Broken Areaportal caused the room to disappear from your view. Areaportals are used for optimization. What you're seeing is just the empty source 1 engine void - the same one you get when noclipping out of the map.
"You have merely glimpsed the edge of the abyss, but it is enough to trigger the cycle of revelation. Now, like me, you will begin to see things as they truly are."
Put simply, the way game rendering works, is that you render things to separate image that you then display on the screen. When you start rendering the next frame you can choose to 'clear' that image and remove everything you drew on the last frame. But, if you know that you are drawing something new to every pixel on screen, then you can optimize by skipping that clearing step. But, of course, when you then find a spot where, like this, the map isn't rendering correctly, you'll see what was drawn on the previous frames; that's why you're seeing multiple 'copies' of the things on the screen. Secondly, there seems to be some bloom that expands overtime that's slowly covering the old frames.
the culling for map geometry at that point appears to be literally the entire map behind it as if an invisible wall likely the invisible culling object was placed as a test and forgotten about yes this is an actual thing map makers can make its not really practical besides jokes or in rare cases to prevent certain areas that the game incorrectly doesnt cull some objects behind a wall that has a gap of out of bounds behind it then more map afterwards
Broken Areaportal caused the room to disappear from your view. Areaportals are used for optimization. What you're seeing is just the empty source 1 engine void - the same one you get when noclipping out of the map.
@Fnold thx for the info
"You have merely glimpsed the edge of the abyss, but it is enough to trigger the cycle of revelation. Now, like me, you will begin to see things as they truly are."
That's not an explanation
@TTF2P Idk what you mean, the man spoke pretty clear.
Soldier geeked of them beans
you went into the Sleepless Sheep store.
As such, the cashier gave you something that'll stop you from ever sleeping again: death.
Me every time after the lobotomy
Put simply, the way game rendering works, is that you render things to separate image that you then display on the screen.
When you start rendering the next frame you can choose to 'clear' that image and remove everything you drew on the last frame. But, if you know that you are drawing something new to every pixel on screen, then you can optimize by skipping that clearing step.
But, of course, when you then find a spot where, like this, the map isn't rendering correctly, you'll see what was drawn on the previous frames; that's why you're seeing multiple 'copies' of the things on the screen.
Secondly, there seems to be some bloom that expands overtime that's slowly covering the old frames.
The void consumes
valve spagetti code
Me after popping flintstone vitamins:
That also happened to me in a game of Saxton, for me it was a mistake in the game since the next day it was corrected
i had some new comfigs and i worried it was my pc lol
a mistake made by the map creator. game thinks you're out of bounds in that area casuing a smearing effect
or some other technical BS
the culling for map geometry at that point appears to be literally the entire map behind it as if an invisible wall likely the invisible culling object was placed as a test and forgotten about yes this is an actual thing map makers can make its not really practical besides jokes or in rare cases to prevent certain areas that the game incorrectly doesnt cull some objects behind a wall that has a gap of out of bounds behind it then more map afterwards
its the skybox, when the skybox isn't loaded properly, it can look very trippy
Had the same. They fixed it now
Epilepsy lore:
acid trip
God
i got this bug too!
Map's broken lol
wutvill is better
17yo game