Forum posts

Posted 17 years ago2007-07-10 20:16:40 UTC
in Video card? uh? Post #228294
User posted image
^ Can be directed toward any member you choose. ^

Feel free to use and abuse.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-10 15:51:06 UTC
in Bioshock Sys Specs Released Post #228284
I rember having to free up a load of space on my HDD in 1998 to install Half-Life. (450mb)

I also remember thinking how awesome it looked (640 x 480 in Software mode.) :biggrin:
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-10 15:13:13 UTC
in HL:OIFH Post #228278
For the record, What actually happens if you get hit by a displacer ball fired from an apache?
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-10 09:58:09 UTC
in Reflective textures Post #228217
I don't believe its possible to create a mirror effect in Source except with water. Cubemapped textures tend to reflect light only and are blurred.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-10 09:50:09 UTC
in Bodgy Mapping Jokes! Post #228215
Q: Why is every n00b map constipated?
A: They're blocked.

I act with scripted_sequences or info_nodes until prompted to use my pre-programmed AI when reacting to a player or other NPC depeding on my alliance to them or being killed, therefore I am.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-10 09:41:41 UTC
in Bioshock Sys Specs Released Post #228213
My PC just got assraped with a drill. :(

Counting down to my BDay. :biggrin:
monster_urby monster_urbyGoldsourcerer
This post was made on a thread that has been deleted.
Posted 17 years ago2007-07-10 09:32:52 UTC
in HL:OIFH Post #228210
slow down the rate of fire so that it won't create a dead-zone where ever it fires.
Erm...no? :badass:
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-09 19:45:23 UTC
in Bodgy Mapping Jokes! Post #228152
Caboose wins.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-09 18:52:03 UTC
in Bodgy Mapping Jokes! Post #228149
Q: Whats the best way to reduce a maps poly count?
A: Throw a shit load of crackers outside the level.

Q: What do you do if your map has too many brushes?
A: Shave it

Q: Why can't bankers make maps?
A: They always destroy them after seeing the void.

Q: Which mods are the best in bed?
A: The ones with huge wads!

Q: Who was the first ever mapper?
A: Noah. He built an arc.

ValvE have recently been taken to court over and incident involving their own brand of toenail clippers. Several people used it in the wrong direction and disappeared!
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-09 17:01:33 UTC
in HL:OIFH Post #228143
I wouldn't know how to add it so you'll have to pass it to Daubeh.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-09 15:16:37 UTC
in HL:OIFH Post #228131
Heh, awesome. Would make the apache fights a lot more interesting.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-09 13:45:28 UTC
in Urban After-Life Site is UP!!! Post #228121
Did someone say Pimp!?

Its pretty basic but I learned all the CSS I know from W3Schools which ant suggested. :D

I'm happy with it.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-09 13:40:38 UTC
in HL:OIFH Post #228120
Suh-weet!
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-09 13:38:51 UTC
in Weapon Ammo Post #228119
Looks up Purchase in the dictionary.

Hah, what do you know. It is a real word :nuts:
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-09 07:31:19 UTC
in Urban After-Life Site is UP!!! Post #228064
HTML + CSS ftw.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-09 07:30:11 UTC
in Urban After-Life Site is UP!!! Post #228062
Agreed.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-08 06:13:53 UTC
in Now Playing: ... Post #227912
Linkin Park - Points of Autority (Re-animated mix)

Youtubed it just for the vid cos its awesome.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-08 05:01:47 UTC
in Steam install fails Post #227893
Enviroment*
Luke, you fail at correcting people. Environment is right.

As for the issue at hand at haven't a clue. If it was me I would have got frustrated and re-installed windows by now. :P
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-08 04:50:16 UTC
in GoldSource Mapping Tips Post #227892
Amen to that.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-08 04:46:49 UTC
in Your Mod's (past and present) Post #227890
Your loss. :nuts:

(For the record, you can very easily carry a HL mod over to spirit.)
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-07 22:55:25 UTC
in Desktops of July Post #227856
Heh, I was about to start this thread but alas i was beaten to it.

Clicky!
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-07 19:43:37 UTC
in The Free Texture Thread! Post #227840
User posted image
My first source texture used to get my position on the Event Horizon Team (scaled down to 256 from 512)
User posted image
My second source texture used to get my position on the Event Horizon Team (scaled down to 256 from 512)
User posted image
A sign from The Complex (later named CENCOM). Crap PSP job.
User posted image
A similar texture made for CENCOM two years later.
User posted image
My Nintondu texture. For use in CENCOM.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-07 19:17:07 UTC
in Orion Post #227834
Looks awesome.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-06 21:44:28 UTC
in CS_OFFICE THE COMIC Post #227647
The title & "by urbanebula" are horribly lacking anti-aliasing. I thought you used photoshop? :S
I do but I'm a Photoshop N00B and still use those nasty PSP tricks I've picked up!
The last frame really shows off the spec of your PC. =]
Since framrate doesn't matter when you're taking your stills, up your resolution and graphics settings.
Ran at Max settings. Scene was way too dark when fit into the comic window so upped the brightness.
Nice skinning, and tash modelling. Your work?
None other :D
I don't like the title :<
Gimme a better one.
Is the old guy in panel 3 taking a piss against the wall?! 0.o
He is indeed.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-06 21:12:20 UTC
in ABC Half-life Post #227646
M

Minerva Metastasis
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-06 06:22:15 UTC
in Your Mod's (past and present) Post #227565
Unthought of name - I never got an idea for the name of this mod, but you would be a Alien Grunt. Of course this would mean you only face soldiers and humans, but I thought of Opposing Force, if you were a Alien Grunt for that, then you would get even more enemys, the only problem would be keeping military weapons from you.

