Comments

Commented 15 years ago2009-02-26 14:52:03 UTC in journal: #5647 Comment #49930
I think i know what it is. But im not going to give away any information about it as Peng instructed me.
Commented 15 years ago2009-02-25 16:53:38 UTC in journal: #5645 Comment #55010
11067 (5.8) :o
Commented 15 years ago2009-02-21 10:13:45 UTC in vault item: awp_glif Comment #17301
Looks fullbrght to me. Do you have any lights or a leak that you don't know about?

And the default skybox texture really needs replacement.

And finally, try uploading jpg screenshots next time. Jpg's are smaller, and load a lot faster.
Commented 15 years ago2009-02-18 16:44:05 UTC in journal: #5637 Comment #55620
TVVVV?

:/
Commented 15 years ago2009-02-18 13:10:18 UTC in journal: #5637 Comment #55619
Holy cow, that TV.

:D
Commented 15 years ago2009-02-18 11:48:39 UTC in vault item: Rooms Coop - Muzz Comment #17299
Thanks all. :)

Yeah, you're right about the reactor itself, CT, it still has a somewhat unfinished feel to it, mainly because i tried to keep the r_speeds reasonable, and stopped adding detail to it. Also, i was getting the "Too many entities in visible packet list" message (even on Full VIS!). I used a lot of func_illusionary entities to make the map compile as quickly as possible and to create as less leafs as possible. I can keep adding detail to the reactor, but in turn, something else has to go. I was thinking about the server room. If i remove that, i get some more wpolies to spend.

Ill see what i can do.
Thanks again. :)
Commented 15 years ago2009-02-13 14:44:39 UTC in vault item: The_(c)Striker's Rooms: Source! Entry Comment #17285
You should upload the BSP as well...
Commented 15 years ago2009-02-11 19:36:55 UTC in news: Welcome to 2009! Comment #98950
TESTIFY!
Commented 15 years ago2009-02-11 11:51:07 UTC in news: Welcome to 2009! Comment #98948
:D
Commented 15 years ago2009-01-31 18:54:46 UTC in journal: #5615 Comment #55613
Lol, i have the Black Mesa parking permit and the Aperture Labs parking permit.
Commented 15 years ago2009-01-30 12:06:04 UTC in vault item: Light Comment #17268
For what game/mod is this map?
Commented 15 years ago2009-01-29 17:39:12 UTC in journal: #5611 Comment #47251
Satch is from another world. Look at those words. :P
Commented 15 years ago2009-01-29 13:31:59 UTC in vault item: Light Comment #17261
You have a couple of monstermakers that don't have a targetname and no monster type specified. Im not sure if that is causing the SPAWNED A NULL ENTITY error, but if it is, either make the monstermakers work or delete them.

Why do you have those in your map if they don't serve a purpose?

Do you have a problem with your lights or something as well?

One other thing i noticed: try not to capitalize entity names and targetnames. Use lower case characters only, and no weird chars like !@#$%^&* etc. Not that you have those, its just so you know.

And finally, a word of advice: move the VIS groups and the Texture Bare to the left, to enlarge the 2D and 3D windows.
Commented 15 years ago2009-01-28 18:48:23 UTC in journal: #5610 Comment #56316
I never send you that track. I don't even like that one.
Commented 15 years ago2009-01-23 12:35:04 UTC in vault item: Switchable Tracktrain Comment #17244
Very nice, good example. :)
Commented 15 years ago2009-01-19 11:01:05 UTC in journal: #5590 Comment #49927
I beat you to it:

http://twhl.co.za/forums.php?thread=9888

My version is balls compared to yours.
If you can, complete it. Im not going to continue on mine.
Commented 15 years ago2009-01-17 12:11:39 UTC in journal: #5585 Comment #55603
Probably the funiest glitch ever in software. ^^
Commented 15 years ago2009-01-11 12:53:08 UTC in journal: #5563 Comment #60165
You can even spawn monsters HLDM, but only those that have been precached.

For example:

give monster_headcrab spawns a headcrab below you and you'll get stuck in it. If want to have serious fun with monsters in HLDM, install Entmod. Entmod has made it a whole lot easier to spawn stuff:

entmod_create monster_alienslave X Y Z 1
Commented 15 years ago2009-01-03 19:07:24 UTC in journal: #5544 Comment #47110
You go to the doctor for just a cold?
Softy...

I have a cold right now (catched it on the 31st) and im just gonna wait until the battle is over, if you know what that means...

And i think it is a good thing that Scott can identify PC components. I think it raises the chance of getting a job in the ICT business.

Can't wait for the "My son can identify various parts of a HL map (world brush, brush entity, point entity etc)!" post! :D
Commented 15 years ago2009-01-02 13:24:46 UTC in news: Welcome to 2009! Comment #98926
I don't see the problem.

Bunch of whiners, god. :/
Commented 15 years ago2008-12-31 18:41:57 UTC in news: Bored? Comment #98908
I hate Left for Dead as well, Striker, but seriously, Left 4 Dead kicks serious butt!

Its freakin awesome!
Commented 15 years ago2008-12-31 12:25:58 UTC in journal: #5540 Comment #50298
Wtf, i posted in this Journal!

Oh well, congrats! :D
Commented 15 years ago2008-12-31 10:45:05 UTC in vault item: Map a room: JeffMOD's Room V2 Comment #6224
Is that all?
You can do better than that. Add some depth, all you have are flat walls. Boring, man. :P
Commented 15 years ago2008-12-30 20:55:48 UTC in vault item: FL_c1 v1.1 (for Flat-Life) Comment #6244
He downloaded his own map 364 times.
Commented 15 years ago2008-12-28 11:34:23 UTC in journal: #5532 Comment #56290
Its still Super Mecha Death Christ 2000 BC 4.0 Beta Bitch!.
Commented 15 years ago2008-12-22 14:20:05 UTC in vault item: hlife_hotdog_compo26 Comment #17190
Holy cow. I just played your map again, and damn, horrible performance. So i switch to D3D and guess what? It ran great! This opens up new possibilities: even more detail!

