Forum posts

Posted 15 years ago2009-03-19 01:36:48 UTC
in Rooms (mini co-op project) Post #264266
I like the first part of your story very much, the second part needs work tho imo. Hopefully, we can get everyone to participate and agree on the concept/theme of the intro map--essentally, the intro map will tell the story that trys to give all the rooms some sort of common thread.

Once the concept is out of the way, it will be a fairly easy thing to flesh out and finish the map imo.. (hopefully)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-19 01:28:44 UTC
in Very strange problem when running map Post #264265
where's your latest rmf/bsp? (i'll actually look at the .rmf this time =>)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-19 01:23:09 UTC
in HOWTO Group...? Post #264264
maybe check out Multisource Tutorial. I've never used them, but it seems like what you need... There might be a real-world example in the map vault if you search for "multisource", too.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-19 01:09:16 UTC
in Remove all Cue Points... Post #264263
Yeah, wav sounds with cue points will repeat indefinitely. I use Goldwave too, it's very easy and you can use the trial version indefinitely--tho i would recommend paying the low, one-time fee for registered use and unlimited updates.

If you want to do many .wav files at once, GoldWave may support batch processing--i don't know that it does--, but even if you have to do each file individually, it doesn't take long:

1. open file
2. edit/cue points/edit curpoints
3. if there are any cues, delete them and save.

keep in mind if you edit the original HL files, in order for them to work properly for someone else playing them, you'll have to include the edited waves. As a courtesy to other users, i would recommend using minimod format, or using subfolders, so you don't screw up other maps that user will use with those same wav files... make sense? If you're not using the original HL files, you don't have to worry about this.

There is an alternative to editing the cues too, you can use a mulitmanager to start and then stop the sound when desired, this way, you don't have to worry about including any edited sound files with your map (again, in the case you're editing the HL originals...)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-18 03:01:16 UTC
in Very strange problem when running map Post #264241
I started to move mdls to there proper locations your map points to, but alas, there are still models missing, like: xen_tree4_3.mdl.

Inculde all the content and/or straighten all the paths, recompile, and re-link in here. I'm not wasting any more time hunting for content to test your map, sorry.

|

Use this list generated from resgen to help you make sure you've got everything before releasing again:

tehwadwang4.wad
models/mecklenburg/toilette.mdl
models/deathvalley/register.mdl
models/mecklenburg/refr2.mdl
sprites/flames.spr
sound/ambience/cg_rdmtrpsng.wav
models/couch1.mdl
models/deathvalley/fishingpond.mdl
models/mecklenburg/chef.mdl
models/mecklenburg/bench2.mdl
models/deathvalley/plants/xen_tree7_4.mdl
models/deathvalley/plants/xen_tree4_3.mdl
sound/mecklenburg/gasleak.wav
sprites/xsmoke2.spr
models/3dm_pc.mdl
models/eiffle/furniture/seat1.mdl
models/eiffle/furniture/couch1.mdl
sprites/glow01.spr
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-18 02:47:28 UTC
in Rooms (mini co-op project) Post #264240
take your time no rush!

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-18 02:17:20 UTC
in Bandwidth being drained. Post #264237
never hurts to do a clean install. Just somthin' 'bout that fresh-install smell...
= )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-18 02:15:10 UTC
in Rooms (mini co-op project) Post #264215
I had an idea today about the intro map, and i'm wondering what you all think about it:

Team Mapping.

We break up the 12 current authors in to teams, each to take on an aspect of the introductory map for the rooms project. We can break up the jobs as we see fit, but here's a preliminary list of tasks:

-concept/design (maybe we can work in elements of JeffMOD's story idea)
-brushwork
-lighting/sprite work, volumetric light effects
-sounds/soundtrack/ambience
-texturing

If we all contributed to the concept/design, that would leave us exactly 4 jobs. 12 authors divided by 4, equals 3 people to a team. After we all worked out the concept, the Brushwork team would begin. After that, i don't know if it would be better to d texturing or lighting first, and sounds could be done last or during progress of the other stages.

What do you think? I think it would be a pretty neat thing to have a team-built map to introduce a compilation of individual works. = )

To refresh everyone's memory, here's the current author list (not counting people with WIPs still out there, with the exception of World Crafter):

Captain0terror
JeffMOD
Hlife_hotdog
Raver
Rimrook
Tetsu0
SpaG
nefarious
TJB
MuzzleFlash
Zeeba-G
World Crafter
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-18 01:50:37 UTC
in Very strange problem when running map Post #264235
Your map uses stuff from Mecklenburg too, but i already dowloaded that one. (Mecklenburg wasn't a standard map on the version of TS i have downloaded, but maybe it is in newer ones?)

