Forum posts

Posted 12 years ago2012-05-30 18:24:48 UTC
in TWHL Oldschool CS 1.6 Server (CSDM) Post #306587
I think it's CSTDM not CSDM :|
Posted 12 years ago2012-05-29 13:09:24 UTC
in Post your screenshots! WIP thread Post #306562
Not terrible at all, buddies...
Posted 12 years ago2012-05-29 05:38:11 UTC
in What compiler to use? final settings? Post #306554
Those who use HLFix try Vluzacn's float mod for Hammer instead.
Posted 12 years ago2012-05-28 18:51:01 UTC
in What compiler to use? final settings? Post #306545
Bounce works different in VHLT. There is no difference between 8 bounces and 1000 bounces. 8 which is default is enough, but for final 16 or 32 wouldn't hurt. Actually since now it's being calculated in a realistic way, the more bounces the better, but even direct sunlight would lose all it's power in ~10 bounces so it would be just a waste of compile time...
Posted 12 years ago2012-05-26 15:41:50 UTC
in Now Playing: ... Post #306504
Posted 12 years ago2012-05-25 16:59:18 UTC
in Source Lighting Post #306492
Lighting god lives in a fridge.
Posted 12 years ago2012-05-25 11:01:41 UTC
in Map Vault Regulation Post #306481
Chill out, Striker
Posted 12 years ago2012-05-24 18:24:29 UTC
in Now Playing: ... Post #306459
And the forest will echo with laughter

And it makes me wonder...
Posted 12 years ago2012-05-22 02:40:00 UTC
in Now Gaming: ... Post #306377
Skals, The Whole Half-Life, remember?
Posted 12 years ago2012-05-21 17:52:02 UTC
in Now Gaming: ... Post #306369
Posted 12 years ago2012-05-21 13:36:57 UTC
in Now Gaming: ... Post #306366
Posted 12 years ago2012-05-06 18:57:47 UTC
in Mapping for Dummies? Post #306001
Yeah, why don't you try sticking this up your ass, see if it fits.
Posted 12 years ago2012-05-06 18:53:25 UTC
in Half-Life Trinity Engine Post #306000
Looks like you don't even know what dynamic radiosity is
Posted 12 years ago2012-05-06 18:33:33 UTC
in Half-Life Trinity Engine Post #305998
That's the problem of the mapper, Mr. Problem.
Posted 12 years ago2012-05-06 17:46:18 UTC
in Half-Life Trinity Engine Post #305994
That's my fucking problem, my friend.
Posted 12 years ago2012-05-06 15:01:59 UTC
in Half-Life Trinity Engine Post #305990
Most of a scene stays static and unchanging anyway
It's static because static lighting doesn't allow it to be more dynamic.
Posted 12 years ago2012-05-06 07:43:45 UTC
in Half-Life Trinity Engine Post #305982
This may sound crazy but would it be possible to implement dynamic radiosity (aka real-time global illumination)? I have seen it done in old games like Quake 2.
Posted 12 years ago2012-05-04 18:34:51 UTC
in Vertical liquid [GS - Spirit] Post #305954
If you want animation, try vluzacn's func_detail, it's considered semi-brush...
Posted 12 years ago2012-05-04 18:33:28 UTC
in Vertical liquid [GS - Spirit] Post #305952
Well then make a texture copy without ! prefix
Posted 12 years ago2012-05-04 17:57:51 UTC
in Vertical liquid [GS - Spirit] Post #305949
Don't use func_water, use func_illusionary or something for the vertical faces...
Posted 12 years ago2012-05-04 11:38:38 UTC
in Bulletproof wall Post #305939
I heard func_button, button_target or some specific entity block bullets.
Posted 12 years ago2012-05-03 19:05:29 UTC
in Now Playing: ... Post #305932
Soon to get high on my new Audio-Technica toy
User posted image
Posted 12 years ago2012-05-01 19:43:16 UTC
in Post your screenshots! WIP thread Post #305875
You like that color don't you? :D
Posted 12 years ago2012-05-01 16:09:28 UTC
in Now Playing: ... Post #305866
Posted 12 years ago2012-04-30 14:31:14 UTC
in Vluzacn's Half-Life Tools v34 Post #305849
The bigger the light source, the blurrier the shadows. On a clear day shadows can be razor sharp because sun only covers about a degree on the sky. But on a cloudy day there can be no shadows at all because the whole sky becomes one huge light source illuminated by the sun...
Posted 12 years ago2012-04-30 10:35:19 UTC
in Vluzacn's Half-Life Tools v34 Post #305844
Yeah, vluzacn and me finally made the spread angle for sun. Good luck using it!
Posted 12 years ago2012-04-29 14:38:35 UTC
in Post your screenshots! WIP thread Post #305826
EXPERIMENT!
Posted 12 years ago2012-04-29 10:22:44 UTC
in Coding and Tutorials Post #305820
www.archive.org
Posted 12 years ago2012-04-27 18:57:07 UTC
in Need simple maps for audio-only game Post #305787
I think it's game-ruining.

