Forum posts

Posted 16 years ago2008-01-28 14:50:25 UTC
in Entity Challenges Post #244468
Here's my belated try at making a timer/clock.

Nothing too special about it, just that it has rotating number plates you sometimes find in waiting room clocks.

User posted image

Clicky

Whadya think?
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-27 15:57:51 UTC
in Upcoming TF2 Update revealed Post #244432
Say you have a very heavily defended room, and you can't penetrate it alone, even with your grenade. But, if you get a few of your guys together, you can put together a coordinated assault:
That's what you should and can do now, without any grenades. Either go as a spy, get a medic to uber you, or kick some ass as demo and eliminate the defenses. That's sort of the backbone of balance between engis and other classes, where it's nearly impossible to penetrate a well-fortified room alone without the help of a medic, clever spying or Demo-work.
Give em' all grenades and the Engineer instantly becomes extremely vulnerable in close/medium range, which is supposed to be the very fort? of his class.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-27 06:59:32 UTC
in Entity Challenges Post #244393
I gotta say, it's amazingly refreshing to see some decent GldSrc mapping challenges/activities going on.
Cheers, and keep em' coming, I'll definitely join in if I have the time. :^_^:

Btw, should we sticky this and make it into an Ent Setup Challenges thread?
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-27 06:52:58 UTC
in "MoveWith" a TrackTrain? Post #244391
It should be. Your ent setup may be wrong, upload the tracktrain segment of your map to our Problem Maps section in the Map Vault so we can have a look. :)
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-27 06:46:28 UTC
in Upcoming TF2 Update revealed Post #244390
Personally, I'd like it more if they added grenades for each class instead, or just as a plus.
That'd absolutely ruin the balance that makes TF2 so pwn and fun to play.

Anywho, thoughts on [m]ctf_well[/m]?
I Played it yesterday, really enjoyed it. The intel room being large provides some fun gameplay possibilities and makes it very challenging for one engi alone to protect it, so you'll be forced to collaborate with other engis, which is, imo, very fun. The size of the map alone is refreshing after having played 2fort all the time. Water paths work quite alright, though I think they play too big of a role sometimes and could be cut down in some areas.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-26 12:38:25 UTC
in Cat-Life HL1 Mod Recruiting Post #244338
Heh, I remember reading 'bout this back at Friendly Garg, glad to see there's already some decent progress.

The idea sort of reminds me of Alternate Origin (the originality of it, at least :P ). Looking forward to more media & updates.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-26 07:59:32 UTC
in MotM: December Post #244326
And, with 6 votes, Santa's Revenge wins.
Thanks to everyone who voted.

Guest reviewers will be drawn & contacted in the nearest few days.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-24 09:44:32 UTC
in MOD the comic Post #244186
Pengy wins.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-23 17:58:42 UTC
in Upcoming TF2 Update revealed Post #244146
The first is earned by acquiring half of the thirty-five new Medic achievements..
Thirty.. five? :zomg:

Anywho - sounds exciting. If the upgrades are only going to play with the pros/cons of each weapon, while pretty much keeping the current balance intact - I'm all for it.

EDIT: Habboi, those look very interesting. New Demo/Heavy & Spy gear from the looks of em'.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-22 14:50:14 UTC
in Map of the Year || Best of 2003-2006 Post #244073
Just an announcement..
Voting for MotY/Best of 2003-2006 ends on February 15th!

So go on and vote if you haven't already. :pirate:
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-22 14:40:22 UTC
in Today was a scary day Post #244071
I'm a nub!
That's a good way of concluding this..
Oh, and make way for the truck, guise.

[fail]
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-22 14:37:11 UTC
in MotM: December Post #244070
Just a reminder, voting ends by 25th.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-21 16:59:12 UTC
in Func_tanklaser problem (help!!!) Post #243984
Do what the tutorial tells you to do, examine the example map and you're set.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-21 13:25:12 UTC
in Buttons that activate other buttons. Post #243977
Personally, I prefer trigger_changetargets to multisources. Much easier to use.

