Forum posts

Posted 20 years ago2004-06-22 12:17:17 UTC
in Stupid Computer. Post #35454
Or build your own one like me. My pc ownz every pc ever!!! :badass:
m0p m0pIllogical.
Posted 20 years ago2004-06-22 12:08:25 UTC
in Press a button to turn another button on Post #35448
Multisources and env_globals can be confusing at first, but once you know what they dp and how to use them, it becomes easy as, well, um, something easy.
m0p m0pIllogical.
Posted 20 years ago2004-06-22 11:56:55 UTC
in Natural Selection mapping Post #35442
Cool. I am gonna start my first little test-map today. Wish me luck!

Oh, and BTW, on NS3, I got up to Rank 9 as an Alien! WOOT!
m0p m0pIllogical.
Posted 20 years ago2004-06-22 11:54:53 UTC
in Latest Security Breach screenies Post #35441
I knew someone would complain about the size at some point. Next time I will encode at 20fps with less quality for 56k users then. :)

Peace and LOve, the crowbar was suggested by someone. And the storage room is completely different now.

I am building a sewers section at the moment which could have several different routes like in Blue-Shift or Opposing Force.
m0p m0pIllogical.
Posted 20 years ago2004-06-21 23:20:15 UTC
in Natural Selection mapping Post #35328
Hmm, I didn't find any NS tutorials there though.
m0p m0pIllogical.
Posted 20 years ago2004-06-21 23:10:11 UTC
in Natural Selection mapping Post #35327
Thanx RabidMonkey!
m0p m0pIllogical.
Posted 20 years ago2004-06-21 23:08:07 UTC
in Latest Security Breach screenies Post #35325
WinRar 0wnz WinZip's ass!
m0p m0pIllogical.
Posted 20 years ago2004-06-21 22:39:33 UTC
in Natural Selection mapping Post #35314
I have just started playing Natural Selection with my previously unused Steam account and I must say it is f**kin great, and difficult. Anyway, I would like to start mapping for it and as it plays completely different to other mods, I don't know where to start. Is there any like resource sites for it? With FGD's and stuff? Also, if anyone here has any tips, please tell me some.
m0p m0pIllogical.
Posted 20 years ago2004-06-21 17:20:31 UTC
in Latest Security Breach screenies Post #35298
Oh, BTW, I made video of my map. You need DiVX 5.11 with Hi-Def version support. You also need WinRar to unzip. I made it with FRAPS free edition (hence the free edition, you will find out when u watch the video) and Dr.DiVX. The file is 20mb unzipped and 17mb zipped.

http://m0pX.net/m0psb1video.rar
m0p m0pIllogical.
Posted 20 years ago2004-06-20 17:05:13 UTC
in Latest Security Breach screenies Post #35097
They are coplaner plane errors but I completely at fault. I used vertex manipulation to join the two faces. But, I am working on something else for it.
m0p m0pIllogical.
Posted 20 years ago2004-06-20 16:49:23 UTC
in Latest Security Breach screenies Post #35092
I have put one underneath the bridge. I was going to put a sequence involving a train going very fast and an explosion, but I can't make the train without loads of errors :(
m0p m0pIllogical.
Posted 20 years ago2004-06-20 11:10:00 UTC
in Latest Security Breach screenies Post #35028
Ok, I fixed the 2 leaks. And I havw fixed the textures that it messed up. I need new ideas for that bridge!
m0p m0pIllogical.
Posted 20 years ago2004-06-20 09:30:38 UTC
in Cd-key help! Post #35000
Isn't there a master key which always works or something? Use that.
m0p m0pIllogical.
Posted 20 years ago2004-06-19 19:03:37 UTC
in Latest Security Breach screenies Post #34900
Yea. Some of Half-Life was incredibly ugly but it made up for it by being fun.
m0p m0pIllogical.
Posted 20 years ago2004-06-19 18:56:54 UTC
in Latest Security Breach screenies Post #34898
I just tried out me and Captain P's idea for the bridge and it went wrong and now I have to fix loads of leaks :x

