Forum posts

Posted 13 years ago2011-03-13 02:14:07 UTC
in Game pre-orders Post #291562
Its a mute point, there will always be theives.
Posted 13 years ago2011-03-12 22:49:54 UTC
in Game pre-orders Post #291556
claps
Posted 13 years ago2011-03-11 02:36:05 UTC
in Your friendly neighborhood steam Post #291410
Valve is the PC version of Apple's App store. The only difference is, Valve refuses to go public (not sell on the NYSE), no interference from stockholders means they can run it into the ground or live forever.

Everything will be digital content within a few years anyways. 5 1/4 ->3.5->cd->dvd->skip blueray->digital content.

There is basically no overhead. Just some servers and support staff. No retail locations, physical product, sales people, nope they knew what they were doing when they created Steam not to long ago.
Posted 13 years ago2011-03-10 23:21:33 UTC
in Your friendly neighborhood steam Post #291401
Yup, I fully support this move.

Remember the other conversation about piracy? Well there you go.
Posted 13 years ago2011-03-09 03:02:32 UTC
in TFC Capture the Flag Post #291317
well he did upload his map
Posted 13 years ago2011-02-23 02:30:23 UTC
in Game pre-orders Post #290682
This doesn't apply to digital media. You don't "degrade or destroy" digital media by consuming it, you merely experience it.
Try telling that to a hooker!

Thats what the gaming industry needs; PIMPS!
Posted 13 years ago2011-02-22 20:29:12 UTC
in Rogue Anti-Virus! Post #290661
You have the most common virus right now. Stop proning or torrenting.

In the mean time, use this. It will remove st2011

http://security.symantec.com/nbrt/npe.asp?lcid=1033
Posted 13 years ago2011-02-22 20:21:13 UTC
in Game pre-orders Post #290658
Its ok, I work at a company, lets call it Seek Gquad.

I see all these software pirates' parents on a daily basis and recover $200 to remove the virus's their kids get from downloading this stuff.

I normally see the same people a few times a year too.

The thing that pisses me off the most is; I have to pay an inflated price of $60 for a new game, because 20 other people will steal it.

So... you're welcome!
Posted 13 years ago2011-02-21 23:05:12 UTC
in Game pre-orders Post #290615
If you are 18 get a job.

I hate this topic, because neither side can convience the other they are right.

Bottom line, you are stealing, no matter how you try to rationalize it.
Posted 13 years ago2011-02-03 06:27:28 UTC
in The Future of TWHL Post #289986
Guys, this isnt 1982.

Long distance is like 10 cents a min. Give me your paypal. I'll send you a quater and you guys can sort out the details.

but all joking aside, someone should try a phone call. I'm sure it would all turn out nicely.
Posted 13 years ago2011-02-03 00:54:57 UTC
in The Future of TWHL Post #289976
1 thing i have to add to this conversation is;

In my experience in hosting servers is, that when rumors or talks begin about changing the host, that it causes instability within your population.

I agree that not knowing the future of the hosting situation calls for action by those who have a vested interest in the site, but unless you already have the means and plans to start this new site, you should not be discussing it in an open forum like this.

A name is useless without the workload behind it to make it happen.

On another note, there are countless links on various places that would be broken. I know this was covered, but I find this to be a primary source for new members.

Also, with a current active population of 30-50, I wouldnt worry about that too much, I would work on building a new community using your current members are promoters.

Last I would like to add, that by spending about 5 mins on the web, I have 'Atoms' real name, address, email, and phone number. I don't think it would be impossible to contact him concerning such an important issue.

If one of the admins wants that info, just pm me, since I dont want to post his private info here.(if you cant find it yourself that is)

What ever happens, I will continue to support this and any new community who's focus is on the modding community.
Posted 13 years ago2011-02-01 06:03:30 UTC
in The Future of TWHL Post #289875
fmhl.com
Posted 13 years ago2011-01-26 15:23:33 UTC
in Possible new laptop. Thoughts? Post #289671
acer makes dells btw
Posted 13 years ago2011-01-25 18:14:10 UTC
in Whats the read/write speeds Post #289642
they also make hybrid hdds now too. part ssd part hdd
Posted 13 years ago2011-01-24 14:10:43 UTC
in Post your screenshots! WIP thread Post #289621
Every source game is now on Orange Box engine or above, minus Sin Episodes & Half-Life: Source.
Day of Defeat: Source is under the OB engine, but the developers had never made the required updates to their code to gain the new features of the OB. Maps were not recompiled, code was not updated, just patched to work.

