2,the same Source2 engine.Maybe we can communicate better2020-03-29 03:45:37
RectusYou're welcome. I'll try to make more if I can, but making them is very time consuming.2020-03-29 03:10:01
875Thank you for your guide. I hope you can provide more tutorials2020-03-29 02:17:54
LaserEyedTreefrognice profile yo mama2020-03-16 19:12:14
StopStealingMyAccnice level2020-03-03 07:07:40
RectusWhat's the issue?2020-02-29 15:53:18
RectusNice work with the campaign. You're more than welcome to use and mod my scripts. I can't really accept more friends at the moment, but if you are ok with posting any question here, I'd be happy to try answering them.2020-01-21 16:17:39
Av3risHey there ;) Me and my team released the first Chapter of our L4D2 Campaign (https://steamcommunity.com/sharedfiles/filedetails/?id=1540128972) For Chapter Two we are interested in using some of your scripts as templates with some alterations. Maybe you could point us in the right direction or help out a bit? I sent you a friend request if you want to talk about it ;)In any case, great work on your content!2020-01-21 15:30:09
LaserEyedTreefrogNice Profile you got :)2019-12-18 07:35:02
radiotequeRectus, just wanted to thank you for helping out on a thread about SteamVR destinations texturing. I had no idea how to have them appear in the model editor but your advice helped a ton. Cheers!2019-12-17 20:59:21
LeboflyHey dude, just wanted to talk about SteamVR Home development through Source 2, I appreciate the documentation you've created on the wiki btw2019-11-30 02:18:17
RectusSorry people, not really into accepting friend requests at the moment. If you have stuff to talk about, better to do it in the comments or open a discussion on the appropriate workshop page.2019-11-23 05:32:24
Evil MastermindHello, I'd like to talk to you about Plan B. You seem to be exactly the person I'm looking for.2019-11-22 11:36:11
stabberxXHello! Mind if i add you again? I've deleted by mistake my friends list and i have to readd everyone again. Thanks :D2019-11-08 09:25:03
LTWadeJackson_S17Hey man sorry to disturb you but I need your help, can you accept me in the friend request? I will explain thanks.2019-10-19 11:10:45
𝕿𝖊𝖎𝖗𝖕𝖔Thank you. Now I know why it looks so familiar.2019-10-06 04:28:40
RectusApparently it's from Tschima da Flix in Switzerland.Here is the original panorama: https://commons.wikimedia.org/wiki/File:Tschima_da_Flix_Panorama.jpg2019-10-05 18:08:20
𝕿𝖊𝖎𝖗𝖕𝖔So I have a question to the downhill skiing and Idont know how to post a comment on its workshop page so I will ask here. Do you know from wich country or region the background is, because it seems oddly familiar.2019-10-05 16:31:54
Jaredadding because you know huge amount about hammer, and it would be nice to have you as a friend2019-09-26 12:11:57
BOLLJust saw your SteamVR workshop update and was like "I recognize this name..." and sure enough 😅2019-09-13 12:37:47
RectusSup2019-09-13 10:02:30
BOLLHey, it's me from Twitter 🤣2019-09-13 09:54:51
~Yak~Sounds great, thanks. I'm sure I'll have a few questions for you later on at that point. I'll send you an invite so I don't forget to ask. Learning curve is steep on this side of the modding.2019-08-29 10:47:21
RectusAs long as you give credit (and don't sell the models or something) you're more than welcome to use and modify any of my mods. I have a script in one of my campaigns that makes the custom wepons work in it without having the Base mod installed. https://github.com/Rectus/diescraper_sources/blob/master/scripts/vscripts/diescraper_custom_weapon_controller.nut The whole campaign souce files are here if you need an example on how to set everything up: https://github.com/Rectus/diescraper_sources2019-08-29 09:44:41
~Yak~Hi Rectus - I wanted to reach out to you regarding some of the weapon script stuff you have put together. I'm working on the rest of the maps for my campaign ( https://steamcommunity.com/sharedfiles/filedetails/?id=1607313394 ) and came across your custom weapon scripts for bow/turret etc.. I'd like to use the turret or something if possible (not at that stage yet but thinking ahead) and will give credit of course. I'm currently teaching myself blender so lots of different stuff on the go at the moment. If you could let me know that'd be great, or via steam message/friend. Thanks2019-08-29 09:32:13
$pirithey sir, I heard your really good at math, i have a question for you2019-08-15 17:40:22
RectusIt sounds like it would be possible to make, although it would be a lot easier to make a mutation for them.2019-07-27 10:30:53
Anakinhall06would it be possible to make the barricade from gnome gaurdians be in the default campaigns?2019-07-27 09:50:50
LyxSending you a friend request as I remember meeting you on a discord server a long while back, when you were still developing the Sentry Gun for L4D2; we talked about it for a bit. I may have been known as "astolfo" at that point2019-07-10 16:40:19