Trying it now... = )

edit: says it's missing "models/deathvalley/plants/xen_tree7_4.mdl". I did a search and found that model is in the ts directory, but the path is different from where you have your map "looking" for the model:

ts\models\simivalley\xen_treey4.mdl

Get your paths straightened out for your cyclers, env_sprites, whatever, to make sure they point to the standard place for everybody else's TS directory, or, you'll have to include them with the proper directory structure along with your map, so people can play it and don't have to hunt for files (the first way is better =>).
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-18 01:34:41 UTC
in In game Crashing Error, and Max Faces Post #264234
try cliptype simple. Most people will tell you "precise" is better, but "simple" gives you more resource (i think it will free up planes for you but i'm not sure). Give it a try with your other methods if you want. = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-17 20:35:43 UTC
in In game Crashing Error, and Max Faces Post #264229
no no, you misunderstand. Compilator is a front end, Graphical user interface to utilize the compile tools--zhlt--to compile your map. It doesn't make your map compile faster! (well a little faster because you don't need Hammer process running in the background)

I meant it doesn't take long to CONFIGURE the compilator. Faster/easier than nem's, and most certainly faster/better than using Hammer to compile!

Poorly optimized maps are what cause your compile VIS and RAD to last an inordinately long time. Attributes of a poorly optimized map:

Huge wide open box with no visblockers--world brushes block vis, entity brushes don't-, where every part of the map is visible to every other part of the map.
-complex objects like cylinders are world brushes--make them func_illusionaries! (also saves you on clipnodes)
-texture scales. huge maps with huge expanses of textures scaled to 1.00 and below will DRASTICALLY increase your compile time. Uping the scale to 2 or above on textures will make your compile MUCH faster. Uping your scale too much will make the map and lighting look bad, so experiment to see what works. Some textures look better than others scaled up, and in general, stuff that is far away from the player can be scaled way up. Do a quick test map to see what i mean about texture scales:

1. make a big hollow box with a info_player_start and some lighting in it.
2. scale the x and y to 3 and compile--should compile almost immediately.
3. reopen the map and change the scale for everything to like .20 and marvel at how much longer the compile takes. (Keep in mind too, this is only an empty box. If you you have a entire map full of stuff scaled low, you can make the compile last a rediculous amount of time! = ) )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-17 06:43:59 UTC
in Bandwidth being drained. Post #264213
Wow, nice writeup! = )

I found some forum info--aren't forums great?--where people claim they got most of the drivers to work for my laptop(p-7811fx) with Ubuntu 8.04.1, so i'll probably image my drives, and try installing it tomorrow. I'm fairly excited to play with and learn a new OS tbh...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-17 06:26:05 UTC
in Very strange problem when running map Post #264212
Yah DOH, i didn't even notice VIS and RAD weren't run, but they are by no means necessary to make a playable map (albeit a very ugly, dodgy, fullbright map)

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-17 02:52:54 UTC
in Very strange problem when running map Post #264205
Yes, copy all wads to the TS directory. In hammer options you should be referenceing them from there. also, copy your zhlt.wad there too just to be safe. If you've done this right, when you look at a new compile log, all the your wad paths should point to the TS root directory and should all be the SAME.

k i tried to test your map, but i includes lots of nonstandard TS content i don't have, so you'll have to include anything that didn't come with TS originally for me to be able to test your map. Here's what's in your map (made using resgen):

tehwadwang4.wad
models/mecklenburg/toilette.mdl
models/deathvalley/register.mdl
models/mecklenburg/refr2.mdl
sprites/flames.spr
sound/ambience/cg_rdmtrpsng.wav
models/couch1.mdl
models/deathvalley/fishingpond.mdl
models/mecklenburg/chef.mdl
models/mecklenburg/bench2.mdl
models/deathvalley/plants/xen_tree7_4.mdl
models/deathvalley/plants/xen_tree4_3.mdl
sound/mecklenburg/gasleak.wav
sprites/xsmoke2.spr
models/3dm_pc.mdl
models/eiffle/furniture/seat1.mdl
models/eiffle/furniture/couch1.mdl
sprites/glow01.spr
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-17 02:39:29 UTC
in Bandwidth being drained. Post #264208
I try to be safe by only dowloading bare .avi, .xvid, .mpeg, .divx files, and i only get applications from confirmed sources. I run Avast with all the different scanners/shields turned on, but since i have x64 an can't run ZoneAlarm, I only have the Windows Firewall.(i consider myself safe but i don't really know anything about anything, tbh)

