Forum posts

Posted 13 years ago2011-10-06 02:13:32 UTC
in Increase grid size in hammer? Post #299791
There's a sticky topic in this very forum called GoldSource Big Map Toolkit, perhaps that is what you're looking for?
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Posted 13 years ago2011-10-05 21:34:13 UTC
in Competition 31 Post #299788
That's fine. Make sure your custom WAD has a unique name so we dont get naming conflicts in our game folders.
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Posted 13 years ago2011-10-05 06:15:28 UTC
in hammer is broken :( Post #299774
Card name: VIA Chrome9 HC IGP
Manufacturer: S3 Graphics Co., Ltd.
Chip type: VIA Chrome9 HC IGP
Have you got a computer with a proper graphics card that you can test this on? Integrated (or whatever this is) graphics usually have terrible OpenGL implementations, which will mean you'll have all sorts of stupid issues trying to use Hammer. It doesn't have to be a good card, just find the cheapest ATI or Nvidia card that works in your PC (20 bucks should get you something, maybe cheaper if you go second hand).
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Posted 13 years ago2011-10-03 21:22:34 UTC
in Competition 31 Post #299749
Dont think too much of that rule, I would consider simply walking around the map as "gameplay" for the purposes of this compo, even for a singleplayer map.
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Posted 13 years ago2011-09-29 11:34:33 UTC
in Competition 31 Post #299572
Follow the rules or don't enter. It's your choice.
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Posted 13 years ago2011-09-28 23:58:26 UTC
in Competition 31 Post #299556
The 'no decals' rule only applies to textures not in the texture pack - you can use decal/overlay entities as long as the decal texture is one of the allowed textures.
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Posted 13 years ago2011-09-28 19:39:43 UTC
in Competition 31 Post #299550
What are you talking about? It's EXACTLY the type of inventiveness we want from this competition! You are free to use any and all entities that you want, in any possible way!

The ONLY limitation of this competition is that you cannot apply textures to brushes that are not from the texture pack provided (with the exception of tool textures, of course).
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Posted 13 years ago2011-09-28 04:42:15 UTC
in Competition 31 Post #299518
What about decals? Like a crack or something?
No.
custom sounds
No.
I guess I can use hl2 sound for gold. Right?
No.
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Posted 13 years ago2011-09-27 22:15:02 UTC
in Competition 31 Post #299508
Don't worry about performance, the judges have decent machines so it's not really an issue. If you do actually resize textures, give the new WAD or VTF a unique name so you don't cause conflicts in my game folders.
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Posted 13 years ago2011-09-27 20:49:03 UTC
in Competition 31 Post #299499
I've already said this once before, but here it is again:

No custom content of any kind is allowed.

Also:

No decals or overlays
Using models and NPCs is allowed, but you cannot overuse them
Tool textures are the ones that aren't visible in-game. If you can see a texture when you play it, it must be from the texture pack.
You can use any official Valve game for your map.

Honestly, most of this is in the compo brief. Use your brains before asking questions!
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Posted 13 years ago2011-09-26 07:48:59 UTC
in Competition 31 Post #299431
If every texture you wanted to use was in the set, that would defeat the entire purpose of the competition. You need to work with what you have available to create you entry. Now can everybody stop complaining?

And Strider, answer the damn decal question already!
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Posted 13 years ago2011-09-26 05:48:09 UTC
in Competition 31 Post #299425
No custom content is allowed at all.
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Posted 13 years ago2011-09-25 22:08:49 UTC
in Does Map of the Month still exist? Post #299413
Last time I spoke to Daubster, he was going to try and recruit some new people to take charge of MOTM. Not sure if he's done anything or not yet.
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Posted 13 years ago2011-09-25 03:37:36 UTC
in Competition 31 Post #299369
Trigger, clip, null, nodraw, and associated friends will all be allowed - the main focus is the 'visible' textures, not the invisible ones. I suspect that models will be okay as long as they're not overused. No custom content will be allowed, though.
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Posted 13 years ago2011-09-24 23:40:56 UTC
in hammer is broken :( Post #299363
Go into 'Settings > 3D Views' and turn off 'Reverse selection order'

As for your yellow outlines, can you provide a screenshot?
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Posted 13 years ago2011-09-24 12:05:43 UTC
in hammer is broken :( Post #299346
Only thing I can think of is that by deleting those files, you messed up the 'recently opened files' list?

