Forum posts

Posted 16 years ago2008-08-23 22:06:13 UTC
in Computer is Skipping? Post #254416
can a program with a memory leak also cause such a problem? i think it may have been Winamp.
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-23 19:58:19 UTC
in Computer is Skipping? Post #254412
This is bothering the hell out of me and I have no idea what it is.

On my desktop, it seems to completely freeze up for a split second in 10 to 30 minute intervals. I have no idea what causes it and the all-knowing google is proving to be a bit elusive.

It's started doing it ever since I got Source and a wireless card. I've done defrags and error-check/fix and it still happens. It happens no matter what I'm doing, either the internet is on or off, same with steam. I've ran virus checks, and found nothing.

So, any insight?

EDIT: should mention that I have a more than capable power supply for my system.
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-22 16:16:56 UTC
in Other mapping sites look shit . Why ? Post #254318
Other mapping sites look shit . Why ?
becuz they are shit. end of discussion.

i don't see much point in mapper of the week or similar, what about those weeks when nothing around here happens? like most weeks?
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-21 10:26:24 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #254233
well... lets see if i can make something pretty for you ant.

i was thinking either Crete: Source or Cardbored: Source.
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-21 09:58:08 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #254231
more like the mappers for goldsource are a dying breed. TWHL is among the few remaining places that actively supports it.
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-21 08:37:49 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #254227
that depends HLG, goldsource is a dying breed.
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-19 14:53:58 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #254098
Just because I got Source doesn't mean I'm stopping this project. Source mapping is something I need to get used to so I will do that later after the 6D project gets to a good stopping point.

Playing through HL2 atm, and I keep seeing the same mistakes that makes goldsource look... i dunno how to describe it. The texturing doesn't seem very form fit(with the exception of displacements) and creates a lot of weird unnatural angles. I've grown accustomed to a new method (which is why 6D looks the way it does) if applied to source may give a nice appearance. Its something to try down the line.

well... back to 6D :P
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-18 09:43:57 UTC
in Geometry Challenges Post #254005
i will if you do the coke bottle one.
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-18 01:18:48 UTC
in Geometry Challenges Post #253991
...and fill it with snark packs for HLDM!
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-16 10:20:17 UTC
in Now Eating: ... Post #253880
oatmeal.

No sugar, uncooked. I love plain old fashion oatmeal and water.
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-12 18:42:10 UTC
in Need someone to say a couple of lines Post #253664
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-12 15:57:52 UTC
in Lighting Bug - adjacent faces lit differ Post #253641
did you manually line up the texture that the darker parts are on? Sometimes if the texture isn't uniform with the ones around it, it can cause problems in a few ways are far as lighting goes.
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-12 14:28:27 UTC
in Need someone to say a couple of lines Post #253632
Needs a MO-MO-MO-MO-MONSTER KILL... Kill... kill... ill... ll... l... l...
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-12 12:44:01 UTC
in Need someone to say a couple of lines Post #253620
can you wait a few hours? I have to finish this lousy Maya clock project. :/

maybe in... 5.5 hours?
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-12 12:41:05 UTC
in Need someone to say a couple of lines Post #253618
ask Microsoft Sam? (lol)

I could have easily done this for you too, I just didn't check the TWHL before I left for school. :(

I have a USB mic with Soundbooth. I can get some awesome quality out of it. You want me to do it?
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-09 04:08:28 UTC
in Rimrooks Modelling Tutorials Post #253484
aawwwww...

I could fix that. PM me if you're interested.
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-08 05:14:58 UTC
in A new challenge to Google's dominance? Post #253460
It doesn't do images or anything yet. :(
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-08 01:02:00 UTC
in Genuinely fantastic Post #253458
Ignorance speaks for itself apparently. I lol'd repeatedly and was strangely confortable with it.
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-07 13:52:23 UTC
in Who is Gman ? Post #253410
User posted image
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-07 07:44:20 UTC
in Who is Gman ? Post #253397
**SPOILER**
Gman is God but he hasn't pok?volved into Jesus yet.
**/SPOILER**
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-05 17:51:11 UTC
in Your proudest or most shameful gaming mo Post #253353
2 days ago I was playing NS, and I was sucking bad. I was on the alien team and we were pinned down. I rushed the front line as a Skulk and did a Xenocide explosion, ultimately killing 8 out of 13 people on the marine team. We broke through and won the game shortly after.