Are you guys talking about getting bugs from streaming sites? Is that what the bulletproof linux system would be necessary for?

for kicks i will look into dual booting my system vistaX64/linux (something i've always wondered about anyway) It would be nice peace of mind in any event just knowing you didn't have to worry... you don't need antivirus at all on linux?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-17 02:22:22 UTC
in Bandwidth being drained. Post #264206
what is CC?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-17 01:30:03 UTC
in Very strange problem when running map Post #264200
[\mappinh\hlfiles\halflife.wad]
[\hlfiles\halflife.wad]
[\mappinh\hlfiles\specialists.wad]
[\mappinh\hlfiles\mecktex.wad]
#1, remove one of the halflife.wad locations from your wad.txt and/or wadinclude list (no reason to include it twice, tho i don't know if it will cause a problem or not).

And more importantly #2, all your wads--including zhlt.wad--should be referenced from the SAME LOCATION, and put them ALL wherever TS normally references it's wads (in hammer options, wadiclude, and if you use hlfix (wad.txt)).

See if that fixes your problem?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-17 00:04:30 UTC
in Very strange problem when running map Post #264195
I don't have The Specialists installed, and i've never mapped for it, but if i get a chance later tonight i'll install TS and give it a whirl. Just for kicks, post your compile log with the -chart command (shows what map resources you've used)... maybe there's something you missed?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-16 23:45:10 UTC
in Rooms (mini co-op project) Post #264192
JeffMOD: LOL.

World Crafter: nope, doesn't have to be related to the previous room at all, but if you can manage a hallway that reflects both themes, all the better. (by NO MEANS a requirement)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-16 21:40:59 UTC
in Rooms (mini co-op project) Post #264189
Yeah i don't know about adding a story with all our discordant themes, but hey if someone can think of some story line that works, then fine.

Any musically-inclined users, feel free to submit some music for the splash/intro room. Maybe we could use a low-key music bit too that would repeat through the whole project too? might be cool i dunno..

Urby: I'd like to use your custom splash for the minimod format too if we end up doing the official release in minimod format. Maybe we should do some custom sounds/buttons/text for the splash too?

All: I still need more people to test the current minimod format in Steam as well as WON, and to let me know if the project looks/behaves the same in both. As i said earlier, i get very bad bugs/issues when running the minimod format in steam,,but it runs fine if i extract the folders to my valve folder and run from console. (again, i can't test WON cuz my vista x64 won't allow me to install it)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-16 21:22:36 UTC
in Rooms (mini co-op project) Post #264187
Yeah totally. check out the Latest Beta Release If you haven't already, to see the map you'll be connecting to (Zeeba-G's).

You can build a hallway that connects his room to yours, or i can build it for you. If you have any suggestions how we can improve and spruce up the project, please let us know!

I'm still planning on adding a intro map that would include some music, a loading bar, and some other small things to introduce you to the project. Beyond that and some bugs, we're pretty much done i think. (If anyone has some suggestions/thoughts/contributions on what should go in the intro map, PLEEZ let me know!)

Maybe after your map we can do our first official release, since it's been quite some time since we started. I will say though that even after the "official" release, i will still be willing to integrate new entries into the project at any time, so to the people who still have WIPs out there: There's no rush.

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-16 20:19:05 UTC
in Bandwidth being drained. Post #264184
I'm honestly just curious what he's talking about, but now i think i know..

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-16 20:09:14 UTC
in Bandwidth being drained. Post #264181
habboi pm me what you are speaking of, not for me, but for a friend.. ; )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-16 20:02:08 UTC
in Very strange problem when running map Post #264180
Are you running the map from hammer, that is, does the game automatically launch after your compile is finished? If this is the case, make sure "don't run the game" is checked on your compile screen, and try loading the map manually from the console in Half-life.

If this is not the case, and your map is buggering when you try to run it, post your compile log because it's probably due to an error of some kind, or you could try to verify your game cache in steam(if you're running steam). To do this:

1. Right-click on the Half-life in the steam games list and click "properties".
2. Hit the "local files" tab and the click "verify integrity of game cache".

