Comments

Commented 12 years ago2012-01-06 00:49:21 UTC in journal: #7560 Comment #43285
Me: 8.08 years ago, 2950 days.
In seconds: 254880000

Damn.
Commented 12 years ago2012-01-04 17:04:20 UTC in news: Happy New Year! Comment #100042
Yes, seen it now. Good points, Urby.
What the f.
Commented 12 years ago2012-01-04 16:19:33 UTC in news: Happy New Year! Comment #100040
Wait. Why the fuck is 'apartment' in MOTM?
Why has no one voted for Uplink Extended? Look at the ratings. :(
Commented 12 years ago2011-12-01 16:30:05 UTC in vault item: ambient_generic radius Comment #19611
@Striker: Those colored blocks in the background fooled me for looking at a Minecraft screenshot for just second. :D
Commented 12 years ago2011-11-26 15:05:09 UTC in vault item: c31_captainterror Comment #19591
Now this is what i call awesomeness.

I agree with Moaby that your texturing, especially on the jets, feel like you really just slapped them on afterwards, look at the wings for example. BUT! If you look at the other parts of the jets, you can clearly see that you've spend a lot of time fiddling with the settings on the Face Properties window to get it to look cool, and that's what really impresses me. Sure, there are seams all over the place, but what can you do about that? Nothing. It just happens.

You get 5 stars for me!

Also, @Deathan: HLFix made this map possible. :)
Commented 12 years ago2011-11-09 20:01:48 UTC in journal: #7468 Comment #38552
Nah, they've fixed it.
Commented 12 years ago2011-11-08 22:35:46 UTC in journal: #7468 Comment #38551
That's me. Right now there's a major problem with the new release of Construct 2 so im not using it now.
Commented 12 years ago2011-11-07 23:14:43 UTC in journal: #7468 Comment #38550
I'll see if i can figure that out, math is not my thing.
Thanks. :)

Are you in my Steam friends list? If not, add me.
Commented 12 years ago2011-11-07 21:58:42 UTC in journal: #7468 Comment #38549
So floor is my background object? IE the entire battlefield?
Commented 12 years ago2011-11-07 17:50:39 UTC in journal: #7468 Comment #38548
I'd really appreciate your help because there are tons of things i have no idea on how to do them, like battlefield scrolling.

As for placing structures and moving units, the plan is to make it all fit on a grid, but i have no idea how to do that.
Commented 12 years ago2011-11-07 14:17:38 UTC in journal: #7468 Comment #38547
I think you meant to say 'I built a Wind Trap' because the Construction Yard is already there and the Wind Trap is the only structure you can build.

Don't know what appinventor is but Construct 2 allows you to make games for mobile devices as well.

@DiscoStu: What browser are you using?
Commented 12 years ago2011-11-03 15:13:40 UTC in journal: #7460 Comment #38540
It's made of foam, pretty sturdy stuff. :)
Commented 12 years ago2011-11-02 17:49:44 UTC in journal: #7460 Comment #38539
@Habboi Yeah, i'm going to place it on some nails i already have in my wall, so it can rest on it for display.
Commented 12 years ago2011-11-02 16:23:18 UTC in journal: #7460 Comment #38538
Thanks, i'll take the iron pick. ^^
Commented 12 years ago2011-10-24 22:53:20 UTC in journal: #7447 Comment #51395
Amazing series indeed.
Can't wait for episode 3.
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Commented 12 years ago2011-07-28 22:05:33 UTC in journal: #7338 Comment #38516
Gotta come up with something different next year. :D
Commented 12 years ago2011-07-28 14:09:05 UTC in journal: #7338 Comment #38515
Fixed.
Commented 12 years ago2011-07-27 11:51:43 UTC in journal: #7335 Comment #48155
Haha, funny guy.

Show him this: http://www.youtube.com/watch?v=3L-rrkyvApU
Commented 12 years ago2011-07-23 11:18:27 UTC in journal: #7331 Comment #57676
Nice bumpmap and cubemap! :D
Commented 12 years ago2011-07-10 16:37:20 UTC in vault item: narcosynthesis_test4 Comment #19334
I have nothing against the default Half-Life textures, but i've always hated that wood/plank texture, especially if it's overused like in your map.
Commented 12 years ago2011-07-06 22:57:51 UTC in journal: #7310 Comment #54329
Well, i don't want to hijack TJB journal but of course there will be more space missions after Atlantis' mission, NASA has plenty more missions planned in the near future but they are all unmanned.

