Journals

M_gargantua8 years ago2015-05-16 03:59:23 UTC 10 comments
Wow. Looking back. Retrospective look through old journals from high school. Can't even recognize myself.

Also Hi! 11th Anniversary edition.
ninja defuse8 years ago2015-05-13 04:32:30 UTC 20 comments
Rules...

1. No one can present himself directly to another of our friends. There must be a third person to do it.

2. Never look at the wives of friends.

3. Never be seen with cops.

4. Don't go to pubs and clubs.

5. Always being available for Cosa Nostra is a duty - even if your wife is about to give birth.

6. Appointments must absolutely be respected. (probably refers to formal rank and authority.)

7. Wives must be treated with respect.

8. When asked for any information, the answer must be the truth.

9. Money cannot be appropriated if it belongs to others or to other families.

10. People who can't be part of Cosa Nostra: anyone who has a close relative in the police, anyone with a two-timing relative in the family, anyone who behaves badly and doesn't hold to moral values.
Lajron8 years ago2015-05-04 13:53:02 UTC 2 comments
Kung Fury can't wait for the movie :D

Link
ninja defuse8 years ago2015-05-02 22:51:14 UTC 2 comments
imagine that u meet a girl 300 km away, she used to talk well with me but u have only 12 hours, then u must run for the train...

the "real" scene (well it wasn't such drama but...):

> https://www.youtube.com/watch?v=BGpLAxpXqYo

ehhhHh.... x_X
Archie9 years ago2015-04-24 20:27:36 UTC 14 comments
I accidentally a whole stargate :x
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gameaddict117o79 years ago2015-04-22 21:42:01 UTC 2 comments
Well, today I learned Hammer clones entities between maps when run through the compiler.
e.g. In map A, I pick up the HEV Suit, and go through the trigger_changelevel to map B. I go back through the changelevel (immediately or after waiting a bit, it doesn't matter) to map A, and another HEV Suit is there, waiting to be taken. Same thing happens with monster entities if they've moved from their original spawn point. To my knowledge, brush-based entities and things like ambient_generic, light, etc. aren't cloned; just monsters and items.
Alabastor_Twob9 years ago2015-04-16 14:41:33 UTC 9 comments
Fairly long journal incoming:
For the past three days I've been doing what is probably the most interesting part of my university course. We've been at the airport, and an instrumented aircraft from Cranfield University has been taking us up and performing various manoeuvres to demonstrate aircraft handling.
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The class was split into two groups, so one group would go up and fly for an hour, we'd change over and the second group would fly for an hour, then there would be an hour for us to make calculations using the values we recorded from the aircraft instruments. There would also be a lecture at the beginning and end of each flight type.
There were four types of flights, in order to demonstrate different things. Since the mass distribution of the aircraft was important for some of the calculations, we had our weights recorded and then our seating was assigned. Thanks to this I had the best seat on the plane for all of the flights:
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Not only could I see the readouts on the screens we had, but I could also read the pilot's instruments, which was very interesting.

The second flight was certainly the most interesting in terms of content. In the first part we had to take down numbers while the aircraft was turning. As it went on the turn got tighter and tighter, until by then end it was pulling around 2 Gs of acceleration, and it was banked by about 60 degrees.
As well as this, they demonstrated the plane's stall warning and avoidance systems. They went up to about 7000ft and then flew slower and slower, with the plane being pitched up so it wouldn't lose altitude. It was pretty scary to hear the warning systems in the cockpit going apeshit while the pilots ignored it and continued to pitch up. The stall warning system causes an alarm to sound in the cockpit, and the stick to shake, both of which were very audible from the cabin. The stall preventation system uses a hydraulic ram to push the stick forward. However it does so suddenly and very forcefully, so it feels like the plane has suddenly dropped by a huge amount. I tried looking it up on YouTube, but since none of the videos have the camera pointed out of the windows it just looks like everyone is freaking out for no reason.

The fourth flight was also interesting, as on that day they were apparently filming a documentary about the airport. Since they wanted some footage of what we were doing, I was given a camera to hold and film while the plane started spiralling. Basically I had to point the camera out the window, or out the front from behind the pilots, and the footage would have been similar enough to this: https://www.youtube.com/watch?v=WWo-sryzQiQ
You can see the cameraman here filming students boarding the plane:
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Unfortunately since I was holding their camera I wasn't able to do any filming for myself, so I’ll have to wait until the documentary is broadcast before I can see the footage.
I did however get this photograph of the tip of the Cliffs of Moher:
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2muchvideogames9 years ago2015-04-15 05:05:58 UTC 1 comment
I just played a russian mod that takes place in the USA. You start by going off in a helicopter generously provided to you by the G Man. Unfortunately, his generosity ends there, because you are not given any weapons at all before you leave for the enemy soldiers' base.

