Forum posts

Posted 18 years ago2005-10-26 16:14:57 UTC
in Your first Games console? Post #143867
mine was origional NES.
And each day 20 stupid responses from you
Forum posts: 2805 (11.7)
Around 12 if you want to get specific...
Posted 18 years ago2005-10-25 20:30:59 UTC
in [HL1] dm_pwnreactor (name not final) Post #143750
PS: I'm left handed, therefor my handwriting is wierd
Im ambidextrious (spelling. Yes, I type finetically ;) ), and use my left hand usually... therefore my handwriting is wierder (not a word)

screenies look okay...
Looks a little TFCish

Nice details. Enough details, and not too much, great.
Posted 18 years ago2005-10-25 17:12:37 UTC
in Hey everyone Post #143736
woopsy, wish I could have edited that ;)
Posted 18 years ago2005-10-25 17:11:50 UTC
in Lighting Troubles! Post #143734
This may be true, but you do learn more if you figure things out for yourself...
Posted 18 years ago2005-10-25 17:10:35 UTC
in Strange yellow spores... Post #143733
It'd be nice if we could harness that power.. such as make radiation come from an infected headcrab or something...
Posted 18 years ago2005-10-25 17:08:27 UTC
in Hey everyone Post #143731
You need to either learn HTML, or find someone who knows it...

Implementing a program to create a site usually does not have the innovative nor the desired effects, even if it is a widely used commended piece of software such as FrontPage...
Posted 18 years ago2005-10-25 16:19:19 UTC
in Strange yellow spores... Post #143716
Yes, but what are they made of? A sprite?
Some things we are just not meant to know ;)
Posted 18 years ago2005-10-25 16:02:26 UTC
in Strange yellow spores... Post #143708
All they do is tell you that there is an error with the entity in question...

okay... You may also have an entity touching him, or a train of some sort... When HL compiles, it maps out every possible area that the train can be... so... Maybe your grunt is in that area?
Posted 18 years ago2005-10-25 15:45:20 UTC
in Lighting Troubles! Post #143702
DON'T DECOMPILE ANYTHING...

you cannot talk about that here...
Posted 18 years ago2005-10-25 15:41:09 UTC
in Hey everyone Post #143701
Grappling hook ;)
Posted 18 years ago2005-10-25 04:51:53 UTC
in Know anyone from TWHL? Post #143499
Feel left out Rabid? :cyclops:
Posted 18 years ago2005-10-25 04:50:16 UTC
in My NEW new site! Post #143497
Well, You have to have a purpose...

I really cannot find out what your site does...

(that isn't already covered by TWHL)

You've created like a "mini-TWHL"
Posted 18 years ago2005-10-25 04:43:59 UTC
in Lighting Troubles! Post #143494
to me, the dark part of the pipe looks good... but... If you want the "fullbright" look, then just move your point light (If you have one) a little bit closer to the ground.

Seventh is right about the texturing...

The pipe may look better once you texture the rest of the hallway?

btw, make the arch looking things a nice shiny metal.
Posted 18 years ago2005-10-25 04:40:22 UTC
in Allocbloc:Full Post #143493
I think he would have noticed that, cause when he looked at it in VM there would be a whole bunch of odd verticies...

I think that hints at a possible problem...
Posted 18 years ago2005-10-24 21:39:24 UTC
in Xen Assault [HL1] Post #143464
oh comon Saco...

Im sure Half-Dude did not copy your title just because it has Xen in it...

can you say: "coincidence"....

Half-Dude has a clever name, since xenophobia is the fear of strangers... its a pun.. and definatly is not relevant to your mod's name.

Good luck!
That slave with the blue eye looks pretty cool!
(And I believe you spelled Assault wrong)
Posted 18 years ago2005-10-24 21:35:59 UTC
in Lighting Troubles! Post #143463
Use some point-lights as well as texture lights.. They seem to work well together...

It might not be the lighting that makes that hallway look... icky...

