Forum posts

Posted 15 years ago2009-02-14 06:16:20 UTC
in New mini compo. Post #262651
how the hell did you get those results out of those numbers?
Mathematics. You learn it in this great big scary place called school.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-02-13 03:26:16 UTC
in New mini compo. Post #262587
You're coming last in the spelling department.
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Posted 15 years ago2009-02-12 07:18:18 UTC
in New mini compo. Post #262554
...the hell?
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Posted 15 years ago2009-02-12 00:54:37 UTC
in New mini compo. Post #262541
2) "Lost"
Map a Jackface?
User posted image
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Posted 15 years ago2009-02-11 06:49:13 UTC
in Desktops of February Post #262505
User posted image

Secret files up top not for public eyes. >:|
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Posted 15 years ago2009-02-09 00:24:21 UTC
in Black Mesa Source mapping? Now?! Post #262450
However, if you're talking about the official Black Mesa fgd, then that would be stolen material!
Yep. Combine it with this...
you can see what the scientist models look like
...and I would swear crazyb2000 is using the BM leak.

If that is the case then keep that crap away from TWHL.
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Posted 15 years ago2009-02-08 03:32:03 UTC
in Rooms: Source! (co-op) Post #262427
Don't mock me, you know I'm right.
I use point lights probably more than I use light_spots.
You guys don't have texture lights or anything to that extent?
We do, but I find them useless.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-02-07 01:30:56 UTC
in Rooms: Source! (co-op) Post #262388
Strider is still tweaking and will submit sometime this summer
Haha. ;D
no one uses lights for lighting in source
What.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-02-05 00:49:50 UTC
in Geometry Challenges Post #262346
Build it entirely out of triangles and you'll avoid the 'cracks', and use smoothing groups to somewhat fix the lighting.

This is something that would ordinarilly be handled by a model, so you expect problems trying to do it all in hammer. ;>
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-02-04 22:22:09 UTC
in P&T:BS! Post #262341
I've seen some of it. I stopped giving a shit about whatever points they were trying to make when I realised how much I hate them both.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-02-02 01:27:58 UTC
in Desert Eagle Replacement Model: Try it o Post #262242
Hijacking another guy's project thread is cool. Wait, no it isn't.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-31 01:54:10 UTC
in I'm Back. Post #262174
All the doctors looked at me like I am some kind of walking miracle.
You certainly sound like one. Great to see you back and taking it so well.

hlife_hotdog: Yeesh. Things like this make me wonder what silent thing could be killing me slowly. D:
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Posted 15 years ago2009-01-29 22:10:30 UTC
in Desert Eagle Replacement Model: Try it o Post #262134
I can have a look tonight.
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Posted 15 years ago2009-01-29 21:54:02 UTC
in Desert Eagle Replacement Model: Try it o Post #262132
Looks awesome, RotatorSplint. I will definately try this out tonight.

The cubemaps do give a much better chrome look than phong, but I wouldn't rule phong out entirely. Some nice subtle rim lighting could look pretty schmick in dark, moody areas.

downloads
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Posted 15 years ago2009-01-24 02:29:41 UTC
in Fear 2 Demo is out Post #261920
It wasn't bad. More enjoyable than the first, and really special effects heavy. Still wouldn't recommend buying it, it's all a big ball of cliche's.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-23 22:21:54 UTC
in Fear 2 Demo is out Post #261914
First one was.. well, terrible. I'll try this one anyway because I'm desperate for entertainment. :<
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-22 03:01:07 UTC
in Episode Two Mapping: noob questions Post #261831
And.... a real-time editor will be possible when half life graduates from the binary space partition. (BSP)
A decade from now when Half-Life 3 is announced, leaked, remade and finally released. ;P

Though I do believe one of Valve's seldom spoken of 'secret projects' is a true next generation engine.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-21 06:02:09 UTC
in Nostalgia Post #261786
My first ever dos game was Heretic.
<3
I used to play vs my dad back when you had to manually connect to the other pc.
My experience is something similiar, I can remember playing Quake DM with my dad ages ago. Either he was incredibly good at it, or I was typically bad, but it was still a blast.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-18 22:11:14 UTC
in Maps with broken links Post #261738
2.The sun passes out.
He should watch how much he drinks, then.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-17 06:59:08 UTC
in Speed Test Post #261654
He's on #twhl3 quite a bit, and Penguinboy and I are going to drag him back here eventually. >:)
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Posted 15 years ago2009-01-17 06:24:44 UTC
in Speed Test Post #261651
Speaking of where has that Ant guy been? = 0
The short answer is: he quit stealthily.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-17 04:05:00 UTC
in Speed Test Post #261647
Says the guy who only ever pops in to say these type of things.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-17 01:49:40 UTC
in Speed Test Post #261643
User posted image
;/
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Posted 15 years ago2009-01-16 06:41:25 UTC
in Rooms: Source! (co-op) Post #261574
Learn how to use these things before you bitch about them.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-16 00:56:16 UTC
in Rooms: Source! (co-op) Post #261565
I'm not completely happy with it either, don't worry. I'm letting it slide because I want to actually finish something.. for once. >_>
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-13 10:42:50 UTC
in Rooms: Source! (co-op) Post #261468
I'd use an unlit texture, and cut out the dynamic lights and textlights. HDR should take care of the glow.