Try clearing out the list in the registry at:
HKEY_CURRENT_USER\Software\Valve\Valve Hammer Editor\Recent File List

If that doesn't work try deleting the 'Valve Hammer Editor' registry folder entirely (take a backup using the export feature first, of course)
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Posted 13 years ago2011-09-22 06:35:17 UTC
in Competition 31 Post #299244
In case it slipped your mind, Dragos, the last compo was entirely community judged. Not every compo is, though, and I don't think that this one will be. Now could you please stop being such an arrogant jerk bag? The admin team puts a lot of effort into keeping TWHL a nice place, and if you keep being such a tool, you'll no longer be welcome. You're free to offer suggestions and ideas, but not in such a rude and offensive manner.
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Posted 13 years ago2011-09-21 01:17:05 UTC
in Competition 31 Post #299183
Thanks tons Hunter, Strider and I were scratching our heads about where the hell we'd get a decent texture pack from. It's awesome that you took the initiative and started one yourself, respect++.

Once everyone's reasonably happy with the textures we'll get a compo page up. Thoughts on time limits? I was thinking 2 months.
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Posted 13 years ago2011-09-19 01:22:02 UTC
in Competition 31 Post #299104
I don't particularly think that 'Make a Theme Park' is a particularly good idea for a competition, it's not abstract enough and entries would tend to be reasonably similar, which makes for a boring competition.

'Map a Story' probably falls into the same category, unless the story is very abstract, but if that was the case you could just make it a compo based on that abstract concept, rather than adding the unnecessary wrapper of the story to hold people back.

'Texture Pack' is obviously the most popular, but nobody has suggested any texture pack to use. Remember that it would need to be built for Source first (due to normal maps and increased resolution), which we could then port down to a Goldsource WAD format. If we can't find a suitable texture pack, then obviously we can't do this one.
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Posted 13 years ago2011-09-13 10:05:40 UTC
in Problems with change-level? Post #298907
Jeff: Here's a link to Spirit that you can use:

http://files.logic-and-trick.com/Half-Life/Spirit of Half-Life
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Posted 13 years ago2011-09-04 09:53:07 UTC
in This is absurd. Post #298640
@Kraken: You asked for it:

http://www.youtube.com/watch?v=hapCuhAs1nA&t=17m13s

Text transcript below:

Okay, for one thing, I think it’s important to separate the notion of infinite detail and Voxels. You can have Voxels [that are not infinitely detailed] because many of the Voxel engines that I’ve written have been at finite coarse levels of detail. The fact that you can instance detail in [Voxels]... in may ways it sounds awesomely cool: “infinite detail,” but if we look at all of the trends that we’ve been doing and Rage epitomizes in many ways, procedurally generated detail is usually not what you want. This has been an argument going back decades: “now is the year of procedurally generated textures and geometry.” We’ve heard that for a decade and it never has come true. What has won is being able to manage the real data that we want. Procedural-ism is really just a truly crappy form of data compression. You know, you have the data that you really want, and procedural-ism makes you something that might resemble what you really want, but it’s a form of extraordinarily lossy data compression that lets you produce something there.

And that really is the problem with the voxels. Infinitive detail is basically procedural-ism and you can do that with polygons, voxels, atoms, splats, whatever. They are tied together now with people talking about the recent demo that came out, but they are really orthogonal topics. I don’t think the notion of infinite detail is actually all that important. It is more important to be able to get the broad strokes of the artistic vision in there, and if you take uninspired content and look at it at the molecular level, it is still uninspired content. It’s not really going to make a big difference. What is potentially useful about voxels is that it allow you to access them in a certain way that may be more efficient than say a rise pipeline of dicing polygons, doing displacement mapping, and things like that. They are both ways to give huge amounts of geometric detail, which is obviously the next frontier after we uniquely texture everything. We want to uniquely “geometrify” everything. We all want to go there, but it’s also important to realize that I was showing MegaTexture demos five years ago. It took five years for it to turn into a production quality game, and you could make a cool, flashy demo of like “look, isn’t this amazing, we can stamp down stuff and everything looks totally different? There’s no tiling, and we can use procedural information to generate all of this,” but there is a huge amount of work that goes into building a robust production quality system that you can build real game worlds with.

