Commented 12 years ago2011-11-26 15:05:09 UTC
in vault item: c31_captainterrorComment #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.
Commented 13 years ago2011-07-06 22:57:51 UTC
in journal: #7310Comment #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 13 years ago2011-07-06 21:05:11 UTC
in journal: #7310Comment #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.
Commented 13 years ago2011-06-18 15:25:11 UTC
in journal: #7287Comment #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 13 years ago2011-05-17 18:23:11 UTC
in vault item: Let's Build a RocketComment #19090
Lol that's funny. 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!
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 14:55:45 UTC
in vault item: burningofficeComment #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: #7049Comment #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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In seconds: 254880000
Damn.
What the f.
Why has no one voted for Uplink Extended? Look at the ratings.
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.
Thanks.
Are you in my Steam friends list? If not, add me.
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.
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?
Can't wait for episode 3.
Show him this: http://www.youtube.com/watch?v=3L-rrkyvApU
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.
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!
You lucky dog you. Will you be attending the final space shuttle launch at the Kennedy Space Center?
Looks like that Depth of Field shaders mod is not compatible with Misa's 64x64 Realistic Pack.
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 HerobrineWhat rapture?
Well, there this: A volcano named Grimsvötn on Iceland erupted today.
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!
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.
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.
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.
Also, 12 gigs of ram? Really? Why?