I would retexture it, and make the pipe things into a func_walltoggle

lighting is the hardest thing to do in mapping. It can make or break an entire map.
Posted 18 years ago2005-10-24 21:33:19 UTC
in Allocbloc:Full Post #143462
its probably due to the texture...

Did you "smoosh" the texture in too much?
Posted 18 years ago2005-10-24 21:32:10 UTC
in Know anyone from TWHL? Post #143461
bah, thats what you think!

I'm watching you through a camera!!

and for GOD's SAKE!! put a ROBE ON!!!
Posted 18 years ago2005-10-24 21:23:34 UTC
in Know anyone from TWHL? Post #143459
I know Luke lives right across Lake Michegean (And then some)

Frag is pretty close, but I never travel out West...
Posted 18 years ago2005-10-24 21:21:26 UTC
in Hey everyone Post #143458
Grettings Jahzel...

long time... long time...

No hard feelings, k?
Posted 18 years ago2005-10-23 17:08:25 UTC
in Picture Scramble! Post #143247
First = The train ride...

Second = Xen light Plant
Posted 18 years ago2005-10-23 14:38:25 UTC
in Picture Scramble! Post #143233
you did not "haxxed", you just looked it up.
Posted 18 years ago2005-10-23 14:00:00 UTC
in Picture Scramble! Post #143214
HL1 or 2?

Lets stick with HL1....
Posted 18 years ago2005-10-23 13:56:58 UTC
in Picture Scramble! Post #143211
heres a hint:
User posted image
Wooties to Pepper!
Posted 18 years ago2005-10-23 13:08:51 UTC
in Picture Scramble! Post #143196
Heres one:
User posted image
Posted 18 years ago2005-10-23 12:56:17 UTC
in Picture Scramble! Post #143192
you can easily make out the grunts looking at you...

oh, thats the lambda teleporter...

that ones easy
Posted 18 years ago2005-10-23 09:25:19 UTC
in Picture Scramble! Post #143146
I'll give ya a hint:
User posted image
Nice one Seventh!
You guessed it!

k, Ill post a new one later ;)
Posted 18 years ago2005-10-22 20:20:59 UTC
in Picture Scramble! Post #143038
yeah, its the text chamber... obvious huh?

Try this one:
User posted image
Posted 18 years ago2005-10-22 19:33:33 UTC
in Picture Scramble! Post #143030
Heres an idea...

I've scrambled a picture that you all should know very well... Tell me where this picture is from!

Ill start off with an easy one...
User posted image
Posted 18 years ago2005-10-22 19:17:09 UTC
in Allocbloc:Full Post #143028
let me guess...

lots and LOTS of time on his hands? ;)
Posted 18 years ago2005-10-22 12:13:36 UTC
in BrattyLord's: Alise Post #142894
hehe, sorry...

I just got imageshack...

but previous to this, The image took up 4x the screen :o

Thanks ;)
Posted 18 years ago2005-10-22 11:19:06 UTC
in BrattyLord's: Alise Post #142880
Heya,

made a body... and some propulsion thingies...

Still not textured... anyone know how I should texture this bad boy??

Thanks,
Da Brat...

BTW, almost done with the brushwork for the inside chapter of the ship... Just trying to the get the "exit" without being able to fall off the end of the world...

User posted image


User posted image


User posted image
Posted 18 years ago2005-10-22 11:14:49 UTC
in Allocbloc:Full Post #142879
Too many .wads were used to compile the map??

or... Its a simple brush error... Go back and check double check yer map ;)
Posted 18 years ago2005-10-22 11:13:43 UTC
in dissapearing cylinder segments Post #142878
Lets see how long it takes...

Glad we could help ;)
Posted 18 years ago2005-10-22 11:12:49 UTC
in Voice Acting? Post #142876
I use the free GoldWave...

Yes, its crap... I only use it for voices, since it actually does a good job there.

For music, I compose with Finale, and use their performance thingy to make it into a plausable .wav file.

