Forum posts

Posted 18 years ago2006-07-16 05:55:53 UTC
in New Mod: "Turnstile" Post #190319
Dude, those system specs were old 5 years ago... Seriously, 128MB of ram... are you hi?

Make a "YoU should make wploys < 800 because my I bought my comp second-hand, from a third-world country" thread, so I can properly make fun of you.

And please, don't let's keep spamming Rim's WIP thread.
Posted 18 years ago2006-07-16 05:40:36 UTC
in Reverse Cordon: A Good Idea? Post #190316
Do you use 3.5? (I do)

Maybe a bug or an option. I'll try the thing Seventh said too later.

Oh btw, does it process your mapname.rad file?
Posted 18 years ago2006-07-16 05:07:11 UTC
in Natural Hallucinogen Post #190312
Pretty cool, when I looked away everything was wavy lava melting/swirling...quite relaxing actually.

I must find the source so I can play it on a big tv :)
wow. that screws me up. I saw jesus and witnessed 3D twhl! trippicool.
lololol :P
Posted 18 years ago2006-07-16 03:49:31 UTC
in aztec bridge Post #190299
You can just as readily use brush textues on models--I've done it.

Are the clip brushes what prevent bullet holes from showing up on it?
Posted 18 years ago2006-07-16 03:26:31 UTC
in Questions Post #190297
Clicky

Like penguinboy said. Although this is for HL1. I dunno if func_conveyors and scroll textures work the same in Source.
Posted 18 years ago2006-07-16 01:04:23 UTC
in aztec bridge Post #190291
NO WAI!

I'd check the .gcf, but I'm guessing you did that :)
Posted 18 years ago2006-07-16 00:57:18 UTC
in Advanced Brushwork Mini-Compos Post #190289
I'll go with it. Contact muzza we should, 'cause it was his idea I think. If he wants to participate, we just have to find another judge--shouldn't be hard.

Hopefully too, Captain P will "donate" the coundown timer again (because it pwned :))!

Lastly again, is the term. I vote 3 or 4 days, not longer.
Posted 18 years ago2006-07-16 00:42:16 UTC
in aztec bridge Post #190286
That's a model actually. The way you can tell, is that if you shoot at it, it won't leave any bullet marks.

You could easily brush this, or just use the model in your map, and add a CLIP brush over the walking space, so players don't fall through--models don't block the player.

If you want to brush it, I would recommend first building the bridge complete, with no rotated/broken slats. After that's done, Use clip tool to cut some of the boards in half, and then rotate/Vertex manipulation some of the pieces to make them look like the picture.

If your going to build it by hand, try building the regular bridge, befor asking more questions on how to do the more fancy stuff ;)

edit: lol we all posted at the same time :)
Posted 18 years ago2006-07-16 00:14:55 UTC
in Advanced Brushwork Mini-Compos Post #190278
Yep, that was Hunter's idea.

Certainly another good one, and if we limited the size, It should be manageable for a weekend.
Posted 18 years ago2006-07-16 00:02:23 UTC
in aztec bridge Post #190276
The bridge, so we can tell you how to make it lol ;)
Posted 18 years ago2006-07-15 23:51:03 UTC
in aztec bridge Post #190273
Post a screenie of it :)
Posted 18 years ago2006-07-15 23:50:23 UTC
in The Woot Pool Post #190272
The textures look ?ber, are they from Rim's?

Do you have the conveyors intersecting the func_water, or would that cause nasty uglies?
Posted 18 years ago2006-07-15 23:45:13 UTC
in Competition 21 Post #190270
Kasperg: how did you do that?! PWN!
Posted 18 years ago2006-07-15 23:43:43 UTC
in Advanced Brushwork Mini-Compos Post #190269
Sounds uber-time consuming and far outside the scope of a mini compo.

Maybe if we just focused on volumetric light, or anothe source effect, that would be more manageable as a "mini".

A while ago, I thought of doing "team" compos, but that would probably take to long for a mini compo too.

Maybe we could do a "mini twhl mix" where we all work on a small part of a modular map, and them "spice" them together :
Posted 18 years ago2006-07-15 23:38:42 UTC
in Reverse Cordon: A Good Idea? Post #190268
I'm about 1/3 through with a map, and compiles are already +10 minutes, even with fast VIS.

Cordon compiles don't help for a couple reasons.

