Last server records
Talking about tournament - thanks to all participants, we have very good demos as winners, though speedruns are pleasant to watch anyway. If you want to replace your VIP1 with higher but shorter VIP, just write here in comments. mls as a mapper gains 30 rubles for every players, 360 rubles in total. And one more time - don't forget that places are distributed according to amount of Exp, not by run's time.
1 place - Penguin (60 Exp) - 500 rubles, already has VIP4
2 place - promax (29 Exp) - 300 rubles, 4 weeks of VIP1
3 place - rasit (28 Exp) - 200 rubles, 4 weeks of VIP1
4 place - additional (27 Exp) - 4 weeks of VIP1
5 place - flajok (26 Exp) - 4 weeks of VIP1
6 place - vennsli (25 Exp) - 4 weeks of VIP1
7 place - Kpoluk (24 Exp) - 4 weeks of VIP1
8 place - Tevzadze (23 Exp) - 4 weeks of VIP1
9 place - Faite (22 Exp) - 4 weeks of VIP1
10 place - ttle (21 Exp) - 4 weeks of VIP1
11 place - PsychoLunatic (20 Exp) - 4 weeks of VIP1
12 place - Kris (9 Exp) - 4 weeks of VIP1
|Penguin||done in 01:44.46 WR!||1 place||60 Exp|
|promax||done in 01:45.88||2 place||29 Exp|
|rasit||done in 01:46.63||3 place||28 Exp|
|additional||done in 01:52.84||4 place||27 Exp|
|flajok||done in 01:58.79||5 place||26 Exp|
|vennsli||done in 02:03.65||6 place||25 Exp|
|Kpoluk||done in 02:04.48||7 place||24 Exp|
|Tevzadze||done in 02:07.59||8 place||23 Exp|
|Faite||done in 02:15.11||9 place||22 Exp|
|ttle||done in 02:23.74||10 place||21 Exp|
|PsychoLunatic||done in 02:24.17||11 place||20 Exp|
|Kris||done in 02:24.47||12 place||9 Exp||Watch all demos|
|mls_snowvalley||done in 02:54.99 WR!||(02:56.97 rawe)||1 place||31 Exp||
|kz_kzlt_femtobhop||done in 01:43.32||(01:35.55 promax)||2 place||29 Exp||
|kzsca_flyingcarpets||done in 01:44.27 WR!||1 place||60 Exp||
|kzee_xenon_f||done in 00:55.48 WR!||1 place||60 Exp||
|blockig||done in 02:28.57||1 place||30 Exp||
|frigid||done in 26:41.47||1 place||30 Exp||
|kzsca_sonic_h||done in 06:20.90||(12:30.38 knyaze)||1 place||0 Exp||
|kz-endo_slide_svn_steep_x||done in 05:19.76 WR!||(06:19.62 Okazys)||1 place||30 Exp||
|bhop_platinum||done in 01:25.65 WR!||(01:26.64 Penguin)||1 place||30 Exp||
|zink_speedblock||done in 01:24.76||(01:25.07 Penguin)||1 place||0 Exp||
|ad_luhop_h||done in 01:10.37||(01:17.32 intrider)||1 place||30 Exp||
|cnd_asgdevespeed||done in 01:20.93 WR!||(01:21.87 promax)||1 place||60 Exp||
|hb_Zzz||done in 02:58.66 WR!||(03:39.39 Creep)||1 place||31 Exp||
|ksz_fastclimb_v3||done in 01:47.79||(01:50.59 WhereIsMyPanda)||1 place||1 Exp||
|dyd_62units||done in 02:04.52||1 place||30 Exp||
|fu_sane||done in 03:53.23 WR!||1 place||60 Exp||
|gbc_script_destroman||done in 06:20.29 WR!||(08:16.12 all1aNce)||1 place||60 Exp||
|gbc_script_mimic_m||done in 01:01.88 WR!||(01:03.87 throttle)||1 place||60 Exp||
|holy_lame||done in 03:56.44 WR!||(04:30.74 kappA_^)||1 place||60 Exp||
|slide_pyk_forge_ez||done in 01:16.35||(01:06.53 flores)||3 place||28 Exp||
|kz_ea_caveclimb_e||done in 05:25.27||(04:19.11 -Gow-)||2 place||29 Exp||
|kz_kzdk_tropicisland||done in 01:58.60||(02:02.34 Creep)||1 place||30 Exp||
|kz_kzsca_oasis||done in 04:10.32||(03:19.07 GoDfreee)||5 place||26 Exp||
|sn_nanoblock[easy]||done in 03:46.74||(04:28.67 rawe)||1 place||30 Exp||
|Watch all demos|
bhop_medieval_vadimzoredd_0233.92.zip - +jump;wait скрипт
