Forum posts

Posted 18 years ago2006-07-16 01:01:28 UTC
in aztec bridge Post #190290
Its not a model. Play the map again and look at the glowing from the lamp below you. The sprites will disappear (glow rendered) when you cover them with a plank. If it was a model they wouldn't do that. there is a clip brush covering it so that people don't fall through the cracks, but its not a model.
Edit: Plus it casts a shadow.
Posted 18 years ago2006-07-16 00:35:28 UTC
in HL2 FPS Limit? Post #190282
The default max fps for HL2 is 300 if I remmeber correctly.
Posted 18 years ago2006-07-16 00:34:58 UTC
in aztec bridge Post #190281
Well you could copy and paste, but essentially yes. You have to create each brush individually.
Posted 18 years ago2006-07-15 23:59:28 UTC
in The Woot Pool Post #190275
No, I converted the textures myself. They are left in their original glory, 512 x 512 and shrunken to .25 for Souce quality(except for the floor, which has been preshrunk to 256 x 256 and is only .5 ingame). the water is overlapping itself, thanks to the transparency there is no texture fighting.
Posted 18 years ago2006-07-15 23:30:00 UTC
in Advanced Brushwork Mini-Compos Post #190266
Create a Goldsource(HL1 engine) map that looks(and feels) as close to Source as possible, including things like bloom, reflections, and other various Source effects. the use of Source materials would, of course, be allowed.
If for some reason this ends up being our next choice I probably won't even be in it. I just like the idea.
Posted 18 years ago2006-07-15 23:01:57 UTC
in Advanced Brushwork Mini-Compos Post #190263
[quoteedit: oh yeah and we need to post the results from the last one.[/quote]
Yes, let us know who won out of the whopping 3 entries.
Posted 18 years ago2006-07-15 22:04:09 UTC
in The Woot Pool Post #190255
I felt like converting a bunch of Source crap and made part of a HLDM map with it. I don't know if I'll actually finish it but I really like how it looks now. Cheggit.
User posted image

