u/BigMoleRat004

Snake/Demon Fungus

Snake/Demon Fungus

These plants are called Snake Fungus or Demon Fungus. They are a type of harmful fungus that no planet wants on it. Producing violent hallucinogenic effects that can cause severe psychosis. Reproducing quickly through purple gasses. Planets infested with this fungus are often forbidden to travel to, with most Empires refusing to rescue anyone stranded on an infested planet due to fear of spreading this fungus to other planets, as one airborne spore is all it takes

Anyone unfortunate to consume one of these forbidden fruits will often themselves become a host to this fungus as it quickly morphs and distorts their physical form, producing an effect similar to rabies in those infected. There is no remedy to this fungus' effects, abandon all hope, all those who come into contact with it.

Study on this fungus is limited, with some speculating that the fungus feeds upon the same chemical it produces, as the noxious gas produced by these plants often blocks out any sunlight, dooming any other plant or animal life.

u/BigMoleRat004 — 11 days ago
▲ 3 r/hammer

Using a .cfg File to Change NPC Relationships

Had this random idea to create a .cfg file to modify the NPCS so they all get along against the player in a fashion similar to classic games. Is this possible and if not, is there an alternative to putting a bunch of ai_relastionship or ai_relationship_classify?

reddit.com
u/BigMoleRat004 — 3 months ago
▲ 1 r/hammer

Getting the Suit and supplies to Respawn with logic_playerproxy on Mapbase

I want to find a better alternative than using a point_template to spawn in the suit. I want it to be preserved on the player either by having it spawned or carrying over. Trying to create a Bioshock esque respawn system. If I could get the ammo to respawn too, that would be appreciated.

reddit.com
u/BigMoleRat004 — 3 months ago
▲ 13 r/hammer

What is Wrong with My Light_Dynamic?

Not too sure why this does not work.

u/BigMoleRat004 — 3 months ago
▲ 3 r/hammer

Minerva Esque env_message question

I want to have these kind of messages in my mod, except I want them to be in the middle of the screen on the top. Not sure how these work, how would I accomplish this?

Reference image for how I want it to look using game_text entities.

https://reddit.com/link/1u6bij3/video/gynzm1jg4k7h1/player

https://preview.redd.it/qiehqcnn0f7h1.jpg?width=1920&format=pjpg&auto=webp&s=0f357bfe9a45b8ad8551de107c4771687cf88b73

reddit.com
u/BigMoleRat004 — 4 months ago
▲ 2 r/hammer

Mapbase: How to Disable All Friendly Fire?

My mod has all the enemies aligned against the player. Problem is that they have friendly fire enabled if I use npc_maker. Is there a way to disable it universally so it is not an issue?

Using Mapbase Episodic.

reddit.com
u/BigMoleRat004 — 5 months ago
▲ 5 r/Ubuntu

Booting Into Windows 10 Messes Up UEFI Boot

I thought that you could just choose to boot Windows 10 when necessary. But when I boot into Windows, it automatically boots into Windows next time I turn the computer on. I want it to give me the UEFI options each time I start it up, how do I accomplish this?

reddit.com
u/BigMoleRat004 — 5 months ago
▲ 4 r/hammer

Hammer++ Selection Issue

Whenever I select two of the same entity, I do not get any of the flags options. Updated to the newest version of Hammer++.

u/BigMoleRat004 — 5 months ago
▲ 1 r/hammer

Compile log below. It is in Entropy Zero 2.

materialPath: E:\STEAM\steamapps\common\EntropyZero2\entropyzero2\materials

Loading D:\eos_mod\end2\end2.vmf

ConVarRef mat_reduceparticles doesn't point to an existing ConVar

fixing up env_cubemap materials on brush sides...

0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)

Building Faces...done (0)

Chop Details...done (0)

Find Visible Detail Sides...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing D:\eos_mod\end2\end2.prt...Building visibility clusters...

done (0)

Finding displacement neighbors...

Finding lightmap sample positions...

Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10

Building Physics collision data...

done (1) (94209 bytes)

Placing static props...

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Compacting texture/material tables...

Reduced 138 texinfos to 83

Reduced 12 texdatas to 11 (266 bytes to 245)

Writing D:\eos_mod\end2\end2.bsp

4 seconds elapsed

8 threads

reading d:\eos_mod\end2\end2.bsp

reading d:\eos_mod\end2\end2.prt

66 portalclusters

99 numportals

0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 9 visible clusters (0.59%)

Total clusters visible: 1531

Average clusters visible: 23

Building PAS...