Finale is VERY expensive, but totally worth the cost...
Posted 18 years ago2005-10-22 11:09:22 UTC
in What are you reading now? Post #142874
hehe, Im reading something a little different..

Red Rabbit, by Tom Clancy
Posted 18 years ago2005-10-19 19:08:13 UTC
in dissapearing cylinder segments Post #142453
Try making your cylinder out of individual wedges.

You can make a prefab for each cylinder with each number of sides, so you won't have to make them over and over again.

make sure all the verticies are at least on the grid to the nearest square unit.
Posted 18 years ago2005-10-19 16:34:12 UTC
in Favorite Game Post #142423
Best Game Ever = Sim City

Common... an inovative idea...

To be honest, its pretty pointless to play, but it brought out a whole new style of game design, where the player has control over unlimited outcomes during game play.
Posted 18 years ago2005-10-18 17:00:07 UTC
in MySpace Post #142230
You crack me up Mop :lol:
Posted 18 years ago2005-10-18 16:54:53 UTC
in Let's learn english Post #142229
Hmm... Seems like a weak impression of Abbot and Costello...

Its pretty weak as a form of parody...
Posted 18 years ago2005-10-18 04:37:22 UTC
in The Trenches : Wasser Post #142092
saco saco saco saco....

What can I say....

Did you think they were going to cover every aspect of WWI with absolutly no budget? Maybe... they could have a map that takes place in neutral Sweden where you just sit around?
Posted 18 years ago2005-10-18 04:32:07 UTC
in TFC map Post #142090
A scrappy pencil drawing would suffice...
Sometimes taking the extra step is futile.

One thing...

When you make a Base for TFC, it does not have to actually be a big square. Look at 2-Fort through spectator, its pretty much spread out, larger than the outside area by far. Keep this in mind when you create it.

Good Luck
Posted 18 years ago2005-10-16 18:53:03 UTC
in best TFC scores Post #141894
um... I don't play TFC...

But my best CS score was 147 kills in 30 minutes...

around 20 deaths... I believe teams were 8 on 8.

It was iceworld, and I was trying out for a clan... of course, this was back near the begining of CS...

Ill find the screenshot ;)
Posted 18 years ago2005-10-16 17:49:41 UTC
in Prefab section Post #141889
As I was looking aimlessless through TWHL, I realised what it was missing...

A Prefab Section!

What I propose is a section where mappers can post their own prefabs. To encourage people to post them, you could have an award for people who... well... post great prefabs.

I know, a section like this might take the origionality out of some maps... although... when you program, you do not do all the code from scratch, but take parts from what is already there. As "Modders", thats pretty much our job.
Posted 18 years ago2005-10-16 14:54:58 UTC
in Sitting and thinking Post #141877
I've been doing minimal work on my MOD. If I get so bored I can't map anymore, Ill just do another part of it.
Posted 18 years ago2005-10-16 14:50:53 UTC
in Sound Paths? Post #141875
You "could" set up a serious of ambient generics so that when the truck hits a certain path_corner, it plays the next sound. If the truck's .wav file is small enough, this should be able to go smoothly without player confusion.
Posted 18 years ago2005-10-16 13:59:58 UTC
in New site: Post #141861
I have tons of bandwidth but I'm not giving you any.
hah
Posted 18 years ago2005-10-16 09:36:21 UTC
in New site: Post #141813
Thats better ;)

Well for one... The front page is a little crowded.. I would make more of a tital page with only the latest of your posts, then you can look at everything else.

Also,
It seems its a little... cramped.. make the horizontal limit closely proportional to the screen.

I know you want it to seem proffesional, but larger font may make it more friendly.
Posted 18 years ago2005-10-16 09:32:53 UTC
in Monster teleporting in Post #141811
I would just use a monstermaker...

I haven't used one in a while, so I'm not sure exactly how to do it.
Posted 18 years ago2005-10-16 09:30:17 UTC
in New site: Post #141808
omg, you actually created an account just to post that?

lol......

dude, you can't be serious. Pimp your site, but do it in person.