The water looks amazing ingame. I know it doesn't show with the screenshot but there's 3 layers of water there, 2 func_conveyers and a func_water. Ingame it actually looks pretty close to Source water(minus the reflections of course).
PS: Woot for big empty areas.
Posted 18 years ago2006-07-15 22:00:35 UTC
in New Mod: "Turnstile" Post #190253
All right people, enough derailing. Lets put this train back on its track and start it up again.
Posted 18 years ago2006-07-15 15:55:14 UTC
in Sprite issue Post #190214
Strike that, it didn't work.
env_sprite on "constant glow" doesn't work, env_sprite on render mode "glow" doesn't work, env_sprite on "constant glow" plus either glow or additive doesn't work, and env_glow on all of the above doesn't work. It doesn't look like there is anything left. This doesn't make any sense.
Posted 18 years ago2006-07-15 14:41:44 UTC
in Sprite issue Post #190209
I hate you so much its unreal :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: :furious: Stupid me.
Posted 18 years ago2006-07-15 14:38:11 UTC
in Sprite issue Post #190207
I've asked how to do this time and time again because I have tried time and time again to do it and time and time again I have failed. You know what the render mode "glow" does. You know how it resizes the sprite depnding on your distance from it and you know that if the center of the sprite is covered by a wall then the whole sprite will disappear.
I need to know how to give a sprite the effect of "glow" without the resizing aspect.
Posted 18 years ago2006-07-14 20:57:04 UTC
in Advanced Brushwork Mini-Compos Post #190126
Works fine for me.
Posted 18 years ago2006-07-14 18:18:10 UTC
in Natural Hallucinogen Post #190118
Didn't work too well for me. Lasted about 5 seconds, but it could be because I unfocused my eyes to make them more relaxed whilst staring.
Posted 18 years ago2006-07-14 18:16:59 UTC
in What on earth is going on here? Post #190117
All right. Now I believe its time to gouge my eyes out with a rusty spork for I have come back to this thread to check the replies, and in doing so have seen the picture a 2nd time.
Posted 18 years ago2006-07-14 17:32:42 UTC
in Half-Life2 Done Quick Post #190109
CHINESE FOOD POWER!!!!
Posted 18 years ago2006-07-14 17:22:11 UTC
in Advanced Brushwork Mini-Compos Post #190108
http://twhl.co.za/mapvault_map.php?id=4022
This is my entry. I've also PMed it to you, Captain P.
I really wish that I could have added the residential area that I had planned on having from the start but I didn't have enough time(curse the clock!), so I just finished it off as [another] purely downtown area.
Posted 18 years ago2006-07-14 02:32:52 UTC
in What on earth is going on here? Post #190026
Uhh................... What?
Posted 18 years ago2006-07-13 23:32:37 UTC
in Advanced Brushwork Mini-Compos Post #190009
I'll do a run through your rmf for errors if you want to.
Posted 18 years ago2006-07-13 22:41:25 UTC
in Advanced Brushwork Mini-Compos Post #190007
My city is nearing 4000 wpoly :nuts:
Posted 18 years ago2006-07-13 20:02:56 UTC
in Advanced Brushwork Mini-Compos Post #189992
I know there is a timer on the info page but I just want to be absolutely sure. The deadline is Friday 8:00 pm(US eastern time), right?
Posted 18 years ago2006-07-12 22:37:40 UTC
in Advanced Brushwork Mini-Compos Post #189882
Yeah, I just realized how simple it was to fix. A bit of a brain fart there.
Posted 18 years ago2006-07-12 22:20:59 UTC
in Advanced Brushwork Mini-Compos Post #189880
Blast this stupid street. I curse this day!
User posted image
Posted 18 years ago2006-07-12 17:25:18 UTC
in Advanced Brushwork Mini-Compos Post #189864
Are those the unused kingpin textures?(They look familiar)
Posted 18 years ago2006-07-12 17:15:28 UTC
in Risk your Life 2 (Free MMORG) Post #189857
All right, bust out the Runescape.
Posted 18 years ago2006-07-12 16:56:39 UTC
in Advanced Brushwork Mini-Compos Post #189848
Who all is actually in this? I only know for certain that its me and Rowley.
Posted 18 years ago2006-07-11 16:56:45 UTC
in Cybernations. Post #189731
This looks exactly like Nation States.
Posted 18 years ago2006-07-11 16:13:15 UTC
in Env_shake Post #189728
well there you have it.... isn't there a logic_timer entity in hl???
Only in spirit.
Posted 18 years ago2006-07-11 13:23:30 UTC
in Advanced Brushwork Mini-Compos Post #189705
I really don't want to be posting my progress on this, but I just had to post this because its so funny to run around a little city.
User posted image

Freakin' splitting on the building. Bah.
Progress posting stops here--------
Posted 18 years ago2006-07-11 02:54:11 UTC
in Advanced Brushwork Mini-Compos Post #189651
I've started off with this:
User posted image

User posted image

So much on so little:
User posted image


I'm using more than 12 wad files, the sidewalks are 32 units wide and all textures have been scaled down to .25. I'm also planning to have both an urban and rural area for this city(both a business and residential area) I've yet to add traffic lights, fire hydrants, finish the parking garage, and a crapload of other things before I start on more buildings. Bring on the opposing cities, bitches. Skyscrapers for the WIN.
Posted 18 years ago2006-07-11 00:14:35 UTC
in Advanced Brushwork Mini-Compos Post #189630
It says that all enties should be playable. Now.......... define playable. Give me a r_speed cap or something because I'm considering entering in this and if I don't know where your idea of "playable" ends then I will surely go overboard :cool:
Posted 18 years ago2006-07-11 00:08:41 UTC
in The Interesting Thread Post #189625
I WASN'T FINISHED GOD DAMMIT! I WAS IN THE MIDDLE OF MY GOD DAMN EDITING! GOD DAMN YOU GUNTER, GOD DAMN YOU TO HELL!

