Forum posts

Posted 20 years ago2004-05-25 07:53:39 UTC
in double doors... Post #28600
Yes it can ;)
Posted 20 years ago2004-05-25 07:47:24 UTC
in Just a little teaser... Post #28598
Posted 20 years ago2004-05-25 07:45:40 UTC
in Vault Post #28597
Hey, wasn't someone reviewing Mod's, ...[pepper=personalities] at the begining of the year??
was the review someone me
:o

Oh wait - it was, i was supposed to do SlayerA's mod, and then the Project started - Ohnos!

I'll be glad to have a look through some maps every weekend - i'd enjoy it :)

But i was thinking of a "Maps Of Distinction" Vault - anyway, the name doesen't matter...
Posted 20 years ago2004-05-25 07:39:22 UTC
in Video tutorials Post #28594
...And or Winrar Shareware , or if you're really l33t - win rar command lines :D
Posted 20 years ago2004-05-24 04:38:05 UTC
in The longest topic ever! Post #28452
This is going to die in a matter of days...
If it doesen't i'll eat everyone who posts below me :badass:
MUHUHUhhahahah
Posted 20 years ago2004-05-24 04:36:42 UTC
in Video tutorials Post #28451
Also, make a light_spot - it looks very odd having light beams and no light :o
And make some sort of attempt at a glow effect when you're @in@ the beam
Posted 20 years ago2004-05-24 04:35:03 UTC
in Just a little teaser... Post #28450
An entity list helps more than a tutorial ;)
It makes you think instead of copying
Posted 20 years ago2004-05-24 04:33:56 UTC
in kol? Post #28449
Wow - can you tell me the url where you found it? it looks nice
I might steal some ideas and inspiration from that one though :badass:

^ in case you've missed it: no, its not me
:roll:
Posted 20 years ago2004-05-24 04:31:51 UTC
in Vault Post #28448
I move for a new vault - into which maps will only be placed after a review ;)

This way, if you're looking for a good map to play - any mod, you can find some good quality work there.

It would also be a good idea to give some sort of recognition to the mapper for maps in this vault.

The rating will be decided on by the reviewer, so no asshat votes bumping votes up or down.

What do you all think? Is it worth pestering Atom about it?
Posted 20 years ago2004-05-22 16:40:21 UTC
in Just a little teaser... Post #28248
Or you can stop wasting postage and just say how you did it ?_?
:
If its not beam effects or sprites or textures without coding, i'm stumped :o
Posted 20 years ago2004-05-22 07:03:59 UTC
in Just a little teaser... Post #28182
ACK!

Spare the 56kers of the pdfness!
:o
Posted 20 years ago2004-05-21 17:51:59 UTC
in Question about .wads Post #28127
me = 56k
me = angered by ignorance
me eats Griffin
Posted 20 years ago2004-05-21 17:46:46 UTC
in Admitting Defeat Post #28125
both things are wrong - hollowing and the unit convertions in hl :zonked:

just map by impression - its not that hard
Posted 20 years ago2004-05-21 17:44:33 UTC
in Just a little teaser... Post #28123
Special effects - ...
anyway, t'would be shorter just to say waht entities you've used ;)
Posted 20 years ago2004-05-21 17:33:55 UTC
in Just a little teaser... Post #28119
looks nice ;)

care to do a SFX tutorial :D ?
Posted 20 years ago2004-05-21 16:05:22 UTC
in Gibs Post #28086
this is odd - it seems to work for me, and then other times, it doesen't :nuts:
Posted 20 years ago2004-05-15 05:40:31 UTC
in Half-Life 2 Coming Soon! Post #27072
i wish they would just give us a date.... isn't it somthing like 7 months overdue now.
:D :lol:

how can it be overdue if they haven't issued a final release date :zonked:
  • me gets back to work - earn money for new Pc ...
Posted 20 years ago2004-05-15 05:38:24 UTC
in Dual Cables any info? Post #27071
If you really want speed try getting multiple fiberoptic lines and a good server. Should set you back about ?1024.99 a month for the next 12 years if you're lucky :D
Posted 20 years ago2004-05-15 05:34:55 UTC
in Texture Idea Post #27069
Have a look at some member websites, they don't show up in g00gle, but some of them do have good textures
Posted 20 years ago2004-05-15 05:33:25 UTC
in Teleportation Sound Post #27068
: Hmm...

Just tick the "Play everywhere" flag
Posted 20 years ago2004-05-15 05:32:25 UTC
in how do i target myself... Post #27066
scripted_sequences and such do not target the player.

You can use "player" in the listener property btw.
Posted 20 years ago2004-05-15 05:30:21 UTC
in Webhosting Post #27064
as-hosting are THE best, pity they don't offer free accounts any more...

Great features, gread service.
Posted 20 years ago2004-05-15 05:28:21 UTC
in Problems with hlbsp... Post #27063
Well - any trigger - make sure you've setup the scripted_sentence properly

the most common problem is the lack of ! in fornt of the sentence name
Posted 20 years ago2004-05-15 05:24:45 UTC
in moving clouds Post #27062
So, The Clouds yes?

