Commented 16 years ago2008-09-25 02:17:32 UTC
in journal: #5375Comment #52383
Oh god, not Altezza taillights. They might actually look okay on that body style, but $220 is a hell of a lot to spend on cosmetic parts.
The one thing I hate about buying car parts on ebay is that, since the majority of them are large or heavy, they will absolutely rape you with shipping charges. Thus, even our local overpriced pick 'n' pull junkyard is cheaper most of the time.
By the way, thanks for the link to NeweggMall... I had no idea that site even existed. :S
Commented 16 years ago2008-09-25 01:13:36 UTC
in wiki page: Tutorial: 3D SkyboxesComment #100752
Dang sorry, another question, in your example you are on flat floor - what happens if you have tunnels underneath - to you put a skybox down below? in other words like the 2D way?
Commented 16 years ago2008-09-24 20:42:21 UTC
in journal: #5375Comment #52388
eBay is full of items that people buy, realize they didn't want, so they repackage it and just want to get rid of it, and maybe make a few bucks off it. Definitely an advantage to some of us! Thats where i got my ATI x1950pro graphics card for ultra cheap.
Commented 16 years ago2008-09-24 20:37:25 UTC
in wiki page: Tutorial: 3D SkyboxesComment #100751
Sorry, Can't edit the post above - Can the wall that it connects to be a displacement that has a jagged edge on it? - ie skybox - overlaps the displacement so it fills the valley areas of the displacenment.
Commented 16 years ago2008-09-24 20:21:58 UTC
in wiki page: Tutorial: 3D SkyboxesComment #100750
Will try this out tonight!!
Sorry noob (new to source mapping) question - hard to see in the picture - you have the floor and a wall? then the skybox touches the walls completely? Seals map preventing leak? Then when in game the sky you're seeing the image from the little box is this correct?
How does doing it this way effect compiling times? Do you know?
Commented 16 years ago2008-09-23 16:18:04 UTC
in journal: #5374Comment #54939
its currently mostly "jump on a moving wall to get here", but it has a few puzzles and a few secret rooms. for example, in one place you have to clime a long ledge and push off a box from it so that you can use it to get over an obsticle, and in another place there is a little odd wall, you push it inwards and you get entrance to the secret room.
Commented 16 years ago2008-09-22 22:35:44 UTC
in vault item: LavaLab: EruptComment #16883
In the comments for "LavaLab" Daubster said (among other things) "the cliffs were rather blocky"; in the comments above Kasperg says "the post-disaster elements ... arent enough to replace the original freedom we had with the other map".
The blocky cliffs are the main reason I decided to revisit the LavaLab concept in my new (almost ready to be released) Lab11_Lavalab. And Kasperg's comment on freedom -- well, let's just say that Lab11_Erupt will reduce the size of the map a little but, if I get it to work as envisioned, you will possibly have more freedom than in Lab11_Lavalab.
Commented 16 years ago2008-09-22 22:22:13 UTC
in journal: #5354Comment #51497
To be honest, it never really occurred to me to look into Spirit of Half-Life. I've only recently started playing with the SDK - ultimately I guess I'll be developing some sort of MOD (if I don't lose interest) but adding Fog seemed like a nice little exercise to attempt. When it then didn't work and I had to actually start reading the code and understanding it, I learned a lot - which is always a good thing.
After Skals' comment I went looking for SOHL. I found the Mod download, but could not find the source-code download anywhere. If I ever want to do something which is covered by SOHL I guess I'll go hunting for the code again (as it is, I suspect that the original code of this tutorial was probably lifted from SOHL, but until I find it I can't be sure...) Until then, though, I much prefer to play in the SDK myself...
Commented 16 years ago2008-09-22 15:55:38 UTC
in journal: #5373Comment #58729
Hopefully it won't this time. There's strict multiplayer focus and I will host servers. I also won't release anything until it's actually in working condition, and there will be alot more playtesting.
Commented 16 years ago2008-09-22 10:38:50 UTC
in journal: #5372Comment #50525
TFC was awesome. Even in 2007 I played at the jolt.co.uk fun servers from time to time, simple concepts like hide and seek, climbing and whatnot - all as a big fat civilian. That sure was epic.
Commented 16 years ago2008-09-22 07:57:46 UTC
in journal: #5373Comment #58744
Hey Habboi, yes I know the way, but it's a shit. Do you remember the videtutorial of Baxayaun? It's very lame, it uses a game_ui to control a prop_dynamic, you can't jump, shoot, look up, look down, etc... :S
Well I think I'll have to give up. It's a shame because you can get 3rd person view on cars without any problem.
Commented 16 years ago2008-09-22 06:42:21 UTC
in journal: #5373Comment #58731
No, if you want to do things like this do it in the original Source engine game that actually allows you to. CS:S is byproduct, created soley for it's own purpose.
Commented 16 years ago2008-09-22 00:41:58 UTC
in journal: #5371Comment #48724
Wow guys. Way to hijack my journal. Not you saw, but skals (You're still ghetto to me) and spike. Anyway. i'm making progress almost daily. which is a first for me. Usually i'll map for 5 hours the first day, and 12 hours the last day. for a combination of complete crap.
The one thing I hate about buying car parts on ebay is that, since the majority of them are large or heavy, they will absolutely rape you with shipping charges. Thus, even our local overpriced pick 'n' pull junkyard is cheaper most of the time.
By the way, thanks for the link to NeweggMall... I had no idea that site even existed. :S
I'll get pics tomorrow. It's dark outside so I couldn't take any if I wanted to.
eBay has always been a money saver for me.
The point of eBay is to save money, not give it to strangers for a product you can go pick up at the store.
Darn you Bastards! Stop out bidding me! >:(
Saw, one or two pics would be cool :>
How much did the lights cost with the shipping?
All your idea are belong to us!
Sorry noob (new to source mapping) question - hard to see in the picture - you have the floor and a wall? then the skybox touches the walls completely? Seals map preventing leak? Then when in game the sky you're seeing the image from the little box is this correct?
How does doing it this way effect compiling times? Do you know?
Not anymore, hehe
Does the temple make you think at all? or is it like jump on a moving wall to get here, or jump on this moving block to get there?
Because i think what this compo is emphasizing on is making the player think. Get some screenies up later if you get your steam working.
The blocky cliffs are the main reason I decided to revisit the LavaLab concept in my new (almost ready to be released) Lab11_Lavalab. And Kasperg's comment on freedom -- well, let's just say that Lab11_Erupt will reduce the size of the map a little but, if I get it to work as envisioned, you will possibly have more freedom than in Lab11_Lavalab.
After Skals' comment I went looking for SOHL. I found the Mod download, but could not find the source-code download anywhere. If I ever want to do something which is covered by SOHL I guess I'll go hunting for the code again (as it is, I suspect that the original code of this tutorial was probably lifted from SOHL, but until I find it I can't be sure...) Until then, though, I much prefer to play in the SDK myself...
Why not Flat-Source so I can make the LittleBigPlanet thing
('scuse the hijack =))
Well I think I'll have to give up. It's a shame because you can get 3rd person view on cars without any problem.
If anything make this for Gmod not CSS.
And btw, what i need is help, don't tell me it's a stupid idea cause it's not
And views allows lots of customizing possibilities.
So you think limit CSS to shoot and frag is enough? Not a common mapper phylosophy
Since when are crappy vehicles and unnecessary player views considered "correct things"?
Not you saw, but skals (You're still ghetto to me) and spike.
Anyway. i'm making progress almost daily. which is a first for me. Usually i'll map for 5 hours the first day, and 12 hours the last day. for a combination of complete crap.