[quote]
UnlitGeneric
{
$basetexture blah\blah
}
[/quote]

EDIT:
Bit of an update on mine:
User posted image
The room's about, I dunno, 80% built. Then it needs some entity work.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-10 07:17:09 UTC
in Rooms: Source! (co-op) Post #261358
I'm going to assume they have too much slack.
Slack(integer) - default: 25
How much extra length the rope has (by default it has the length between its two endpoints in the editor).
Set it to 0 and they should be the exact length you want in the editor.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-08 02:00:10 UTC
in The Fourth Annual Hunter Awards Post #261260
We really need a better lock for Ant's cage.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-08 01:56:29 UTC
in Episode Two Mapping: noob questions Post #261259
And no, there is no easier way to get another games' content into the game you're mapping for
Well technically you could create a custom OB mod and mount all the GCF files for the appropriate games. /snob
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Posted 15 years ago2009-01-04 15:20:45 UTC
in Rooms: Source! (co-op) Post #261097
Yeah, Episode Two has some incredible model work. The rocket still amazes me.
User posted image
More work. The lighting is pretty uneven and messy up the top, and it's missing some detail overall, but it's almost fixed now. And if you're wondering what the big door in the middle is for, you'll find out when you play it. ;)
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-04 15:09:16 UTC
in New Year Resolutions Post #261096
Pretty much the same as it did a year ago.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-04 15:02:57 UTC
in New Year Resolutions Post #261094
Can't really say I came up with any on the night, but I can come up with some now.
  • Finish ctf_volcano (looking more likely than ever)
  • Clean my room (been saying this for over a year now)
On top of that I have an ever-expanding list of things I want to buy, and movies/music I must try.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-03 13:58:54 UTC
in Rooms: Source! (co-op) Post #261022
Sweet, more entries. I got this textured, lighting/props are far from final:
User posted image
I don't understand why you're compiling it for ep2 :/
More resources, more stable engine, improved visuals. This is somewhat of a visuals thing anyway. Anyway, as Pb said, you can get the Orange Box Source SDK Base to play this, it'll download every OB resource you need.

If you can run Half-Life 2 or Episode One, you can run Episode Two. The particle effects are cheap to render, and the dynamic lighting can be switched off if it needs to be.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-03 13:53:22 UTC
in The Fourth Annual Hunter Awards Post #261021
I think they call that 'Soap Awards Syndrome.'
Oh, I've got that in spades. You should have seen the time I came back from the dead to find my amnesiac wife in a love triangle with my best friend and my half-brother who at the time I never knew I had. Boy was that a hectic week.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-03 12:54:34 UTC
in The Fourth Annual Hunter Awards Post #261018
3 nominations and 2 wins, holy crap. Thanks!

...Is this when I give my boring, long-winded acceptance speech before getting pissed off when the music plays? Because I've always wanted to do that.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-03 12:44:01 UTC
in Rooms: Source! (co-op) Post #261015
We could, if we dropped enough of it's elements. Story would have to go, it would be way too incoherent, but we can easily have branching pathways. Build 2 exits every map and voil
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-03 04:46:12 UTC
in Light_dynamic radius funfun Post #260997
Hmm, I don't know much about the light_dynamic as I tend to avoid it, but I know the distance needs to be larger than the area you need it to cover.