Clouds, Anyone?

Pepper? Clouds - where?
Posted 20 years ago2004-05-13 19:11:17 UTC
in Scripted sentence Post #26845
Try making the entity setup again - you should spot an error with a trigger or something
Posted 20 years ago2004-05-13 19:08:13 UTC
in Shrinking? Post #26844
Just use HLModel View to scale up the model, and save it as a new one - i've done this before with some gibs, should work for monsters ? :
Posted 20 years ago2004-05-13 19:01:18 UTC
in NEW CS TYPE MAP Post #26839
Wow - Sound words
Posted 20 years ago2004-05-13 17:07:13 UTC
in any help for an old newbie? Post #26827
Compile and playtest often, then map whatever "feels" right
Posted 20 years ago2004-05-13 14:16:18 UTC
in "different" avatars Post #26797
Who's the bigger idiot?

You for believing, or him for trying?

:zonked:
Posted 20 years ago2004-05-12 15:30:48 UTC
in Protest against patenting Post #26653
If i had my way i'd patent the rights to that post button.
Posted 20 years ago2004-05-12 15:27:57 UTC
in "different" avatars Post #26652
Accounts are very easy to delete ;) :P
Posted 20 years ago2004-05-11 07:49:42 UTC
in Visblocking... Post #26454
Vis = Visibility
Ie: What the game renders... goes from back to front, (use r_draworder 1 or gl_wireframe 2 to see the reverse of the normal render)

Blocking vis can have advantages - less wpoly = more room for detail
more wpoly= lag
+799 wpoly = software can't manage, starts dropping polys = looks crap and lags

ALWAYS USE -full VIS!!!! for final compiles

... there are tons of stuff on this..
Posted 20 years ago2004-05-11 07:46:49 UTC
in how do i c me Post #26451
models don't reflect well - the player has no hope...

Read some tutorials on the VERC Collective
Posted 20 years ago2004-05-11 07:42:40 UTC
in Joining Walls Post #26447
Post your screenshots in solid view, not textured, that way, you can see what exactly you mean
Posted 20 years ago2004-05-11 07:36:10 UTC
in HINT brushes Post #26442
Its a good idea to learn how to visblock without hints, and then when you feel confident, advance in terms of detail and visblocking...
Posted 20 years ago2004-05-11 07:34:28 UTC
in Compile Problem (too lazy) Post #26441
sorry if i'm repeating, but i can't be bothered reading all the posts...

es:
That's because you get more feedback form the dos window than the Hammer compile window ;)

And Batch Compiler isn't a Compiler - its a front end

Its a better option because you can use -estimate, very handy switch

And there is NO speed reduction
Posted 20 years ago2004-05-11 07:31:05 UTC
in what are all the different commoands Post #26440
Turn off SmartEdit And add your keys and values manually
Posted 20 years ago2004-05-07 19:04:25 UTC
in What nationality are you? Post #26000
:nuts:

Why would i lie ??? :
Posted 20 years ago2004-05-07 17:03:29 UTC
in What nationality are you? Post #25989
i'll jump in here>>>

Ukranian
Posted 20 years ago2004-05-07 17:01:05 UTC
in Sector Gamma - 2 new screenshots Post #25988
looks improved - but the textures again, let you down
Posted 20 years ago2004-05-04 07:59:44 UTC
in VHE Texture Problem Post #25367
restart the editor ;)
Posted 20 years ago2004-05-04 07:58:05 UTC
in lights.rad Post #25365
2 colors for the same thing?
nope ;)
Posted 20 years ago2004-05-04 07:55:40 UTC
in monster_jump Post #25364
One way is scripted_sequences - like in the early parts of hl
Posted 20 years ago2004-05-04 07:52:18 UTC
in 1 unit = 1 inch Post #25362
The last time i tried making something to 1 unit = 1 inch it turned out looking crap :
Posted 20 years ago2004-05-04 07:41:44 UTC
in Talking guards Post #25361
make sure your wavs are in the correct format, and have all the right headers.

You can code in the mouth movements into the wavs ;)
Posted 20 years ago2004-05-04 07:33:43 UTC
in Co-Op Map Request Post #25359
How about including some screenshots ?
Posted 20 years ago2004-05-04 07:32:57 UTC
in Let's talk about policy, baby! Post #25358
all lies .....
Posted 20 years ago2004-05-04 07:29:10 UTC
in Deathrow idea Post #25357
Why not try to limit the spam by saying nothing your self ??
eh?
Posted 20 years ago2004-05-03 08:45:51 UTC
in compo, im restless for a compo Post #25197
The Project Will be launching new competitions for TWHL soon
Posted 20 years ago2004-05-03 08:44:54 UTC
in Where's the Friggin' Admin? Post #25196
Enough

Seventh: nice try ;)