The Russian Soyuz will serve as the primary spacecraft for (re)supplying and taking astronauts to the International Space Station until NASA has completed developing the successor to the space shuttle.
Commented 12 years ago2011-07-06 21:05:11 UTC in journal: #7310 Comment #54328
Dimbark, space shuttle Challenger blew up 73 seconds after lift-off in 1986.
Space shuttle Atlantis will have the privilege to be the final shuttle to launch and mark the end of the Space Shuttle Program when it lands back on Earth on July 20, and to tell you the truth, im sad to see the shuttle retire. It's a great spacecraft. :(

Also, Happy Birthday to you too, TJB! :D
Commented 12 years ago2011-07-06 20:04:14 UTC in journal: #7310 Comment #54327
Well, it's the last one to launch so if you ever wanted to see the shuttle launch, it's your last chance and hope that there are no delays.
Commented 12 years ago2011-07-06 19:49:45 UTC in journal: #7310 Comment #54326
"to Florida"

You lucky dog you. Will you be attending the final space shuttle launch at the Kennedy Space Center?
Commented 12 years ago2011-07-04 16:45:42 UTC in journal: #7305 Comment #66365
I use middleclick to open links in new tabs all the time. I even use it to close a tab. No need to leftclick on the little x.
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Commented 12 years ago2011-06-18 15:25:11 UTC in journal: #7287 Comment #38484
@Blitz: Yeah i downloaded the LB Photo Realism pack (256x256) but that lagged the game. Bummer. Im now using Misa's 64x64 Realistic Pack. Looks very nice.

Looks like that Depth of Field shaders mod is not compatible with Misa's 64x64 Realistic Pack.
Commented 12 years ago2011-06-18 14:17:55 UTC in journal: #7287 Comment #38483
Don't know what Herobrine is but:

1.6.6:

+ Added a new use for bonemeal
  • Changed the material of glowstone from “glass” to “stone”. This means you need a pickaxe to get resources from it
  • Made glowstone drop more loot
  • Made the recipe sizes for creating cloth blocks and glowstone blocks smaller (2x2 instead of 3x3)
  • Re-introduced unlimited FPS, renamed the option again
  • Fixed beds not working very well at all in SMP
  • Fixed destroying a boat spawning the player too low, causing them to sometimes fall through the ground
  • Boats float up to the surface quicker
  • Boats falling down into water lose their vertical momentum very fast
* Removed Herobrine
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Commented 12 years ago2011-05-21 22:17:10 UTC in journal: #7230 Comment #51339
Im in the Netherlands.

What rapture?

Well, there this: A volcano named Grimsvötn on Iceland erupted today.
Commented 12 years ago2011-05-21 21:41:33 UTC in journal: #7230 Comment #51338
Either i've been living under a rock or it, whatever it is, just completely passed me by, but is something (bad?) supposed to happen today?
Commented 12 years ago2011-05-17 18:23:11 UTC in vault item: Let's Build a Rocket Comment #19090
Lol that's funny. :o A bit buggy, but fun.

It took me 1 hour and 19 minutes to complete the map in singleplayer mode.
I've noticed that the equip Desert Eagle function doesn't seem to work and that the game does'nt keep stats.

Oh, and that rocket... yeah...well... meh. If propper works for L4D2, i'd totally make my space shuttle available to you for use in this map instead of that... makeshift rocket. Imagine having a space shuttle as the escape vehicle...

You should continue developing this into a new gamemode type. This is damn fun!
Commented 13 years ago2011-04-17 21:14:08 UTC in journal: #7170 Comment #57444
...
Commented 13 years ago2011-04-08 17:41:18 UTC in journal: #7152 Comment #61305
Nintendo Power! Nintendo Power! Get the clues that you can use! Nintendo Power! Higher and higher! Fighting your way through enemy fire!
Commented 13 years ago2011-03-19 13:05:23 UTC in news: Server Migration Complete! Comment #99845
Good job.

Now get working on TWHL4 and implement those features you promised years ago. Im thinking about the projects page, tools/utilities page and allowing additional screenshots.
Commented 13 years ago2011-03-09 18:11:58 UTC in vault item: burningoffice Comment #18874
No problem, and don't use the carve tool. It's bad.
Commented 13 years ago2011-03-09 14:55:45 UTC in vault item: burningoffice Comment #18869
Ok, first of all, this would be great map for singleplay, but for deathmatch, it really won't play well. Here's why:

1. Dead ends. Deathmatch maps should never have any dead ends in them. There's just no flow.
2. Annoying doors. Not very common in deathmatch maps either. Either keep them open or remove them.

I've also noticed that some of your brushes seem to split up other brushes. This is called facesplitting. This happens when, for example, a solid brush like a wall poster touches the wall behind it which is also a solid. This is easy to fix: Turn the poster into a func_wall or a func_illusionary. Note that illusionaries are nonsolid and that players and bullets pass through it.

On the map screenshot above, you see all kinds of junk on the desk. You want to func_illusionary all of them (except the box). This fixes all the facesplitting on the desk and it's easier for players to jump over it to go behind the desk.

There are some things you don't want to make illusionaries. Larger objects like the chair, the light fixtures and other "larger" detail objects are better func_walled. This also fixes facesplitting but they'll still block the player and bullets.

Im giving you 2 stars for now. If you fix the things i've said, you'll get more. :)
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Commented 13 years ago2011-02-17 13:27:58 UTC in journal: #7049 Comment #57302
You got me interested.
I don't know much about all this stuff, but it's worth experiementing with it. My uncle is kinda into this stuff, so it would be fun for both of us trying things out.
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Commented 13 years ago2011-02-06 11:40:03 UTC in journal: #7025 Comment #43040
I have NVidia and it owns.

Also, 12 gigs of ram? Really? Why?
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Commented 13 years ago2011-01-29 13:11:13 UTC in journal: #7008 Comment #57283
Enough already!