ᴿᴱᴻᴱ™Hi, I'm sending you a friend request cause I was hoping I could ask you some l4d2-related questions regarding the modding community :)I totally didnt copy JAiZ text. Btw hi JAiZ and Tsuey ;D <32019-07-03 01:43:59
RectusSure.2019-06-26 08:48:56
JAiZHi, I'm sending you a friend request cause I was hoping I could ask you some l4d2-related questions regarding the modding community :)2019-06-26 08:25:17
RectusSure, I'd be willing to answer questions at least.2019-06-08 11:51:59
TsueyHey, I'm working on _commentary.txt map fixes for Rayman1103 / Valve and we recently discovered RunScriptCode can run VScript straight from the TXT. I'm learning VScript -- a lot from studying your work -- but my experience in coding is modest at best. A project like this demands the best, and the VScripts required are basic compared to your other work. Would you be interested in helping? And/or willing to be asked lots of questions instead? Thanks for your time and groundbreaking work!2019-06-08 11:07:08
RectusCheck the FAQ thread on the workshop page.2019-06-06 07:06:18
Phantomhihow do i get the recurve bow? where is it?2019-06-06 07:03:35
RectusNot sure, those kinds of errors can be tricky to debug.2019-05-23 09:23:10
RectusThat usually means there is level geometry or objects blocking that area. If it's a big nav square covering a large area, try splitting it up.2019-05-22 10:13:51
NevriixHello, i have a problem with sdk hammer (L4D2, the BLOCKED_SURVIVORS nav problem)Can you help me ?2019-05-22 09:54:32
삼성갤럭시 룰러I really love your addons. thanks you2019-05-17 08:57:04
Praxeos1I was thinking the same thing. It's not necessarily bad to be able to choose the grip, but players have an expectation that tools will attach in a predetermined position, regardless of how they are picked up. From a user interface standpoint, that might cause some confusion. I guess we'll just need to wait for the dust to settle to see what works and what doesn't.2019-04-29 08:01:06
RectusYeah, the beta being updated to a newer engine branch has a lot of scripting functions behaving differently. There are a ton of bugs in my scripts to fix now. I kind of like that one though, it lets you pick up the sword and hold it however you want. Just have to make it drop in the same position. Thanks for the heads up though.2019-04-29 02:08:30
Praxeos1It looks like one of the recent SteamVR beta updates caused problems for your glove and sword scripts (at least on Oculus Rift and Odyssey +). Instead of aligning with the vr_controller_root, the attached prop maintains the angle and offset at which it was picked up.2019-04-28 16:39:04
Moon MoonHey Rectus, I really really really loved your bow custom weapon, although I find it hard to use. Could you make your arrows a lot more noticable through the use of particles or trails like that of the TF2?2019-04-18 06:29:48
RectusYeah, I added direct support for them in Diescraper. Unfortunately it requires modifications to the maps, so it's not possible to do generally.2019-03-28 12:46:24
Anakinhall06wait i was playing on ur sky scraper redux map2019-03-28 12:35:41
Anakinhall06type i mean the add on XD2019-03-28 12:30:18
Anakinhall06btw i was playing on a custom map with random rpg mod and for some reason pipe shotgun worked (i was also using 4classweapons add on and admin mod) i was so happy did you update the game?2019-03-28 12:30:10
RectusI adde the information to the guide.2019-03-21 15:59:23
RectusOh right, I think I forgot to add that part to the guide. You'll need to replace the soundevents\soundevents_addon.vsndevts file under the content folder with this one: https://github.com/Rectus/destinations_range/blob/master/soundevents/soundevents_addon.vsndevts And then I think the map needs to be recompiled.2019-03-21 15:48:08
skywalkerone little question i found out that some of the sounds of the bow and arrows are missing is that normal?2019-03-21 15:43:27
RectusCool, glad you got it working.2019-03-21 15:05:25
skywalkerthank you very much it is working now it seem that i read your message wrong i just now copied the script folder and put it in the content folder in my tutorial folder2019-03-21 15:03:50
skywalkeri am little bit confused about this:Copy the above script, and place it in a text file named:\SteamVR\tools\steamvr_environments\game\steamtours_addons\<addon name here>\scripts\vscripts\map_scripts\<map name here>.lua. that means i must have inside the game ,addon and script folder ,folder called vscripts and inside that map_scripts folder and there file called tutorial.lua or text file called lua? i just put inside the file from yours github2019-03-21 14:55:35