Also, VG Dogs doesn't exist. BAH! PWNT

...
I have zero martial art's experience.
Posted 18 years ago2006-07-11 00:06:54 UTC
in The Interesting Thread Post #189623
Seriously, how can anybody prove something like that?
Its been scientifically proven that the average cat is smarter than the average dog. I don't know how they did it, but they did.
Posted 18 years ago2006-07-11 00:04:57 UTC
in all I want for christmas is a holophone. Post #189622
Ha! That's really cool!
Edit: What was that noise? A box of matches?
Posted 18 years ago2006-07-11 00:01:39 UTC
in The Interesting Thread Post #189619
Or buy a gun.
Posted 18 years ago2006-07-11 00:00:00 UTC
in The Interesting Thread Post #189617
Cats are smarter. Cats don't take up as much space. Cats don't bark(excluding really loud meows). Cats don't drool. Cats don't leave massive human-sized craps. Cats look cooler.

Cats > dogs. Eat some swiss cheese.
PS: Does anybody else see what I see?
<-----------extra wide menu?
Posted 18 years ago2006-07-10 22:30:54 UTC
in The Interesting Thread Post #189590
15 pens.
Posted 18 years ago2006-07-10 15:37:54 UTC
in Desktops of July '06 Post #189549
Yeah I did, it was in the CCHS server and Roxorfuxor told me that some game called "Anarchy" was running a server on my former IP, then I told him that I was running a server for a dead mod called The Wastes. Then I told everyone to not tell me to start up my 1.6 server again because I wouldn't do it(for various reasons).
Posted 18 years ago2006-07-10 15:32:04 UTC
in Desktops of July '06 Post #189546
The Wastes server. Thought you already knew?
Posted 18 years ago2006-07-10 15:26:34 UTC
in Desktops of July '06 Post #189544
I think I've cycled through this background about 5 times by now.
User posted image
Posted 18 years ago2006-07-10 14:34:31 UTC
in Desktops of July '06 Post #189537
Mine hasn't changed sine June.

Xyros, "hud_draw 0"(or cl_drawhud, one or the other) so you can get a nice screenshot without the hud in the way.
Posted 18 years ago2006-07-10 14:27:21 UTC
in making transparent glass? how? Post #189535
black and purple textures means the .wad is missing
Correction. Black and purple means that the wad is there, but that specific texture isn't in the wad.
If your textures aren't showing up ingame then I am probably correct in saying that you've updated this set of textures once or twice? if so, odds are you are mapping with the updated set, but haven't actually sent the updated textures to your cstrike folder.
oh yeah and something interesting i found about unbreakable glasses
it is not unbreakable..... a hit by a grenade (not its explosion) would break it.... (atleast in cs)
Tick the "trigger only" flag to fix that :)
Posted 18 years ago2006-07-10 03:13:11 UTC
in env_beam Post #189466
I'm pretty sure you can name the info_player_start and have the beam end on the player entity instead of a path_corner or something.
Posted 18 years ago2006-07-08 16:13:58 UTC
in New Mod: "Turnstile" Post #189340
I vote to keep the zooming in. Even if it gets annoying after a while, the zooming-out-from-exiting-the-menu looks more like a feature than a bug.
Posted 18 years ago2006-07-08 03:16:19 UTC
in Why Ask? Post #189256
Weird. Selfish sons a beeches.
Posted 18 years ago2006-07-08 02:11:45 UTC
in Why Ask? Post #189251
You can't get sued for using their textures. Natural Selection is a free game and the textures that come with the game are sitting right there for the whole world to see.
Posted 18 years ago2006-07-07 03:01:33 UTC
in New Mod: "Turnstile" Post #189041
Host_framerate is a tricky thing to get working just the way you want. I learned about it way back when I was trying to finish an addon for my old "nightmare" map.
Host_framerate values have to be insanely low. 1 is actually unbearably fast, as you have found out already. A nice slow-motion would use "host_framerate 0.001" but since you are basically stopping world around you I'd use something like 0.00001. 0 will always change it back to normal speed, so you don't have to worry about finding that sweet spot in the cvar values. Keep in mind that host_framerate is heavily based on how well the player's computer can run the game. For slowing things down, this isn't a problem at all. But if you want to create a little bullet time effect, 0.001 on a decent computer will be much slower than a computer that can run source. Don't worry about it though, its not a concern in this case.
Posted 18 years ago2006-07-07 01:33:54 UTC
in New Mod: "Turnstile" Post #189025
I meant to edit this into my last post, but you were too fast!