My final kills and deaths were 8 and 44 :/
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-04 23:01:15 UTC
in What Half-Life Tools do you recommend? Post #253322
Use Revolver for the tricky geometry.
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-04 20:19:06 UTC
in Mod the Comic Again! Post #253317
User posted image
This one is seen everywhere but here. Write your own words and modify the comic. Do it for the lulz.
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-02 04:56:32 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #253265
yeah they want me to come back next week and attend the meetings regularily. I will for the fighter project, but the steampunk flagship project is a no go. found out half the people who were at that meeting don't like it either. Also, a game art portfolio has to be presented in order to get into the club. Apparently i'm already in, and because of this rule, its making a lot of people mad since they have to learn else where. I don't like that either. The whole thing is rather homo. The steampunk project isn't the best idea, but its the only project that has the most detailed and full game bible. So i guess that's why.

btw, I'm working on 6D stuff at the moment. :D

edit: actually, I don't like being a VIP, everyone expects you to do stuff and be perfect and crap. Lay low then ninja the shit out of life.
Rimrook RimrookSince 2003
Posted 16 years ago2008-08-01 01:35:33 UTC
in [UTILITY] Twister 5 Post #253233
I was going to make a pure organic map using the Tetra-Terrain method, but got irritated with try to mold it on a grand scale. This speeds things up alot, and I'm considering to continue that idea.

Oh yeah, if anyone makes anything good, provide an example for that tutorial. It needs some awesome examples, at least some much more polished product screenshot.
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-31 12:42:26 UTC
in [UTILITY] Twister 5 Post #253218
Perhaps a setting to make the backsides null or bevel, and the top aaatrigger for easier replacement?

I'm going to see I can make something nice with it. It's by far one of the best generators I've experienced. It's easy and it uses the tetra method, which makes it better. Everything has been done right!
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-31 00:06:43 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #253200
I was a VIP at some club meeting today, they said they would like it if I could work on their projects, and they have two of them. One is a sort of Steampunk adventure game, and the other is a fighter. I like the concept behind the fighter but not the other one.

I told them that I will see what I can do. Which is Japanese for no, fuck off.
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-31 00:04:26 UTC
in Rimrooks Modelling Tutorials Post #253199
In the Edit UVWs window, on its menu bar it says [Mapping]
the first one says Flatten Mapping. It'll prompt you for some settings but that's where it is.
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-30 15:28:32 UTC
in Rimrooks Modelling Tutorials Post #253193
k.

There is a UV map generator called Flatten Mapping included in Max. It can be used to its advantages.

I'll do a video soon, I've been meaning to do one anyhow.

But not now, I'm putting together my 8th presentation in 3 weeks. I'm a bit busy. :(
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-30 14:51:10 UTC
in Rimrooks Modelling Tutorials Post #253189
CTRL+B breaks apart your selection in the unwrap. It won't effect the model in any way. You can select the endcap and hit CTRL+B and move it to the side to work on it more. The idea is to flatten the geometry the best you can with as few seams as possible. The unwrap effects the texture image that goes onto the model. To see what it does, throw a texture on there and play with it. You will notice that it will morph as you work with the unwrap.

Unless you meant Flatten Mapping, which breaks everything apart into 50+ little elements. Good luck texturing that by hand :\

I know it sounds confusing, I had to learn this crap at one point too. Perhaps a video tutorial is in need :)
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-30 13:58:05 UTC
in Rimrooks Modelling Tutorials Post #253184
The Initial unwrap is a bit random depending on how you made your model.

Max8 changed the unwrapper slightly, allowing you to unwrap your model using the various projections like cylindar, planar, box, sphere, and so on. Using Planar will get a straight and even unwrap like the one in the lower screenshot.

Having Max8, you also have the Pelt Mapper, this can be helpful as well. Yet all that the pelt mapper can be is an advanced relaxer and its fairly simple to use once you know how.
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-28 20:31:57 UTC
in TWHL, skype & you Post #253109
awesome. add Rimrook.
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-28 00:47:41 UTC
in TWHL3: The Buglist Post #253057
Noticed it still asks me to be logged in when trying to delete a page on my tutorial, what's up with that? I am logged in.
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-27 19:19:35 UTC
in MY NEW MOD: KLEINERS ADVENTURE!!@11 Post #253045
I thought there was an update or something for the mod. :/
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-26 22:31:56 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #253007
I know you want to map for 6D, HLG. There's a 6D maps section on your website :D

I could probably spend the rest of my life on this project, but I'd rather take the time to make top notch resources for everyone to use rather than rushing it (probably taking longer) and having it be not as good. I think its in a lot of people's best interest, but I could be wrong. I think the mod will succeed more putting a move like this in play.
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-26 19:19:41 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #253004
Geez I typed this big long blab and didn't even post it!

Head-desk

What I meant to say was that I'm looking once again at the scope of this project. A lot of stuff will and will not be done. In a Nutshell, there will be a secondary release for the mod. What I propose is that I will finish the mod up to another set checkpoint.

WILL DO:
Demo (complete and polished)
Map Prefabs (for caek-easy mapping :D)
A good amount of prop models to go with
Clean up the sounds/ambience
Some extra maps for the second release
Trigger prefabs (Your personal Slut with 6D, triggering gets immense)
A Guide for mapping and modding 6D
All Mapping tools
Source Code (with permission from Daubs)
Some nifty 6D tracks (can't pass it up)

POSSIBLY WILL NOT DO:
The rest of the character models, animations, etc.
The Story Mode Maps
The FMV animations that sounded good at the time
Voicing, scripting, cutscenes, etc.