RectusThat is a bug in the tools that breaks the controller button bindings, there is a fix in the Beta version, but it doesn't work for everyone. You can run maps from outside the tools without having to upload them to the workshop, they will show up in the environmnets list as the addon folder name. Most source assets for your addons go into the content folder, and the tools put the compiled version that actually get uploaded in the game folder. The exception is scripts, which go under the game folder, so make sure the map script is in there.2019-03-21 13:49:52
skywalkerwell the console complained about could not find the scripts to your toys but i put a bow inside my map and put tool_bow in the misc script window and then saved and build and inside hmd i see my map even the bow but i cant teleport and cant grab the bow is that normal?in hammer i mean and is there difference between game folder and contenfoldert?2019-03-21 13:42:32
RectusIf you see my assets, the dependency should be set up right. Everything should even work if you run the map directly from Hammer. What scripts is it complaining about not finding?2019-03-21 13:22:04
skywalkerthank you for quick reply now i know how to use the console!!! well it seems that i have a lot of cant find script errors . i think these scripts are missing i think i copy some things where it not belongs or i did not copy something needed i just subscribe to your test range it got downloaded and i could play it no problem then i created empty addon with dependency to your assets and in hammer made simple square and put the player on top of it nothing else than build and in manager put koala picture in and set as hidden with destination only setting submitted and change the script. i am really new to steamvr two weeks ago i bought vive :-}. i can build things in 3d editors but here i feel so stupid and tiny.i can see all your assets in hammer it means the asset pack is installed properly or because i have not the beta steamvr?it would be very kind of you if you can help me sorted it out2019-03-21 12:04:15
RectusI'm glad you like the range. Just adding the script is enough for the menu to work. If it works, it should print "Range map script" to the developer console, so check the console messages for it. If it doesn't, there should be related error messages instead if you filter by the VScript category. https://developer.valvesoftware.com/wiki/SteamVR/Environments/Introduction#Console2019-03-21 10:42:59
skywalkerHi i absolutely love your test range level but i am bit confused with installation to use your super toys in my environment i do not wont to disturb you but because of my low rank i cant write comment directly in your asset page would you please help me?I cant get the spawn menu working in my submitted environment.I created simple level with dependencies with your asset pack with only the player start entity and copied the range.lua file from github in C:\ProgramFiles(x86)\Steam\steamapps\common\SteamVR\tools\steamvr_environments\game\steamtours_addons\tutorial2\scripts\vscripts\map_scripts and change its name to tutorial2.do i have to drag these toys also in the map?or is the script enough to spawn these toys with the menu without having them direct in the map?i really hope this message will get to you because your work made me and mi friend have hours long fun in your test range!!!!!2019-03-21 10:29:56
ZackoRectus jag har några frågor om anpassade vapen kan jag lägga till dig? (Förresten, snälla unfriend mig inte.)2019-02-14 16:39:48
RectusNope, sorry.2018-12-12 10:57:29
Mega destroyeryes but can you help see if anyone can even join my game2018-12-12 10:48:19
RectusI don't know anything about that issue. Maybe contact Steam Support.2018-12-12 10:47:16
Mega destroyerrectus. i think somthing is wrong with my lfd2. iv been using sourcemod for the last 3 days and downloading plugins. now today when i try to make a lobby for anyone to join. noone joins. it says 5 thousand people are playing but 0 games. can you see if my games are even joinable? im really confused and need help.2018-12-12 10:44:58
RectusThere are not any features in the script that do it automatically. You would have to write the code to do that yourself.2018-08-24 03:59:22
OrionViliAlright thanks, and another question, is there a way I can delete random spawn points that the script finds, so for instance it can delete pre defined weapon drops across the map and even in the safe room so it is not 100% guaranteed to come across weapons in spots that would normally be there2018-08-24 03:49:56
RectusIt's at random points.2018-08-24 03:06:54
OrionViliHey, so I got it working and I'm wondering if the random items are spawned at random spawn points across the map or does it just go in order like from the beginning of the map to the end2018-08-24 02:57:08
RectusI wrote a guide for it here: https://steamcommunity.com/sharedfiles/filedetails/?id=188540915 My Gun Hunt mutation uses a standalone version of the script if you need a reference.2018-08-23 01:32:32
