Forum posts

Posted 18 years ago2006-01-31 15:33:49 UTC
in New Mod: "Turnstile" Post #160777
what happened to your other mod,climbing over the walls and stuff?And the player is gonna be a girl which is an exprement in a secret sector of black mesa?
Posted 18 years ago2006-01-31 13:58:11 UTC
in [WIP][HL1] Xen Assault Post #160754
Posted 18 years ago2006-01-31 13:54:24 UTC
in What is your fetish? Post #160751
Does everyone must have fetishes?!
Teddy bears always have torn of limbs or eyes after a very short time in my house.
:aggrieved:

lol,fearian thats funny :biggrin:
Posted 18 years ago2006-01-31 07:11:09 UTC
in Half-Life: Hostage Situation Post #160676
HS is at least 85% complete
Only,part4 is left?
Posted 18 years ago2006-01-30 11:48:17 UTC
in How can i place a timer onscreen Post #160491
use game_text s with mutimanager triggering the every game_text respectively like 5 min left,4 min left.And the delay sec should 60 for all of em.
Posted 18 years ago2006-01-30 06:46:04 UTC
in Karate = Heavy Kung fu rumor Post #160466
and for Saco and J.C, Maybe I am intrested?
Sefish bastards.
Positive Saco:
But I think I understand your curiosity,there are some people who takes kung fu or karate lessons in TWHL.Tell them to ask their masters or teachers. :glad:
Thats why I put this in my post too. :|
Posted 18 years ago2006-01-29 19:42:13 UTC
in Karate = Heavy Kung fu rumor Post #160410
Negative Saco:
Who the fuck cares?
I agree with ZL.What would happen if you just prove this is false or true?It would just stay in this forum. :|
Positive Saco:
But I think I understand your curiosity,there are some people who takes kung fu or karate lessons in TWHL.Tell them to ask their masters or teachers. :glad:
Posted 18 years ago2006-01-27 13:34:54 UTC
in if rimrook and kasperg made a map... Post #159871
...together.
It would either be the single most greatest map ever, or a complete shambles.

rimrooks nonfic places + kaspergs architectural eye....
PLZ STOP!I'VE HEARD THIS IN THIS FORUM TOO MANY TIMES!IF YOU WANT IT SO MUCH!PM THEM!
Posted 18 years ago2006-01-26 15:09:13 UTC
in any1 like to share ur opinion Post #159715
WARTHOG!!!
yes its alot easier to drive on PC rather than xbox because the mouse is used to steer
Think again!
User posted image
Posted 18 years ago2006-01-26 15:03:20 UTC
in Who the f**k are you? Post #159714
I'm just a kid who have problems
Posted 18 years ago2006-01-25 13:45:36 UTC
in Compiling and still compiling Post #159504
the compile had finally finished this morning!Here is the compile log! :D :D

** Executing...
** Command: Change Directory
** Parameters: C:SIERRAHalf Life

** Executing...
** Command: Copy File
** Parameters: "D:Sacit Dos Ip2v3.map" "C:SIERRAHalf LifeSpiritmapsp2v3.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "C:SIERRAHalf LifeSpiritmapsp2v3"

hlcsg v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1toolshlcsg.exe "C:SIERRAHalf LifeSpiritmapsp2v3"
Entering C:SIERRAHalf LifeSpiritmapsp2v3.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

17 brushes (totalling 155 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.27 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.00 seconds)

