Forum posts

Posted 16 years ago2007-11-25 02:41:31 UTC
in Sky texture not showing Post #239131
Wow, that is strange. I'd say it's definitely not a problem with the TGAs themselves, as you've already stated. looks almost like a graphics card problem or something. I think I've seen a thread about this here before, but that was a log time back. I'm sure there's someone here who knows about this.

Edit: Wait, that looks like the SKY brushes are being drawn as normal surfaces. The skybox doesn't follow you like it should, does it? You haven't tried to use the skybox images as textures, have you?
Posted 17 years ago2007-11-24 19:27:17 UTC
in I HATE TRIGONOMETRY Post #239116
lol, math.
Posted 17 years ago2007-11-19 01:40:09 UTC
in I have an idea! Post #238784
I wasn't planning to.
Posted 17 years ago2007-11-19 01:03:55 UTC
in CoD4 Post #238782
No you fail. What files that come with Windows are considered rootkits?
Posted 17 years ago2007-11-19 00:09:15 UTC
in CoD4 Post #238780
I read that before posting, saw.
Posted 17 years ago2007-11-18 22:02:13 UTC
in CoD4 Post #238771
rootkits aren't bad
Haha, yes they are.
Posted 17 years ago2007-11-18 20:30:50 UTC
in I have an idea! Post #238764
This sounds boring, and it'll die.
Posted 17 years ago2007-11-18 06:52:32 UTC
in email Post #238741
You're making it too easy for him.
Posted 17 years ago2007-11-18 04:06:06 UTC
in email Post #238738
Instead, how about I just give you a link to Google, and you can go find it on their respective sites yourself, okay?

www.google.com

There you go, and best of luck contacting both NVIDIA and ATI with your English.
Posted 17 years ago2007-11-17 18:07:58 UTC
in TF2 Review Post #238712
Haha, that's great. The State's PC Gamer apparently isn't awesome enough to print reader reviews.
Posted 17 years ago2007-11-16 01:55:17 UTC
in My 1st TF2 map is DONE!!! Post #238604
No.
Posted 17 years ago2007-11-16 01:28:10 UTC
in My 1st TF2 map is DONE!!! Post #238600
Paint would look worse. No, this is normal behavior for GIFs. Plus, anybody can see that they are indeed GIFs.
Posted 17 years ago2007-11-16 00:50:23 UTC
in My 1st TF2 map is DONE!!! Post #238596
Wrong section, this should be in Doom Engine Discussion. Oh wait...
Posted 17 years ago2007-11-15 23:17:48 UTC
in Well hidden leak, curse you. Post #238583
Ummm... brush based entities can be outside the map.

Also, it's called the CORDON tool, for cordoning off sections, not the Gordon tool. Lulz.
Posted 17 years ago2007-11-15 21:00:09 UTC
in IDEA for 'Super' Mod Post #238581
Damn man, that's Pokemon cards...
Posted 17 years ago2007-11-15 20:57:08 UTC
in Flat-Life (HL2D) Post #238580
Half-Life Last Gen.
Posted 17 years ago2007-11-14 14:10:19 UTC
in Merging brushs increase r_speeds? Post #238462
IMO, cliffs and other complex geometry should always be tied to some entity. It saves on compile time, wont cause glitchy lighting and shadows and in most cases, will save r_speeds.
That's extremely bad advice.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-11-14 00:43:30 UTC
in Merging brushs increase r_speeds? Post #238436
Actually, only one of them would need to be a func_wall for the brushes to not split, aaron. But it's not necessarily desirable for it to be a func_wall.

But carving is pointless. There is absolutely no need for it here. you'd get better results just leaving the brushes intersecting than carving anything. Yeah, yeah, precision mapping and all that. I've come to have little respect for it when it comes to terrain. If the end product is desirable, I really don't care how sloppy the RMF is. One intersected brush is not going to kill you.
Posted 17 years ago2007-11-13 23:40:54 UTC
in Merging brushs increase r_speeds? Post #238424
And yes, it will probably increase r_speeds slightly. Just so you know.

But Ant, that's not true really. I do it all the time with few side effects, you just have to be careful. The only alternative in some situations would be to carve, and that'd be worse.
Posted 17 years ago2007-11-13 23:38:02 UTC
in Merging brushs increase r_speeds? Post #238421
Never carve. Ever. That is all.