Anyway, i enjoyed your mod. I liked the color laser puzzle the most, great use of env_beams.

Good job.
Commented 15 years ago2008-12-20 21:22:30 UTC in journal: #5516 Comment #51710
Infected huh?

Get me Bill, Francis, Louis and Zoey! On the double!
Commented 15 years ago2008-12-19 12:07:09 UTC in journal: #5512 Comment #56271
Now i think of it, i believe Mike Rowe (host of Dirty Jobs on the Discovery Channel) showed how those things are actualy made. They called it boudin.
Commented 15 years ago2008-12-17 20:51:15 UTC in journal: #5513 Comment #51167
It isn't Christmas yet...

You can call Christmas a white Christmas when its snowing on the December 25th.
Commented 15 years ago2008-12-17 18:14:24 UTC in journal: #5512 Comment #56270
Haha, that thing looks like something from Aliens.
Commented 15 years ago2008-12-15 13:56:03 UTC in journal: #5509 Comment #40821
Hah!

Raver's avatar needs PNG transparency badly.
Commented 15 years ago2008-12-10 17:26:45 UTC in journal: #5500 Comment #55572
Those lightfixtures are the most ugly lightfixtures i've ever seen! I hope for you their just placeholders. :P
Commented 15 years ago2008-12-02 13:55:31 UTC in journal: #5484 Comment #50283
What about your HLDM server?
Commented 15 years ago2008-11-28 19:12:05 UTC in vault item: DM_BeerFort Comment #9057
I can, Pepper. ^^
Commented 16 years ago2008-11-21 13:08:47 UTC in news: Happy Birthday Half-Life! Comment #98858
Ancient WON installation ftw!
Commented 16 years ago2008-11-19 12:29:54 UTC in news: Happy Birthday Half-Life! Comment #98847
Congrats, Half-Life!

So Black Mesa is not dead yet. Good.
Commented 16 years ago2008-11-09 11:56:43 UTC in vault item: Striker's Compo Comment #17162
Even better: a trigger_endsection.
Commented 16 years ago2008-11-07 12:02:00 UTC in news: Left 4 Dead Demo Released Comment #98811
Insane system reqs. Compared to my current system that is. Hunter told me L4D system reqs have the same system reqs as Ep2. But no, the minumum system reqs for L4D are twice the system reqs for L4D. Crazy.
Commented 16 years ago2008-11-04 17:51:06 UTC in vault item: hlife_hotdog_compo26 Comment #17130
When i start this mod, it loads the hazard course? Make sure your liblist.gam contains the correct information!

And wow, its looks great, but really bad performance. R-speed r over 4500 at the start location. Bad.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 16 years ago2008-10-29 09:25:49 UTC in vault item: cs_awesome Comment #17076
Oh god, use different textures for that red-yellow building, it doesn't fit in the map at all, compared to the other building, plus, its a reactor style texture. You don't apply a clock texture to a floor brush either, do you?
Commented 16 years ago2008-10-24 15:33:42 UTC in journal: #5427 Comment #54986
Commented 16 years ago2008-10-24 13:35:05 UTC in vault item: Dm_Combo Comment #17024
Try to keep the r_speeds below 1500 and you'll be fine.
Commented 16 years ago2008-10-24 11:37:33 UTC in journal: #5427 Comment #54985
Its the button labelled tl.

If texture lock is enabled (button is in its pressed state), textures on brushes will move with the brush and retain their allignment when you move those brushes around. Textures will not move with brushs if TL is off.
Commented 16 years ago2008-10-24 09:24:04 UTC in journal: #5427 Comment #54984
Skals, thats not the point. Your Xen textures look boring, flat and blocky. If you used triangles instead (read Daubeh's Tetrahedron Terrain tutorial) and vertex manipulated it to create height and depth, it would look a whole lot better.

Also, why is there an ugly seam in your xen brushes? Forgot to turn off Texture Lock or something?
Commented 16 years ago2008-10-23 17:23:42 UTC in journal: #5427 Comment #54983
Actually, when done properly, you can make awesome looking architecture with just the default HL texers.

The first screenshot for example, is too blocky. If you vertex manipulated those xen parts, it would look much more... alive.
Commented 16 years ago2008-10-19 11:10:40 UTC in vault item: Dm_Combo Comment #17043
Ok.

This map has one major issue that should be taken care of: r_speeds.
R_speeds in this map r_crap, peeking over 2500. Thats too high for a DM map.

To fix, try texturing unseen faces with the BEVEL texture. The BEVEL texture acts like NULL, but it doesn't generate clipnodes. I know it sounds technical, but it may lower r_speeds.

Another way to lower r_speeds is to increase the texture scale of the concrete-ish texturee. This may look ugly at first but since most of the map makes use of a plain texture, it doesn't really matter.

I'd say try to get the r_speeds below 1500.

Now for the things i like:

Great entity work and architecture.
I found out that the teleporter teleported me to the red part most of the time, allowing me to get the gauss and gaussjump over the entire map.

So, overall its a good map, but the high r_speed make it kinda unplayable. Work on that and you got yourself a fun, fast-paced deathmatch map.
Commented 16 years ago2008-10-19 09:00:02 UTC in vault item: Dm_Combo Comment #17042
Ok, give me an hour or two. I got things to do first.
Commented 16 years ago2008-10-15 18:26:25 UTC in wiki page: Goldsource Error: Can't Select 3D Window Comment #101183
Better solution is now!