Comments

Commented 10 years ago2014-06-16 13:27:09 UTC in journal: #8390 Comment #60100
^ Since when do you speak Serbian? :D

@ rfe

Awesome, humidity and dust are a huge killer, they kill the fans easily. More than a few times i had to scrub motherboards under a shower to remove all the hardened bitch dirt.
I can understand your concern about that, some would definitely be pissed to find out they have more expenses than they need to :D
Maybe install larger paddle fans that compensate low rotation with high air current?
Also copper coolers that conduct heat better.

Whats the total storage space now?
Commented 10 years ago2014-06-16 12:08:59 UTC in journal: #8390 Comment #60090
Bozhe moi this is awesome! I want one =P
Commented 10 years ago2014-06-16 09:55:23 UTC in journal: #8390 Comment #60093
@Stojke: As with any basement there is dust, but not that much that the machines would need cleaning everytime i visit it. As far as humidity goes did not experience any, the room is warm during winter and summer so that dries all the air out, i have more of a cooling problem then a wet problem :)
If i could id just put those annoying "screamer" server fans on all of them and be done with it, but i don't want to attract any unwanted guests, since technically the whole building is paying for the electricity this uses and i don't think people would be happy about it. I rigged silent fans in all of them to keep them quiet.

I can use it for anything i want, im now running some cs servers, one box runs http://rufee.eu and all the secret web services inside :P and one runs a cs server i use for occasional 5x5 with a management bot i wrote myself.

Planning to turn one into a VMware server for more flexibility, once i test out some RAID setups. Right now the boxes are running WinXP, Win Server 2012 R2 and Debian linux.
Commented 10 years ago2014-06-16 08:48:27 UTC in journal: #8390 Comment #60091
Can you recap what you're using this awesome DIY datacenter for?
Commented 10 years ago2014-06-16 05:48:26 UTC in journal: #8390 Comment #60099
Pimp my data-center :D
Awesome stuff, i love that switch rack, and that power supply is pretty good.

Do you have dust problems down there / humidity?
Commented 10 years ago2014-06-16 01:49:28 UTC in wiki page: Tutorial: Skewing textures in Hammer Comment #100963
News for me. Thank you for great tutorial.
Commented 10 years ago2014-06-15 21:53:26 UTC in vault item: de_excelsior Comment #20630
Thanks mate! :P

I have grandiose plans to add depth, but meh.. The map itself is truly just a real mess of inefficient brushwork; the fact it even compiles amazes me tbh..

I will really try to finish this one Striker, thanks again! =P
Commented 10 years ago2014-06-15 13:14:51 UTC in vault item: de_excelsior Comment #20629
You ought to finish this map, it looks and feels amazing!

The meeting point of the two teams, the central rocket hall needs more atmosphere. Make it somehow that the players really feel that some engines are being tested in that room.

There's a lot of untextured walls and this shouldn't be hard work now that your map is almost finished. I played with bots and it felt like some nice action.
Commented 10 years ago2014-06-15 02:18:43 UTC in vault item: cs_concert Comment #20628
?
Commented 10 years ago2014-06-14 12:44:54 UTC in journal: #8385 Comment #52789
Commented 10 years ago2014-06-14 09:07:31 UTC in journal: #8380 Comment #61136
But... but you've already got dubs, Suture =(
Commented 10 years ago2014-06-13 14:28:47 UTC in journal: #8387 Comment #42309
I like this game. I always liked a little casino stuff here and there.
Especially poker.

Pretty fun, my father will love it :D
Commented 10 years ago2014-06-13 11:53:41 UTC in vault item: deathrun_discovery3 Comment #20627
Thank you :)
Commented 10 years ago2014-06-13 11:17:01 UTC in vault item: deathrun_discovery3 Comment #20626
Holy christ, how'd you make that terrain in GS?!

That cavern'y canal is downright beautiful stuff! (Rimrook better look out, being our current resident temple master mapper!) =P

12/10 :o
Commented 10 years ago2014-06-13 10:31:41 UTC in vault item: deathrun_discovery3 Comment #20625
Added more screens :)
Commented 10 years ago2014-06-13 09:07:08 UTC in vault item: deathrun_discovery3 Comment #20624
Map does look good, however i would really like it if there were more terrorist spawns. I know its a deathrun map and all, but it wouldn't hurt imo.
Commented 10 years ago2014-06-13 08:03:52 UTC in vault item: deathrun_discovery3 Comment #20623
Your maps look extremely good!