OrionViliHey, sorry to bother ya, but I would like to ask you a question for a l4d2 script, random item spawner from the vslib, I would like to use it, but I'm not sure how to2018-08-23 00:03:02
RectusAh, sorry, just add me on Steam again.2018-08-15 01:05:30
John SpartanHey man, would love to have a chat about SteamVR lua scripting. What's the best way to get in contact?2018-08-15 00:22:12
RectusI'll think about it. Can't promise anything though.2018-08-10 13:23:13
Mega destroyercould u make thay magnum reskin into a gun that u made? it would be one of the first legit guns for custom weapeons2018-08-10 13:20:32
GameVoidI wrote something on your Recurve Bow mod so would you check it out for me?2018-06-30 15:32:20
Rectusmap l4d2_football football2018-06-18 05:55:07
Daunbreakerhow do i play zombie football what do i type in conzole so it works2018-06-18 05:50:24
改名怪2018-05-30 07:38:32
改名怪It won't2018-05-30 07:00:06
RectusThere is very little information in what you write. I can't help if i don't know what you're having issues with.2018-05-30 06:58:59
改名怪Try writing what paragraphs. Download the install is enabled in the game2018-05-30 06:47:44
RectusTry writing a few paragraphs.2018-05-30 06:43:13
改名怪Can't use the Custom Scripted was enabled2018-05-30 06:40:15
RectusI still don't really undestand what you mean. Could you wtite longer?2018-05-30 06:34:41
改名怪Enabled are cheap2018-05-30 05:58:19
改名怪全部不能用啊2018-05-27 08:10:43
RectusIf one of my L4D2 scripts aren't working, try disabling any other mods. Most of them have FAQ threads with more things to try if it still doesn't work.2018-05-27 08:00:09
改名怪下载了但没有用2018-05-27 06:56:18
改名怪下了没有用2018-05-27 06:55:52
RectusI still don't understand. Maybe try typing in your native language.2018-05-27 06:51:19
改名怪Under the no use2018-05-27 06:26:26
RectusI'm not quite sure what you mean. Could you rephrase that?2018-05-27 06:09:28
改名怪Why I got off the Custom Scripted was used not2018-05-27 04:02:12
RectusI don't think that would be possible. In L4D2 I'm exploiting the fact that Valve made it possible to add custom melee weapons and the updated scripting interface, which neither are in Contagion.2018-05-18 15:04:33
TiniestkuribohIt's probably been a long while since you touched contagion but do you think it would be possible to create custom weapons in Contagion? Do you think the same concept you used for L4D2 customs could be used with Contagion?2018-05-18 14:39:57
Mega destroyermake a stun granade2018-04-29 19:41:03
OrionVilialright, I'll try it out and see if I can get it to work, thanks for the help2018-04-05 02:36:39
RectusThe easiest way would be a mutation, although I'm not sure how to get it to replaces spawns without doing some research. Mutations have a built-in feature to replace weapon spawns though, I'd suggest you use that instead of my script since it will work a lot better. It's used by adding a function called ConvertWeaponSpawn(classname) in your MutationOptions table in the mode script, and having it return the class name of the entity to convert each weapon spawn to.2018-04-05 02:32:49
OrionViliI would preferably like to use it as a mutation, or a script mod, either one that is easier to manage2018-04-05 02:12:36
RectusAre you making a map, a mutation, or a script mod that runs on other game modes? All of those have completely different ways of running scripts.2018-04-05 01:44:43
OrionViliIm trying to get the script to use the map's default weapon spawns and replace it with the random weapons from the default item list2018-04-04 17:44:22
RectusFirst, what are you trying to do with the script?2018-04-04 14:56:27
OrionViliI'm trying to initialize the script like it said in the description, and I'm fairly new when it comes to running vscripts so I'm at a lost on what to do2018-04-04 14:35:19
RectusSure, what's the problem?2018-04-04 06:15:55
OrionViliI've been looking at your l4d2 gun nut mod, and on github I've noticed that you have a gunnuts item spawner script and I want to use it, but I'm confused on getting it to work, if you can help that would be great.2018-04-04 04:33:15
RectusYou probably ask about it in the Source SDK discussion board instead.2018-03-14 02:24:16
SicWould be nice if you can add me to friends. I have some question about hammer (well, i think they are pretty silly), hope you can help me :32018-03-13 17:30:35
N1uddeynice l4d2 map!2018-02-20 04:14:36
SWADERok will do thanks :)2018-01-31 10:28:57
RectusI'm not really that experienced with CS:GO. You should probably post about the issue on the Source SDK board instead.2018-01-31 02:03:00
SWADERwell little problem but its stoping me from compiling2018-01-31 00:57:42
SWADERDeer Mr. Rectus i have a huge problem with my CS:GO map in Hammer atm and I hear your the guy to talk to :)2018-01-31 00:57:22