|bhop_unithop||done in 01:15.63||(01:00.07 Dolphin)||4 place||27 Exp||
|cd_kartbhop||done in 02:22.59||1 place||30 Exp||
|dsk_antiquebhop||done in 01:42.72||1 place||30 Exp||
|dumbleblock||done in 02:24.31||1 place||30 Exp|
|em_newbieee||done in 03:58.59||1 place||30 Exp|
|etl_spacebhop||done in 05:00.01||1 place||30 Exp|
|etl_stageblock||done in 01:32.63||1 place||30 Exp|
|fu_evening||done in 07:10.91||(05:08.33 Creep)||9 place||22 Exp||
|hm_carrera||done in 03:31.45||1 place||30 Exp|
|hm_hallez||done in 04:40.43||1 place||30 Exp|
|hm_speedlight||done in 02:53.11||1 place||30 Exp|
|ins_cactus||done in 02:04.92||(02:00.26 Silk_Road)||2 place||29 Exp||
|ins_fuji||done in 04:22.71||1 place||30 Exp|
|ins_iceblock||done in 02:17.21||1 place||30 Exp|
|ins_white||done in 03:30.73||(03:10.19 all1aNce)||4 place||27 Exp|
|jro_colorclimb||done in 02:12.98||1 place||30 Exp|
|jro_goldbhop||done in 01:52.73||1 place||30 Exp||
|khj_abbybhop||done in 01:55.97||1 place||30 Exp||
|KraXXXel_2013||done in 01:42.23||1 place||30 Exp|
|ksz_fastmountain2||done in 02:29.07||(02:01.51 MEEL)||7 place||24 Exp|
|ksz_roundlevels||done in 02:37.32||(02:02.73 rawe)||4 place||27 Exp|
|kz_anubis||done in 03:18.90||(02:36.89 promax)||8 place||23 Exp|
|kz_dbh_pipehop||done in 02:24.30||(01:54.84 KUQi)||5 place||26 Exp|
|kz_ins_insilio||done in 27:44.39||1 place||30 Exp|
|kz_stonehenge||done in 03:57.49||(02:36.93 RoN`)||3 place||28 Exp|
|kz_summercliff2||done in 07:04.45||(04:53.40 -Gow-)||2 place||29 Exp|
|kz_to0nride||done in 05:34.63||(03:59.47 -Gow-)||4 place||27 Exp|
|kzarg_natureclimb||done in 01:46.04||1 place||30 Exp||
|kzcj_city||done in 02:09.88||(01:10.75 MEEL)||2 place||29 Exp|
|kzcl_speedxmas2010||done in 02:19.51||(01:49.88 rawe)||2 place||29 Exp|
|kzcn_bhop||done in 13:38.41||(02:47.40 Xednay)||6 place||25 Exp|
|kzfr_bk_bhopblock||done in 01:54.56||1 place||30 Exp|
|kzge_egypt||done in 02:13.84||1 place||30 Exp|
|kzhu_fastrock||done in 01:55.79||1 place||30 Exp|
|kzkg_desertspeed||done in 02:08.36||1 place||30 Exp|
|kzkg_speed_nightblock||done in 03:05.38||1 place||30 Exp|
|kzkg_xmas_2010||done in 02:36.89||1 place||30 Exp|
|kzlt_blockmania||done in 03:00.89||(02:36.42 all1aNce)||4 place||27 Exp|
|kzro_bhopbl0ck||done in 02:53.48||1 place||30 Exp|
|mls_snowvalley||done in 04:15.57||(02:56.97 rawe)||3 place||28 Exp|
|nk_cave||done in 01:42.82||1 place||30 Exp|
|nk_facilitybhop||done in 01:51.93||1 place||30 Exp|
|nk_tierrablock2||done in 01:49.05||1 place||30 Exp|
|notkz_bhopcolour||done in 04:15.23||(03:20.24 HaMMa)||2 place||29 Exp|
|notkz_kreedz4fun_holohopz||done in 01:44.85||1 place||30 Exp|
|rpz_downfall[race]||done in 01:01.04||1 place||30 Exp|
|rs_grassblock||done in 02:11.88||1 place||30 Exp|
|smk_2012||done in 01:45.69||(02:14.89 DON_SIMON)||1 place||30 Exp||
|smk_zink_himmelbjerget||done in 01:56.65||(01:23.32 kappA_^)||5 place||26 Exp||
|zink_speedblock||done in 01:42.37||(01:25.07 Penguin)||8 place||23 Exp||
|Watch all demos|
First place will get 500 rubles, second 300 rubles, third 200 rubles. All participants will receive VIP1 for two weeks (or prolongation of VIP if they already have it). Mapper will get some amount of money for each participant too. The last day when upload still be opened is November, 17th.