1. "Expert" compile doesn't support cordon compile--It just does the regular compile, despite cordon settings.

2. Under "Normal" it works, but it doesn't process the mapname.rad file, so I can't check any lighting.

So, what I've been doing is visgoup/hiding the current chunk of the map i'm working on, and then <gasp> select/deleting the rest of the map and running a full compile. 30seconds vs. 10 minutes = A-ok! :P

Can anyone see any problems with doing this? I backup regularly, and CTRL-Z the delete after the compile.

The only problem I can possibly see, is sometimes cloning a perfectly good object--no brush errors--and pasting it inexplicably causes "leaf saw into leaf" error. So I suppose, it could happen with the part of the map I'm deleting, but it hasn't happened yet.

For all you batch compilers out there, can you do cordon compiles that process the mapname.rad file?
Posted 18 years ago2006-07-15 23:18:31 UTC
in Advanced Brushwork Mini-Compos Post #190265
We all win, HOORAY :) WE'RE ALL WINNERS FTW! YAY!!!!

Hopefully, we'll have a bigger turnout on #2. Any ideas WCD or N00by?
?
Posted 18 years ago2006-07-15 22:48:56 UTC
in Advanced Brushwork Mini-Compos Post #190262
Free-form FTI! :)

Or we could do the exact opposite, like everyone has to map a C-130 Hercules :P
Posted 18 years ago2006-07-15 22:34:55 UTC
in Now Playing: ... Post #190259
Cass McCombs - A Comedian Is Someone Who Tells Jokes

repeat [on] off
Posted 18 years ago2006-07-15 22:03:45 UTC
in New Mod: "Turnstile" Post #190254
I like the Turnstile? Mod a lot. I think everyone should play it, and feel the sweet, sweet pwnage for themselves! :)
Posted 18 years ago2006-07-15 21:14:11 UTC
in New Mod: "Turnstile" Post #190249
Orpheus: Ok.

N00b#2: Jeez, I would say at least get the RAM, becuase doesn't XP alone use 256?! lol that is if you're not using windows 98!!!

You should start a new "Spec Thread" :)
Posted 18 years ago2006-07-15 21:03:16 UTC
in Now Playing: ... Post #190246
Cass McCombs - A (LP)
Posted 18 years ago2006-07-15 20:55:46 UTC
in New Mod: "Turnstile" Post #190245
Elon, My computer is shit. Apparently yours--and n00b#2's 733 MHZ/256 RAM!! OMG!!--are even worse. Seriously, it may be to upgrade : :)

Saying that you run at only 50FPS at only 500 wpolys is ridiculous, really, is it a pentium 100 or what?! :P
Stop with the personal assaults or we're going to have a problem that an apology won't fix.
First of all, It wasn't a personal assault. If I were doing that I'd probably call you something like a "stupid, middle-aged, trolling, malcontent-cunt", but I didn't do that.

I simply said what you said was stupid, and it was, imo. I'm also curious, what sort of "problem" are we going to have that an "apology won't fix" ?

A thinly veiled threat?!... more "wisdom" I guess simply spewing out of you. :P
My apologies for disrupting the flow of the thread.
Apology accepted :)
Posted 18 years ago2006-07-15 20:34:16 UTC
in Advanced Brushwork Mini-Compos Post #190243
I Dun care either, but we should get something started soon.

My random Idea is to simply brush a vehicle. It could be anything, from real life, to sci-fi...whatever. Only restriction would be in terms of size, say 700 cubic units.
'm too busy mapping for dark truths...
yeah, that's definitely more important than our little compo... Good Luck with the mod :)
Posted 18 years ago2006-07-15 07:22:47 UTC
in Now Playing: ... Post #190160
Cass McCombs - A Comedian Is A Person Who Tells Jokes

repeat [on] off
Posted 18 years ago2006-07-15 05:40:40 UTC
in Advanced Brushwork Mini-Compos Post #190154
W00t we all get a "medal" :P

Seriously, this was lots of fun, but was far more time-consuming than I envisioned a "mini" should be.

Whatever we decide to do, I think it should be simpler and with more restrictions, to make a shorter term--say 3-4 days--feasible.

