Comments

Commented 16 years ago2008-03-08 11:02:44 UTC in journal: #4925 Comment #54690
Heh ok.
ps. i added some fence poles like you said i should do...
Commented 16 years ago2008-03-08 10:32:19 UTC in journal: #4926 Comment #50233
Heh, no unmissable exams here, 11th grade FTW. Going there mostly for In Flames, Opeth, Metallica and RatM. The first three could be considered my absolutely favorite bands of all time with RatM falling a wee bit behind them. Dimmu Borgir, Queens of the Stone Age, Incubus and Motorhead are bands to look forward to aswell. :>

Strideh: So staff members can win the IRL prizes after all? ;o
Commented 16 years ago2008-03-08 10:23:36 UTC in journal: #4925 Comment #54685
in screen 5 change the stairs so they don't look like they are hanging on a thread. the flat part at the top if the sloped brushes on either side of the stairs should be underneath the platform.
that said, you don't often see staircases in the middle of a room. they look better next to a wall.
Commented 16 years ago2008-03-08 09:58:52 UTC in journal: #4926 Comment #50234
Oh yeah, Rock Am Ring...Rage Against The Machine, Queens Of The Stone Age...too bad that it's so far away, and that I'm gonna be too busy getting raped by exams. >:(
Commented 16 years ago2008-03-08 09:53:07 UTC in journal: #4924 Comment #49797
Hehe gool luck... to win ull have to beat this: http://twhl.co.za/journals.php?id=4925
Commented 16 years ago2008-03-08 09:20:49 UTC in journal: #4925 Comment #54689
The width of the cargo containers is 8 units per wall... should i change that to 4 maybe? :)
Commented 16 years ago2008-03-08 09:16:35 UTC in journal: #4925 Comment #54688
oh yea... well ive only made this small bit that i posted and the spawn house (left side of screenie 3)

im just modifying that small bit there at the moment :) so ill fix that
Commented 16 years ago2008-03-08 08:46:26 UTC in journal: #4925 Comment #54684
You're improving. Good stuff :)

Just as a tip, don't make the fences (like in screen #3) end with nothing on the end. I see ending fence poles in screens 1 and 4, add one to screen 3 too.

Also make sure the walls of the cargo containers aren't too thick. they are only an inch or so think in real life. And those hand rails are very thin :o
Commented 16 years ago2008-03-08 07:36:08 UTC in journal: #4925 Comment #54687
Thanx espen :D
Commented 16 years ago2008-03-07 22:27:53 UTC in wiki page: Tutorial: Source Custom Materials Comment #100698
Nice, maybe have some more details about the vmf file and its attributes? And btw, can you make a tutorial about VTFEdit?
Commented 16 years ago2008-03-07 21:39:16 UTC in wiki page: Tutorial: NPC Scripting Basics Comment #100839
You wrote "bo" instead of "bob" at the start. ("For my example set the name to npc_bo")
Commented 16 years ago2008-03-07 21:13:30 UTC in journal: #4926 Comment #50232
My thoughts exactly, mwahahahah. It would be cool if Audiosurf could handle streaming music, internet station style.
Commented 16 years ago2008-03-07 20:43:59 UTC in journal: #4926 Comment #50231
Win Compo 25 and you can have Audiosurf for free. ;P
Commented 16 years ago2008-03-07 18:05:54 UTC in journal: #4922 Comment #39703
You guys live in Europe, there wouldn't be any servers I, or you, would get a decent ping on.

The name's Polito09, though, we should try it one day.
Commented 16 years ago2008-03-07 14:21:02 UTC in journal: #4922 Comment #39705
Oh yes, come play with us! ;O