I don't know if the "custom scripting overbind" bugs will be fixed when the item for them is implemented into the game. Its seems very possibly(and logical) that the item that you pick up to activate them will fix the problem(assuming that when you pick the item up the game overbinds the button with a bind for the new script).
I'm aware of the smoothing groups and i did my best to remedy things.
??? I'm not sure what you are saying here. Remedy what? The flat-shadedness that using additive textures causes? Just make the additive parts a completely new body.

Penguinboy mentioned that you couldn't fight back while in overview mode, and thus you would die unfairly. Here's a simple fix to it: In the script for overviewing, add a change in the "host_framerate" cvar so that you can bring the game to a screeching halt while in overview, but can speed the game back up to normal when you leave it.
Posted 18 years ago2006-07-07 00:31:57 UTC
in New Mod: "Turnstile" Post #189021
Awesome! playing

Edit: Just finished testing everything and so far its looking freakin' great. I especially loved the ability to do suit zooming. Here's a little bug report:
User posted image

-I'm not crouched in this picture, I'm halfway inside the floor. I don't know whether you meant for this to happen (doubt it) and I don't remember this happening in the first demo, but you might want to fix it.

-The jump script isn't fool proof. Nor is any other special script(zooming, map overview, etc) I didn't know about this new jumping thing and I overbound it in the configs with a normal jump(seeing that there was nothing bound to "jump"). Fix it by doing this: Create a userconfig.cfg in the turnstile folder and add all your special alias bindings in there so that they won't be overbound by the config(the last thing config.cfg does is execute userconfig.cfg if it exists. Userconfig.cfg can only be edited manually so you don't have to worry about the game screwing it up like it can with config.cfg). Doing this will eliminate the possibility of new users overbinding unknown special functions.

-The siaph couldn't hit me, it only shot over my head, assuming you didn't script it to do that.

-The suit zooms out every time you leave the console(or the main menu). This looked like an intentional effect, but it got annoying after a while. If it wasn't intential, however, again I'd look into it.

-All of your models are one body each. Of course, that's not the problem. This sin't really a bug since they look fine without it, but: If don't want your weapons to have rough, pointy edges when the light strikes them, redo all of them so that the additive parts are their own body group. When additive textures on a model are in the same group as non-additive textues the smoothing gets screwed. This is what happens:
User posted image
Notice the arms? Of course, most of your weapons are very "geometric" to begin with so it doesn't affect them much but it WILL affect the parts that are supposed to be smooth(arms, hands, cylinders, etc).

-No steam splash screen :( But I'm sure you'll get to that eventually.

I also noticed that there was music in the fvox sound folder. Going to use that later for custom music, eh? You would probably be better off replacing the default HL soundtrack. Mp3s are far superior as we all know, plus using wavs for music can interfere with other world sounds and cause a number of other bugs.
Posted 18 years ago2006-07-05 22:59:12 UTC
in map too big for site Post #188770
Upload it to FPSB and copy the link from one of the mirrors.
Posted 18 years ago2006-07-05 22:55:35 UTC
in I just had to show you this Post #188768
De_crookcounty. If you have never heard of it, then now is the time to see it. De_crookcounty is the absolute pinacle of.............. a city map :P But dear God, man. It literally spans the size of a whole city. And not just because of the skybox, no, the whole thing is playable. This is exactly the kind of map that I have been waiting to see ever since I started mapping. Its so beautiful wipes tears from eyes.
Check this shit out!
Screenshots are on the download page.
He also made a special version of this map, dotd_crookcounty, which in my opinion looks ten times better. It was made for a specific CSS mod, dawn of the dead, where you fight zombies co-op. Check this one out too, just because it has such an amazing atmosphere(not scary, just amazingly awesome. Looks a lot more city-ish).
Dotd_crookcounty owns your face so damn hard