Do as Tet said and add some screenie galleries, so those of us who don't play cs and/or deathrun maps can enjoy your work!

Hopefually soon with TWHL4, you can upload multiple images. Until then, imgur is a great free host, if you needed one for the meanwhile ;)
Commented 10 years ago2014-06-13 01:38:52 UTC in vault item: TWHL Cubicles Comment #20622
Clicking anything in the mod seems to crash it. I imported all the maps/content into my HL folder and played them through that. Might be missing out on some stuff, but the map switching still works and it's better than nothing.
Commented 10 years ago2014-06-12 23:32:36 UTC in journal: #8384 Comment #49559
Thanks Captain!
My days are full and pass quickly. I wake up, go to work, and by the time i'm done with dinner and stuff, its 8:00. Then the girlie wants to watch GoT or something :-P
So what little time is there is spent appeasing the significant other lmao.
Oh well.

Oh btw, Scotch; as soon as source 2 drops to the community, I'm diving in and I would LOVE to write another :D
Commented 10 years ago2014-06-12 23:26:07 UTC in vault item: deathrun_survivor Comment #20621
The feature does not exist.
Best thing to do is add links within the description.
First Screenshot looks great!
Commented 10 years ago2014-06-12 19:03:59 UTC in vault item: deathrun_survivor Comment #20620
I know I'm dumb but how to add more screenshots :S
Commented 10 years ago2014-06-12 14:31:02 UTC in journal: #8386 Comment #51029
it's exactly that CT, just using the grandMA console.
Commented 10 years ago2014-06-12 04:49:32 UTC in vault item: Brendanmint's Space Adventure Part 1 Comment #20619
Maybe it's an American thing, whenever I hear an accent from over there it's like meeting someone famous, "You....You're not from round here, are ya?".

I'm not to worried about the lines, I really don't know what else I Would want/how I would want them to sound, the ones I have I've been able to fit in.

And yea, out of everything lighting has never been my strongest skill while mapping, I'm just really bad at it. The whole project is mainly just me trying to get back into mapping in Hammer and what not, and my love for science fiction.
Commented 10 years ago2014-06-12 02:31:57 UTC in journal: #8387 Comment #42305
Tetsuo that's really interesting. I've never played a real slot machine and the ones on the internet that don't involve real money are derpy from the bunch that I played before I started the project. I'm always looking for things to add to the Shop and buying lines could be a possibility.

I never wrote down the immediate stop trick in my fix log, and when I updated it, I had a lot to do and it slipped. The trick happens because the cycle changes every 0.1 seconds. Pulling the lever MAY give you a chance to stop it depending on when you are in that 0.1 second window. Sometimes it misses and the reel flips to the next icon. Shit it would be nothing to add a slight cool down for the lever. :/

I dug into a bullshit amount of research about how these things work. I decided to remove the odds so that the player can enjoy winning with their own skill of stopping the reels as well as testing their own natural luck with stopping the reel within the 0.1 second window. Normally a real slot machine just picks them at random with a chance that you win only SOME of the time so that you have the illusion that you can win. Truth is you can't and the odds of getting anything remotely better than breaking even is 8000 to 1. I didn't want to make a bullshit game that just takes away your virtual money, no one would play it.

The inner workings is massively procedural so if you have suggestions, I want to hear them.
Commented 10 years ago2014-06-12 00:22:59 UTC in journal: #8387 Comment #42307
I like it! It reminds me of an early PopCap game. However, if you spam spacebar after starting the reels, you can essentially freeze the first reel.
After that, its only a matter of time before the diamond shows up on the second, and well.. Yeep. Lots of money for me!