If you have to leave some brushes intersecting, that might be okay. You don't carve it out though, that'll mess everything up.
Posted 17 years ago2007-11-13 23:36:16 UTC
in Survey: Violence and videogames. Post #238419
Perhaps that's taken into account, Dave?

Penguinboy: They quickly put the game back up after the content was locked and it regained its status as an M game.
Posted 17 years ago2007-11-13 21:59:20 UTC
in Survey: Violence and videogames. Post #238410
That might change. :P

Penguinboy, I have a small question for you here:
there's no ESRB in australia (i think) but i disagree with the ESRB rating AO, simply because that rating means the game wont sell anywhere. in australia, we don't even have an R18+ rating, meaning games such as manhunt and postal are simply banned. not that i'm very interested in them.
Are you trying to say that you in fact promote the banning of games such as those? That, instead of not being allowed to sell them in retail stores, have them just not exist at all? Seems a bit contradictory to me.
Posted 17 years ago2007-11-13 21:50:09 UTC
in Survey: Violence and videogames. Post #238408
Age: 15
Number of children: 0
Country: United States of America

When I play games, it's mostly first person shooters, but really anything that I'm interested in at the time I'll pick up and play. I don't actually play games that often, probably five hours a week at most these days (unless Valve has just released a game or something.)

My hobbies include mapping, and computers in general. Really, anything with technical aspects to it I can pick up on and get into.

I am not a violent person at all. I have never been in a fight, or even come close to being in a fight. I stand my ground when I have to, but that's not common. Some would say I have anger issues, but that never manifests itself in me blowing up at somebody, so outwardly I'm pretty calm.

I believe that it's a very good thing the ESRB is in place. I think it works very well for what it's intended to do: inform parents of the content in games. It's a good device for parents or anyone else to judge the overall content of a game by, but it shouldn't overrule a parent's good judgment. If they feel their child is old enough to play a certain game, that's their choice. Hey, it doesn't get in my way, so I have no problem with it.

I can't see myself even considering having children, but if I did, it would be up to me and my discretion what games they would play. Certainly anything rated T or lower would be fine if they were 8 or younger. Certain M rated games would be acceptable too. By age 10, I was able to handle most any M rated game, and was already playing Vice City when I was 11, so I think the same would apply to most children unless they were brought up in a very sheltered family, and didn't know how to handle fake violence.

I don't think my parents really kept me from playing violent games when I was younger, but I suppose I didn't really have much interest in them. When I was little, I was too caught up in Pokemon to care about more serious games. As I said before, I started playing a lot of M rated games when I was about 10 or 11, and by that time I think my parents trusted I was mature enough to handle them.

Game companies/developers/publishers should definitely not be held liable for teen violence today, in any way. If parents can't tell that their kids are too screwed up to handle make believe worlds with a bit of blood and guts in them without acting them out in real life, then it's completely their fault for allowing them to play those games in the first place. End of story.
Posted 17 years ago2007-11-13 21:10:34 UTC
in Half-Life: Hostage Situation Post #238400
We need help. And I didn't hesitate the slightest to say that.
Posted 17 years ago2007-11-13 07:15:04 UTC
in The Citizen: HL2 sp Post #238314
So I'm interested, did you have any playtesters or anything, or was it just you and Kasperg, who obviously know how to do everything in the mod correctly? Because that could really have made a difference.
Posted 17 years ago2007-11-13 06:01:06 UTC
in The Citizen: HL2 sp Post #238289
Playbus, there's a ton of other things Penguinboy covered in that review than that one little item you're focusing on.
Posted 17 years ago2007-11-13 05:03:34 UTC
in The Citizen: HL2 sp Post #238281
That's gotta sting a bit.