Average clusters audible: 39

visdatasize:1676 compressed from 2112

writing d:\eos_mod\end2\end2.bsp

0 seconds elapsed

[Reading texlights from 'lights.rad']

[48 texlights parsed from 'lights.rad']

Loading d:\eos_mod\end2\end2.bsp

356 faces

26319 square feet [3790040.50 square inches]

0 Displacements

0 Square Feet [0.00 Square Inches]

356 patches before subdivision

3694 patches after subdivision

9 direct lights

0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 297609, max 267

transfer lists: 2.3 megs

0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(35977, 36167, 7487)

0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(9169, 9236, 1795)

0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(2345, 2365, 431)

0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(600, 605, 104)

0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(154, 155, 25)

0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(39, 40, 6)

0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(10, 10, 1)

0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(3, 3, 0)

0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(1, 1, 0)

Build Patch/Sample Hash Table(s).....Done<0.0013 sec>

0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done

0 of 0 (0% of) surface lights went in leaf ambient cubes.

0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness

------------ --------------- --------------- --------

models 12/4096 576/196608 ( 0.3%)

brushes 280/32768 3360/393216 ( 0.9%)

brushsides 1692/65536 13536/524288 ( 2.6%)

planes 282/65536 5640/1310720 ( 0.4%)

vertexes 700/65536 8400/786432 ( 1.1%)

nodes 224/65536 7168/2097152 ( 0.3%)

texinfos 83/12288 5976/884736 ( 0.7%)

texdata 11/2048 352/65536 ( 0.5%)

dispinfos 0/0 0/0 ( 0.0%)

disp_verts 0/0 0/0 ( 0.0%)

disp_tris 0/0 0/0 ( 0.0%)

disp_lmsamples 0/0 0/0 ( 0.0%)

faces 356/65536 19936/3670016 ( 0.5%)

hdr faces 356/65536 19936/3670016 ( 0.5%)

origfaces 260/65536 14560/3670016 ( 0.4%)

leaves 237/65536 7584/2097152 ( 0.4%)

leaffaces 390/65536 780/131072 ( 0.6%)

leafbrushes 357/65536 714/131072 ( 0.5%)

areas 6/1024 48/8192 ( 0.6%)

surfedges 2718/512000 10872/2048000 ( 0.5%)

edges 1648/256000 6592/1024000 ( 0.6%)

LDR worldlights 0/16384 0/1441792 ( 0.0%)

HDR worldlights 9/16384 792/1441792 ( 0.1%)

leafwaterdata 0/32768 0/393216 ( 0.0%)

waterstrips 42/131072 420/1310720 ( 0.0%)

waterverts 0/131072 0/1572864 ( 0.0%)

waterindices 744/131072 1488/262144 ( 0.6%)

cubemapsamples 0/1024 0/16384 ( 0.0%)

overlays 0/1024 0/360448 ( 0.0%)

LDR lightdata [variable] 0/0 ( 0.0%)

HDR lightdata [variable] 167156/0 ( 0.0%)

visdata [variable] 1676/16777216 ( 0.0%)

entdata [variable] 53560/393216 (13.6%)

LDR ambient table 237/65536 948/262144 ( 0.4%)

HDR ambient table 237/65536 948/262144 ( 0.4%)

LDR leaf ambient 237/65536 6636/1835008 ( 0.4%)

HDR leaf ambient 832/65536 23296/1835008 ( 1.3%)

occluders 0/0 0/0 ( 0.0%)

occluder polygons 0/0 0/0 ( 0.0%)

occluder vert ind 0/0 0/0 ( 0.0%)

detail props [variable] 1/12 ( 8.3%)

static props [variable] 1/12 ( 8.3%)

pakfile [variable] 54/0 ( 0.0%)

physics [variable] 94209/4194304 ( 2.2%)

physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 2

Total triangle count: 966

Writing d:\eos_mod\end2\end2.bsp

2 seconds elapsed

materialPath: E:\STEAM\steamapps\common\EntropyZero2\entropyzero2\materials

Loading D:\eos_mod\end2\end2.vmf

ConVarRef mat_reduceparticles doesn't point to an existing ConVar

fixing up env_cubemap materials on brush sides...

0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)

Building Faces...done (0)

Chop Details...done (0)

Find Visible Detail Sides...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing D:\eos_mod\end2\end2.prt...Building visibility clusters...

done (0)

Finding displacement neighbors...

Finding lightmap sample positions...

Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10

Building Physics collision data...

done (0) (94209 bytes)

Placing static props...

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Compacting texture/material tables...