More updates on the status of the leak fixing session later!
m0p m0pIllogical.
Posted 20 years ago2004-06-19 17:16:45 UTC
in Latest Security Breach screenies Post #34888
Ok, we have sorted out most of the plan for the flow of the map. And it's secret for now! hehehehe.
m0p m0pIllogical.
Posted 20 years ago2004-06-19 16:55:25 UTC
in Latest Security Breach screenies Post #34885
BTW, anonymous was Captain P.
m0p m0pIllogical.
Posted 20 years ago2004-06-19 16:44:16 UTC
in Latest Security Breach screenies Post #34884
Hmm, maybe I should make the recreation area the next actual map. And have the whole of this section sewers and labs. I have already thought of an idea for that bridge. Only me and Captain P know about it. Captain P has been very helpful with this project. Cheers to him!
m0p m0pIllogical.
Posted 20 years ago2004-06-19 16:32:44 UTC
in Latest Security Breach screenies Post #34879
Well, captain P said he got pretty low speeds when he tested it earlier.
m0p m0pIllogical.
Posted 20 years ago2004-06-19 16:30:33 UTC
in Latest Security Breach screenies Post #34877
Me and Cap'n P were discussing ideas for the map just now on MSN.
m0p m0pIllogical.
Posted 20 years ago2004-06-19 16:29:47 UTC
in Latest Security Breach screenies Post #34876
Average currently is 399 for me. But thats with a 4.2GhZ machine.
m0p m0pIllogical.
Posted 20 years ago2004-06-19 16:11:51 UTC
in Latest Security Breach screenies Post #34869
hazardous, the curves dont sacrifice r_speeds. And if there is any face-splits, I will fix em when the level is done.
m0p m0pIllogical.
Posted 20 years ago2004-06-19 15:26:47 UTC
in Latest Security Breach screenies Post #34863
Here is some screenies from the latest build of security breach map 1. At the moment it is about 30% complete. Some of the lights are too dark and a couple of rooms arent finished, but I am working on it. This latest build isnt on the net yet, but I am releasing the screens early.

1. The starting lab. Nearly done. Just some little details to go.
User posted image
2. In the corridor which the duct drops into. Notice I have mucked around with the walls to make them have more shape.
User posted image
3. The storage room. The entities and things are ready, but I still need to add lots of detail.
User posted image
4. The bridge to the recreational areas of the facility. 2 barnacles, a bridge, water, elevator. The lights need to be brightened slightly though.
User posted image
Please post comments and suggestions.
m0p m0pIllogical.
Posted 20 years ago2004-06-19 09:35:39 UTC
in vending machine problem Post #34831
Can I use it for my map? Cos this vending machine I made is so CRAP!
m0p m0pIllogical.
Posted 20 years ago2004-06-19 04:03:44 UTC
in vending machine problem Post #34787
I tried his tutorial but it wasn't advanced enough. I was following the tutorial from the snarkpit.
m0p m0pIllogical.
Posted 20 years ago2004-06-19 03:34:42 UTC
in Curving Pipe? Post #34775
Well learn how to VM properly then. I have read through every VM tutorial on TWHL, SnarkPit and Vlatitude and I never get Invalid Solid Structure errors.
m0p m0pIllogical.
Posted 20 years ago2004-06-19 03:33:23 UTC
in How do you make a wad file? Post #34774
I just use Qlumpy. Wally is for noobs. Qlumpy is more flexible if you can be bothered with it.
m0p m0pIllogical.
Posted 20 years ago2004-06-19 02:19:03 UTC
in vending machine problem Post #34757
Hmm. How would I make a monstermaker that only releases a snark when the button is pressed?
m0p m0pIllogical.
Posted 20 years ago2004-06-19 01:52:17 UTC
in Hammer light textures Post #34753
Rofl. It's funny cos it's true :)
m0p m0pIllogical.
Posted 20 years ago2004-06-19 01:50:56 UTC
in How do you make a wad file? Post #34751
Yes, but it is the same method. QLumpy makes wad files. So, if you read that tutorial and modify it for normal textures, it WILL work.
m0p m0pIllogical.
Posted 20 years ago2004-06-19 01:50:56 UTC
in How do you make a wad file? Post #34752
Yes, but it is the same method. QLumpy makes wad files. So, if you read that tutorial and modify it for normal textures, it WILL work.
m0p m0pIllogical.
Posted 20 years ago2004-06-19 01:49:58 UTC
in easy way to make an elevator Post #34750
You make your elevator platform and assign it to a func_train. Set the speed, sounds and everything, then tell is to go to a first stop. Set it to whatever. Then, make a path_corner, put exactly in the centre of the func_train. And name it whatever you set the first stop to. Then, move the func_train up to the point you want it to stop at. Put a path_corner here and name it to something, then set the next stop target of the first path_corner to the name of the second one. Name the func_train to whatever you like. Then, make a button or a trigger of some kind which targets the func_train. Experiment with that and you will be a master of elevators in no time.
m0p m0pIllogical.
Posted 20 years ago2004-06-19 01:46:17 UTC
in How do you make a wad file? Post #34748
No. You get your textures into a folder, make a qlumpy script, compile it bladiblahblah. Look at Setting up a mod Part 3 and Custom Textures tutorials. I supplied the example for steinin's mod tutorial :)
m0p m0pIllogical.
Posted 20 years ago2004-06-19 01:44:37 UTC
in vending machine problem Post #34747
Lol. I will make it spawn a snark or a babycrab when you press a certain button or 2.
m0p m0pIllogical.
Posted 20 years ago2004-06-18 23:04:47 UTC
in vending machine problem Post #34739
It didnt work! DAMN VENDING MACHINE! Oh well, maybe I can live without env_shooter vending machines.
m0p m0pIllogical.
Posted 20 years ago2004-06-18 23:04:11 UTC
in Hammer light textures Post #34738
valve.rad is what valve used when compiling the original Half-Life maps.
m0p m0pIllogical.
Posted 20 years ago2004-06-18 21:29:49 UTC
in Hammer light textures Post #34725
delete or move lights.rad and rename valve.rad to lights.rad.The compiler will only use a rad file if it is called lights.rad.
m0p m0pIllogical.
Posted 20 years ago2004-06-18 18:57:58 UTC
in Hammer light textures Post #34716
Rename valve.rad to lights.rad and put it in the compiler directory.
m0p m0pIllogical.
Posted 20 years ago2004-06-18 18:55:43 UTC
in OMG, i hate Multi_managers!!! Post #34715
If you want the lights to trigger immedeatly, set the value as 0.01 or something tiny around that.
m0p m0pIllogical.
Posted 20 years ago2004-06-18 18:49:56 UTC
in vending machine problem Post #34713
I am building a vending machine for a part of a map and I have the machine build and all. But there are a few problems. These are the entity settings:

func_breakable front panel (vend1_front_break):
Target on break: vend1_relay_shooter

env_shooter (vend1_relay_shooter):
blah-di-blah blah shooter settings

trigger_relay (vend1_relay_shooter):
killtarget: vend_1_bev

Now, the beverages and buttons are fine. But, when I break the glass, the env_shooter and trigger_relay dont work, leaving the beverage still spawning. Any ideas what is wrong?
m0p m0pIllogical.
Posted 20 years ago2004-06-18 15:09:42 UTC
in Fullbright water Post #34690
I am working on an area for Security Breach where you have to cross a bridge and blah blah. And tehre is water at the bottom of the room. But, how can I stop the water rendering fullbright? Any render modes which will fix this?
m0p m0pIllogical.
Posted 20 years ago2004-06-17 15:36:35 UTC
in Who Am I? Post #34373
Ummmmmmmmmmmmmmmm. Dunno
m0p m0pIllogical.
Posted 20 years ago2004-06-17 01:46:55 UTC
in NEED A IDEA! Post #34119
Do a map of a toilet. Hey, it could be a funny map if mapped well.
m0p m0pIllogical.
Posted 20 years ago2004-06-17 01:07:18 UTC
in Another map preview, de_full_city Post #34104
Walls in my maps range from 6 to 10 units thick.
m0p m0pIllogical.
Posted 20 years ago2004-06-17 01:03:07 UTC
in Prisoner / Member Numbers Post #34101
All you do is hover over the link to your profile and your member number is the id in the address,
m0p m0pIllogical.
Posted 20 years ago2004-06-17 01:01:55 UTC
in Coolest map style? Post #34098
Lab maps or nuclear reactor style maps are my speciality.
m0p m0pIllogical.
Posted 20 years ago2004-06-16 12:14:07 UTC
in DVD vs. VHS Post #33858
The good thing about DVD is you can randomly pause it with not fuzzy lines which makes the characters have funny faces :D
m0p m0pIllogical.
Posted 20 years ago2004-06-16 05:43:43 UTC
in Wanna hear some good old C&C music? Post #33786
w00t! Tiberian Sun music!!!
m0p m0pIllogical.
Posted 20 years ago2004-06-16 05:32:55 UTC
in Short Surfaces??!???? Post #33782
I might attempt to create a new 3D engine and make a Half-Life mode for it. (I said attempt, it will never work! :D)
m0p m0pIllogical.
Posted 20 years ago2004-06-16 05:30:53 UTC
in Texture lighting Post #33780
Hmm. How about making the object with the texlight a button_target and use a button on it?
m0p m0pIllogical.