After being informed by on screen text the words "CHOPPER DOWN" you start out on a cliff overlooking several yards. One peek gets the attention of about 5-10 enemy soldiers. So what do I do? Got no weapons except the Freeman Fists. Might as well jump down to the yard filled with soldiers and see if any of them is generous enough to donate me a gun. Turns out they were only generous enough to donate some grenades.

About 5 or so minutes after that I somehow got the attention of an Apache Helicopter. At this point all I have is a crowbar and an assault rifle with scavenged ammo. There was no RPG to be found in what seems to be the first map of the mod. Makes sense.

Your mission is to find some scientists with sensitive information and try to bring them back to base alive, preferably. So I run around the base, fighting about 50 soldiers or so, until I get to this outdoor area. It seemed like daylight seeing the skybox, but the entire area was pitch black. Didn't go a few steps when the assassins started showing up. Oh boy. Fighting assassins in a pitch black canyon. You should try it, on hard.

About halfway thru the pitch black canyon map the path splits left and right. To the right there were a few soldiers (the map is still pitch black) but they were far easier to deal with than assassins. Too bad I couldn't see any grenades coming. And I should mention this mapper(s) absolutely loves the contact grenade grunt.

At the end of this path there is a small transition room not unlike the one you end up in before entering Black Mesa East in HL2. Except theres a grunt in the window watching me as I enter. Then, the door closes behind me and water starts flowing in from a pipe in the corner of the room. The other door does not open, leaving me to drown. That's right, it's the "Pick one right, you may pass, pick one wrong, kick your ass" gameplay.

So all the way back at the split I had to pick the right side in order to progress. This side is alot easier because instead of soldiers, it is filled with only houndeyes. I should also mention theres a taser in this mod. Just like the one in CSGO, with unlimited uses. So I went around basically, tasing houndeyes.

This mod has alot of tiny buttons and other confusing puzzles that took me longer to finish that it should be. At one point you enter this teleport (if you can find the tiny button that activates it) that takes me to this red spaceship with (again) a split path, left or right. Going to the left will result in you taking lots of damage from about 15 baby headcrabs. At the end of the path is nothing except a tiny button that blends in with the wall which you will never notice. Going to the right will put you at odds against annoyingly placed normal headcrabs as well as a laser machine that doesn't work unless you press the aforementioned tiny button. The rest of the spaceship is filled with alien grunts and more headcrabs.

Other fun things include: A knife from CS that wasn't coded too well because if you use it a certain way there's basically no cooldown. Theres also a locked door that can only be opened by shooting the panel next to it, but the panel itself appeared to have more HP than grunts. The final area of the spaceship was an endurance round versus three headcrab monstermakers. Unfortunately for them you can camp in a corner and just wait it out.

Back on Earth, you are greeted by more of the mod's favorite gameplay element: pitch blackness. It's a compound filled with soldiers and at the roof is a helicopter. I should mention how many times my flashlight ran out, but I already lost count.

As if that wasn't good enough, the next area again introduces the mod's second favorite gameplay element: assassins. And a puzzle that you must be REALLY observant to notice the solution to. From there on the mod returns to the tried-and-true formula that was used earlier: fighting assassins in a pitch black area. In fact from there on the rest of the maps (with the exception of the final map) are all basically versus assassins in totally dark areas. Of course, the darkness is no problem for the assassins because they are wearing the night vision goggles. While all you have is a little 5 dollar flashlight.

Anyway once you get past all that (if you get past them, that is) you will encounter the final map. Getting thru it, you ride in a wire trolley as the credits roll. Remember what your mission was? Neither do I.

TLDR or YOU WANT TO EXPERIENCE IT YOURSELF
http://www.moddb.com/games/half-life/addons/hl-index-two-ep1
brendanmint9 years ago2015-04-11 07:12:06 UTC 3 comments
Hello TWHL!

It's been awhile hasn't it? Aside from posting Butts in the ShoutBOX I really haven't been on. But I recently started getting back into mapping for Source and kind of wanted to show off a small portion of a map I'm working on.

I was bored in class a few days ago(more like everyday amiright) and started drawing up plans for a small street segment map, and reinstalled the sourceSDK and fired it up. I've been working on it in most of my free time, and I'm actually really happy with where it's going, so I'll post a couple of screenshots of the progress on one area:
This picture was taken like, a few hours after I started it a few days ago,
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And this one was taken just a few short moments ago,
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If you look at the file names you might notice that 4 numbers are missing, they are just in between images. I set up a point_viewcontrol cause I thought it'd be cool at the end to compile all the images into one cool fading thing. So yea, I'll post more pics later, I want to keep working on this and not forget about it like my other stuff.