Using Wadfile: sierrahalf lifevalvehalflife.wad
  • Contains 19 used textures, 27.94 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf lifevalvexeno.wad
  • Contains 7 used textures, 10.29 percent of map (264 textures in wad)
Using Wadfile: sierrahalf lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf lifexen_assaultblazurban 2.wad
  • Contains 2 used textures, 2.94 percent of map (236 textures in wad)
Using Wadfile: sierrahalf lifexen_assaultsubmerged.wad
  • Contains 3 used textures, 4.41 percent of map (185 textures in wad)
Using Wadfile: sierrahalf lifexen_assaultpoke646.wad
  • Contains 32 used textures, 47.06 percent of map (748 textures in wad)
Using Wadfile: sierrahalf lifexen_assaultxenassault.wad
  • Warning: Larger than expected texture (348972 bytes): 'SACOPROFILE'
  • Contains 5 used textures, 7.35 percent of map (59 textures in wad)
Using Wadfile: sierrahalf lifexen_assaultdecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
added 28 additional animating textures.
Texture usage is at 2.38 mb (of 4.00 mb MAX)
3.55 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "C:SIERRAHalf LifeSpiritmapsp2v3"

hlbsp v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1toolshlbsp.exe "C:SIERRAHalf LifeSpiritmapsp2v3"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1500...2000...2112 (0.73 seconds)
BSP generation successful, writing portal file 'C:SIERRAHalf LifeSpiritmapsp2v3.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2032 (0.98 seconds)
SolidBSP [hull 2] 500...1000...1500...1833 (0.56 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2223 (1.08 seconds)
5.58 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "C:SIERRAHalf LifeSpiritmapsp2v3"

hlvis v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1toolshlvis.exe "C:SIERRAHalf LifeSpiritmapsp2v3"
1239 portalleafs
4542 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (7.31 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (22655.25 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 385 and 359:
   (-1196.954 -1212.500 1969.000)
(-1205.020 -1194.755 1898.021)
(-1205.020 -1194.755 1862.115)
(-1195.538 -1215.615 1800.442)
(-1195.538 -1215.615 1968.539)
(-1195.591 -1215.500 1969.000)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 429 and 506:
   (-1102.740 -1464.160 1864.880)
(-1102.740 -1464.000 1864.873)
(-1099.004 -1464.000 1892.619)
(-1099.067 -1469.185 1892.516)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 677 and 691:
   (-882.000 -1861.433 1857.313)
(-882.000 -1920.303 1896.000)
(-881.861 -1924.000 1898.429)
(-857.013 -1924.000 1898.429)
(-864.488 -1861.433 1857.313)
average leafs visible: 454
g_visdatasize:119648 compressed from 192045
22662.75 seconds elapsed [6h 17m 42s]

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: -extra "C:SIERRAHalf LifeSpiritmapsp2v3"

hlrad v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1toolshlrad.exe -extra "C:SIERRAHalf LifeSpiritmapsp2v3"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

3943 faces
Create Patches : 10802 base patches
27 opaque faces
46824 square feet [6742706.50 square inches]
11 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (26.73 seconds)
visibility matrix : 7.0 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (43.94 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (8.13 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.27 seconds)
Transfer Lists : 8643522 : 8.64M transfers
Indices :     7340756 :    7.00M bytes
   Data :    34574088 :   32.97M bytes
Bounce 1 GatherLight:
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)