Reduced 138 texinfos to 83

Reduced 12 texdatas to 11 (266 bytes to 245)

Writing D:\eos_mod\end2\end2.bsp

0 seconds elapsed

8 threads

reading d:\eos_mod\end2\end2.bsp

reading d:\eos_mod\end2\end2.prt

66 portalclusters

99 numportals

0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 9 visible clusters (0.59%)

Total clusters visible: 1531

Average clusters visible: 23

Building PAS...

Average clusters audible: 39

visdatasize:1676 compressed from 2112

writing d:\eos_mod\end2\end2.bsp

0 seconds elapsed

[Reading texlights from 'lights.rad']

[48 texlights parsed from 'lights.rad']

Loading d:\eos_mod\end2\end2.bsp

356 faces

26319 square feet [3790040.50 square inches]

0 Displacements

0 Square Feet [0.00 Square Inches]

356 patches before subdivision

3694 patches after subdivision

9 direct lights

0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 297609, max 267

transfer lists: 2.3 megs

0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(35977, 36167, 7487)

0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(9169, 9236, 1795)

0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(2345, 2365, 431)

0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(600, 605, 104)

0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(154, 155, 25)

0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(39, 40, 6)

0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(10, 10, 1)

0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(3, 3, 0)

0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(1, 1, 0)

Build Patch/Sample Hash Table(s).....Done<0.0006 sec>

0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done

0 of 0 (0% of) surface lights went in leaf ambient cubes.

0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness

------------ --------------- --------------- --------

models 12/4096 576/196608 ( 0.3%)

brushes 280/32768 3360/393216 ( 0.9%)

brushsides 1692/65536 13536/524288 ( 2.6%)

planes 282/65536 5640/1310720 ( 0.4%)

vertexes 700/65536 8400/786432 ( 1.1%)

nodes 224/65536 7168/2097152 ( 0.3%)

texinfos 83/12288 5976/884736 ( 0.7%)

texdata 11/2048 352/65536 ( 0.5%)

dispinfos 0/0 0/0 ( 0.0%)

disp_verts 0/0 0/0 ( 0.0%)

disp_tris 0/0 0/0 ( 0.0%)

disp_lmsamples 0/0 0/0 ( 0.0%)

faces 356/65536 19936/3670016 ( 0.5%)

hdr faces 356/65536 19936/3670016 ( 0.5%)

origfaces 260/65536 14560/3670016 ( 0.4%)

leaves 237/65536 7584/2097152 ( 0.4%)

leaffaces 390/65536 780/131072 ( 0.6%)

leafbrushes 357/65536 714/131072 ( 0.5%)

areas 6/1024 48/8192 ( 0.6%)

surfedges 2718/512000 10872/2048000 ( 0.5%)

edges 1648/256000 6592/1024000 ( 0.6%)

LDR worldlights 0/16384 0/1441792 ( 0.0%)

HDR worldlights 9/16384 792/1441792 ( 0.1%)

leafwaterdata 0/32768 0/393216 ( 0.0%)

waterstrips 42/131072 420/1310720 ( 0.0%)

waterverts 0/131072 0/1572864 ( 0.0%)

waterindices 744/131072 1488/262144 ( 0.6%)

cubemapsamples 0/1024 0/16384 ( 0.0%)

overlays 0/1024 0/360448 ( 0.0%)

LDR lightdata [variable] 0/0 ( 0.0%)

HDR lightdata [variable] 167156/0 ( 0.0%)

visdata [variable] 1676/16777216 ( 0.0%)

entdata [variable] 53560/393216 (13.6%)

LDR ambient table 237/65536 948/262144 ( 0.4%)

HDR ambient table 237/65536 948/262144 ( 0.4%)

LDR leaf ambient 237/65536 6636/1835008 ( 0.4%)

HDR leaf ambient 832/65536 23296/1835008 ( 1.3%)

occluders 0/0 0/0 ( 0.0%)

occluder polygons 0/0 0/0 ( 0.0%)

occluder vert ind 0/0 0/0 ( 0.0%)

detail props [variable] 1/12 ( 8.3%)

static props [variable] 1/12 ( 8.3%)

pakfile [variable] 54/0 ( 0.0%)

physics [variable] 94209/4194304 ( 2.2%)

physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 2

Total triangle count: 966

Writing d:\eos_mod\end2\end2.bsp

0 seconds elapsed

materialPath: E:\STEAM\steamapps\common\EntropyZero2\entropyzero2\materials

Loading D:\eos_mod\end2\end2.vmf

ConVarRef mat_reduceparticles doesn't point to an existing ConVar

fixing up env_cubemap materials on brush sides...

0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)

Building Faces...done (0)

Chop Details...done (0)

Find Visible Detail Sides...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing D:\eos_mod\end2\end2.prt...Building visibility clusters...

done (0)

Finding displacement neighbors...