That is why you don't have OB features in dod:s. For example, you can open the particle editor in dod:s, but you cant use them in game.

Never-the-less, you have to create a ep1 mod to use parallax mapping anyways. It does need a code patch to work too.
Posted 13 years ago2011-01-24 05:40:15 UTC
in Post your screenshots! WIP thread Post #289615
hdr broke it
Posted 13 years ago2011-01-24 01:39:27 UTC
in Post your screenshots! WIP thread Post #289611
from VDC
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its only on orange box.

Also, did you guys know that in ep1 you can use parallax shaders? I did not know that until a few days ago. Wish it worked in ob.
Posted 13 years ago2011-01-23 02:40:55 UTC
in Post your screenshots! WIP thread Post #289545
Use a modeling program then bake the normals, THEN use the normals to make the self shadowing bumps. Never heard of making hand painted ss bumps before, that must of taken a while.
Posted 13 years ago2010-12-29 02:14:38 UTC
in Mist of Stagnation Post #288301
@ Ant, In TF2 they use specific shaders that enhance the outline of the character like you see in many cartoons, we are going for a more realisim art style, but there will be a definate way to identify the commander on the battlefeild.

@ Dimbark, please send me some examples of your work if you are interested in helping us out with mapping. As for your ideas, I think they are great. Unfortunatly we are at a stage of development where core gameplay funcitonality is in a locked state until we release a beta. We do this to have a clear set of attainable goals, that get reached.

That is something we would definatly consider in the future though.
Posted 13 years ago2010-12-29 01:13:55 UTC
in Mist of Stagnation Post #288297
We have all been very busy since our last update, and we want to share with you our progress.

We have added some new people to the team, and we are moving along nicely. 1st I would like to show you some of the new assets the team has been working on.

I want to start you all off with some new music written and performed by our talented secretcaptivation. Enjoy it as you browse through this news post.

http://www.youtube.com/watch?v=5hgjK0HtItI

With the addition of DavidUnlocked, our weapon modeling & animation have been moving ahead very quickly.
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concept by RagTag
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Models by DavidUnlocked, texture and skinning by cheesemcboots

This should be a favorite among many. A heavy damage weapon with splash damage, and a slow rate of fire. Ammo will be limited on this monster of a weapon.

This is an example of our upgrade system for weapons.
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For the initial beta, there will be 3 upgrades to the shotgun:

The sights for improved accuracy, the Drum system for extra ammo, and the full auto upgrade for rapid fire.

To complement our maps, we have also made a variety of map models, but this one deserves a little bit more attention than the rest.

Ladies and Gentlemen, I present the SS Maria.
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Model & concept by DavidUnlocked, Texture by cheesemcboots.

Artwork

Our character artist Cormac ?Mac' Langan has been hard at work too with some very nice concepts for us. He has been very patient with me and is truly one who can take notes, and take them well.
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Cheesemcboots has also been very busy outside of texture mapping our models, and giving us mappers a bit of inspiration.
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Mapping

Last I would like to show you the background menu map we have been working on.
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http://www.youtube.com/watch?v=cAIWx8SLgdw

We have also started our weekly ?Meet the Team' news posts on the official MoS forums. Get to know some of the lunatics making this mod, you might just find some extra goodies along the way.

We are currently looking to expand our team in the mapping department. If you are interested, please contact DonPunch on Moddb.com or on mistofstagnation.com.

*Needs to be a self motivated individual with experience in multiplayer mapping (TF2, CSS, DoD:S, etc).

*Ability to work with and without provided concept art.

*Have released finished maps in the past.

*Be able to spend at least 10 hours a week on level design.

Moddb Page: http://www.moddb.com/mods/mist-of-stagnation
Offical Site: http://mistofstagnation.com/
Offical Forums: http://mistofstagnation.com/forums/
Posted 13 years ago2010-12-27 01:56:11 UTC
in Mist of Stagnation Post #288249
An exclusive teaser for TWHL. We will have a huge media release this Wednesday. Weapon models, character concepts, music, maps, and more.
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Posted 13 years ago2010-12-15 19:54:40 UTC
in Post your screenshots! WIP thread Post #287936
since 90% of monitors sold today are 1920x1080
Posted 13 years ago2010-12-07 23:24:17 UTC
in Question? Post #287760
Contacting them is actually a cool experience, I did on my lost horizons map, and the guy was real helpful.
Posted 13 years ago2010-12-03 23:31:42 UTC
in Post your screenshots! WIP thread Post #287615
well that brings up the point, that Source isn't being used to its full potential either.