Also I've been working on some weird world generator thing in flash, have a link: https://dl.dropboxusercontent.com/u/28045253/FlashGames/WorldGen2015/WorldGen2015_IV.swf. I've mostly been working on flash projects the last few months when I can, work and school have been taking up most of my time, but with the semester coming to and end I'm hoping I start to get more free time.

Thanks for reading all of this(and maybe checking the link out?), it's long, probably boring, but I missed this place, you guys are cool.

EDIT: Another screenshot appears!
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EDIT EDIT: And another! They're everywhere!
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Striker9 years ago2015-04-09 13:21:11 UTC 6 comments
Warning: Spoilers
I just played Elements: Transmission 120 and it left a bad taste in my mouth. I feel totally discouraged. It's not about competition, but whatever I've done in Hammer seems total rubbish compared to this mod. The guy behind this clearly displays a lot of dedication: the mapping detail and attention to gameplay and some nifty puzzles and new gadgets. No wonder he was offered a job by gearbox, Valve would be envious on his skills.

It's a pillar of inspiration for me and I think for the rest of us, I'm going to investigate how certain effects were achieved. It's nothing out of the ordinary, just extreme fine-tuning of already available source engine technology. Archie, I'm looking to you now. You will jizz in your pants when you see the lighting.

I'm going to leave you with some scenes from the last battle, so if you don't want to the see them, just get out of here! :))
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ninja defuse9 years ago2015-04-07 08:04:03 UTC 4 comments
The Witcher III

hello ;]
i would like to present a game, probably some of u havent heard about the game because witcher series are more popular in my country (poland) than somewhere else

https://www.youtube.com/watch?v=McI_PbjqWsg

gl i hope u will like it
monster_urby9 years ago2015-04-05 09:29:52 UTC 26 comments
Some of you have seen this on Facebook already. Thanks for the messages. :P

I posted some months ago now that my wife and I were working on something. Well, it's officially been released on the 31st of March.

Say hello to the newest member of our family and the youngest member of Scotch and Coffee, Ivory-Rose Morris.
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Jessie9 years ago2015-04-02 03:14:42 UTC 18 comments
As you personally understand it, why do you exist?
Notewell9 years ago2015-03-31 13:45:03 UTC 6 comments
I [no longer] have a problem. I want to recompile all the C42 maps using Vluzacn's tools, but when I try to compile them using The Compilator, I get an error -
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I've verified that nothing else is running that should be using the BSP file - and even gone so far as to delete it before compiling (it once again compiled, spat out that error, and left me with a fullbright map)

Here's the compile log.

###############################################################################
### ###
## ##
  1. #
  2. #### #### #### #### #### # # #### ##### #### #### ##### #
  3. # # # # # # # # # # # # # # # # # # #
  4. # # # # # # ##### # # ###### # # # ##### ##### #
  5. # # # # # # # # # # # # # # # # # #
  6. #### #### # # # # # ##### # # # #### # # ##### #
  7. #
  8. By: Michiel "The Mighty Atom" Breddels #
  9. Version: Version 3.0.00 Public Beta 1.5 #
  10. Released: October 15th, 2013 #
  11. #
    1. ##
      1. ###
###############################################################################

hlcsg v3.4 VL33 (Feb 2 2014)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
--- BEGIN hlcsg ---
Command line: hlcsg.exe "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\COLONY42\maps\intro.map" -wadinclude 42.wad -chart -estimate
Arguments: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\COLONY42\maps\intro.map" -wadinclude 42.wad -chart -estimate -low -wadautodetect
Entering C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\COLONY42\maps\intro.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[42.wad]

CreateBrush:
(0.23 seconds)
CSGBrush:
(0.29 seconds)

added 2 additional animating textures.
Including Wadfile: \program files (x86)\steam\steamapps\common\half-life\colony42\42.wad
  • Contains 8 used textures, 8.99 percent of map (274 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\common\half-life\valve\halflife.wad
  • Contains 81 used textures, 91.01 percent of map (3116 textures in wad)
Wad files required to run the map: "halflife.wad;"
Texture usage is at 1.08 mb (of 32.00 mb MAX)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 0/512 0/32768 ( 0.0%)
planes 9428/32768 188560/655360 (28.8%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 1023/32767 40920/1310680 ( 3.1%)
faces 0/65535 0/1310700 ( 0.0%)
  • worldfaces 0/32768 0/0 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/32760 0/917280 ( 0.0%)
  • worldleaves 0/8192 0/0 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 0/256000 0/1024000 ( 0.0%)
texdata [variable] 401776/33554432 ( 1.2%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 29904/2097152 ( 1.4%)
  • AllocBlock 0/64 0/0 ( 0.0%)
89 textures referenced