Another Unthought of name - This would be simlar to my idea of you being a alien grunt, but instead you would be a Shocktrooper. When I got Sven Coop and looked at it for mapping, I realized I could make the maps I always wanted, but the only problem that stood in the way was respawning after death. I could have still achived this useing Opposing Force, but you would not have the same kind of team play idea of other aliens along your side.
Both very easy to do with the Spirit engine.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-06 06:15:41 UTC
in Flash Game Post #227564
Nope.
monster_urby monster_urbyGoldsourcerer
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-07-05 17:06:09 UTC
in HL:OIFH Post #227509
Hey, nice idea. However, I reckon they should shake uncontrollably all over. Think Tricky from the Madness series. :badass:
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-04 17:46:58 UTC
in CS_OFFICE THE COMIC Post #227375
Commentz pleaz!
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-04 17:45:04 UTC
in Elevator breaking something Post #227374
Muzz is right. With path corners you can make the timing far more accurate.

I also like alex's idea with the rotating doors. By combining the two and getting the right sounds i reckon it would look impressive.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-04 06:26:39 UTC
in Half Life: Otis' big day Post #227332
Urbanebula, yeah I knew that. Check my first post
I feel stupid. :zonked:
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-03 19:06:32 UTC
in Half-life:2 :( Post #227283
Stealing games from ValvE!?

opens golden TWHL entrance double doors which lead to dark rainy street.

"If sir wouldn't mind getting the fuck out..."
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-03 18:58:54 UTC
in Editing Counter-Strike or CZ Maps Post #227282
:thefinger: ed up by Steam
Fingered up? You know you can say 'Fucked' right?

Its one of many beautiful words TWHL allows us to cunting use.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-03 14:09:59 UTC
in Half Life: Otis' big day Post #227255
Not important but just so you know. His full name is Otis Laurey.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-03 12:06:21 UTC
in Unforseen Consequences: Chapter 6 Post #227246
Norman seems to have the same expression through the whole thing.

Work on running poses. Norman and Rosana look like they're sneaking out.

Big explosion could have been moar impressive by adding furniture and things in mid flight as well as a big explosion using the huge model in the 'effects' tab.

Otherwise 'MOAR PLEEZ!'
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-03 09:51:52 UTC
in Map Needs tf2.wad but it doesn't use Post #227243
StoneFrog. When your working on your HL map you'll have to go into the textures tab and remove the tfc and tfc2 wads. Then quit and restart Hammer and compile the map.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-02 18:59:42 UTC
in French Half-life! Post #227209
Already covered in another thread dude :glad:
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-02 18:53:34 UTC
in HL:OIFH Post #227208
Sounds good to me.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-02 17:26:15 UTC
in French Half-life! Post #227197
They probably made their own. However there are thousands of TTS generators on the Interweb they could have used and millions of effects they could have used to make it sound different. There is no way we can pinpoint the exact method they used.

BTW, This is my personnal favourite TTS generator and you will hear a lot of it in my mods. :heart:
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-02 17:22:47 UTC
in Beta character in german half-life files Post #227194
Yeah, but its an enemy in-game.
Like in Sven-Coop then. Still very old.
There are robogrunts (dead) on Xen when you talk to the Gman (if you're using the HD pack).
What?

If you use the HD pack there are dead HD Grunts during the Gman outro.

In HL dead grunts and live grunts use the same model so therefore that is not possible.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-02 16:28:30 UTC
in French Half-life! Post #227191
I think it was a text to speech generator with some other effects laid over the top. Pretty basic stuff.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-02 16:25:29 UTC
in Beta character in german half-life files Post #227189
Of course this was also a deathmatch model way back when the 5th patch came out.

This model is nearly as old as Team Fortress Classic. :zonked:
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-02 15:21:51 UTC
in Half Life: Otis' big day Post #227179
Well actually 200 0 200 is purple. :nuts:
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-02 15:20:00 UTC
in French Half-life! Post #227178
Not sure. It may have been Sven-Coop with the Super Definition model pack.

It wasn't used in-game. It was just in the list of animations in MDLViewer
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-02 15:11:20 UTC
in Half Life: Otis' big day Post #227176
Half-life: Blueshift 2
Already being done. :P
Ingame? Cool.
Yeah, open the console and type: hud_color 200 0 200

Or whatever colour you choose.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-02 13:34:12 UTC
in French Half-life! Post #227167
Heh, I remember playing a mod with custom scientist and barney models and they had an animation called german_death in which they sat on the floor and shook their heads.

What a load of shit. :P
monster_urby monster_urbyGoldsourcerer
This post was made on a thread that has been deleted.