the weird thing is,the map doesnt seem to have any problems in-game.Not fullbright... :nuke:
Posted 18 years ago2006-01-24 10:28:59 UTC
in Abandoning a map, have you done it? Post #159339
I've still got 3 sp-2 dm maps that are waiting to be complete. :glad: I just put them all in a folder , all of them waiting in a little corner.
Posted 18 years ago2006-01-24 10:25:35 UTC
in Mean moderators on fourms Post #159337
good idea :P
Posted 18 years ago2006-01-24 09:56:13 UTC
in Mean moderators on fourms Post #159332
,in HIT they warned me,because I said'this is my thread'in my topic.But its a good site anyway.Like TWHL,but I think the mods in there has a real life releationship.When you discuss something every member responds negatively except the members who are new. :
Posted 18 years ago2006-01-23 16:05:45 UTC
in [WIP][HL1] Xen Assault Post #159251
Wow, some of those new screen shots show a great improvment!
actually this is what I call improvement the bad thing is I'm trying to compile it for 3 days. :(
http://img.photobucket.com/albums/v702/Sacit/screenywip.jpg
:)
Posted 18 years ago2006-01-23 13:06:01 UTC
in [WIP][HL1] Xen Assault Post #159214
I've got so many people to credit,now am I gonna credit someone for a little flashlight,naa...I'll do it myself :P
Posted 18 years ago2006-01-23 12:46:43 UTC
in [WIP][HL1] Xen Assault Post #159209
hmm,yea it is. : I'll fix that and make it smaller.
Posted 18 years ago2006-01-23 11:46:00 UTC
in [WIP][HL1] Xen Assault Post #159200
Posted 18 years ago2006-01-22 17:44:17 UTC
in Compiling and still compiling Post #159123
The compile finished 3 hours ago...but IT HAD A COPLANER TEXTURE ERROR!!!AAA!fixed and now restarting the compile!! :aghast: :confused: When I tested in fullbright it had nothing!Weird isnt it? :
Posted 18 years ago2006-01-21 16:19:27 UTC
in Compiling and still compiling Post #158952
hmm,thats clever.But I really dont remember if I ticked that feature in the compiling menu after uhm..25 hours..it still compiles...maybe its really stuck?But it cant be?I didnt even touched it.Can it be?
Posted 18 years ago2006-01-21 16:14:22 UTC
in Coplanar face, but brush doesnt exist Post #158951
oops,wrong post delete me
Posted 18 years ago2006-01-21 16:07:53 UTC
in Fears Post #158949
darkness...because I was alwaysbeen a kid which is creative and imagines things.So I sometimes see halisunations in darkness or whatever you call it in english.I meant something like mirages.
Posted 18 years ago2006-01-21 16:03:55 UTC
in Not that any of you care... Post #158948
LOL made my day that!
You are laughing instead of crying for your situation,MNuTz...
and m0p when did you ever have a logical thread?

s.m:yes,it starts with L
Posted 18 years ago2006-01-21 15:57:02 UTC
in Coplanar face, but brush doesnt exist Post #158946
alt+p -> press fix