I half expected there to be a random option. Just pull the lever and watch your money go away like the real slots.
And on traditional slots, the active lines increase with the bet, almost like a multiplier. But you increase the chances for free. Which is good for the consumer :)

Maybe add it in as an option?
good work!
Commented 10 years ago2014-06-11 23:07:21 UTC in journal: #8385 Comment #52785
It's a different tone to the First and Second Encounter - it's essentially a cartoon. But if you want that kind of overwhelming onslaught gameplay that 3 was really lacking, then it's definitely worth playing.
Commented 10 years ago2014-06-11 22:13:24 UTC in vault item: Brendanmint's Space Adventure Part 1 Comment #20618
Hahaha! Your definition of 'amazing' is hopelessly flawed! :P

I had no idea you'd released this 'til I watched your video about the revamped version. If you want me to redo the lines to be less abysmal, do let me know! Importantly I have my own place now, so I can actually project my voice.

Revamped version is looking neat! Lighting is a bit bland so far, but it's early days and already shows a lot of promise.
Can't wait to play it :3
Commented 10 years ago2014-06-11 09:39:32 UTC in journal: #8385 Comment #52787
How good is 2? To be honest, the demo kind of put me off it. Though that was years ago now.
Commented 10 years ago2014-06-11 07:49:51 UTC in journal: #8385 Comment #52784
SS3 was bizarre for me. Strider and I co-oped the entire thing (as we'd done with First and Second Encounter, and most of 2) and while it was fun, it was also criminally lacking in spark. The insanity of the previous games was only ever kind of hinted at, but it never went completely balls out nuts.

The other thing as well is that I've yet to see any game do parody well. Parody is not about pointing out a convention or situation and being self-aware about it. 3 fell smack bang into that lazy form of parody.

Honestly Scotch, play Serious Sam 2.
Commented 10 years ago2014-06-10 09:24:46 UTC in journal: #8385 Comment #52786
It's no TSE, but it's a fun enough game with a mate. I really dislike the modern shooter elements in it, and the fact that the first third of the game is a bad Call of Doody parody, but once you get out of the city it becomes close enough to classic Sam.

There's some decent stuff on the Steam workshop to make it a little more wacky, too.

I have higher hopes for Sam 4, the developers have already confirmed multiple locations and no Egypt. If they put the crazier gun designs back in and get straight to the punch, I think I'll love it.

Edit: and yes, the C4 is a really good addition, I had a lot of fun with it.
Commented 10 years ago2014-06-10 04:21:59 UTC in journal: #8386 Comment #51030
Looks awesome mate! Never knew you could visualize dmx-controlled lighting like this!( or is this something different?)
Commented 10 years ago2014-06-09 22:41:11 UTC in journal: #8386 Comment #51031
I think it's pretty good.
Commented 10 years ago2014-06-09 22:03:41 UTC in journal: #8386 Comment #51028
Youtube Video

First attempt at timecoding, video breaks halfway through. Great.

I can't do any of this
Commented 10 years ago2014-06-09 15:13:01 UTC in journal: #1 Comment #33161
This journal is so old now. I needed 3 mins just to scroll down :D
Commented 10 years ago2014-06-09 14:10:23 UTC in journal: #8385 Comment #52788
Try it with friends. I've had a lot of fun with that game in 4-player split screen mode both co-op and competitive.
Commented 10 years ago2014-06-09 07:39:27 UTC in journal: #8383 Comment #43984
Kinda reminds me of Spore. At the start the player must hunt smaller creatures and avoid larger ones. But something involving cats... Now that would be interesting.
Commented 10 years ago2014-06-08 03:09:50 UTC in vault item: Brendanmint's Space Adventure Part 1 Comment #20617
Some wip sceens, just took the pics in game and copied from Steam to my Dropbox.
Minor Details are what I like to waste time on:https://dl.dropboxusercontent.com/u/28045253/Maps/2014-06-04_00002.jpg
A weird angle of the Barracks: https://dl.dropboxusercontent.com/u/28045253/Maps/2014-06-07_00001.jpg
One of the hallways, door needs to be fixed currently: https://dl.dropboxusercontent.com/u/28045253/Maps/2014-06-07_00002.jpg
Armory with dark lighting: https://dl.dropboxusercontent.com/u/28045253/Maps/2014-06-07_00003.jpg