RectusThat's cool. You should upload it to the workshop when you're done.2018-01-30 11:24:03
LegaiaHello.I've played Gun Nuts with some friend and it's really good, so I made some changes to be more accurate with Resident Evil 1 campaign and the result was good. So if you want I to see the changes I can send to you after we finish balancing.2018-01-30 11:10:10
RectusMake sure that it's not inside any of the functions inside the script, the easiest way to make sure is adding it at the very end. Also, it gives the ammo to the player closest to the box, since there is no way of detecting what player used it with this method.2018-01-17 06:27:42
FalconeyiI assume you meant the line with "::displayinstructorhint... to return hint; }. I added that in and I still get the same error.2018-01-17 06:23:27
RectusOh right, that function is added by diescraper4_gunspawns.nut. easiest way of getting it to would would be to copy that function to you scipt.2018-01-17 06:07:38
FalconeyiThe first time I use the item, I hear the item ammo pick up sound but the ammo isn't being added. Everytime I use the box afterwards, I get this: AN ERROR HAS OCCURED [the index 'DisplayInstructorHint' does not exist]CALLSTACK*FUNCTION [PickupAmmo()] d:/steamlibrary/steamapps/common/left 4 dead 2/left4dead2/scripts/vscripts/diescraper_ammo_pack.nut line [40]LOCALS[weaponName] "weapon_rifle_ak47"[player] INSTANCE[this] TABLE2018-01-17 05:59:44
RectusTry see if it works with the modified ammo box prop I use. Also, check for any script related red text in the console.2018-01-17 05:42:25
FalconeyiI think I set it up like that. I see my prop_physic glow but when I hit E on it, nothing happens... I use prop_physics_multiplayer since the normal one doesn't appear in my survival mode... Is there anything else I should know? Any different settings? Thanks for the help btw.2018-01-17 05:33:54
RectusThe script name is set in the Entity Scripts property. Looking at the map, I used a regualar prop_physics. Make sure it's one that has the model set up to be server-side though (solid to players).2018-01-17 03:55:48
FalconeyiI forgot mention that my questions were intended for attaching it to a server-side prop_physics. I assume that means I use prop_physics_multiplayer.2018-01-17 00:56:15
FalconeyiCould you explain how you get it to function? Do I use the outputs tab and runScriptFile or is it on class info tab with entity script form?2018-01-17 00:52:53
RectusThe script is designed to work by just attaching it to a server-side prop_physics. Not sure if works on a button. If you want something that works on a button, you could probably adapt my med station script to give out ammo instead and use a point_script_use_target: https://github.com/Rectus/l4d2-vscripts/blob/master/props/planb_med_station.nut2018-01-17 00:11:05
FalconeyiHi! I really liked playing your diescraper map. I'm trying to learn how to map and vscript right now and I was wondering if you could explain how you used your diescraper_ammo_pack. I made something really basic based off your script but I have no idea how to actually use it. Do you attach the script onto a prop_dynamic/fun button? I tried putting my script and your script on a func_button but my player doesn't refill their ammo.2018-01-16 21:01:47
}{oTT@Бblчwell as you can do please I would be grateful2018-01-03 06:01:11
RectusI have a lot of other things I want to do, and not enough time.2018-01-03 05:56:54
}{oTT@Бblчпочему не можешь2018-01-03 05:43:34
RectusSorry, I haven't played Contagion in a long time.2018-01-03 05:41:35
}{oTT@Бblчсделай Sniper Rifle без прицела в Contagion2018-01-03 05:23:54
}{oTT@Бblчсделай Sniper Rifle без прицела2018-01-03 05:22:29
BlurfesterPlan B is my favorite workshop L4d2 campaign. Not overly long, not 47 stages of complicated ♥♥♥♥♥♥♥♥ pathways to follow, nice clear goals and loads of zombies.....Well done sir, well done!2017-11-19 13:45:18
DukzYou can make me friends.2017-11-12 03:31:45
RectusI usually make my models from scratch, but Crowbar is still the best for decompiling. I can't remember what part causes the turning issue, but I think it's something getting aligned wrong, and you can get it working by turning it back.2017-11-03 09:12:31
RectusLatest versions should work best.2017-11-03 08:12:22
screamThanks, I will try to do that. One more question, what version of Blender Source Tool and Blender itself are you using? Or should I just get the latest versions and it will work fine?2017-11-03 08:08:02
RectusFor Blender you need the Blender Source Tool to import/export .smd files. Importing them, and setting them as the action in the Action Editor with the armature selected should let you edit them.2017-11-03 08:03:31
screamOh, I see. So you just open animation files (for example reload.smd) and edit in Blender? Does it need some plugins? Because I am using 3ds max and it loads bones and model but it can't see animations.2017-11-03 07:51:18