Don't be confused, the project isn't being closed down, I've decided to cover my ass incase I hit more problems as far as scheduling and the amount of time left to work. At least, this will turn into a kit at which it will have anything you will need to have fun mapping with it, especially with all the props, prefabs, and drag-drops. If there is some gleaming light of hope, I will attempt to finish it, or perhaps save the story for a source mod some day down the line.

Think of it in terms like Flat-Life, its more like a platform for a different kind of mapping, or ever like Spirit of Half-Life being more tools. Though 6D will have lots of resources that will be of open use for any project or mod, and I'll try not to fall short on that.

Plus it can be released earlier. :crowbar:

EDIT: Are you there? User posted image
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-26 03:47:03 UTC
in Mirror's Edge Post #252972
I'm hoping for an immense world at which you get pings for tasks and challenges that you can do at your own pace. Being a Courier, its a perfect setup for something like that.

'tis true, it seems linear even though they claim their levels have a variety of paths.
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-24 17:48:23 UTC
in Cogs? Post #252933
least I LIKE mapping.
yeah i remember those days :P
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-23 17:05:53 UTC
in Cogs? Post #252907
Easy. You have your main center part, then you make two prongs across from each other. like the one of the far left and far right of the cog. Clone it and rotate it them both at the same time. Having them both selected will put the pivot point in the center. Just keep cloning and rotating until you're satisfied.
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-22 18:23:09 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #252862
LOL bumpmapped.

FYI: There are no additional graphical enhancements besides what came with Spirit.

However, I did find a way have a map ignore the texture limit. I used over 50 different large-sized textures in the demo. Being SP, I couldn't do that before in a MP map. :D

Having the Wad not included in the BSP and keeping it in the mod folder will cause the texture data to be 0kb or 0.1kb (of 8192kb max) My textures exceed the 8192 limit already and the map can be compiled just fine.

Speaking of which, I got that damned 'Leaf Portals saw into leaf' and thats whats causing my problems. I need to figure out how to fix this. :\
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-22 02:55:09 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #252840
Edit: Moar Screenshots, see below.
I've got problems on my own part here too, I can't seem to get a final compile of the first map. Something is making it crash HL. :( The previous screen is from a fast compile, which works fine only the r_speeds and lighting is really shotty.

So uhm... yeah.

EDIT: have some more then, these are from the test map I did before I started the serious stuff. I was trying out some of the atmospheric I had made.
User posted image
User posted image
User posted image
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-21 13:15:16 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #252798
proof that we have something.
User posted image
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-21 12:32:42 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #252796
I'm glad to have as much as we have done so far, especially over the summer. But Daubster is right. I'm so buried in schoolwork right now. 5 Classes and 6 projects due in 1 week, due on the second meeting of class. So unfair. I have to:

Prepare a personal speech
Make a silhouette flash animation (Done)
Design Characters for the Lord Shiva mythos project
Make some trippy fractal art in Maya using script
Draw 5 sketches and blog it (partially done)
Study for an Algebra test User posted image

Days remaining: 2 (i'm fukt.)
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-20 19:03:38 UTC
in happy birth day zombieloffe Post #252762
User posted image
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-19 18:19:17 UTC
in DAMN!...Watchmen movie trailer!...Got to Post #252708
3. A highly payed movie critic says otherwise.
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-17 01:25:06 UTC
in Episode 3 Concept Art Post #252577
Don't you think Gordon "The Free Man" Freeman will face another foe of some sort in HL3?
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-16 22:39:26 UTC
in Episode 3 Concept Art Post #252574
Heh, I remember having to outrun a Gargantua to someplace. Plus the way Nihilanth teleports you away all the time was rather irritating.

Even I look forward to Ep3. 3 seems to be a prime number now-a-days for stuff to be the ending. Too many Trilogies to tally.
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-16 21:44:30 UTC
in Episode 3 Concept Art Post #252571
I did after I learned some cheats. I hate games that throw friggin everything at you at the end and expect you to live. :/ kinda cliche and doesn't usually fit some games. HL2 was done right tho.

ya know I don't like that last screen, I've seen better from amateurs. You sure thats real?
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-14 16:48:57 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #252517
We have a ton of kinks to work out. Plus my summer is over. :(

A whole lot of really unexpected stuff happened in mapping, coding, music, all of it. everything went good until the last few days. Can asure it will be out soon though, we just hit a few snags.

Timer still says 11 hours or so. :P ....thats not right at all.

Either way, a solid demo is better than a shitty one that would likely turn people away. Also, there are those who have never played Half-Life before who want to play this as well, so it needs to be noob friendly and include a hefty training mode.

I got :
2 of 2 sp maps done, (probably needs tweaking)
0 of 3 classic maps done, and
0 of 1 training maps done.

New Code is pending, Music is pending as well. When the code and the maps are all set in stone, I'll release a TWHL only version which consists of the 2 SP maps. The expanded demo will be released like an update to the first one.
Rimrook RimrookSince 2003
Posted 16 years ago2008-07-13 23:50:10 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #252480
Ha!
Rimrook RimrookSince 2003