if it doesnt shows it in the map problems,try covering all your complicated objects with AAAtrigger 1by1 and compiling 1by1.So that you can find the object which causes the error.(or check out the destination of it if you know how(549, -1847, -32)),When you find it,try clipping the some part of the object,or delete it and do it again.Clipping works most for me.
Posted 18 years ago2006-01-21 15:51:00 UTC
in Compiling and still compiling Post #158945
not much,its not a street which has a road,so its not so big.Its something like townsquare ,I made a mini boss stage in it...complicated entites+detailed slime=never becomed a bsp *it still compiles!Am I gonna wait for 2 days or something?
Posted 18 years ago2006-01-21 10:34:39 UTC
in Compiling and still compiling Post #158891
I made a street which is covered with toxic-xen-slime,I tried it in fullbright first it took 1min to compile even in fullbright,then I added some lights and stuff...but never thought that it would take my day!If there could be a way to compile it manually...
Posted 18 years ago2006-01-21 10:21:50 UTC
in Compiling and still compiling Post #158888
I started to compile map at 20:00 yesterday,and know its..uhm 15:20 today...its been so long,should I start to worry about it?Anyone got a suggestion?How long does it take your complicated map to compile?
Posted 18 years ago2006-01-19 20:22:03 UTC
in switching MDL sequence#in maps Post #158697
I might be wrong here, but does monster_generic only work on HL1 ? I'd like to see it work on several HL1 mods as DOD and CS apart from only HL1.
I think every mod does have one..I really didnt try..but CS and DOD must have it. :)
Posted 18 years ago2006-01-19 16:12:17 UTC
in switching MDL sequence#in maps Post #158660
no it doesnt requires coding, use monster_generic with trigger condition death targeting the monstermaker and its squence,so when the monster_generic dies,it will trigger the monstermaker and the squence when the monster spawns at the same place where the your other monster died ,it will perform the squence.If you dont even know what I just meant,about monstermakes and squences and how they work,go check out the tutorials and practice it with mapping,the thing you just wanted is something hard to make.
Posted 18 years ago2006-01-19 15:53:40 UTC
in looking for HL solo missions... Post #158653
check out my maps,half of em are sp maps...I deleted some crappy ones.Rescue 2 is great(in my opinion)
Posted 18 years ago2006-01-19 15:47:34 UTC
in Half-Life: Hostage Situation Post #158651
So no offence but don't ignore your parents, Hunter quite frankly if your parents are worried about your homework then I would too. School always comes first before fun. Besides once the work is done you can play.
Hehe :lol: ,Habboi you are gonna be a good father...
Posted 18 years ago2006-01-15 16:55:39 UTC
in The Urban Project Post #158054
In our country,If a gay walks in a public place,he gets beaten up!(Usualy)if he doesnt even walks in a public place,he gets beaten up again. :biggrin: yea,but they still spread...I think gays are ...erm...Did you know that gay also means as happy? :cyclops:
I think these people we called gay,just prefers male&male,and thats not right...god didnt created us for male&male,we are created for female&male..And also gays wouldnt cannot go to hell,if god wouldnt want male to ** another male he would created us like that...sort..a
I'm not good at explaining things in English but anyway,stop spamming
Posted 18 years ago2006-01-15 16:37:33 UTC
in The Urban Project Post #158048
A.I.s ones are SD and Did you see that these are only HD
No that barney is definetly A.I's,I know the others doesnt belongs to A.I because they dont have the 5 finger feature.(I'm not saying this in an aggresive way)
Posted 18 years ago2006-01-15 06:11:11 UTC
in The Urban Project Post #157997
They look great Urbanebula :) But there is something I have to say(as usual)Did you take permission to use A.I's models?If not,I heard,he gets angry about it.e-mail him from now,because he answers it after a month :roll:
Posted 18 years ago2006-01-08 09:18:30 UTC
in Half-Life: Hostage Situation Post #156829
what do you want to happen
:P

Ok,Daubster Chapter 4 bigger problem's all mapping is in your hands.(except for the 1st map,I finished ,it allready,plz be polite about that.I put real effort in it,and still editing it to make it look perfect.)Anyway,if Daubster slows down with mapping.I can boost it up until January.Because I've got 3 weeks holiday.Its Bayram,Turkish Delight for every1!Daubster is very good with env-beams and trains anyway. :)
(but in this 3 weeks,that means no school and no school=no internet for me.But I think ,I'll be getting it back in next week,because not many people work in Bayram...So does the men who was gonna bring my ADSL :x )
Posted 18 years ago2006-01-06 07:55:57 UTC
in Half-Life: Hostage Situation Post #156408
And have you actually discussed this with Daubster?
no,because you are the one who should decide what to do,you are the mod leader after all.
Posted 18 years ago2006-01-06 07:48:23 UTC
in Half-Life: Hostage Situation Post #156402
MAN!Can you plz check my posts in Hostage situation?I told you,I will map 2 maps.And Daubster can map its 3rd and 4th part if you dont want it to be tiny...
well.. okay, seeing as its you
So?Should Daubster do the chapter or I or splitting it.
Posted 18 years ago2006-01-04 08:15:33 UTC
in Half-Life: Hostage Situation Post #156123
MAN!Can you plz check my posts in Hostage situation?I told you,I will map 2 maps.And Daubster can map its 3rd and 4th part if you dont want it to be tiny...
???Did we considered what to do about this???
Posted 18 years ago2006-01-04 08:03:37 UTC
in [WIP][HL1] Xen Assault Post #156122
I've credited everyone who helped me,except for the musics.If I could just contact with the guy.Or else,I have to rid out of them.