I don't think I have you on Friends, what's your nick?
Commented 16 years ago2008-03-07 11:45:06 UTC in journal: #4922 Comment #39704
You should face against me and Moocow. PYRO DOUBLE :o Nothing can stop our almighty flames of fury!
Commented 16 years ago2008-03-07 10:15:55 UTC in vault item: de_forbidden Comment #16491
Layout is very grid like, I agree. :)
The problem with making walls not ending at the same height, it's my phobia of not getting my maps compiled. If I put too much details in map, I usually end up with some error :(
So, yes, map is blocky. But excellent for CS.
Commented 16 years ago2008-03-07 06:33:19 UTC in journal: #4920 Comment #49849
I LIKE!
Commented 16 years ago2008-03-07 01:20:43 UTC in journal: #4920 Comment #49848
Cool dude!
Commented 16 years ago2008-03-06 22:18:07 UTC in journal: #4918 Comment #40587
I've been starved of development for a while. Even though I may run low on motivation, the project is wide enough to do something different and still make progress on it somehow. :)
Commented 16 years ago2008-03-06 22:12:40 UTC in vault item: Fy_Vertstadt Comment #16490
link is broken :(
Commented 16 years ago2008-03-06 22:04:06 UTC in vault item: de_forbidden Comment #16489
This is really good. Layout is kinda grid like, but there are some good areas for combat/camping. Well developed, good texturing (better than aztec)

Poly count is ok given the detailed brushwork and attention to detail.

One problem I have would be the walls all ending at the same height. There is nothing to look up at to accomodate the setting. Either some monumental pillar or idols, or even some basic brush cliffs extend upward like machu pichu. There evidence of cliffs anyway on the edges of the map.

Its good. Needs a little wax to make it perfect.
Commented 16 years ago2008-03-06 19:07:05 UTC in journal: #4920 Comment #49845
Nuh uhh

Mod edit: Yah-huh!
Commented 16 years ago2008-03-06 18:53:37 UTC in journal: #4920 Comment #49846
By the way f**king awesome job on the journal comments. But maybe an edit function would make it even more pwnsome.
Commented 16 years ago2008-03-06 18:22:48 UTC in journal: #4921 Comment #44197
really not necessary, but yeah, looks more like scripting.
Commented 16 years ago2008-03-06 18:15:23 UTC in journal: #4921 Comment #44195
It's more like Java script really. I mean for example we're doing basics but so far I made a Samus sprite run in both directions with A / D :

global sam

on startmovie
_movie.go(1)
sam=3 -- Sams sprite number is 3
end

on exitFrame
_movie.go(_movie.frame)
end

on keydown
case (_key.key) of
"a":move ("left")
"d": move ("right")
"w": move ("up")
"s":move("down")
end case
end

on move dir

if dir = "left" then
sprite (sam).loch=sprite(sam).loch - 10
sprite (sam).fliph = false
end if

if dir = "right" then
sprite(sam).loch=sprite(sam).loch+10
sprite(sam).fliph=true
end if

if dir = "up" then
sprite(sam).locv=sprite(sam).locv -10
end if

if dir = "down" then
sprite(sam).locv = sprite (sam).locv +10
end if

mem_no=sprite(sam).member.number
if mem_no > 8 then
mem_no = mem_no -1
sprite (sam).member=mem_no
if mem_no = 12 then
  sound (1).play(member("step2"))
end if
else
sprite(sam).member=17
sound(1).play(member("step1"))
end if

member("monitor").text=string(sprite(sam).member.number)