Who knows what 5, 10 years will bring out of it.
Posted 13 years ago2010-11-30 15:53:20 UTC
in Post Your Photos Post #287500
The correct answer is a) an iron ship
Posted 13 years ago2010-11-30 05:34:41 UTC
in Post Your Photos Post #287491
Posted 13 years ago2010-11-30 02:50:49 UTC
in ?HL2 Model Question? Post #287488
I am not sure how proper works on the technical side. I have used it for a handful of simple props, but when I started having collision mesh problems, was when I moved onto a legit modeling program.

If you can use hammer, you can use a modeling program.

The difference is, do you have the marbles to learn a new program, or will you give up on it.

I gave up a couple times over the years, then finally learned XSI about 2 years ago. Its worth it. I can now make all the detail props, and repeating items I need with ease.

I do still use propper for things I need that dont need detail too.
Posted 13 years ago2010-11-28 02:02:04 UTC
in ?HL2 Model Question? Post #287413
yes and yes
Posted 13 years ago2010-11-28 00:00:38 UTC
in ?HL2 Model Question? Post #287409
change to $collisionmodel "stair_column_phys" { $concave $maxconvexpieces 50 }

if 50 isnt enough use 100. it only uses how ever many there are, it just sets the max.
Posted 13 years ago2010-11-27 22:40:36 UTC
in Smoooooth func_tracktrains? Post #287405
Is this for SP or MP?

If it is SP, then the player will only be inside, which means it does not have to travel against the wall.

If its MP then I can't help you.
Posted 13 years ago2010-11-27 22:38:55 UTC
in ?HL2 Model Question? Post #287404
You are getting that problem with propper because it is using default settings on studiomdl. For stairs you will need to edit the .qc.

Check out the tutorial I made for detailing maps with XSI. I actually did the tutorial using steps as my example.
Posted 13 years ago2010-11-25 04:01:44 UTC
in Game Launcher Post #287276
If you go into detail view, you can add all those feilds and then sort by them.

Just use steam and add 'Non-Steam Games'
Posted 13 years ago2010-11-24 17:43:12 UTC
in Competition 29 Post #287251
How long since you mapped for source?

Refresh your sdk content.
Posted 14 years ago2010-11-20 01:44:01 UTC
in Arma 2 Post #287128
If you are just building a new PC and want to give it a workout, Battlefield: Bad Company 2 is what you want.

DX11, amazing visuals with max settings

Far Cry 2

I know this is kind of old now, but this was one of the 1st games to take advantage of hyperthreading. Tons of detail.

Metro 2033 can also put a strain on your system, but I think that has to do more with the fact it is a bad port to PC. Game is fun if you like the genre though.

... and if you just wanted to know about arma 2, its not a game, its a military simulator.
Posted 14 years ago2010-11-20 01:38:53 UTC
in help with make a new mod Post #287127
I seriously doubt anyone has, or will debug hl source code for use with vs10.

That code was written with a tool set that is 12 years old, there is just barly enough info to make hl2's newest modable engine work with 2010.

Good luck to you, I think you might have to get the old vs though.
Posted 14 years ago2010-11-16 23:27:53 UTC
in Core i7-920 Post #287095
I have the 920 and it is great.

Don't waste your money on the 965 or even 940. Intel only makes 1 chip for the 900 series, and they are all the same. The change the bios of the chip to limit its speeds. The 920 is capable of the same performance as the 965+, you just have to know (or more likely find someone) who knows how to reprogram them.

Intel has been doign this for many years. Check out ebay and you can find the modded chips for a fraction of the price as the 965+ (around 300-500USD)
Posted 14 years ago2010-11-14 00:36:30 UTC
in New Vegas Post #287060
Lets just hope they dont use modular maps next time
Posted 14 years ago2010-11-12 19:44:45 UTC
in Post your screenshots! WIP thread Post #287028
Needs more Rad bounces
Posted 14 years ago2010-11-12 19:43:51 UTC
in How to make brushes reappear? Post #287027
Just use a func_door with a speed of 99999 and a direction of down. Do NOT give it a targetname. As soon as some one touches it, it will go 99999 units down per sec(it will give the illusion of disapearing). You can also assign a delay if you need.

By not giving it a target name, it will be triggered by touching it.
Posted 14 years ago2010-11-07 01:11:28 UTC
in Mapping for Half-Life: Source Post #286853
Sure, open up the Source SDK and select hammer.

