Forum posts

Posted 11 years ago2013-07-11 17:17:41 UTC
in Now Playing: ... Post #314172
Posted 11 years ago2013-07-08 18:43:00 UTC
in Now Playing: ... Post #314156
cant stop listening to this

http://www.youtube.com/watch?v=znAPRTONwK4

did you know that at the time the pipe organ was invented, it was the most complex machine man has ever constructed?
Posted 11 years ago2013-07-06 14:21:33 UTC
in Post your screenshots! WIP thread Post #314138
sorry...
Posted 11 years ago2013-07-06 10:42:48 UTC
in Post your screenshots! WIP thread Post #314135
shut up motherfucker
Posted 11 years ago2013-05-18 07:39:55 UTC
in Flare effect Post #313600
Just put a huge sprite down there?
Posted 11 years ago2013-04-11 19:30:37 UTC
in cs, turn widescreen off Post #313307
tried -full/-fullscreen? and try shortcutin hl.exe instead of fuckingsteam://rungameidblabla
Posted 11 years ago2013-04-10 13:00:44 UTC
in Now Playing: ... Post #313299
some kinda lady coverin light my fire

http://www.youtube.com/watch?v=4axSpwbKuis&
Posted 11 years ago2013-04-07 12:45:50 UTC
in Post your screenshots! WIP thread Post #313274
design doesnt always gotta be functional huh
Posted 11 years ago2013-04-03 11:19:35 UTC
in de_wb_b1 Post #313256
You could make one night and the other day or something and stuff like that :)
Posted 11 years ago2013-04-03 05:47:29 UTC
in de_wb_b1 Post #313253
Nice atmosphere. Would you like to make a HLDM version?
Posted 11 years ago2013-03-31 15:12:13 UTC
in trees problem in my map? Post #313220
tl;dr
Posted 11 years ago2013-03-30 10:40:18 UTC
in light_environment tricks Post #313213
holy smokes! what a madness

ofc its bounced its just that VHLT is now using a new more correct method for calculating bounces so theres little difference between 1 and 1337 bounces

_diffuse_light R G B BRIGHTNESS uder smart edit in light_env specifies the light coming from sky, not sun

and read the VHLT topic in svencoop forums, its all there
Posted 11 years ago2013-03-29 22:59:55 UTC
in light_environment tricks Post #313199
Dont listen to me

this is where 8bit starts to suck, when it comes to real dark, ur only left with a few levels of brightness plus some stupid bugs in our shitty rad and ur left with even less, btw, 128 is 256 actually or something

Anyway, try fuckin around with _diffuse_light
Posted 11 years ago2013-03-26 09:36:20 UTC
in New Game Server Post #313157
were talkin bout quakeworld
Posted 11 years ago2013-03-20 14:03:38 UTC
in Now Playing: ... Post #313098
Some things are just beautiful

http://www.youtube.com/watch?v=V8hIdmJZ1-w
Posted 11 years ago2013-03-18 16:00:40 UTC
in LightMappedGeneric vs VertexLitGeneric? Post #313088
U gotta be kiddin! Binary space partition all da way
Posted 11 years ago2013-03-18 03:43:12 UTC
in Body Parts Post #313079
Somebody said body parts? My giblets! My gibs!
Posted 11 years ago2013-03-16 14:57:29 UTC
in spectate mode in halflife? Post #313067
allow_spectators 1 for sv, then 'spectate' for cl
Posted 11 years ago2013-03-11 09:40:18 UTC
in Now Playing: ... Post #313020
Dunno why, but this always was magical for me

Moloko - Sing It Back

http://www.youtube.com/watch?v=rtZAzh0TSAo
Posted 11 years ago2013-03-10 13:41:43 UTC
in Now Playing: ... Post #313008
Thelonious Monk - 'Round Midnight

speechless...

http://www.youtube.com/watch?v=xC68NtEmAcc&

btw looks like Daubster is into muscle cars!
Posted 11 years ago2013-03-05 12:38:24 UTC
in fgd file make``? Post #312894
start makin ur questions more specific

the mod, you go to hell
Posted 11 years ago2013-03-05 12:27:28 UTC
in I'm rusty help me out. Post #312906
1 lots of ways, with train u can make it spin and move up n down at the same time

2 no but u can make the texture darker or lower increase the transparency
Posted 11 years ago2013-03-04 19:46:10 UTC
in Insurgency (Early Access) Post #312896
Oh I loved it, especially the iron sights
Posted 11 years ago2013-03-02 14:16:35 UTC
in Where should my custom models be? Post #312846
You need VHE 3.5 and a modified .FGD
Posted 11 years ago2013-02-27 08:46:00 UTC
in Post your screenshots! WIP thread Post #312785
Those fucking benches look weird.. damn weird man
Posted 11 years ago2013-02-26 22:46:54 UTC
in Model cow? Post #312776
But why buy the cow when you can milk it?
User posted image
Posted 11 years ago2013-02-24 16:48:14 UTC
in Now Playing: ... Post #312749
Billie Jean on sax... just magical

