Commented 15 years ago2009-06-21 18:33:47 UTC
in journal: #5896Comment #50007
How the fuck is that done. It blows my mind when i think about the fact that i sometimes even have troubles with just a simple Windows forms application.
Commented 15 years ago2009-06-06 15:47:30 UTC
in vault item: bdaw_shockstorageComment #17541
If you had wadincluded submerged.wad, and got rid of all those bmp (!!!) files, then you could upload your map to TWHL just fine, because its under 2 MB that way.
About the map:
Not bad at all. Very decent mapping there, however, there are a couple of issues:
1. Having doors that open/close in deathmatch isn't really a good idea, it slows down gameplay a lot. I'd say keep them open, or make them open up faster.
2. If you decide to keep the doors, at least add a lip value for the sliding doors, they will dissapear in the wall if you leave the lip value 0, which is weird and unrealistic. Doors that swing open open too slow. Give them some more speed.
Commented 15 years ago2009-05-11 17:01:24 UTC
in journal: #5789Comment #38255
What im saying is that they're not going to bring the Hubble back home when Hubble stops functioning in 2013/14. NASA is just going to abandon Hubble. It's successor, the James Webb Space Telescope will take it's place.
Commented 15 years ago2009-05-11 11:39:56 UTC
in journal: #5788Comment #42592
Cats are win.
I went to a friend this weekend who just got two kittens. Really cute. I've got some video footage of it, i have to process and upload it first, though.
Commented 15 years ago2009-04-18 08:38:24 UTC
in vault item: "Triangle" constructionComment #17449
Don't bother using triangles, pyramids, tetrahedrons or whatever to make up your level. The number of brushes used would skyrocket and before you know it, you've reached the brush limit.
Also, the leaf saw into leafs is not an error, its just a warning and it can be ignored, as it won't make you map unplayable. Just make sure your brush work is grid-safe (IE: vertices on the grid) and compile with full vis for the final compile. Its also recommended to use cliptype precise or cliptype simple.
Commented 15 years ago2009-04-05 07:21:09 UTC
in vault item: Leak problemComment #17414
Why are you ignoring the question i was asking you a couple posts up? If you want this fixed, you need to answer our questions in order to figure out where your leak is.
So ill ask again:
Does it say:
"Leak in hull0" or: "Leak in hull1"
in your log file?
Make sure you got rid of that huge block before you compile and check the logile.
For me it went down 4 polies:
Room 1
Room 2
Render mode is OpenGL.
Can i have him?
Its not fair.
Rest In Peace, Mizzi. <3
And yeah, add some additional architecture behind that big door, creating the effect that the map is bigger.
About the map:
Not bad at all. Very decent mapping there, however, there are a couple of issues:
1. Having doors that open/close in deathmatch isn't really a good idea, it slows down gameplay a lot. I'd say keep them open, or make them open up faster.
2. If you decide to keep the doors, at least add a lip value for the sliding doors, they will dissapear in the wall if you leave the lip value 0, which is weird and unrealistic.
Doors that swing open open too slow. Give them some more speed.
Not sure what you're saying, but to download this, click the green download button.
True that, Captain!
Its just awkward doing this with just console commands. The console is acting weird to me ever since Steam was released.
They've might as well just update the info_node entity to support this new nav stuff.
What's the point of this journal?
The movie also featured the Very Large Array (VLA):
http://en.wikipedia.org/wiki/Very_Large_Array
Cool stuff.
It's successor, the James Webb Space Telescope will take it's place.
They are showing launch replays now.
I went to a friend this weekend who just got two kittens. Really cute. I've got some video footage of it, i have to process and upload it first, though.
Prediction: It will die.
Verdict: It died.
:/
javascript:document.body.contentEditable='true'; document.designMode='on'; void 0
You cannot save any changes that you've made, obviously.
Also, the leaf saw into leafs is not an error, its just a warning and it can be ignored, as it won't make you map unplayable.
Just make sure your brush work is grid-safe (IE: vertices on the grid) and compile with full vis for the final compile. Its also recommended to use cliptype precise or cliptype simple.
Im not moving it because there's no source file.
Also, that fire sprite is horrible. There's a much better fire sprite available in HL. Check out xffloor.spr
LOL!
So ill ask again:
Does it say:
"Leak in hull0"
or:
"Leak in hull1"
in your log file?
Make sure you got rid of that huge block before you compile and check the logile.
Fine.
Does it say:
"Leak in hull0"
or:
"Leak in hull1"
in your log file?
Lol.
Do want!