I’ve revisited voxels at least a half dozen times in my career, and they’ve never quite won. I am confident in saying now that ray tracing of some form will eventually win because there are too many things that we’ve suffered with rasterization for, especially for shadows and environment mapping. We live with hacks that ray tracing can let us do much better. For years I was thinking that traditional analytical ray tracing intersecting with an analytic primitive couldn’t possibly be the right solution, and it would have to be something like voxels or metaballs or something. I’m less certain of that now because the analytic tracing is closer than I thought it would be. I think it’s an interesting battle between potentially ray tracing into dense polygonal geometry versus ray tracing into voxels and things like that. The appeal of voxels, like bitmaps, [is that] a lot of things can be done with filtering operations. You can stream more things in and there is still very definitely appeals about that. You start to look at them as little light field transformers rather than hard surfaces that you bounce things off of. I still wouldn’t say that the smart money is on voxels because lots of smart people have been trying it for a long time. It’s possible now with our current, modern generation graphics cards to do incredible full screen voxel rendering into hyper-detailed environments, and especially as we look towards the next generation I’m sure some people would take a stab at it. I think it’s less likely to be something that is a corner stone of a top-of-the-line triple A title. It’s in the mix but not a forgone conclusion right now.
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Posted 13 years ago2011-09-03 22:22:11 UTC
in This is absurd. Post #298629
I'd rather listen to Carmack, who's been in the graphics business for 20 years (and is a fucking genius in the graphics field), as opposed to Notch, who made one simplistic 3D game in Java.

He doesn't disagree with Notch, but he has some more sensible comments on the tech in general.
"No chance of a game on current gen systems, but maybe several years from now."

"I do not think non-polygonal renderers will be the winning choice in the next five years, but someone will probably have a go at it and learn something."

"You can real time ray trace a static world on high end hardware today as a demo, but there is a long path between a demo and something that is competitive with rasterization in a real product. My plan for such technologies has always been to emit a depth buffer as well as color from the voxel/point cloud renderer and continue to use existing technologies for characters/particles/etc."
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Posted 13 years ago2011-09-03 22:07:02 UTC
in Now Gaming: ... Post #298628
I've always thought that if done right, Mirror's Edge would make a pretty cool sandbox game.
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Posted 13 years ago2011-08-25 23:57:07 UTC
in profile comments Post #298389
The correct way is for me to make my own decision, which I did. It just so happens that somebody else had already explained why it's not happening. So while you may say it's based on "2 minor opinions", it's really based on one major opinion: mine.

Comments on profiles would just be used for spam (even CapT seems to agree with this, considering his initial example). Not only that, profile bio's change often so comments on them would just be irrelevant and not make sense after it changes.
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Posted 13 years ago2011-08-24 23:07:14 UTC
in profile comments Post #298367
Not gunna happen. See the two above posts for reasons why.
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Posted 13 years ago2011-08-12 22:58:08 UTC
in Counter-Strike 2 Post #297831
My guess is that this will be a free-to-play game, same as TF2.

Also, what the hell Striker? Just because you don't like CS doesn't mean that another CS game shouldn't be made. There is absolutely no "shameless" element to a multiplayer sequel released SEVEN YEARS after the last installment.

Also, everyone, Valve don't just have one game team. They work in smaller groups, each on a specific game. CS development wouldn't be taking all that much time away from HL stuff (assuming HL stuff is happening).
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Posted 13 years ago2011-08-04 21:31:31 UTC
in Local Gun Law Post #297386
350,000,000 million guns
That's a lot of guns!
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Posted 13 years ago2011-08-01 11:42:23 UTC
in Map Search: Half-Life: Destiny Post #297248
I'll see if I can increase the file upload limit later so Daub can upload it himself. 16MB sound okay?
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Posted 13 years ago2011-08-01 09:32:26 UTC
in thread response idea Post #297242
I'll consider it, CapT.
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Posted 13 years ago2011-07-29 11:57:41 UTC
in Now Gaming: ... Post #297119
Take it elsewhere, people. Thread is about games, not bad grammar.

I've been replaying the Mass Effect games on the PC, Infamous 2 on the PS3, and Donkey Kong Country (GBA version) on the DS. I'm really shit at old-school side-scrollers, so after I die a million times I give up and play some nice hand-holding modern games :)
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Posted 13 years ago2011-07-27 11:34:51 UTC
in Dreams Post #297047
I don't dream - none that I can remember, anyway. On rare occasions (two or three times a year) I will wake up in the middle of the night with a huge jolt, for seemingly no reason at all. I can only assume that it's because of a dream, but I guess I'll never know, because I can never actually recall any sort of dream.
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Posted 13 years ago2011-07-27 09:26:59 UTC
in Bio reseting Post #297043
TWHL4. (ETA: September 2019)
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Posted 13 years ago2011-07-21 23:50:47 UTC
in Fixed it now Post #296912
It's happening when there are new threads in the new forum widget on the main page, it goes away as soon as somebody replies in that thread. It's a simple fix but I cannot access the FTP from work, so it will have to wait.
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Posted 13 years ago2011-07-21 07:55:35 UTC
in Front page logged in but technically not Post #296891
Fixed now. Thanks everyone for letting me know.
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Posted 13 years ago2011-07-21 02:10:50 UTC
in Front page logged in but technically not Post #296885
How the hell did I manage to do that?
I'll take a look at it tonight.
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Posted 13 years ago2011-07-20 06:10:29 UTC
in Deep thinking Post #296852
There was a third being developed for a long time, but I haven't heard anything about it for ages (thank god). Last I heard, it was on the Source engine.
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Posted 13 years ago2011-07-20 03:34:37 UTC
in Post your screenshots! WIP thread Post #296844
Sigh, Urby. When did you turn into such a troll?
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Posted 13 years ago2011-07-19 20:04:02 UTC
in Now Gaming: ... Post #296825
As I said, everyone's gaming tastes are different. To me, 200 hours of Fallout or CoD sounds like a whole lot of boring, repetitive gameplay. To others, they love playing CoD and/or Fallout. People who buy the next big CoD game are getting it because they liked the last one, and think that it is worth their money.