So yeah, lighting needs to be tweaked, and I forgot to disable shadows and stuff on some things that don't need it. Progress is coming along.
Commented 10 years ago2014-06-08 02:58:22 UTC in vault item: Brendanmint's Space Adventure Part 1 Comment #20616
Dear god that screenie, no clue why it looks like that, never looked like that me at all. Anyways so far the remake is going alright, I have the Barracks finished up, and I just need to retouch the lighting a bit in the Armory, both are less ugly. And there is more direction to it, adding in another area you have to explore before getting into the armory, to find a key card, so that's what I'll be working on as soon as I get around to it. Comicon and Attack on Titan are eating up all my time this weekend. IT'll happen though.
Commented 10 years ago2014-06-08 02:32:49 UTC in journal: #8384 Comment #49563
The fact you already have a legit full-time job, and still choose to go to school part-time is really impressive, even more especially for an engineering degree!

Really, Really give you credit for sticking with it sir, wish you the best! ;)
Commented 10 years ago2014-06-07 22:24:14 UTC in vault item: Brendanmint's Space Adventure Part 1 Comment #20615
I realize it's unfinished, but this map really does have some major flaws other than the texture use and other problems you've talked about.

The levels are really, really dark. All of the lighting is from the red emergency lights with no contrast, and they leave the levels looking completely dark.

When I got to the armory, I heard the comm system tell me that I needed to get some guns and get some armor, but I couldn't find any armor. I had no idea where the suit was, if there was one in the first place, even, and I would assume I didn't find it because of how incredibly dark the map was. The map shouldn't have let me continue on without first picking up the suit.

And I had just picked up grenades, too, so I basically had to use all of them before I could get to using a gun. This led to a very unpleasant adventure through the deck, because without a suit, gunshots do way more impact on your screen and cover it with blood. This mixed with the dark environments made most of my game look like this.

I couldn't play this on hard mode, I had to lower my difficulty down to medium because I couldn't make it past the halls after the tram ride.

Though the gravity is really cool, and I like the premise of being on the Combine's side fighting the rebels. I'll be waiting for the remake!
Commented 10 years ago2014-06-07 16:25:19 UTC in journal: #8384 Comment #49558
Haha nothing like another book.
I'm making a game with the Unreal 4 tools with a group of my friends. It's a pretty ambitious project so it might not see the light of day. But if we get a strong alpha, I'll let you guys know.

But anything that I said I would do, like enter any mini compos or anything.. I probably don't have time for them.
That and I STILL haven't graduated yet. God. School is such a time-leech.
Commented 10 years ago2014-06-07 15:30:31 UTC in journal: #8384 Comment #49557
Same as Captain Terror, I am intrigued to hear about your experience and progress about the new UDK as well.
Commented 10 years ago2014-06-07 01:35:30 UTC in journal: #8384 Comment #49562
^ I smell another book...

P

If you blog about your adentures with UDK, I'd love to read about it :)
Commented 10 years ago2014-06-06 22:59:05 UTC in journal: #8384 Comment #49560
SOURCE SDK GAME DEVELOPMENT ESSENTIALS 2 CONFIRMED
Commented 10 years ago2014-06-06 22:54:23 UTC in journal: #8381 Comment #45975
It's a terrible thing to lose a beloved pet, condolences.
Commented 10 years ago2014-06-06 22:16:59 UTC in journal: #8384 Comment #49564
It's not like you have been around a lot lately.

Good luck with the secret project!
Commented 10 years ago2014-06-06 21:30:15 UTC in journal: #8384 Comment #49561
Have fun
Commented 10 years ago2014-06-05 11:26:27 UTC in journal: #8381 Comment #45974
fucking hell the cat was 21?
my god if anything archie you should be glad she / he even lived that long, must've been a fighter!

yeah losing a pet is always a horrible thing, especially ones that have been with you since you were a wean. I felt heartbroken when one of mine died a couple years back, so horrible. What was worse was seeing him after the vet gave us the cat back, but at least we could bury him.

my condolences
Commented 10 years ago2014-06-05 08:13:39 UTC in vault item: Brendanmint's Space Adventure Part 1 Comment #20614
Love it!

Gameplay is just as fun as i remember it, I really like the effects on the bridge, very eerie and believable!
Commented 10 years ago2014-06-05 05:44:14 UTC in vault item: Brendanmint's Space Adventure Part 1 Comment #20613
Love the gravity! I didn't know it affected physboxes and prop_physics!