Finding lightmap sample positions...

Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10

Building Physics collision data...

done (0) (94209 bytes)

Placing static props...

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Compacting texture/material tables...

Reduced 138 texinfos to 83

Reduced 12 texdatas to 11 (266 bytes to 245)

Writing D:\eos_mod\end2\end2.bsp

0 seconds elapsed

8 threads

reading d:\eos_mod\end2\end2.bsp

reading d:\eos_mod\end2\end2.prt

66 portalclusters

99 numportals

0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 9 visible clusters (0.59%)

Total clusters visible: 1531

Average clusters visible: 23

Building PAS...

Average clusters audible: 39

visdatasize:1676 compressed from 2112

writing d:\eos_mod\end2\end2.bsp

0 seconds elapsed

[Reading texlights from 'lights.rad']

[48 texlights parsed from 'lights.rad']

Loading d:\eos_mod\end2\end2.bsp

356 faces

26319 square feet [3790040.50 square inches]

0 Displacements

0 Square Feet [0.00 Square Inches]

356 patches before subdivision

3694 patches after subdivision

9 direct lights

0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 297609, max 267

transfer lists: 2.3 megs

0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(35977, 36167, 7487)

0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(9169, 9236, 1795)

0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(2345, 2365, 431)

0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(600, 605, 104)

0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(154, 155, 25)

0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(39, 40, 6)

0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(10, 10, 1)

0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(3, 3, 0)

0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(1, 1, 0)

Build Patch/Sample Hash Table(s).....Done<0.0006 sec>

0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done

0 of 0 (0% of) surface lights went in leaf ambient cubes.

0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness

------------ --------------- --------------- --------

models 12/4096 576/196608 ( 0.3%)

brushes 280/32768 3360/393216 ( 0.9%)

brushsides 1692/65536 13536/524288 ( 2.6%)

planes 282/65536 5640/1310720 ( 0.4%)

vertexes 700/65536 8400/786432 ( 1.1%)

nodes 224/65536 7168/2097152 ( 0.3%)

texinfos 83/12288 5976/884736 ( 0.7%)

texdata 11/2048 352/65536 ( 0.5%)

dispinfos 0/0 0/0 ( 0.0%)

disp_verts 0/0 0/0 ( 0.0%)

disp_tris 0/0 0/0 ( 0.0%)

disp_lmsamples 0/0 0/0 ( 0.0%)

faces 356/65536 19936/3670016 ( 0.5%)

hdr faces 356/65536 19936/3670016 ( 0.5%)

origfaces 260/65536 14560/3670016 ( 0.4%)

leaves 237/65536 7584/2097152 ( 0.4%)

leaffaces 390/65536 780/131072 ( 0.6%)

leafbrushes 357/65536 714/131072 ( 0.5%)

areas 6/1024 48/8192 ( 0.6%)

surfedges 2718/512000 10872/2048000 ( 0.5%)

edges 1648/256000 6592/1024000 ( 0.6%)

LDR worldlights 0/16384 0/1441792 ( 0.0%)

HDR worldlights 9/16384 792/1441792 ( 0.1%)

leafwaterdata 0/32768 0/393216 ( 0.0%)

waterstrips 42/131072 420/1310720 ( 0.0%)

waterverts 0/131072 0/1572864 ( 0.0%)

waterindices 744/131072 1488/262144 ( 0.6%)

cubemapsamples 0/1024 0/16384 ( 0.0%)

overlays 0/1024 0/360448 ( 0.0%)

LDR lightdata [variable] 0/0 ( 0.0%)

HDR lightdata [variable] 167156/0 ( 0.0%)

visdata [variable] 1676/16777216 ( 0.0%)

entdata [variable] 53628/393216 (13.6%)

LDR ambient table 237/65536 948/262144 ( 0.4%)

HDR ambient table 237/65536 948/262144 ( 0.4%)

LDR leaf ambient 237/65536 6636/1835008 ( 0.4%)

HDR leaf ambient 832/65536 23296/1835008 ( 1.3%)

occluders 0/0 0/0 ( 0.0%)

occluder polygons 0/0 0/0 ( 0.0%)

occluder vert ind 0/0 0/0 ( 0.0%)

detail props [variable] 1/12 ( 8.3%)

static props [variable] 1/12 ( 8.3%)

pakfile [variable] 54/0 ( 0.0%)

physics [variable] 94209/4194304 ( 2.2%)

physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 2

Total triangle count: 966

Writing d:\eos_mod\end2\end2.bsp

1 second elapsed

reddit.com
u/BigMoleRat004 — 5 months ago