If the problem still occurs, there is an error with your map, in which case upload the .rmf/bsp and one of the fine members here may test it for you!

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-16 09:32:49 UTC
in realistic spotlight source Post #264167
oh crap you're right, i double checked and the original stage texture was a model texture! I thought i was careful about not using non-world textures on world brushes, but i obviously wasn't careful enough, meh.

Thanks people for your help so far! = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-16 08:39:52 UTC
in In game Crashing Error, and Max Faces Post #264165
any particular compiler you can suggest?
The Compilator
also, a rough estimate about how many faces a map can have would be nice
When you get the compilator running--doesn't take long, it's the easiest compiler out there to configure by a longshot--, under "shared optons" make sure the "-chart" command is checked. this way, it will tell you how much mapping resources you've used (and how much you have left) in percentages...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-16 07:37:16 UTC
in Possible to make the shy move ? Post #264163
Wow seems complicated, but i'm sure someone here, or yourself will think of a simple/creative solution eventually... Spirt probably also has something to help you with this btw...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-16 07:22:41 UTC
in Post your screenshots! WIP thread Post #264161
wow x2... do a screenshot comparison to prove your blasphemy! = ) (even if you're right, perfomance and overall look is balls in software mode... rediculous...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-16 00:38:46 UTC
in realistic spotlight source Post #264157
ok but what do you think about casting a circular light cone on the stage below the light, like this(like my flashlight lol):
User posted image
I've tried loads of things and the stage below shows full black no matter what i do.

I'm also trying to adjust the "maximum distance" to control how far the light "bleeds" to other parts of the map, but that attribute doesn't seem to work?

edit: it works on the floor(to the right), but the same setup over the stage shows completely black:
User posted image
Anyone know why, or what i can do to make the spotlight over the stage look like the one on the right?

edit x2: i changed the texture on the stage to the same on on the floor, and now they look the same. different textures react to light differently?!

edit x3: And finally the whole time i was trying to get the light to leave shine/reflect off the floor, the only thing i needed to do was change to a different texture:
User posted image
Fuck me, how infuriating. Is there a way to tell in the editor how textures will react to light before you compile?!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-15 23:33:42 UTC
in Post your screenshots! WIP thread Post #264156
wow...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-15 21:16:40 UTC
in Bandwidth being drained. Post #264150
do you know where you got the bug(s) from?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-15 18:06:06 UTC
in Daemon Post #264148
Yeah, she is ugly and talentless... Killed the Storm for me in the X-Men movies....(not that they were anything great anyway but..)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-15 16:37:47 UTC
in Post your screenshots! WIP thread Post #264146
Why would you be running in software mode? And yeah i might be wrong but i don't think hints are going to help you much in a wide-open map, but mabye if you put your map in the vault, someone who knows more about hints could help you optimize it?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-13 06:47:20 UTC
in realistic spotlight source Post #264111
what i'm using:

func_dustmotes
point spotlight
small texlight on the end of the light source(parcan prop)
hdr [on] off

the parcan prop and point_spotlight are set about 125 units off the floor. Every thing looks fairly ok, except the floor below is totally black, where there realistically should be a circularish pattern of light. Things i've tried to do to fix with no success:

-placed a small point light at the floor
-made a cylinder textured with nodraw on all sides except the face facing the floor, which is textured with a textlight.

plus other things i can't remember. seriously, i've wasted 2 hours trying to get this very simple effect to look right and it's pissing me off. I could do this in goldsource in about 1.5 minutes using a fade texture, sprites, and texture lighting... Here's a pic of my current lack of progress:
User posted image
Here's the map if you want to check it out!

Lighting in general seems a lot harder in source... i've wasted days of editing time just running simple test maps trying to get the stupidest things to work... fails hard i do... =,(
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-13 03:57:09 UTC
in Bandwidth being drained. Post #264107
strideh has gone native = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-13 03:50:57 UTC
in Post your screenshots! WIP thread Post #264108
yeah not to make this a mapping tips thread but scale up textures and turn crazy-complex, unreachable, non-visblocking structures to func_illusionarey and watch your vis time dwindle. I told you that map was crazy complex for goldsource... (still beautiful work nonetheless) = )

stuff like the cars i would use models, or again, make them func_illusionaries, and add a simple clip brush block roughly the same size "inside" the car to make it solid. (this saves on vis time, and your clipnode budget, among other things)