end
Commented 16 years ago2008-03-06 17:48:45 UTC in journal: #4921 Comment #44196
hate programming? blasphemy! besides, Director MX (whatever it is) is hardly programming.
This comment was made on an article that has been deleted.
Commented 16 years ago2008-03-06 11:17:42 UTC in journal: #4918 Comment #40589
Wish you will not have this problem!
Commented 16 years ago2008-03-06 11:17:03 UTC in journal: #4918 Comment #40588
Well, im workless for two years and cant do any creative thing :(. Something wrong with emotions as motivation mechanism.
Commented 16 years ago2008-03-06 11:13:14 UTC in journal: #4920 Comment #49847
LIAR!
Commented 16 years ago2008-03-06 11:12:01 UTC in journal: #4920 Comment #49844
Yay. :)
Commented 16 years ago2008-03-06 07:25:52 UTC in journal: #4919 Comment #35909
lol'd
Commented 16 years ago2008-03-06 05:36:03 UTC in journal: #4919 Comment #35907
I hate you all. :<
Commented 16 years ago2008-03-06 05:11:30 UTC in journal: #4919 Comment #35911
Agreed!
Commented 16 years ago2008-03-06 04:58:14 UTC in journal: #4920 Comment #49853
No ant! I WIN!! hahaaa :)
Commented 16 years ago2008-03-06 04:54:49 UTC in journal: #4920 Comment #49843
Win!
Commented 16 years ago2008-03-06 04:54:40 UTC in journal: #4920 Comment #49852
Hmmm... nice change
Commented 16 years ago2008-03-06 04:45:13 UTC in journal: #4919 Comment #35908
Ant = totally not awesome
Commented 16 years ago2008-03-06 04:27:25 UTC in journal: #4919 Comment #35910
Agreed!
Commented 16 years ago2008-03-04 13:29:43 UTC in vault item: Quarintine v1.1 beginning Comment #16488
thanks for the suggestions
Commented 16 years ago2008-03-03 18:06:45 UTC in vault item: Fathom 2.4 Comment #16486
Here is a new download link: http://files.filefront.com/Comp23+fathom24zip/;9747577;/fileinfo.html . The other is dead.
Commented 16 years ago2008-03-03 16:04:56 UTC in vault item: Comboman Comment #16485
I played the map and it is very cool . I felt disappointed because there was no ambience on the surface , only in the subterrain buildings.
The map is good for lots of players , but the problem is that you can easily get lost in the subterrain structures. You should provide a top-down picture for ingame use.

Those were the "bads" of the map.

Arhitecture : Very complex , I like it.

Ambience : Except of the surface , it's good( but i really didn't like the creepy wind in some underground place ....)

Originality : If you weren't inspired by something , then you have a lot of imagination.

Textures : 100% Half-Life 1 map :D :D

Lighting : 1. Outdoor : Sucks !
2. Underground structures : Medium to good.

Gameplay : Medium-to good.

FPS judging : Well the r_speeds are relatively good. The average was 500 wpoly and 2000 epoly.

Nice work !
Commented 16 years ago2008-03-03 06:41:35 UTC in wiki page: Tutorial: Source Custom Materials Comment #100697
Great Tutorial, Only Can you put details as in the measures of walls and things because, I don't know how big to make them and more details on setting custom attributes?
Commented 16 years ago2008-03-03 06:13:53 UTC in vault item: Flat-Life IP - Operation Iceflow Comment #16484
Very nice map. Really good looking, with a lot of attention to background detail! Challenging gameplay aswell. Lacks ambient sounds though. Some machine sounds in the first rooms and a storm sound on the bridge, perhaps? Other then that, you seem to have remembered all the little things, such as trigger_autosave's etc.

Found some bugs though, the first few crates on the bridge should be turned to func_wall's, or you won't be able to see the slave when you're at the bottom left side. Also it seems to be easy to get stuck in the first rotating door, and I couldn't shoot the turret either.

Other then that, looking forward to more chapters, good work!
Commented 16 years ago2008-03-02 07:53:48 UTC in vault item: as_resident_evil Comment #16482
I wanted to check this out for motm: january, but the link says:

file does not exist!
This comment was made on an article that has been deleted.
Commented 16 years ago2008-03-01 19:32:05 UTC in vault item: De Fizzy Comment #16481
I know it's not compatible anymore . Sooo bad :(

Anyway I played the map , and I can't accord you more than 3 stars , sorry . Maybe 2/5 stars.

Well , I found ceiling texturs on the floor .

The map layout is a little bit difficult to learn , but after 2-3 rounds you'll know it .

Ambience=0

Something for nothing - lots of buttons that aren't working.

The map is fun , tho....
Commented 16 years ago2008-03-01 18:09:33 UTC in vault item: ka_pitchblack Comment #16480
FresheD, it's not a joke, there really is a map called that, and it's just like this one.
Commented 16 years ago2008-03-01 17:09:13 UTC in vault item: war_coop1 Comment #16479
im not rated my own map i not to n00b to do this there 2 votes hlife_hotdog
and kyle 1212 that rated