If A.I wouldnt give me permission to re-skin their models.I would be broken apart.He just didnt want me to touch his source files of his models.yea,he is a great guy alright :)

I'm still mapping for Xen Assault,but kinda scared to post screenshots... :( .But if you want a media update,let me now.I'm working on HL:HS these days.
Posted 18 years ago2006-01-04 07:44:37 UTC
in e-mail Verification Post #156119
finally,1 of my ideas worth it :)
Posted 18 years ago2006-01-04 07:42:58 UTC
in A site organized "twhl modding team"?? Post #156118
what if the team gets crowded with mappers?We have so many mappers here and few modellers,coders,texturers :
Posted 18 years ago2006-01-03 10:01:30 UTC
in e-mail Verification Post #155972
Ok,Is this being discussed before?
Posted 18 years ago2006-01-03 09:12:16 UTC
in e-mail Verification Post #155967
yes,but it could prevent people spamming with fake account,and most people in here check their e-mails often(right?).I remember my 1st fake account here it was "TWHL ROCKS" .I just write a random e-mail adress.And I was in site saying "twhl rocks" in no time.What I mean was...how about making a poll for it. :
Posted 18 years ago2006-01-03 08:03:53 UTC
in e-mail Verification Post #155953
Make an e-mail verification when registering to TWHL so that fake account spamming can stop! :biggrin:
Posted 18 years ago2006-01-03 07:40:16 UTC
in Half-Life: Hostage Situation Post #155945
Saco, your already acting like a fuck, they should ban you again IMHO. Your trying to give others the blame of your errors, now you actualy wants others to apologize to you, i dont know whats wrong with you but something is seriously fucked up.
I'm over-reacting again,arent I?
Thats sort a because...I dont know which words to use to express my self in English.Soundssss...lame isnt it?
Posted 18 years ago2006-01-03 05:56:44 UTC
in Half-Life: Hostage Situation Post #155932
spamming jimmi-fiend
That was...nwm you wont believe it anyway..
and saco, are you only doing one map?
MAN!Can you plz check my posts in Hostage situation?I told you,I will map 2 maps.And Daubster can map its 3rd and 4th part if you dont want it to be tiny...
Posted 18 years ago2006-01-03 05:10:29 UTC
in Half-Life: Hostage Situation Post #155919
you so of course i got somebody else
In one day!One day later,I explained!This doesnt looks like an excuse to me!
btw:Ever heard of e-mail
And I know that I told you that,I ll be finishing my chapter in Holiday and that is next week.And I know ,that I told you that I'll be getting my int back in holiday too.
Posted 18 years ago2006-01-03 04:21:08 UTC
in Half-Life: Hostage Situation Post #155914
Saco, if you still want to participate in this mod, then you're gonna have to work side by side with Daubster.
I have only seen the first, like 3 minutes of Daubster's opening map and I already beleive (that with a bit of tweaking) that its a better sequence when the scientists escape...
Since you and Daubster both had troubles about making all three maps (you.. well, whatever happened. And daubster coming on in the last month) maybe he should do map one, and you do map 2? you can use the map you already have but get rid of the sci escape sequence...
Just answer this,Did you tell Daubster to map for Chapter:Bigger Problem?
the map you already have but get rid of the sci escape sequence...
What?Did Daubster do another map just to replace my?
Saco, if you still want to participate in this mod,
If I want to?I've been with you since,You replaced someone's place for Chapter:Bigger Problem
Posted 18 years ago2006-01-02 10:30:45 UTC
in Bigger Worlds Ep. 1 & 2. A new comic! Post #155780
Really Creative Dr.Mapper! I liked it! :nuts:
Posted 18 years ago2006-01-02 09:13:50 UTC
in Half-Life: Hostage Situation Post #155774
@Ansith:Me too...
@Elon:and Elon you are so flexible..
@Hunter:and uhh,I'll be finishing my chapter in Holiday.(next week)
1-2 maps...
Well I didn't expect ya to come back
Gee..thanks habboi,what can I do without you?