Also our LAN server was updated today - after last CS update there were problems with downloading of demos list, sometimes it went in cycles and file grew up to gigabytes of the same data. It looked like freeze on server start. A few other subtle but important things about demos list were fixed too.
And here is one more portion of maps from cosy:
six_minihard - one can NULL textures with hook; texture conflicts on bhop blocks
noz_daza - 240 lj block at the end of easy map
noz_pillars - one cannot back from finish to the start by map means only
nw_complex - one cannot back from finish to the start by map means only
obkz_quick - one cannot back from finish to the start by map means only
py_spiral2 - difficulty imbalance; one cannot back from finish to the start by map means only
pyk_egyptianez - disoreder structure of archive; for some reason map tries to look like av_degyptianez, but has a lot of running and copy-paste of primitive blocks
qn_innconexo - bhop is harder than climb
qn_protagoras - no hp booster
ri_warmblock - imbalanced jump at the end of long map
risk_LANparty - clip brush blocking sc; invisible obstacle along translucent wall; texture conflict on the window-sill
rn_stepblock - difficulty imbalance
rs_m_climbing - clip brush blocking sc; one cannot back from finish to the start by map means only
rs_valleycave - one cannot back from finish to the start by map means only; no hp booster
Sat_badtemple - difficulty imbalance; one cannot back from finish to the start by map means only; no hp booster
Sat_hns_oldtown - texture conflicts on bhops
sdmz_snow - slides are imbalanced
sector_hiddenworld - bhop and general blocks looks very similar
sjarken_orange - one cannot back from finish to the start by map means only
skitz_aztec - clip brush blocking sc
skz_coldjump - no hp booster
skz_willywj - incorrect angles of teleports
sld_bside_avalley - texture conflict on moving wall near the start
sld_bside_redhills - two texture conflicts in tunnels; inaccurate brush docking
pd_treejump_v2 - poorly structured: two small trees, one can leave map borders even without hook
py_spiral - poorly structured: small rooms with recurring jumps
projumpz_colorblock - different names of bsp and archive; poorly designed: white wills, black floor and randomly colored blocks
mt_coldty - critical flaw: teleport leads to the tunnel where player get stucked without duck
mt_fallen - poorly structured: the first part is just copy-pasted block, the second part is copy-pasted bhop stage with texture conflicts on all blocks; difficulty along the map rises from easy to average
mtd_mariobhop - fps issues cause of flickering light near the respawn
nb_noob_avst, nb_summer_nights - poor structure and incoherent design
noz_sections - poorly structured and designed
one_way - poorly desgined: texture conflicts on bhop blocks, stages with one or two textures, wrong visibility range on a spacious map
Sat_mie2 - a lot of clip brushes and teleports blocking sc; teleports not separated structurally from the rest of the map; wj at the end is imbalanced
ph_host_3blocks - the idea of using hostages is good, but it forces event "All hostages have been rescued" and then new round starts, i. e. map is unplayable without special plugins; difficulty imbalance
R1_CrazyButton_3 - poorly structured and designed; file bkz_goldbhop.wad added to the archive
ramboxen_for_kzfr - almost identical to kz_rambo_xen
Sat_goodtogo - difficulty imbalance and NULL textures on rock route; two-texture desing of grid route; one cannot back from finish to the start by map means only; no hp booster
skm_bl0ck_pv - the second room from kzr_rushclimb
* Interview was translated from Russian and may contain some translation inaccuracies.
lxr: Tell us about you. What is your name and what do you do?
XaeroX: My name is Alexander, I do a lot of stuff but my primary activity is C++ programming.
lxr: C++ programming is cool. Are you self-taught or did you study it at some school/university?
XaeroX: My way in C++ began while studying at school in 2001 when I found out that Half-Life had been written using it. After that I downloaded SDK and started to learn it deeply and it was cool for me.
lxr: What hobbies do you have?
XaeroX: Development of games and game engines is my primary hobby.
lxr: When and how did you get the idea to make a map editor?
XaeroX: I got this idea very long time ago but I had not got enough skills to implement it until 2013 when I learned the Qt4 framework and understood that the time has come :)
I wanted to give people a "Hammer" with extended options, because all those years I had been watching modders suffering without simple yet useful editor features.
I also needed an editor for my own game engine. Previously I used Q3Radiant but it was too raw and uncomfortable for me; moreover, people did not want to learn a brand new editor in contrast to Hammer which was an accustomed editor in our community.
lxr: Do you have any plans to add support for Source Engine?