All you need is one trigger_changetarget for a sequence like yours to work. Here's how:

YELLOW button:
Target: enablegreen

GREEN button:
Name: green_btn
Target: none

Trigger_changetarget
Name: enablegreen
Target: green_btn
New Target: door

func_door
Name: door

As you see, initially the GREEN button doesn't have a target, so there's no way of opening the door. However, once the YELLOW button's pressed - your trigger_changetarget sets the GREEN button target to the door, so pressing the button then will open it.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-21 13:15:13 UTC
in Text timer? Post #243976
Spike's right, google for Kreedz's map template, or decompile existing kz_ maps to see how the timers there work.
They're complex, but implementable.

As for a dynamic game_text-based timer, it's pretty impossible to create one without coding, unless you feel like creating a game_text for each second. ;)
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-21 13:11:53 UTC
in Anyone know a good decompiler? Post #243975
There are two decompilers available to my knowledge: BspTwoMap and WinBSPc. Both produce .map files that are usually not re-compilable.

They're fine if you want to find out how some entity setup worked in the map, however if you're willing to remake that map - the only way is re-creating every brush manually, using the decompiled map for refference. It's an ugly process, which I doubt is worth your time.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-21 13:03:36 UTC
in GoldSource Mapping Tips Post #243974
If you map correctly, you'll find it pretty impossible to generate a leak.
I get leaks pretty often when fiddling with complex architecture and they're sometimes very hard to find & fix without drastic stuff like that block-over-map method, or creating info_targets every 256 units to get a better idea of where your leak is.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-21 12:58:37 UTC
in Geometry Challenges Post #243973
That's bleeding lovely, Ant. Poly/solid count?

Cap'n Terror: Pretty cool, though the default textures just aren't working with that building.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-21 12:52:44 UTC
in Wanted: Error Guides Post #243972
There was some other site with everything that Tommy had and more, but as far as I remember - it got b0rk'd.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-20 09:54:15 UTC
in Geometry Challenges Post #243887
Ant222, how bout a bigger image of that excavator in your av? :zomg:
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-20 09:52:38 UTC
in GoldSource Mapping Tips Post #243886
2.you can prevent to make a leak by putting sky brushes around your map.
Of all the things in the list of things not to do in your map, this rivals deleting the .rmf for 1st place.
Seriously. Don't do that.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-20 09:47:49 UTC
in MotM: December Post #243885
Thank-you for voting. :^_^:
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-19 08:41:17 UTC
in robogrunt - hwgrunt models Post #243813
Here you go.

The HWgrunt is definitely the original one, as for the robogrunt, I got it from Sven Coop, so it might've been modified. If you really need the very original version, you'll have to compile the one from HL's SDK.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-19 07:18:40 UTC
in Weapon game Post #243808
User posted image
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-19 06:58:14 UTC
in wrong falling damage Post #243807
Good idea.
HL Engine Discussion has been closed by a Moderator.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-19 06:52:58 UTC
in HL2 SP prison mod by dew Post #243806
Nice stuff. Lookin' good architecture-wise, though lacking detail, especially in screenie 1. Could use some pipes/electric panels, etc. In other words - moar props.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-18 12:38:11 UTC
in MotM: December Post #243771
MotM: November Reviews posted!

Keep voting, folks, December's voting ends pretty soon, so do take part.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-18 12:35:11 UTC
in Map of the Year || Best of 2003-2006 Post #243770
MotM: November Reviews posted!

I'd also like to announce a new member joining the MotM team. Masta Killa, who had come to us himself and volounteered to make a guest video review, really did an awesome job, so do expect more from this guy in the future. Welcome aboard, MK. ;)

Our second guest reviewer was Urbanebula. Great job aswell, thanks for taking part, buddy!