From that review, I'd say it sounds a lot like The Gate.
Posted 17 years ago2007-11-11 01:10:34 UTC
in Mapping for Nexiuz Post #238114
If you think it'll work, why don't you just try it? I know it couldn't possibly work, but if you think I'm wrong, just load it up and see what happens. It'll probably just crash when it tries to open the RMF. Does Quake 3 even use RMFs?
Posted 17 years ago2007-11-11 01:04:03 UTC
in Mapping for Nexiuz Post #238111
No, it doesn't seem like it would work to me. At all. Not if you really understand how different these game engines are from each other, and how specific Hammer is to the engine it was built for. Theoretically, it would compile fine, but you could edit Quake 3 maps about as much as you could a Bioshock map: none at all.
Posted 17 years ago2007-11-11 00:59:19 UTC
in Mapping for Nexiuz Post #238109
Yes, I do. At least, if you're talking about Hammer 3.4 and 3.5, where it wouldn't even begin to accept the new features that the Quake 3 engine offers. I'd say the same thing for Source's Hammer, but since I know little about it, I can't say it with much authority.
Posted 17 years ago2007-11-11 00:51:58 UTC
in Mapping for Nexiuz Post #238107
I can very VERY strongly assure you that there isn't a way. Hammer isn't a versatile editor that only needs plugins to accept other engines. No, you can't use Hammer to map for the Quake 3 engine. In fact, you can't even use it to map for Quake or Quake 2 engines. Except for the Quake engine, they use entirely different technologies.
Posted 17 years ago2007-11-09 21:37:54 UTC
in Flat-Life (HL2D) Post #238036
I like Urbanebula's. It doesn't sound cheesy, as though the main point of the mod is its technical features, yet it still says something about it. I might go for "Lost Dimension" myself, though. Any mod that has Half- or -Life in its name sounds really uninspired.
Posted 17 years ago2007-11-09 20:23:25 UTC
in Flat-Life (HL2D) Post #238030
Platform-Life.
Posted 17 years ago2007-11-07 22:14:35 UTC
in Orange Box Mapping has arrived Post #237930
lol, Source.
Posted 17 years ago2007-11-07 21:44:44 UTC
in ZHTL 2.5.3? Post #237924
:

Your URL is cut short in the address bar. I'm thinking you have lost your mind.
Posted 17 years ago2007-11-07 21:43:01 UTC
in ZHTL 2.5.3? Post #237922
Jesus.

Here, I uploaded it to .oXi Hosting, see if that does it for you. But that link works.

http://oxihosting.com/files/42/zhlt34x86final.zip
Posted 17 years ago2007-11-07 21:36:32 UTC
in ZHTL 2.5.3? Post #237918
What the hell are you on about!? The only thing that's broken there are your URL tags! The link works fine!
Posted 17 years ago2007-11-07 21:32:47 UTC
in ZHTL 2.5.3? Post #237916
...

Yes it does.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-11-07 21:27:01 UTC
in ZHTL 2.5.3? Post #237911
I don't know why you'd want that. The newest is 3.4.

http://zhlt.info/download-zhlt.html
Posted 17 years ago2007-11-07 00:35:52 UTC
in Flat-Life (HL2D) Post #237829
Well, it's not HL2D, It's HL:2D. If it was for Half-Life 2 it would be HL2:2D, now wouldn't it?
Posted 17 years ago2007-11-06 23:48:01 UTC
in hl1 tree models Post #237825
Strider, there IS a reason why Valve simply raised most of their detailed brush-based items off the ground instead of turning them into entities. It's because things look better with shadows. Or maybe they were just lazy, but it still looks better. :P

I recommend you do what Rimrook said, because shadows make a difference.
Posted 17 years ago2007-11-06 23:00:19 UTC
in hl1 tree models Post #237821
... I wasn't going to, zeeba.
Posted 17 years ago2007-11-06 01:29:46 UTC
in Desktops of November Post #237774
Masta Killa, how'd you get Max Payne to work with XP?

Also...
I'm in a sonic phase lately.
I can tell.
Posted 17 years ago2007-11-06 01:25:53 UTC
in hl1 tree models Post #237773
WTF, of course they aren't working then. Isn't it obvious? Update!
Posted 17 years ago2007-11-05 04:17:24 UTC
in i need Help with carving Post #237693
Yeah, you shouldn't be carving anyway.
Posted 17 years ago2007-11-04 20:29:03 UTC
in How do i make the blue be See through Post #237670
Yes, tutorialies are a good idea.
Posted 17 years ago2007-11-04 19:15:52 UTC
in Fixing Textures in the corners Post #237661
It's not "glitched" or "buggy", it just doesn't line up with the other textures. But really, it's fine. Nobody expects it to line up, and nobody cares. I say again, scaling the texture horizontally it is NOT the thing to do. it'll just make the whole wall look like shit.

I admire your persistence and perfectionism, but some things you just have to live with and forget about. ;)
Posted 17 years ago2007-11-04 18:11:59 UTC
in .oXi Hosting 2.0 added to links Post #237652
Oh. Well, that's not bad. I was thinking it'd be invaded by ten flashing banners, ImageShack style.