RectusI don't really know of any guides for animation, I've mostly learned it by trying. I use Blender, but there might be better software around.2017-11-03 07:42:13
screamHi, mate. You got some amazing mods. I am modder myself, but I only made some characters. And now I am trying to make good weapon mod and I want to ask you is there any good guide or tutorial series that I can use for creating custom weapon animations. I mean what software is better and what decompiling\compiling methods is best. Thanks in advance.2017-11-02 15:51:07
RectusIf you need help with something, please make a thread in the forums instead.2017-10-13 05:08:31
Duk isn't easyIndeed help please accept me.2017-10-13 05:04:50
RectusYeah, I guess they've had it for a while.2017-10-06 15:02:01
James MaracujaDid you know the TF2 branch had lightmapped models? I can't even imagine what that looks like.2017-10-06 14:15:31
RectusAlright.2017-09-24 10:19:35
FugHey man, got a brief moment for some left 4 dead mapping talk?2017-09-24 10:18:25
YoUr-EnDThank you for the fast answer :D it sounds very dificult but i try it :)2017-08-27 12:14:30
RectusIt uses the Source 2 version of Hammer, and it comes pre-installed with SteamVR. It should be possible to import CS:S maps, but it's a lot of work to remove all hidden surfaces and clean up the geometry, and you would need to port over all the textures. Someone did port over a CS:GO map to Destinations, so maybe you could ask them for more pointers. Tutorial on how to use the tools are here: https://developer.valvesoftware.com/wiki/SteamVR/Environments2017-08-27 11:54:58
YoUr-EnDHey can you tell me how to create steamvr home rooms? and is it possible to convert a counter-strike source map into a steamvr home room... or maybe you just tell me witch programm i need.2017-08-27 11:40:09
RectusI can never buy a game ever again.2017-08-19 10:20:34
James Maracuja420 games, that cant be coincidence2017-08-19 10:11:49
RectusThe faster you go, the harder the zombies push back. Try taking it easy.2017-08-18 08:25:37
You Pathetic3.Это мегахардкор2017-08-18 08:22:45
RectusWhich part are you having problems with?2017-08-18 08:20:52
You PatheticPlane b невозможно пройти , слишком много зомби ,отстой2017-08-18 08:18:55
RectusWhat would you like deleted?2017-08-18 07:49:09
You Patheticудаляй м()одификайи из воркшопа2017-08-18 07:31:20
RectusIf you need help, you should post in the Mapping/Modding help discussion board.2017-08-17 03:47:39
MerekiDorCould you please add me and help with L4D2 mapping?2017-08-17 03:11:12
RectusSorry about that road. I was trying to find way to discourage people from keep going down it, but apparently I haven't succeeeded.2017-08-15 01:25:09
Kruxwow who knew that your were swedish? :O2017-07-30 06:15:36
RectusJust post a thread or comment if you need help.2017-07-22 03:20:28
PacerI may need some help please2017-07-22 02:58:57
zjnnex 1337+rep2017-07-20 03:24:16
<İnflexible>シrep+2017-07-16 13:38:04
juzam666Hi Rectus, I just send you an invite, I'm very interested in the updated SDK files from the Test Range! If you have the time to share them, I would really apreciate it!2017-07-14 13:57:38
ZackoHey, there. I want to ask you a few questions about a mod. Accept my request, so I can tell you in PM.2017-07-13 13:16:57
Rustfulyeah got that now nice 1 m82017-06-26 04:09:39
Rustfulok cool ill try that now2017-06-26 04:05:25
RectusOpen the page on your normal web browser and there should be.2017-06-26 04:03:41
Rustfultheres no option to save the pic when i right click2017-06-26 04:02:42
RectusWhy don't you use one of the screenshots on the workshop page?2017-06-26 04:01:58
Rustfulhi m8 is there any chance you could send me a pic of the map plan b i want to stream but need a pic for my thumbnail2017-06-26 03:56:39
DukzPLEASE RECTUS CONFIRM ME PLS...2017-06-26 03:33:38
Duk isn't easyYou can Accept me Pls...2017-06-19 04:10:15
Duk isn't easyHello Rectus you can accept me.2017-06-19 04:08:08
RectusSorry, my friends list is way too big already.2017-06-18 11:08:24
Alex Solowjowcan i add you? i love your workshop mods!2017-06-18 10:20:31
℃appu℃hinoNice to meet you, I would like to ask something about workshop, thank you2017-05-28 12:57:41
RectusCool, I'm glad that you like it.2017-05-14 03:59:17
FilintaDiescrape is awesome man2017-05-14 03:57:04
RectusAlright, but it mihgt be a good idea to make a thread instead.2017-04-07 03:11:13
RiotlineRectus, I would like to add you for some help with Pointfiles2017-04-07 03:00:11
MiffroonOh I'm rectus, anime2017-04-03 09:55:23
NeroTcan u tell me how to use your football map,i dont find it2017-03-13 09:57:40
RectusA lot of it is cheap packs and Humble Bundles.2017-02-27 13:10:17
Phantom Ghost404 games is something.2017-02-27 13:03:51