http://www.youtube.com/watch?v=u1kSJ-KucPU
Posted 11 years ago2013-02-24 13:08:07 UTC
in light_environment tricks Post #312748
Read ZHLT and VHLT docus, it's all there my friend..
Posted 11 years ago2013-02-23 17:27:36 UTC
in Trying to understand GoldSrc textures Post #312737
The second is probably for distant objects, to save resources...or for smaller objects?
Posted 11 years ago2013-02-23 13:17:10 UTC
in Now Playing: ... Post #312732
Posted 11 years ago2013-02-21 17:16:28 UTC
in Tutorial - How to make better normal map Post #312722
Photoshop CS2 is now free
Posted 11 years ago2013-02-20 08:21:20 UTC
in [HL1-SP-MOD] focalpoint Post #312710
Indeed fucking awesome
Posted 11 years ago2013-02-19 17:19:17 UTC
in Post your screenshots! WIP thread Post #312703
some bugged disco n some other shit
User posted image
User posted image
Posted 11 years ago2013-02-18 23:24:00 UTC
in MP3's don't play Post #312698
I guess so, but I might be wroooong
Posted 11 years ago2013-02-18 22:42:02 UTC
in Geometry compiling question. Post #312695
dude it's a decade since with zhlt u can make entities drop shadows, for ex illusionary or wall

today with vhlt u can make { texes drop projected shadows

if thats what u mean
Posted 11 years ago2013-02-18 22:36:41 UTC
in MP3's don't play Post #312689
Cuz u are too dumb, fella

See, HL can only play 22khz .wav, and not sure if 8 or 16 bit, if u pitch it up 2x, u have 44khz, which is CD quality, and mp3s are 44khz... 22khz is not enough for decent music playback. But as I said, these songs would weight more than the mod itself

edit. oh, dont listen to me idiot. 22khz n 16bit can be enough (only that u wont have stereo, and will always hear it louder in 1 speaker[unless you put ambient_generic somewhere far up or down])
Posted 11 years ago2013-02-18 21:18:20 UTC
in Geometry compiling question. Post #312692
Yes, or the world will end.
Posted 11 years ago2013-02-18 12:58:32 UTC
in Geometry compiling question. Post #312684
BEVEL isn't completely non-solid, it does block bullets, projectiles etc. And you can't walk through as u deeeeeescribed. But its very buggy and sometimes makes the normal texture non-solid. Thats why I dont use it
Posted 11 years ago2013-02-18 12:48:01 UTC
in MP3's don't play Post #312683
You can try pitching down a song in an editor and then equally pitching it up in ambient_generic. Never tried this, but this could even give you lossless CD quality :) However, no stereo :( Oh, and forget this cuz the song would probably weight 50MB ^^
Posted 11 years ago2013-02-17 23:59:35 UTC
in Post your screenshots! WIP thread Post #312672
Good work, feral kid. Better than most mappers here
Posted 11 years ago2013-02-16 22:00:46 UTC
in MP3's don't play Post #312657
it works even in mp but sometimes it just doesnt. Never figured out why. mp3volume 0? check the entities again... Also check in VHE map>map properties>CD track to play, see whats in Valves maps
Posted 11 years ago2013-02-15 13:55:13 UTC
in Now Playing: ... Post #312623
Posted 11 years ago2013-02-12 16:43:57 UTC
in Specifics of Decal Rendering Post #312585
There are many entities we can investigate deeper
Posted 11 years ago2013-02-11 09:36:03 UTC
in Geometry compiling question. Post #312564
Then unseen faces are discarded, however, yes, there is some clipping bullshit going on. Don't worry about this shit too much and read Daubster's tetrahedron terrain tut
Posted 11 years ago2013-02-09 21:24:54 UTC
in Specifics of Decal Rendering Post #312532
I always had one idea how to have almost Source-like RGB decals in HL without any mods. Simply make 3 separate textures for each of the RGB channels and put all 3 decals into same spot. A bit expensy but u have fully RGB, 768 color ^^ decals.

Also I just found the working of env_sound very interesting. Believe it or not but it affects the player in a very similar manner explosions does in HL! Turns out you not only need to be in it's radius, but you also have to see the env_sound entity itself for it to affect you. This way it doesn't affect you through walls, even if you're inside the radius...

EDIT: I just also noticed that for the transition from one env_sound to another to be successful you have to stay in the new one for at least half a second or something. If the radius of the new env_sound is so small that by longjumping or gaussjumping you can pass through it in miliseconds, the new env_sound won't take effect. The solution is to simply set a bigger radius for the new env_sound so you stay longer in it. Thanks rufee for testing.
User posted image
Posted 11 years ago2013-02-05 13:26:39 UTC
in White spots around lights Post #312482
r u using vhlt?
Posted 11 years ago2013-02-02 11:43:01 UTC
in forced HD pack Post #312433
I can't see anything in the video tab
Posted 11 years ago2013-01-28 13:43:02 UTC
in forced HD pack Post #312352
Don't worry, this stupid "steam" monopolis shithole is not gonna last forever anyway, just use non-steam hl

fuck valve, i bet theres barely a single guy left who worked on original hl
Posted 11 years ago2013-01-21 21:05:05 UTC
in Now Playing: ... Post #312287
Posted 11 years ago2013-01-02 17:33:36 UTC
in Masks Post #312005