HL:S is source, you dont use 3.4(5) any more.

Mapping for source is the same as mapping for hammer. You don't have to use any of the new features. I know it can be overwhelming at 1st, but it really isn't that different.

Just make a map in Source just like you would in 3.5, then start doing some tutorials out of here. I recommend starting with the displacment tut's, since that is, in my opinion, the best part for a mapper comming from goldscr.
Posted 14 years ago2010-10-24 17:29:08 UTC
in compiling the swarm map - FindPortalSide Post #286601
you need to seal your map, you can't have the seal be an entity
CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents
actually, i am not sure with swarm, but that seems logical to me for that error.
Posted 14 years ago2010-10-21 21:03:53 UTC
in Mist of Stagnation Post #286572
cool, replied
Posted 14 years ago2010-10-21 13:07:59 UTC
in Mist of Stagnation Post #286565
Some of you have started coming to see us at the forums, and we thank you for the support.

We have recently added a new modeler to the group who will primarily be working on player models, but decided to knock out one of our prop concepts while we wait for the finishing touches on our player concept art.
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And a WIP demo of this model in alpha stages

http://www.youtube.com/watch?v=Kr-fYKWwvo0

Our composer has been working on our theme music for a while now too, and I am glad to share it with you guys. It captures the mood of the mod perfectly.

http://www.moddb.com/mods/mist-of-stagnation/videos

Work continues on the level design, weapons modeling, and player concepts. Next update will have a preview of one of the maps for the Attack/Defend game mode. If it is ready, I will also add some teasers of the player concept wips.

We are still reviewing applications for Level Desingers, so if you are interested we will be deciding by the end of the weekend.

Thanks for stopping in to see us, and be sure to keep your goggles on tight.
Posted 14 years ago2010-10-12 12:32:38 UTC
in Mist of Stagnation Post #286315
@ strider

The Singleplayer/CoOp side will still be as talked about earlier, we decided to build a playerbase faster with a MP game though.
Posted 14 years ago2010-10-12 00:59:48 UTC
in Mist of Stagnation Post #286300
Mist of Stagnation is a multiplayer conversion of Half-Life 2 that will put you into fast paced, objective based game play, in a Steam Punk world. Two teams will battle for control of the few remaining resources left on the war ridden planet, in order to advance their technology.
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The core game play will be based on gathering resources in the forms of Control Points, to then be used by a ?Commander System? to build upgrades for their team. Upgrades to weapons, vehicles, and armor to name a few will be the fundamentals for a winning team.

Can you survive as the Commander, or work your way up the chain of command and lead your team to victory? Will you fight on the front lines or lead from the rear? Can you make the important decisions that will determine the outcome of the battle, or are you a natural born killer? Throw on some goggles and lace up your boots, salvation lies ahead in the Mist of Stagnation.

Some Concept art:
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Moddb - http://www.moddb.com/mods/mist-of-stagnation
Offical website - http://mistofstagnation.com
Offical forums - http://mistofstagnation.com/forums
Posted 14 years ago2010-10-10 23:45:02 UTC
in phpbb style editing Post #286274
Does anyone here know how to edit styles from phpbb 3.0?

I have a real simple issue i am needing fixed, moving 1 border!!!
but i cant seem to figure it out.

anyone who can point me in the right direction would be great.

I think the file i need to edit is stylesheet.css, but i am not sure. Its the layout when you are looking at posts that is needing changes.

The style is prospace
Posted 14 years ago2010-10-01 20:32:48 UTC
in Hammer and HL2MP Totally borked Post #285965
here are the pre updated binaries.

you need to launch the sdk, then place these in the proper folder, then launch hammer.

you will need to do this every time you open the sdk, as launching sdk runs the updates.

http://www.filefront.com/16380853/pre_update_binaries.zip/
Posted 14 years ago2010-09-27 23:31:56 UTC
in The entity limit upsets me Post #285804
not entities, they are always server side.

Thats how people protect their custom maps on multiplayer servers, so that you can only play it on their server.
Posted 14 years ago2010-09-24 20:26:33 UTC
in Using Opposing Force Entities in Half-Li Post #285666
If you have the models, you have the animations.

A coder can easily hack up code for any exsisting monster and change the model and behaviors.
Posted 14 years ago2010-09-23 03:01:49 UTC
in Waves Post #285644
Anything can be done, its just a matter of being creative.