76561198074188579so much coal2017-02-02 13:26:06
RectusCool, I'm glad you like it.2017-02-01 12:16:20
Probably notSkiing map is AWESOME! Thanks!2017-02-01 11:33:00
ThrillerI love you omg. Thank you so much.2017-01-29 14:37:19
dolanildoHi Rectus.Sorry for contacting you once again, but if you're open to it, I would like some advice with a rather interesting Source 2 related project I've got going on.It involves modifying the content we've seen in both Destinations as well as the SteamVR Performance test, to, eventually, redistribute an asset pack for addon creation, as well as an old version of Destinations' Source 2 Engine for non-VR purposes.I've sent a friend request to you, just in-case you're interested in giving some advice to a noobier, although enthusiastic bloke.2017-01-23 11:29:42
dolanildoAh, thank you for the answer :D Sure thing, I'll add a link to them. I'm already working on an "External tutorials" section. Your tutorials are going to fit right in!2017-01-02 11:13:11
RectusI'd prefer if you didn't. Sorce 2 isn't well documented, and there might be incorrect or inaccurate information, and I wan't to be able to update them. Maybe just link to them instead.2017-01-02 10:28:58
dolanildoHi there Rectus.I've added you, so that I could ask some questions regarding your Steam guides for Destinations/Source 2.I hope to be granted permission to use them (while giving you credit as a contributor to the site or however you see fit of course, I just don't want to commit plagiarism) on the Source2Dev website.Would that be okay with you?2017-01-02 09:36:01
ShrubsThank you so much!2016-12-21 09:46:19
Xx_PyссyTraппэг_xXHey, I was wondering if you could help me with a map & game idea for destinations, something along the lines of hide&Seek.2016-11-14 13:47:31
Toon_link2k den2016-11-04 14:58:57
RectusThe only way I could think of is to put the functionality in the mods themselves, and I don't really want to do that.2016-11-04 14:51:57
Toon_link2best workshop items ever! do you think you could make an addon that unlocks the CSS weapons while making them compatible with your custom weapons?2016-11-04 14:34:18
videous bojimaRectus, I'd highly appreciate you adding me, I've just got a few questions to ask (not related with anything from your workshop).2016-09-29 09:37:35
RectusIt doesn't replace anything. There is a FAQ thread on the workshop page with answers to questions like that.2016-09-12 02:03:12
MisterCastleRectus, I have a question to ask you. In your L4D2 Flamethrower mod, what weapon does it replace ? Thanks !2016-09-11 19:06:34
Sulphuryour workshop item is best!2016-08-13 09:31:02
Ikira Contihello love your work on Insurgency especially the LAW, but I must say sir...... thats some serious HPH2016-07-11 19:52:50
Duk isn't easyrectus please confirm me pls.... rectus2016-07-06 08:05:58
RectusThanks!2016-06-02 16:23:08
NeroHey man, just wanted to stop by to say how cool Plan B is. Really spooky and reminds me of old scary GMod maps!2016-06-02 16:07:07
dopEThank you, dude! You helped me a lot with "prop_static's"! You best! +++REP2016-04-30 07:47:59
420 Shrek Itlove your workshop items :)2016-04-02 14:22:46
TUCOthanks I just wanted to know it asap but thx for your help I appreciate it2016-02-27 07:35:38
RectusThe devs even posted a guide in here: http://blog.counter-strike.net/workshop/maps.php#new_features2016-02-27 07:33:55
TUCOit will take 1 sec I just need to know how to put in -StaticPropLighting into VRAD2016-02-27 07:28:38
RectusYou should post your problem on the SDK discussion boards.2016-02-27 07:27:23
TUCOhey I have a problem with my map can we talk for a sec? added you2016-02-27 07:18:39
The DietzsterI just wanted to discuss it. I mean you could add me and we could work something out, I know it! Is it specifically blender you can't do? Because you have so many models done, and you could always import it into Maya and finish it. I would just like you to look over it, and see if I messed up in the coding, cause I could pu the effort into making it right, but all you have to do is tell me what's wrong.2016-02-20 16:35:44
RectusIs it about the Blender rigging, because I barely understand how it works myself and really hate doing it.2016-02-20 16:04:51
The Dietzstercan we please talk? I've been trying to get ahold of you the past few days. Please add me if you can.2016-02-20 15:58:49
МаменькинСынок2004LOL2016-02-06 05:27:28
ᴺᵘᵗLove your workshop work man. Keep it up, you're amazing.2016-02-02 14:56:09
[FR]VanDerBruckThank you mister Rektus for the map Plan B <3 !2016-01-06 11:56:37
StronglimeNeed some help with a Vscript function, if you could, add me.2015-11-08 14:11:17
DLR.O KenI have an interesting project that I am working on Rectus. If you get a chance could you add me so that we can figure out a way to do the impossible? Your advice could prove the answer.2015-08-10 10:07:05