Total BSP file data space used: 661160 bytes

Wad files required to run the map: "halflife.wad;"
0.83 seconds elapsed

--- END hlcsg ---

hlbsp v3.4 VL33 (Feb 2 2014)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
--- BEGIN hlbsp ---
Command line: hlbsp.exe "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\COLONY42\maps\intro.map" -chart -estimate
Arguments: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\COLONY42\maps\intro.map" -chart -estimate -low

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]

SolidBSP [hull 0] 500...883 (0.10 seconds)
BSP generation successful, writing portal file 'C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\COLONY42\maps\intro.prt'
SolidBSP [hull 1] 500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (142,-1010,-252)(236,-932,-182) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
825 (0.11 seconds)
SolidBSP [hull 2] 500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (158,-1026,-256)(220,-948,-186) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
622 (0.07 seconds)
SolidBSP [hull 3] 500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (142,-1010,-270)(236,-932,-200) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
874 (0.12 seconds)
Reduced 5577 clipnodes to 5293
Reduced 1023 texinfos to 702
Reduced 89 texdatas to 86 (401776 bytes to 296740)
Reduced 9428 planes to 3035
FixBrinks:
Increased 5293 clipnodes to 5376.

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 86/512 5504/32768 (16.8%)
planes 3035/32768 60700/655360 ( 9.3%)
vertexes 4476/65535 53712/786420 ( 6.8%)
nodes 1995/32767 47880/786408 ( 6.1%)
texinfos 702/32767 28080/1310680 ( 2.1%)
faces 3194/65535 63880/1310700 ( 4.9%)
  • worldfaces 1097/32768 0/0 ( 3.3%)
clipnodes 5376/32767 43008/262136 (16.4%)
leaves 1316/32760 36848/917280 ( 4.0%)
  • worldleaves 214/8192 0/0 ( 2.6%)
marksurfaces 3611/65535 7222/131070 ( 5.5%)
surfedges 14754/512000 59016/2048000 ( 2.9%)
edges 7509/256000 30036/1024000 ( 2.9%)
texdata [variable] 296740/33554432 ( 0.9%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 29904/2097152 ( 1.4%)
  • AllocBlock 5/64 0/0 ( 7.8%)
86 textures referenced

Total BSP file data space used: 762530 bytes

Wad files required to run the map: "halflife.wad;"
1.32 seconds elapsed

--- END hlbsp ---

hlvis v3.4 VL33 (Feb 2 2014)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
--- BEGIN hlvis ---
Command line: hlvis.exe "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\COLONY42\maps\intro.map" -chart -estimate
Arguments: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\COLONY42\maps\intro.map" -chart -estimate -low
214 portalleafs
504 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(0.04 seconds)
LeafThread:
(0.20 seconds)
average leafs visible: 54
g_visdatasize:3606 compressed from 5778

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 86/512 5504/32768 (16.8%)
planes 3035/32768 60700/655360 ( 9.3%)
vertexes 4476/65535 53712/786420 ( 6.8%)
nodes 1995/32767 47880/786408 ( 6.1%)
texinfos 702/32767 28080/1310680 ( 2.1%)
faces 3194/65535 63880/1310700 ( 4.9%)
  • worldfaces 1097/32768 0/0 ( 3.3%)
clipnodes 5376/32767 43008/262136 (16.4%)
leaves 1316/32760 36848/917280 ( 4.0%)
  • worldleaves 214/8192 0/0 ( 2.6%)
marksurfaces 3611/65535 7222/131070 ( 5.5%)
surfedges 14754/512000 59016/2048000 ( 2.9%)
edges 7509/256000 30036/1024000 ( 2.9%)
texdata [variable] 296740/33554432 ( 0.9%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 3606/8388608 ( 0.0%)
entdata [variable] 29904/2097152 ( 1.4%)
  • AllocBlock 5/64 0/0 ( 7.8%)
86 textures referenced

Total BSP file data space used: 766136 bytes

Wad files required to run the map: "halflife.wad;"
0.27 seconds elapsed

--- END hlvis ---

Copied:
C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\COLONY42\maps\intro.bsp

To:
C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\COLONY42\maps\

The weirdest thing is, I haven't touched this map in years except to re-export it to map today - And I know for a fact that last time I did, it compiled perfectly fine.
freedslave9 years ago2015-03-31 12:20:46 UTC 9 comments
I made an elevator based on the func_train tutorials but I want my elevator to carry on a rotating door that is fired by the 2nd path_corner. A func_rotating_door on a func_train.
The platform go down fron one pc to the other, once at the bottom the door is well triggered but the brushes didn't tag along.
I've tried to Group elev with the door but it won't follow anymore.
Anyone has a fix please ?