A simpler, more manageable mini compo will be better too imo, because it will divest less of our scant, summer free time :)

Thanks Captain P for the fun Idea, and providing the sweet countdown timer! ^_^

edit: P.S. Elon and srry, you bitches suck for not entering your work :(
Posted 18 years ago2006-07-15 05:16:59 UTC
in New Mod: "Turnstile" Post #190152
Anyone who cannot keep it below 1000 and still make it interesting shouldn't try.
C'mon, that's just an unnecessarily stupid thing to say.

CPU speeds are a zillionfold faster now than when HL was created. You're adhering to a paradigm that doesn't exist anymore.

I'll agree for MP maps, 1000 wpolys is probably still a good conservative limit--no idea for epolys--, but for an SP maps--which is what were talking about here--, I'd venture to say the limits are much higher, and the only real limits are in terms of FPS.

I've played SP maps with the wpolys +2000 and beyond, and I don't recall my FPS ever going below 72--and that's with a shitty-ass mobile video card.

In fact, the only time I can ever remember my FPS jumping below 72 was on that crazy map from the "Mother of God" thread, that had +8000 wpolys!!.
Posted 18 years ago2006-07-14 20:07:46 UTC
in Advanced Brushwork Mini-Compos Post #190122
Posted 18 years ago2006-07-14 18:46:20 UTC
in Now Playing: ... Post #190120
The Hussalonia Robot Singers (LP)

repeat [on] off
Posted 18 years ago2006-07-14 18:45:08 UTC
in rowleybob Projects! Post #190119
Freshed: I agree, but there is still a lot of detailing/retexturing to go. The only part of this alpha version I consider mostly finished is the outside, but even that has a lot of work to go.

The only interior screen I'm really happy with is the bridge, and still, that is very scantly detailed, flatly textured and lit. The others interior shots are nowhere near done.

Captain P: I agree, but feasible or not, I'm going to try to complete it this way... wish me luck ;)
Posted 18 years ago2006-07-13 20:38:17 UTC
in rowleybob Projects! Post #189996
TY for the nice compliments, Rotator!

Your right about the disk, too. It probably wouldn't be hard to add more sides to the disk to make it rounder, but in the end, the player won't be looking at the ship from far away too often.

Still, I've been thinking the same thing, when taking screenies of the ship, so what the heck... I just might do it :)
Posted 18 years ago2006-07-13 20:22:58 UTC
in map was working fine, now crashes Post #189995
It means you have an incorrect path for a model, sound, or sprite. Check your paths for these, and make sure they're correct.

Next time, search the forums for your error before posting please. It's also descriebed in a little more detail here, along with just about every other error.
Posted 18 years ago2006-07-13 20:15:51 UTC
in Compile Error Post #189994
Dude, you asked this same question like 6 months ago!?

Did you go through the steam tutorial/SUBST command like 7th told you to?

If you've already done that, try deleting the paths to your tools in Hammer, and re-entering them. While it's not possible to choose an incorrect location for them, If you change the directory structure they're in in any way, you'll get this "access is denied" error.

And finally, search the forums before you post--or post the same thing a second or third time. This question has come up a lot, and you could have found your answer without creating another thread ;)
Posted 18 years ago2006-07-13 20:07:45 UTC
in Advanced Brushwork Mini-Compos Post #189993
Yup. It's 8:04pm EST now, and there's a little less than 24 hours left, so...
Posted 18 years ago2006-07-13 16:12:08 UTC
in Kasperg Projects! Post #189971
Check this thread for gmail hosting. It's free, 100mb, and hotlinking works--I tested it.

If you need an invite, give the word.
Posted 18 years ago2006-07-13 09:21:04 UTC
in rowleybob Projects! Post #189929
Would it be useful to you?
Most definitely! :)
Posted 18 years ago2006-07-13 07:21:18 UTC
in rowleybob Projects! Post #189916
1st of all, I don't bash him, I'm just occasionally critical of his bullshit.

2nd, I'll make up my own mind what I'm willing to ignore, bitch :P

Finally, and not least important of which, STOP adding to the spam in my WIP thead, you cunt! (Just kidding, but really)
Posted 18 years ago2006-07-13 01:50:07 UTC
in Now Playing: ... Post #189899
Lou Reed - Transformer (LP)
Posted 18 years ago2006-07-13 01:33:00 UTC
in rowleybob Projects! Post #189894
With your propensity for negativity and/or your willingness to start trouble I hesitate posting this but will give it a try:
Wow, what a great way to start a post! Seriously, are you a fucking retard?!