Edit: Daub, in my opinion free rotation would oppositely allow for better perception of where the sound is coming from. Like in real world, you could move as fast and as slow as you want, gradually etc. Just experiment, I hope it's not that hard to implement...
Posted 12 years ago2012-04-26 19:04:09 UTC
in func_breakables for cs; need help Post #305745
I think it can... I haven't mapped for dozens of years but I think buttons reset every round. Mess around with the settings and flags.

Just experiment man... instead of writing tons of bullshit. EXPERIMENT!
Posted 12 years ago2012-04-26 17:15:28 UTC
in func_breakables for cs; need help Post #305743
"Touch" flag should work, try it with or without some other parameters and flags. Try func_button with "Touch activates" flag. Try zhlt_noclip 1 on it, NULL and BEVEL textures to make it non solid...
Posted 12 years ago2012-04-26 16:25:08 UTC
in Need simple maps for audio-only game Post #305742
Yeah, since you only provide one sense - sound, you better make it good. Because even in real world pure sound is hardly enough, since we have other senses like touch/pressure. So, like SpaG mentioned, some basic sound physics (single axis/plane, 2D or whatever, I assume) would add a lot.
Posted 12 years ago2012-04-26 12:10:50 UTC
in Need simple maps for audio-only game Post #305731
Doom like mouse look would work great if it's possible. So you could stand and spin around and try to orient where you are.
Posted 12 years ago2012-04-26 04:45:39 UTC
in Need simple maps for audio-only game Post #305718
I think you need a bit cleaner sounds, especially the wall bump one. The controls are a bit hard to get, I'm still not sure which way you're facing when walking sideways.
Posted 12 years ago2012-04-23 21:08:37 UTC
in Valve Employee Handbook Post #305661
Talent is nothing.
Why?
There are no extraordinary talents at Valve.
Posted 12 years ago2012-04-23 06:46:14 UTC
in Valve Employee Handbook Post #305638
What Valve want is determined, stable, open minded people. Talent is nothing.
Posted 12 years ago2012-04-22 17:12:30 UTC
in Team Mapping Post #305614
Good work people.
Posted 12 years ago2012-04-22 12:36:25 UTC
in Valve Employee Handbook Post #305606
More big pink 7000 calorie cookies being eaten.
Posted 12 years ago2012-04-22 10:59:41 UTC
in Valve Employee Handbook Post #305601
300 employees not enough?
Posted 12 years ago2012-04-22 09:47:38 UTC
in Now Playing: ... Post #305599
Posted 12 years ago2012-04-20 06:44:54 UTC
in Can't find leak in Hammer Post #305548
Cover half the map in solid sky and compile. If you still get leak it's in the uncovered half. Cover it and cut the sky in half again. Repeat this till it gets very small and you will find it easily.

EDIT: It means the leak is inside the sky brush.
Posted 12 years ago2012-04-11 20:17:34 UTC
in Post your screenshots! WIP thread Post #305287
All my posts are like this one... lol.

I'm only mean with that idiot striker who called me a cheater once and ragequited in HL.
Posted 12 years ago2012-04-11 18:28:18 UTC
in Post your screenshots! WIP thread Post #305281
Woooo, concrete jungle! Very nice, ninja. Add tons of dirt, rust etc everywhere. Add more adverts, wires hanging eveywhere. Look up some Hong Kong for inspiration.

Nice, noSICK. Like the darkness, kinda makes it mysterious and scary, feels almost like an old spaceship.
Posted 12 years ago2012-04-11 07:59:19 UTC
in Post your screenshots! WIP thread Post #305247
Chill out ¦]
Posted 12 years ago2012-04-11 00:19:32 UTC
in Post your screenshots! WIP thread Post #305235
Find something to do kid :)
Posted 12 years ago2012-04-10 11:03:18 UTC
in Post your screenshots! WIP thread Post #305179
Speak for yourself.
Posted 12 years ago2012-04-10 07:37:34 UTC
in Post your screenshots! WIP thread Post #305175
Saying you're cheater and ragequiting isn't enough either :)
Posted 12 years ago2012-04-10 00:05:07 UTC
in Drawception Post #305164
Haha once I played a similar one
Posted 12 years ago2012-04-09 23:45:11 UTC
in Post your screenshots! WIP thread Post #305158
Fuck harshness, fuck pussyness, fuck illusionnes. Learn the way to lose - it's your best friend!
Posted 12 years ago2012-04-09 19:57:20 UTC
in Super-stretched textures Post #305138
Learn to use Hammer properly. And delete this piece of crap and start over. Trust me.