Tetsu0: pretty cool you're actively mapping for unreal! New editors make me scart, since nothing seems to be as user-friendly as Valve Hammer Editor... How's the transition to a new world editor going?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-13 00:17:22 UTC
in Bandwidth being drained. Post #264101
yeah i notice that some of my steam programs randomly update(usually at very high bit rates), choking my connection speed to a standstill sometimes. Usually i just right-click over the updating program and hit "pause", or i just close steam altogether. (this is the reason i don't run Steam at startup anymore)

I dunno if this is what you're talking about or not. It could also be the steam client itself updating, but i don't know where or how to pause or manage this. Or finally, it could be Valve trying to be sneaky, seekritely stealin all your appz/pr0n/filez... = /
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-12 17:31:00 UTC
in Post your screenshots! WIP thread Post #264093
looks so pretty, do you need beta testers?! =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-12 01:25:30 UTC
in Rooms: Source! (co-op) Post #264059
Muzz: I think i finally know what the problem was: i was using nem's bc to compile and i notice while it does compile, it does so with all sorts of glitches and compile errors... (i know you warned me about Nem's for OB mapping, don't say "i told you so")

)

Anyone else have entries for the Rooms:S project?

I'm going to try to work on mine and submit something today. I'd have been done a long time ago if i wasn't having so many problems with the lighting (mostly light_spots... I always thought lighting would be so much easier in source)

edit: i can't get even the most simplest lighting done in source... I'm trying to use light spots and light entities to give "subtle" lighting in my bar map, but lights are always too bright or too dark, and the light_spots never seem to light anything evenly (some areas are pitch or full black that should be shaded...) I remember striker reporting similar problems with hdr lighting when he was starting out, so i'll have to try to backtrack to that thread for some solutions...

It's just damn frustrating, if this was a goldsource map, it would have been completed a month ago... i just can't seem to make any progress.. :|
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-12 00:50:01 UTC
in Now Playing: ... Post #264088
yeah was earlier, while playin L4D; I told my teamates they'd have to type because i wouldn't be able to hear their mics.. = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-11 18:33:21 UTC
in Now Playing: ... Post #264085
Metallica - Master Of Puppets
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-11 17:11:53 UTC
in Post your screenshots! WIP thread Post #264079
mowgli: i'll volunteer to beta test = )

fold: neat that you got it to compile, let's see it with some textures and in-game = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-11 16:26:12 UTC
in Source Mapping Tips Post #264074
Striker do you get smooth movement in 3D fullscreen(shift-z)? (should have clarified that's what I was talking about) I can turn those render distances way up for the normal window size, but i have turn them down below 500 for full screen..
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-09 03:27:14 UTC
in Verifying a File Transfer Post #263995
After I copy a "lump" of files to an external HDD or whatev, I just make sure the the number of "files", "folders", and the total "size" are identical ("size on disk" is always different fsr). To make it easy to verify, i just pull up properties of the file copied and the original, and compare them on screen side-by-side.

TeraCopy sounds pretty cool tho, i will have to check it out.

In any case, be sure you verify the new backup of your files before deleting the originals! (this is common sense, but you'd be surprised how being careless for a moment can cause you to lose your files!)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-08 20:01:49 UTC
in download youtube\flash video Post #263979
lol@failtube =)

kk thanky i will try it later... partitioning drives and stuff now--at least trying to--, aw aww.... =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-08 19:14:17 UTC
in The Free Texture Thread! Post #263974
lol@"rapidshit" = P

filefront is ok, if you don't mind not being able to edit files and preserving the download links...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-08 18:20:41 UTC
in download youtube\flash video Post #263969
WGET SOME!

sorry m0p that gave me a blank white screen, but i probably miscopy/pasta'd... i'll try again later when i stop bleeding

)

edit: oh wait, if that was a joke i'll roshambo myself, aww
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-08 17:56:54 UTC
in download youtube\flash video Post #263964
kk i will = ) <trying now...>

edit: it's not working for me muzza... does it have to be ie? (i'm usin ff)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-08 17:29:18 UTC
in download youtube\flash video Post #263961
yeah that was the great thing about fast video downloader... it did both. = ) flash catcher works, but it's for ie, and also for some reason, it won't work on my x64 setup...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-08 16:51:56 UTC
in download youtube\flash video Post #263959
How cool! didn't know about these methods = )
Captain Terror Captain Terrorwhen a man loves a woman