Voting for Moty/Best of 03-06 isn't over yet, do take part. :>
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-17 16:19:53 UTC
in Weapon game Post #243632
[l]
EX-TER-MI-NATE ALL HU-MANS[i]!![/i]
[/l]
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-17 14:25:52 UTC
in Weapon game Post #243622
User posted image
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-16 17:30:52 UTC
in Weapon game Post #243532
Top this. :zomg:
User posted image
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-16 15:51:58 UTC
in Flat-Life (HL2D) Post #243527
Bloody win!
Bot taunts = ftw. Brings back nice memories playing CS with POD bot. :^_^:
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-14 14:13:26 UTC
in How do I make a "Cone"? Post #243411
Or do it the hard way by VMing a cylinder.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-14 12:30:47 UTC
in valv.wad Post #243404
Use The Compilator.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-13 08:13:33 UTC
in textures... I jus' don't get it! Post #243336
This is, no doubt, the only reason I haven't switched to source mapping yet.
Yeah.. How about when you create a cylinder, then make the outline for a new block and forget to switch the primitive type back to block and it creates a cilynder and all your hard work aligning the outline is gone forever!!

Don't you hate and can't stand mapping for GldSrc because of horrible annoyances like that? :nervous:
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-12 19:48:01 UTC
in ...bevel. Post #243286
Let us know if there's any problems with it, too. :>
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-12 19:37:35 UTC
in Something freaky Post #243284
Aye, a long-winded approach to something very scary works extremely well. That paranoia part scared me shitless too.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-12 19:36:44 UTC
in ...bevel. Post #243283
It doesn't, that's the beauty of it. I'm using it instead of null in some of my upcoming maps, no problems encountered yet.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-12 19:20:30 UTC
in Something freaky Post #243281
Paranoia is much like S.T.A.L.K.E.R, both gameplay and ambience-wise. Play Stalker, specifically the underground lab areas and I guarantee you'll at least get the eebie-jeebies.
Going through an abandoned area with very dim lighting, the occasional horribly-torn-apart victim lying around, the creepiest monsters roaming, who can turn themselves invisible and attack you unexpectedly and the best ambient track ever played throughout the level with randomly triggered noises, making you think there's something hiding in the shadows, waiting for an opportunity to rip your balls off, imo, is the absolute definition of scary in video games and STALKER has that and more. :zomg:
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-12 09:38:40 UTC
in ...bevel. Post #243253
Apparently, yes.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-12 08:04:02 UTC
in ...bevel. Post #243246
BEVEL's amazing help when you're running high on clipnodes/leaves. (common in most maps with more terrain).

Actually, I think it's a pretty suitable replacement for the NULL texture in most cases.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-10 14:00:07 UTC
in Map of the Year || Best of 2003-2006 Post #243127
Pick the best from whatever you play. we need moar moty voets!!1
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-09 18:50:53 UTC
in Multi texture question Post #243058
So be it.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-09 17:52:12 UTC
in Multi texture question Post #243054
They're randomly tiled textures. Apply -0babtech7 to your object and ingame - the object will have all 3 applied to it and tiled randomly.
Daubster DaubsterVault Dweller
This post was made on a thread that has been deleted.
Posted 16 years ago2008-01-07 14:22:13 UTC
in Flat-Life Popularity Drive: Compo? Post #242873
I'd suggest extending the deadline by another month or so. Otherwise - FlatLife = win, dunno if I'll be able of joining though, loads of projects WIP here atm.

Good luck with the compo, though.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-06 16:42:24 UTC
in Vault symbol for HL2D? Post #242775
I'm all for it, though if we do make a HL2D icon, we'll also probably have to make ones for NS, The Specialists, SvenCoop and more.
Don't think there's much trouble in making those extra icons, though, so yeah, I say go for it.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-06 13:56:55 UTC
in DOD Archive Creation. Post #242767
That's a good idea. Not many DoD mappers here, though.
Daubster DaubsterVault Dweller
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.