RectusJust post a thread if you need help.2015-07-08 13:16:33
ISmellYoChickpeasHello, I saw that you were helping that one guy on fixing the overlay problem. I would like to ask you some questions because I just started yesterday and I don't know how to split the brush up into smaller parts2015-07-08 12:37:31
TychoYou created hell in Plan B you ♥♥♥♥♥♥♥♥♥♥♥♥♥♥, i ♥♥♥♥♥♥ love it m82015-06-29 23:25:49
Domaaaaaaaaaaaaaafinished your map plan b with army of tank2015-05-10 10:37:20
RectusYou're welcome.2015-03-25 13:03:56
HenkiYou make great mutation and maps! Thanx for gun nuts and diescraper mostly!2015-03-25 12:48:47
RectusYeah. Too bad they can't be changed per-gamemode.2015-03-06 01:48:42
KhorpsAlso you can place txt files in the scripts folder of your addon with the weapon name. Just extract the weapon files from the pak_dir.vpk in the Left 4 Dead 2 folder then go into those files and change their amount of damage. So you can have an insta-kill pistol but a knife doing no-damage.2015-03-05 21:36:49
RectusGood to know.2015-02-25 01:38:17
KhorpsDoesn't work with adrenaline but that's ok because the player will be forced to use the bile so I can use the OnGameEvent_weapon_fire. Then give them adrenaline when they use an item.2015-02-24 18:43:04
KhorpsHey Rectus it turns out you can use the Cvar: sv_infinite_ammo 4 to have infinite items.2015-02-24 18:40:02
DungeoneerI would like to talk L4D2 with you, please accept the friend request2015-02-12 14:39:16
RectusHey, this isn't the place to post about yourself.2015-01-26 05:35:21
Whiskey_inthejarpathetic ♥♥♥♥ lel2015-01-24 19:07:15
Whiskey_inthejarhughe rekt ♥♥♥2015-01-24 19:06:37
RectusThanks!2015-01-13 08:06:33
PoppyLove all your work on Left 4 Dead 2.2015-01-13 01:10:50
RectusIf you're talking about the stuff in my artwork section, most of that is made with Blender.2014-12-21 16:12:49
Kayle SoloHow do i make those awesome screen shots like that slug one.2014-12-21 16:10:05
RectusI don't mind. Ask away.2014-11-25 02:05:50
Jakylehey sorry to bother you, I just had a few questions about your Holdout capaigns and general config and file placements, I just wanted to pick your brain if you didnt mind.2014-11-24 16:02:28
RectusNot right now at least. I'm planning to in the future when I get my other projects finished.2014-11-10 13:34:27
TWiGGY TWiNKHowdy, Are you making a Contagion Escape map?Xoxo,Twigz2014-11-10 13:23:00
SuperLuxProblems fixed! Thanks!2014-08-16 16:48:28
Blood Feast Island ManKiss me.2014-08-13 16:33:41
SeriouS_SamuraiGod Jul !2013-12-25 10:56:10
Unregistered UserHi! I'm wondering if you're interested in developing for a Half-Life 2 mod.2013-12-23 20:53:44
AnderssonKevHi, I've seen that you've helped people with making a vpk file. We have a school assignment to make a map and upload it to workshop.. And I can't seem to get it to work, I've followed tutorials but something always goes wrong.. Please help2013-09-30 07:52:44
76561198054985865thanks :)2013-08-08 10:46:18
RectusYou can download it from here if the workshop doesn't work: http://www.l4dmaps.com/details.php?file=264352013-08-08 09:31:20
76561198054985865can u send me Plan B ? i have problem when i download plan B i cant play l4d22013-08-08 09:05:01
RectusAre they scavenge cans? You can try removing them with EntFire(), or only spawn them in scavenge in hammer.2013-07-15 02:38:35
spookyLooks like my problem is with the existing gas cans. I've tried to remove them by modelname, entity classname, and target name, and yet there's some gas cans that persist through the santize process, which the GascanUpdate() function recognizes and prevent new ones from being spawned.2013-07-15 02:33:12
XD42069Idk if your new av is more or less disturbing than buff anime chick2013-03-24 08:54:53
⚠TubaTheTony🔞💃i'm the blue bit on your profile pic2012-08-12 17:16:34
[HTT] im woosersweet potato ui2011-04-16 15:48:14
Yohanboeg2010-09-13 07:26:25
[HTT] im wooserplease marry me.2010-08-30 16:38:41
kurn 'huern' turlettpsychotic ui2010-05-29 09:36:38
[HTT] im woosertoho av? welcome to the cool dudes club ♥♥♥♥♥♥♥♥♥♥♥♥.2010-04-08 13:37:41
FLSHPut that avatar away!2010-04-07 07:31:14
Ozzy is a dadnyoron??2009-09-10 10:18:17
WinjoI love anime.2009-08-15 15:28:56
Bogle [they/them]what a creepy avatar2009-07-08 03:17:55

Friends

Total: [190] | TF2BD: [0] (0.00%) | SB: [0] (0.00%)

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duncecap2009-03-30 18:04:27
(5575 days)
N/A
765611979826005362009-03-30 16:05:40
(5575 days)
N/A
765611979927213732009-03-30 15:47:32
(5575 days)
N/A
FLSH2009-03-30 15:10:55
(5575 days)
N/A
PhoolCat2009-03-30 15:07:53
(5575 days)
N/A
Delamore2009-03-28 20:01:02
(5577 days)
N/A
Yohan2009-03-28 20:00:59
(5577 days)
N/A
Mirsha2009-03-04 14:00:12
(5601 days)
N/A
theFlyingExecutive2009-02-28 15:58:47
(5605 days)
N/A
76561197995857038UNKN/A