If you just posted your comments without the prologue, how could I possibly say anything negative?! However, since you've not one ounce of tact in your whole being, I'm asking you politely now, to stop posting in this thread.
Posted 18 years ago2006-07-13 00:19:30 UTC
in Advanced Brushwork Mini-Compos Post #189889
this isn't advanced brushwork at all!
You can incorporate advanced brushing in any map you make, but I think I see what you mean. Besides, this is definitely a great exercise, going about mapping in an entirely different way--no interiors, smaller scale, etc.

I was envisioning more of a fancy prop or prefab contest, but, I'm sure we can do those too, and with shorter terms--maybe 4 days or something.

Votes on how we'll decide the next compo?

1. Let the winner decide.
2. Just let someone new host/choose the compo each time.
3. Go with the best, new idea, regardless.

Pepper: that looks cool as hell... is the scale similar to ours in that game?

Unby: I remember those screenies... really cool!
Posted 18 years ago2006-07-12 07:08:40 UTC
in Now Playing: ... Post #189780
Space - The Female Of The Species
Posted 18 years ago2006-07-12 07:02:21 UTC
in Kasperg Projects! Post #189778
I vote Starbase FTI!
As for the 3D window acting erratic, I haven't see anything like that in +5 years of mapping!
You know, when your navigating in the 3D view, and your view spins around like a pinwheel--and you have to very slowly/carefully move the mouse to prevent it!?

I only seem to notice this when a map gets "busy", and then, only at certain parts of the map. Plus, your telling me if you load a gigantic map, your Hammer doesn't lag one bit?!

Am I the only one? :(
Posted 18 years ago2006-07-12 06:54:16 UTC
in Advanced Brushwork Mini-Compos Post #189776
My entry is still very slow going, but this is definitely lots of fun :)

It's not exactly a city, but I suppose a small urban college campus qualifies to some extent:

User posted image


Captain P: Maybe we can incorporate this with the countdown timer :P
Posted 18 years ago2006-07-11 21:26:44 UTC
in Advanced Brushwork Mini-Compos Post #189752
Jeez WCD, that looks great!

VOX: I agree that the term is a little too long, but it's so much fun/different, it's well worth it imo.

I hope we make the term for the next one really short. Speaking of which, are we having the winner of this compo choose the next compo to follow tradition, or are we doing Muzzie's next?
Posted 18 years ago2006-07-11 21:22:09 UTC
in Kasperg Projects! Post #189751
I don't like using visgroups in HL1
Dude, seriously, You HAVE to use visigroups. After awhile in any "involved" map, it becomes a real pain in the ass to select brushes, and Visgroups solves this problem perfectly.

Seriously, I'm astounded you don't use them... Do we have to write a tutorial to convince you :)? :jeez:

J.C doesn't use them either. I was working with him on improvements to de_raid--none of which were used btw--, and that gigantic thing was maddening to navigate without any groups. Plus, with all that shit visible at once, the 3D window in Hammer acts highly erratic, which is highly annoying/gay ;)
Posted 18 years ago2006-07-11 07:19:38 UTC
in rowleybob Projects! Post #189677
Yeah, the shuttlebay and Main engineering(not shown) are basically just the product of building the outside. When it's done, It'll looks something hopefully like this:

User posted image
Posted 18 years ago2006-07-11 07:11:40 UTC
in Now Playing: ... Post #189676
Supertramp - It's Raining Again

repeat [on] off
Posted 18 years ago2006-07-11 07:09:43 UTC
in Advanced Brushwork Mini-Compos Post #189675
Elon gives good advice.

Just do as much as you can, and submit it as "unfinished" if you have to.

Please, think of the children :tears:
Posted 18 years ago2006-07-11 00:33:10 UTC
in Now Playing: ... Post #189637
Zero 7 - The Morning Song

repeat [on] off

:heart:
Posted 18 years ago2006-07-11 00:29:49 UTC
in The Interesting Thread Post #189636
Didn't you say yourself this is an extended shoutbox?

I'll stop if you don't like my goatse-style :)

(sweet picture btw)
Posted 18 years ago2006-07-11 00:20:56 UTC
in The Interesting Thread Post #189633
I just finally downloaded Spirit!!! Yay!!!