XaeroX: There were such plans in the beginning and I modified a parser of FGD files to prevent crashes on Source-specific features, also i added import and export for VMF files. But after that, the progress in this direction was stopped because I needed to add a lot of stuff like support for Source models and textures, Input and Output system, and the most important thing - "Displacements". Besides, Source is not very popular in our community. However, I do not lose hope that this feature will be finished someday.
lxr: Yeah there is a lot of work with adding support for Source engine, but what about Plugins. Do you have any plans to add plugin system and the corresponding API which will bring us an ability to extend features of the editor via plugins?
XaeroX: Jackhammer already has got the plugin system. For example, editor knows nothing about Half-Life or Quake 2 and it uses plugins to work with resources of these games. The same situation is with the importing and exporting MAP, RMF and VMF files. At the same time plugins are not flexible enough to implement such features as "Displacements" in Source Engine. This is the main reason why I modify API from time to time and it breaks compatibility with older versions, so I plan to release Plugin SDK but currently it is not stable yet.
lxr: Do you have a roadmap where users can see information about updates?
XaeroX: At present I update only the Beta version of the editor on Steam, and it is updated automatically for all the clients who enabled the Beta. I hope that a new version will be released soon, but at any rate all the new features are initially added to the beta version.
Here I post information about new features (in Russian).
From time to time I update this steam discussion.
Also it is common practice to post news on Steam after the release version has been updated.
We have not got a roadmap but we have a private bug tracker where I register bugs and suggestions from users. Also I do not set any deadlines for the updates, because currently J.A.C.K. is not a primary project.
lxr: OK, for our users we added an article How to enable Beta in the Jackhammer where I also wrote about current features in beta. Where can we write about found bugs or send our suggestions?
XaeroX: Everyone chooses a convenient way for themselves. All bugs and more or less reasonable suggestions I add to our bug tracker. I do my best to fix fatal bugs as soon as possible, especially those of the released version.
The most reliable way to send a bug report is to use our forum thread (in Russian).
For the suggestions we use another thread (in Russian).
Of course I do not guarantee that complicated features will be added, but I add almost all minor things. I visit Steam community very rarely, so if you want to send your request there, then it is more reliable to send me a private message that I need check it out.
lxr: Tell us about your current projects.
XaeroX: At present our most important project is Perilous Warp - an old-school 3D-shooter. It is still under development and it was not much advertised outside of our community. The second project is a game engine, Volatile, which is being used for our shooter. By the way J.A.C.K. was developed for these projects too. The engine is private now and I think that it will interest only old-school players and developers (others have got Unity and UE4). If you are interested in our projects you can check out this thread.
lxr: Wow! Old-school shooter is a cool thing. Do you give players an ability to jump and duck in this game? :D
XaeroX: Sure. Besides we give an ability to save the game everywhere and skip all the cutscenes. And by the way there is no health regeneration. ;)
We are inspired by Quake 2, Half-Life, Unreal and the almost domestic game Chasm: The Rift (from Ukrainian developers).
lxr: Will you add support of some exotic and interesting movement techniques like bunnynhop/rocketjump or something similar?
XaeroX: Not in singleplayer. But in multiplayer we are going to pay attention to movement tricks for sure. Initially our game is to be released without multiplayer and it is going to be added later; however, the network code in the engine is already written.
lxr: Are you developing Volatile Engine from scratch? What problems do you have in this work?
XaeroX: Yes, Volatile is not based on any third-party engine but of course we use some algorithms and approaches from idTech engines. The main problem is always the same - lack of free time to implement all the desired features.
lxr: Why are you building Volatile from scratch instead of using some ready-to-use engines?
XaeroX: I started to develop my own engine in 2003 and at that time it was trendy and modern approach. I was captured by the process of making huge multi-component system which integrates Rendition, Sound, Physics, Network code, Gaming logic and many other things. That is why I did not think of using a complete engine developed by others despite the fact that it could definitely be of better quality. If I had taken a third-party engine I would probably have lost 90% of satisfaction from the development of our game.
lxr: By the way, talking about your projects, you must have finished some which you can tell us about, must you not? ))
XaeroX: I am more a developer than a designer, so usually I finish projects where the code is more important than the content. :)
For example, here is Wolfram - a remake of Wolfenstein 3D: http://wolfram.hlfx.ru
Or Headcrab Frenzy, "Casual mod" for Half-Life 1: https://store.steampowered.com/app/354900
lxr: Nice. Maybe you have something to say to our community?
XaeroX: I am very glad to see people who respect classics and popularize it among the young. Guys, you are cool! ;)
lxr: Thank you XaeroX :) I hope we will arrange another interview in the future, when your shooter is ready :) Good luck!
XaeroX: Many thanks to all of you!
We are glad to inform you that on this Sunday we start a new Offline Tournament with new map by mls. To warm up your interest he prepared a special teaser, check it out: