Forum posts

Posted 13 years ago2011-08-01 21:33:04 UTC
in What? Post #297265
Found all four. Boo-yah
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Posted 13 years ago2011-08-01 16:24:25 UTC
in Realistic water caustics in GoldSource Post #297256
I used a caustics generator to make a portal 2 style emancipation grid for my crappy "portal 2 in sven coop" map
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Posted 13 years ago2011-07-31 22:45:47 UTC
in Realistic water caustics in GoldSource Post #297226
I feel like i should know this , but what is the 'pyramid technique'
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Posted 13 years ago2011-07-26 19:22:22 UTC
in path_tracks not doing what they are told Post #297027
Screw that. Last time I buggered about with the FGD I did something pretty bad..

anyway the problem is the path_tracks. despite me telling them to move to their alternate paths , they aren't doing it. Weird , since using ent_fire seems to work.

It musn't be a problem about the logic_case because without it the elevator wouldn't move at all...
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Posted 13 years ago2011-07-26 12:33:19 UTC
in path_tracks not doing what they are told Post #297020
Func_tracktrains don't run on them however.
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Posted 13 years ago2011-07-26 11:21:28 UTC
in path_tracks not doing what they are told Post #297018
I know you guys are absolute gods at this shit , so hopefully you'll be able to help me out.

i'm going to need to make some diagrams to help me here.
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This is just showing the network of path_tracks , aiding the understanding of what is going on
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This is showing the probably over the top logic mechanism for deciding what floor the lift is at , and which way for the lift to travel. Each way is predermined in a logic_case and is fired from there.

Using a logic_auto , I fire a relay setting the logic_compare compare values to what it would be for the ground floor. The buttons then fire a compare depending on which button was pressed ( so if the flr 4 button was pressed , it would fire "flr4_is1" , which would then fire "flr4_is2" if found incorrect )
Currently I only have the flr3 button set up. If all went perfectly well , the elevator would fire the compares , change the path_track at 2dn to it's alternate branch of 2up , skipping 2 altogether.. unfortunately , for some reason , it slows down and stops at 2 , despite me telling 2dn to go to 2up.
It's bloody weird.

If someone can find the problem with this , i'll be forever greatful. To aid anyone willing to help me , the VMF is here so you can dabble around and find out what the cause is , rather than sitting confused as fuck as to what i've just said..
(Be warned there are ALOT of missing textures , but considering they've not really got much to do with the problem , it should be ok)
[url=http://dl.dropbox.com/u/888382/elevtest.vmf] DOWNLOAD THE VMF HERE [/vmf]

major thanks to anyone who can help me.
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Posted 13 years ago2011-07-22 20:09:04 UTC
in Im making a mod Post #296927
Most hallucinations that i've ehm... 'experienced'.. aren't more like huge things appearing from nowhere or things in places they shouldn't be, but just a total mindfuck with reality. Rooms that look infinitely tall , field of view being fucked around with , colours not seeming right , everything looking a bit like 3d in the cinema - everything flat but things "pop out" from one another , like layers - , just really fucking weird. It's not necessarily new things, just fucking around with what you already have.

oh and paranoia isn't good , let me tell you that.

whatever you do in the mod - DONT :
add rainbows. rainbows are stereotypes and they do not appear when you are hallucinating. Everything isn't flashing colours , either. ( unless you are on ecstasy)
stretch and skew and rotate the view ridiculously. In charlie & the chocolate factory , when willy fantasies about the chocolate , the view is warped like actual fuck , strecthed and skewed. I've experienced the warping and it is nowhere near as obvious. You know something is wrong, but it's not "OOOHHH SHIT MAN". Combine this with changing the FOV to something ridiculous and you have a good effect going on ( something like
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)

i should probably stop talking now
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Posted 13 years ago2011-07-16 12:51:13 UTC
in MiniChallenge #384 - Map Musica Post #296683
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Posted 13 years ago2011-07-15 22:08:19 UTC
in MiniChallenge #384 - Map Musica Post #296669
we aren't going to decide on one piece of music for everyone to use , why don't we choose our own for our map?
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Posted 13 years ago2011-07-15 20:31:39 UTC
in Post your screenshots! WIP thread Post #296666
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london underground 1992 stock. still needs ALOT of finishing up , then propperising , and then an actual map needed to made for it
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Posted 13 years ago2011-07-15 19:56:21 UTC
in MiniChallenge #384 - Map Musica Post #296664
What about make a map with the song featuring inside it?

so something like a car chase to some prodigy , or some sort of huge lab with some weird techno going on , or a jungle or forest with chilled music playing?
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Posted 13 years ago2011-06-19 16:51:26 UTC
in Minecraft Post #295658
made this using a voxel file hidden in RA2's files. Some sort of beta GDI orca
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the voxel I used as a reference
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Posted 13 years ago2011-05-26 19:53:35 UTC
in Portal 2 Mapping Competition Post #295009
I'm having a shot with some time travel jiggery-pokery

Deadline is rather close however.. june 30th would've been a better idea.
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Posted 13 years ago2011-05-26 19:41:40 UTC
in In-Dev: Live Post #295008
is this honestly on every wednesday / friday as I've been on schedule before and I haven't seen either of you two
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Posted 13 years ago2011-05-07 12:58:56 UTC
in Nonexistant brushes "outside world& Post #294453
Seems to work now , fingers crossed it stays that way :)

Thanks for the help guys
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Posted 13 years ago2011-05-07 11:34:21 UTC
in Nonexistant brushes "outside world& Post #294450
What exactly do you mean by manually and not with the select tool?
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Posted 13 years ago2011-05-07 11:32:49 UTC
in Post your screenshots! WIP thread Post #294341
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Need to fix up my new panel texture.. instead of looking yellow it looks like an egg yolk. Yuck.
UPDATE
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Mmm... nice and yellow
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Posted 13 years ago2011-05-07 10:56:24 UTC
in Nonexistant brushes "outside world& Post #294448
Can't be that , I've literally expanded the cordon as far out as possible and it still comes up with the error.

I dug deeper into what the fuck is going on , and it turns out there are shitloads of func_walls... invisible , noexistant func_walls.
I looked at the entity report and there has to be at least 40 or so func_walls , which just take me to the origin of the map when I click "go to error" , not highlighting anything.

Just to double check , I unhid all visgroups. No luck still.
What the fuck is going on?

UPDATE : Deleted all the nonexistant func_walls from the entity list , recompiled , and they all appeared again. I hate hammer.
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Posted 13 years ago2011-05-07 09:42:17 UTC
in Nonexistant brushes "outside world& Post #294446
Trying to compile a map with cordons on , however it won't fully compiles as it keeps on chucking up this error :
3 brushes (totalling 18 sides) discarded from clipping hulls
CreateBrush:
10%...Error: Entity 0, Brush 131: outside world(+/-4096): (680,-1152,1300)(4112,2144,1972)
Error: Entity 0, Brush 132: outside world(+/-4096): (680,-1152,-1348)(4112,2144,-676)
Error: brush outside world
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem

Error: Entity 0, Brush 132: outside world(+/-4096): (696,-1168,-1344)(4128,2160,-680)
Error: Entity 0, Brush 131: outside world(+/-4096): (696,-1168,1304)(4128,2160,1968)
Error: Entity 0, Brush 132: outside world(+/-4096): (680,-1152,-1330)(4112,2144,-694)
Error: Entity 0, Brush 134: outside world(+/-4096): (3528,1152,-748)(4112,2144,1372)
Error: Entity 0, Brush 131: outside world(+/-4096): (680,-1152,1318)(4112,2144,1954)
Error: Entity 0, Brush 134: outside world(+/-4096): (3512,1168,-744)(4128,2160,1368)
Error: Entity 0, Brush 134: outside world(+/-4096): (3528,1152,-730)(4112,2144,1354)
20%...30%...40%...50%...60%...70%...80%...90%... (0.42 seconds)
Going to those brush numbers is a dead end as hammer tells me the brushes do not exist.
What the ehm... fuck?
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Posted 13 years ago2011-05-05 19:58:48 UTC
in Post your screenshots! WIP thread Post #294309
Doing the impossible.
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All home-brew. Anyone wants the wad , give us a shout , but there's still quite a few texture variations to do. including detail textures
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Posted 13 years ago2011-04-26 17:49:02 UTC
in vrad.exe constantly crashing Post #293941
You think you've got a problem?

My compiler is a twat ; Most of the time , it won't even start vbsp. Sometimes , after doing vbsp , it finishes there. Even fewer times it'll do vvis.

I think you can see where i'm getting at ; it takes half an hour to actually get all three programs to actually run
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Posted 13 years ago2011-04-23 09:01:40 UTC
in Post your screenshots! WIP thread Post #293802
Heavy WIP portal 2 map.
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And no hunter , I will not stop reading your URLs.
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Posted 13 years ago2011-04-22 19:27:33 UTC
in Portal 2 is out Post #293792
Thought you guys might like these , it's pretty much a portal 2 SDK which a bunch of users at Facepunch made themselves.
Please note that is uses the Alien Swarm SDK because of new material and bsp jiggery-pokery
Thread on how to set the AS SDK for Portal 2
Incredibly handy community-made FGD.

I'd like to see what you guys can come up with.
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Posted 13 years ago2011-04-21 16:40:07 UTC
in Portal 2 is out Post #293778
Got up at 5 o'clock in the morning two days ago to get it literally the second it came out. All I can say about the story is holy fucking god it's good..As in Portal 1 , this game has an amazing ( if not better) amount of humour in it.

I'm really interested in the map making side of P2 now as I've literally stopped myself from playing CO-OP anymore as I'll just waste time. There's a new entity which.. well , ever heard of warp zones in Unreal? It's pretty much them.
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Posted 13 years ago2011-03-24 21:07:11 UTC
in Story time Post #292336
an alt user. He started planning his vengeance , and slowly but carefully , he drew his plans against ant.
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Posted 13 years ago2011-03-24 21:05:18 UTC
in Story time Post #292331
put on his cape and wizard hat and wrote an angry email to ant , pleading his
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Posted 13 years ago2011-03-20 12:16:58 UTC
in Next Competition Post #292018
I'm up for Map from wad
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Posted 13 years ago2011-03-20 10:34:57 UTC
in Next Competition Post #292008
Tell that to Nightfire.
Holy shit , did not know that Nightfire was on GoldSrc...

and it doesn't even look like it is on the video
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Posted 13 years ago2011-03-19 18:48:57 UTC
in Next Competition Post #291951
Map a Science Facility
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Posted 13 years ago2011-03-04 15:20:12 UTC
in Normal qual textures appearing horribly Post #291103
Ah. Funny how the original door looks perfectly fine and is 96 x 96. I'll give it a try.
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Posted 13 years ago2011-03-04 14:22:45 UTC
in Normal qual textures appearing horribly Post #291100
For a map i'm making I've managed to create custom textures from ones extracted from the standard wad. Nothing has been changed about it's makeup
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- >
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However , in game , it looks horrendous -
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What could this be by? Mip maps?
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Posted 13 years ago2011-03-04 14:10:52 UTC
in Forgotten RTS Post #291099
Happy to help
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Posted 13 years ago2011-03-02 16:58:22 UTC
in Forgotten RTS Post #291021
hilariously bad sketch is hilariously bad.
slightly more detailed sketch please
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Posted 13 years ago2011-03-02 14:32:27 UTC
in Forgotten RTS Post #291014
Seriously striker , get your ass on MSpaint or whatever image editing program , and make a crappy sketch just showing us what things might've looked like , main menu , loading screen , etc etc.
A picture speaks a thousand words.
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Posted 13 years ago2011-03-01 19:56:33 UTC
in Forgotten RTS Post #290972
I know of two which it may be :
Metal Fatigue or
Dark Reign

I'm thinking it's dark reign
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Posted 13 years ago2011-02-26 19:48:28 UTC
in Retro TWHL Post #290818
Oh god , I remember this.
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This one , definitely remember the best.
good times!
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Posted 13 years ago2010-11-30 18:30:44 UTC
in Post Your Photos Post #287501
I'm slightly more interested in that revolver on the right
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Posted 13 years ago2010-11-29 08:53:40 UTC
in New Mod: Half Life: Alien Killer Post #287466
Sector 6 , and Gordon freeman.

I just hope your modding skills are better than your spelling.
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Posted 13 years ago2010-11-29 08:46:49 UTC
in Smoooooth func_tracktrains? Post #287465
I've absolutely no idea what you just said Don
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Posted 13 years ago2010-11-27 10:31:24 UTC
in Smoooooth func_tracktrains? Post #287375
I tried seeing if "Distance between wheels" would change anything but it doesn't appear to. I could probably put in a good few more path_tracks like jeff said but i'd get the same problem , only slightly less visible
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Posted 13 years ago2010-11-27 09:17:55 UTC
in Smoooooth func_tracktrains? Post #287370
I've done the ambitious thing of making an elevator which is vertical for a period , and then clambers down a slope , coming to halt.
The elevators are pretty bulky and should have props on them when it's in use , however it current changes angle suddenly when moving between path_tracks , making all the props on it jitter around.

Is there any way I could make the func_tracktrain smooth it's position at path_tracks?
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The elevator slope in question
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Posted 14 years ago2010-09-25 05:19:54 UTC
in What's the origin of your username? Post #285683
Counter strike source.
When I first really ventured onto the internet ( I was young ) I'd just put any old name in , for example here , "mr.good map". When I got steam for the first time for HL2 , I first used the name "Kenco Koffee". One game of Counter Strike Source fixed that.
It was some random server with the weapons already spawned , and the game would come up with "humiliating" kill notifications.
The one that I got almost all the time was "Kenco Koffee got turned into a pile of jell-o". I thought "Hey , let's use Instant Mix , then it'll sound funny".
I quickly changed it so it said "Instant Mix got turned into a pile of jell-o" which gave a few chuckles. Happy with the name , I've left it as that since.
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Posted 14 years ago2010-04-08 14:57:40 UTC
in Portal 2 Post #280359
self shadowing models , dynamic lights , almost no pre-compiled lighting is what I can gather. Also , better Havok engine.
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Posted 14 years ago2010-02-24 12:59:45 UTC
in Last movie you saw? Post #279218
Moon.

Christ that's one fucked up yet amazing storyline.
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Posted 14 years ago2010-02-21 12:13:58 UTC
in Smooth doors? Post #279142
I'll see how that works , grim.
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Posted 14 years ago2010-02-19 16:53:04 UTC
in Smooth doors? Post #279100
It'd require alot of logic though. I could see it being done in garrysmod , but how the hell I'd do that with the logic entities I'm not sure of.
First thing I can think of is do a sin from 0 to 1 , then keep it there (unsure of) , then doing sin from 1 to 0 , then multiply all this by the maximum speed and we have what appears to be a smooth door.
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Posted 14 years ago2010-02-19 14:37:37 UTC
in Smooth doors? Post #279097
Does anybody know how to create smooth doors , this not being how it is shaded.
This being how it moves.

Standard source doors go "stop - sound - move at speed - sound - stop".
However, is it possible for does to go "stop - sound - accelerate to top speed - move at top speed - decelerate - sound stop"?
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Posted 14 years ago2010-02-17 10:36:13 UTC
in Caribbean Catastrophe Post #279017
Urby, it's a joke.

Have you seen Grp recently? It's just a slew of servers with darkrp on.
It's terrible.
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Posted 14 years ago2010-02-17 10:33:34 UTC
in Super Sleuths? Post #279016
I am utterly confused. I have no idea what is going on atall.
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Posted 14 years ago2010-01-24 11:53:59 UTC
in Caribbean Catastrophe Post #278357
I recently re-installed Duke 3D due to Shadow Warrior not working.
I then remembered the epic mod for it - "Life's a beach" , so I went ahead and installed it.

I used to play it when I was young ( 5 / 6 ) and was always reminded of the first level - "Caribbean Catastrophe".

So I've decided to remake it in Source.

So far , I have this. It's mostly all dev-ish textures with a basic layout.
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I am working on it , and hopefully going to finish it.
Oh , and it's going to be a garrysmod RP map. If I can be bothered, I'll make it a singleplayer campaign map.
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