Again, stop being so ignorant. Tastes differ, and we're in the minority of people who don't like CoD/Halo/Killzone/generic FPS #593. Just because you like different games doesn't mean you can discount the opinions of millions of others.
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Posted 13 years ago2011-07-19 11:23:53 UTC
in Now Gaming: ... Post #296800
Except Call of Duty players get their several hundred hours (and then some) in the multiplayer portion of the game. Just because you don't like a particular game (or series) doesn't mean that it's not value for money.

Can't say I'm all too fussed about MW3 either, but you can't be that ignorant when offering criticism. And let's not even get into the numerous singleplayer-only, 8-12 hour games that are far better than 200 hours of either CoD or Fallout...
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Posted 13 years ago2011-07-19 00:50:07 UTC
in Hot threads Post #296781
Hell no. The code is too shit.

Though the same could be said about the Source engine!
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Posted 13 years ago2011-07-18 11:12:08 UTC
in Hot threads Post #296749
Thanks. It's going to take me a little while to get used to the new home page, though :P
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Posted 13 years ago2011-07-18 04:10:35 UTC
in In Search of the Lifia Post #296742
No, GNU is a recursive acronym standing for "GNU's Not Unix". You probably mean the GNU/GPL, which is an open-source license wich specifies that any application that uses GPL'd code must also be released under the GPL. It's called 'copyleft', and is an important ideal of some open-source enthusiasts. You are, however, free to sell the software that uses the code, but you still need to provide the code to anyone who buys it.
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Posted 13 years ago2011-07-17 11:44:11 UTC
in Hot threads Post #296714
It's a good point, and it's been brought up a few times now, so I guess I should do something about it :P
Stay tuned.
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Posted 13 years ago2011-07-15 14:08:56 UTC
in TWHL HDD Benchmarks Post #296648
User posted image
It's interesting that identical models perform differently based on where on the drive platter your partition is, or where the available free space is. The last drive of mine is a very old 500GB drive, I'm almost done removing everything I need from it, then it's getting retired forever.

Also, why does Windows rate your hardware out of 7.9? What a random number. Why not 10, or a percentage value?
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Posted 13 years ago2011-07-04 10:43:38 UTC
in Steam's... Issues Post #296222
Delete ClientRegistry.blob, restart Steam.
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Posted 13 years ago2011-06-29 02:05:31 UTC
in Team Fortress 2 Not Working? Post #296034
Try verifying the game files by right clicking TF2 and clicking the appropriate button in the 'local files' tab.
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Posted 13 years ago2011-06-26 06:28:15 UTC
in In Search of the Lifia Post #295915
No it isn't, Joebama. Sure, we focus on Valve games, but we support and encourage the discussion of other games and engines. Don't spread that nonsense through the site, please.
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Posted 13 years ago2011-06-25 14:18:49 UTC
in Annoying fans Post #295873
Unplug the fan that is causing the noise? Unless you have really dodgy airflow, your computer will be able to cope with a missing case fan.
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Posted 13 years ago2011-06-25 08:34:51 UTC
in TF2 has gone free Post #295865
If you don't care about all the stupid crafting/trading thing, there is absolutely no reason to ever pay for a "premium" TF2 account. The only items that you will miss out on if you don't pay for them on the store are the ones that do nothing!

This is great, because the people who waste their money on hats and other rubbish are allowing the actual game and subsequent updates to be released for free. This is far better than Activision's "$5 per map" way of ripping everyone off.

And to people who are complaining and want their money back: Screw you. You do not deserve ANY compensation whatsoever. You paid for a game FOUR YEARS AGO. If you didn't get your 20 bucks worth out of it in four years, then why do you even care now? It's like wanting your money back after a game is released to the public domain 60 years after release.
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Posted 13 years ago2011-06-13 03:05:04 UTC
in code help needed! again. Post #295515
That was the question I submitted to their requests website :>
Disappointing answer, though :(
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