Orange Box has kinda messed up the SDK and it's probably wreaked havoc with Nem's tools as well (it's traditional, after all, for SDK updates to completely screw everything). I suggest hitting up Nem's site for some more guidance if R1Co's suggestion doesn't work.
Ok, it's been ages since I've touched anything Goldsource related, so here goes.
First up: you need to go through your config and change some things. First up, the mod folder. This needs to the TS folder. Same as "Place compiled maps in this directory before running the game", which you'll need to change to the maps folder of the TS directory.
Strictly speaking, if you compile a map, it should now dump the compiled BSP in the TS map folder. You can then manually launch TS and load the map via the console.
You can get Hammer to load the game though: what compile options are you using, normal or advanced?
Well, at least 3DRealms haven't overly hyped up the game over the years. I mean, it's pretty much become infamous on its own. Just as well anyway, cos if they did hype it, the expectations surrounding it would be massive. At this point in time, no-one knows a thing about DNF: hell, will it be a FPS or a TPS? (By the way, if the trailer answers that question then I apologise, I haven't seen it yet. )
Being 'fun' doesn't make it 'good'. I'm sure that when pirates pilladged villages they had a ball, but that didn't mean it was happy times for all.
I just thought Halo had every single cliched FPS element in it, which made it utterly boring and pointless to play for me. The fact you could only carry something like two weapons made it even worse than Far Cry.
Source is good because it's really the only engine that allows people to easily create custom content for it, much like the engines of old. From what I know, CryEngine2 is a giant, useless sandbox, and Unreal editing is a gigantic pain in the ass.
I do hope Valve mix it up a little more if they decide to do another engine. Compilling is annoying, BSP is annoying and yeah...
Terry Pratchett. He wrote a very popular series of books on a place called the Discworld. I haven't read them myself, but I remember the animated series they made from it and I know the books are pretty well-loved.
If you're doing more hardcore clipping and VM, use Check for Problems frequently to make sure you're not creating invalid solids. Generally, after a while, you sorta know if your shape is invalid or not.
The Vista version of IE (otherwise known as IE7, you cretins), while better than IE6, is still hopeless. The rendering engine has not changed a bit, so it's still slow as crap, and it's not fully up to web standards. I read interviews with the dev team basically saying that they wanted to fix up the main bugs with the browser, but not bother to bring it fully up to code.
When you use IE, God kills a BASKET of kittens! When you use IE, you're pushing web design back to the 1970s!
I'm hoping the MV Mods will be a little more proactive with their work in the new Vault, which should weed out those kinds of ratings. Besides, you know that you can't rate without posting a comment, so it should be easy to see what's going on.
Update: New map vault code is currently being implemented within my design.
Keep in mind guys that TWHL3 is completely new: there's not one trace of the old PHP in there at all, not even Seventh-Monkey's more recent additions to the site (i.e. Mercutio). The only thing we're using is the existing databases and I believe we've made changes to that as well.
Well, login counting is fairly trivial at best anyway. I've ammased over 6500 since 2003, which isn't a lot considering some of the other members here.
Next up on the suggestion list: the Map Vault. Currently, the MV index page and the Map index pages have been completed, as well as the new submission form.
Yeah, but if the content in the map doesn't add to the experience, which obviously some people here feel, then the amount of content is a complete moot point.
As well as that, 'adding to the experience' doesn't nessecarily mean 'good'.