From the VDC:
Note: For the light to work properly the "distance" keyvalue must be greater than the distance from the entity to the surface it is supposed to light, otherwise it will not show. Also, the "brightness" keyvalue should be either 6 or 8, normal brightness values do not apply. Finally, adjusting the angle using the circle tool in the top-right or by using the "point at" tool will only adjust the cone model, the angle keyvalue must be set manually to adjust the spot world light.
It's a pain of an entity, I know that much. My biggest problem with it is that it using two seperate methods of lighting creates really inaccurate effects on whatever it's lighting.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-03 04:25:41 UTC
in Rooms: Source! (co-op) Post #260995
Neat stuff. I've built a lot of my architecture, but haven't textured much of it at all.
User posted image
Going for a hangar type thing, probably a little bit of combat.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-01-01 07:00:58 UTC
in New Year Hour Post #260916
Right on. >_>
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Posted 15 years ago2008-12-31 04:34:26 UTC
in Rooms: Source! (co-op) Post #260828
Yeah, go ahead. 3D skyboxes might be out of the question though, I can imagine a lot of things clashing.
Strider StriderTuned to a dead channel.
Posted 15 years ago2008-12-31 02:35:21 UTC
in Rooms: Source! (co-op) Post #260824
Ah yes, knew I forgot something. Orange box will be the engine, specifically Episode Two. If you don't have it, don't worry. Building it in Half-Life 2 or Episode One will be fine, the final version(s) can be compiled in Episode Two.
Strider StriderTuned to a dead channel.
Posted 15 years ago2008-12-31 02:28:38 UTC
in Rooms: Source! (co-op) Post #260822
Just like Captain Terror's co-op project, but for Source! Rules are pretty basic:
[s]
  • Build a room, or two, if you like.
  • Must contain an exit and entry corridor, size doesn't matter.
  • Custom materials and resources are fine, so long as you're willing to/allowed to include them. If you want to use custom particle effects, we will have to use a custom particles manifest for the whole project, and it might be best that this ends up in mod format.
  • Feel free to build your room(s) based simply on looks, or with gameplay in mind. If you want to include some combat, do so!
  • So long as everything flows fine, and the player can't trap himself in there, the sky is the limit (literally).
  • Since there will be multiple entries per map, we will have to use the same sky/lighting. sky_day01_06 will be the default, so use those lighting values. If you positively MUST use a different sky, then we will have to link your room by level transition, be sure to say so.
[/s]
Revised rules/notes:[i]
  • Build a room, or two (or three!) if you like. It doesn't have to be a room, either, just as long as it is a confined space with an entry and an exit.
  • Custom materials and resources are fine, so long as you're willing to, or have permission to include them. If you want to use custom particle effects, we will have to use a custom particles manifest for the whole project.
  • Custom resources should be, if possible sorted into subfolders something like this: materials/rooms_username
  • Some kind of gameplay would be nice, it can be puzzles, combat, or whatever else you can think of.
  • There are no restraints for what type of sky or light_environment settings you use, I can always throw rooms into seperate maps.
  • Since all the older Source games have been ported to the OB engine, that's our base. Episode Two, to be exact.
  • If your room doesn't compile normally, I won't spend much time trying to fix it up! Make sure your entries work.
[/i]
  • We'll be arranging the entries in no particular order. If you have more than one entry they might not be played right after each other.
Strider StriderTuned to a dead channel.
Posted 15 years ago2008-12-31 02:08:48 UTC
in Rooms (mini co-op project) Post #260821
Seems like people are interested in doing it for both Source and Goldsource, nice.

I'll work out some rules based on this one and shove a thread up shortly. I'll sticky them both too, until they're over.
Strider StriderTuned to a dead channel.
Posted 15 years ago2008-12-30 15:55:27 UTC
in Episode 2 Directx 10 Concerns Post #260779
Episode Two doesn't support DirectX 10. If I recall correctly it uses some tech similiar to what DX10 offers, but with full DX9 support. Valve think DX10 is a waste of time, and that there aren't nearly enough people using it (or Vista) to bother with DX10 only features currently.
Strider StriderTuned to a dead channel.
Posted 15 years ago2008-12-30 09:50:47 UTC
in Rooms (mini co-op project) Post #260767
It's worse than spam.
It's still discussion, albeit of a not-so-serious nature.
delete your our posts.
No.
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Posted 15 years ago2008-12-30 09:42:39 UTC
in Rooms (mini co-op project) Post #260765
It's called sarcasm.
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Posted 15 years ago2008-12-30 08:15:07 UTC
in Rooms (mini co-op project) Post #260758
Sorry to poach your thread, but I'd be interested in doing a Source take on this. Would many people be up for doing a Source version? I know at least 2 people who would be up for it. ;>
Strider StriderTuned to a dead channel.
Posted 15 years ago2008-12-29 01:30:20 UTC
in sky Post #260708
If you made a big box around your map like that, wouldn't you have to set the view distance incredibly far in hammer, which would kill your 3D view framerate?
I always did that anyway, never really noticed an impact.

And yeah, like I said.. it's a dodgy idea that'll only give you a very rough idea where things would line up. And also, like I said.. I'm not entirely sure why I even suggested it.

The way I see it anyway, the skybox texture should only ever have sky, anything else looks horrible in it. God I love 3D skyboxes.
Strider StriderTuned to a dead channel.
Posted 15 years ago2008-12-28 16:13:38 UTC
in sky Post #260688
There is one really, really dodgy "technique" I've heard of people doing, and I'm not even quite sure why I'm going to suggest it, but:

Make a wad of your sky textures (resize as necessary) and fit them to an enormous hollow box around your map, so that you have at least a bit of an idea where it might line up in correlation to the skybox.

Just.. don't compile with that bloody big box around your map and erase all traces of ever doing it once you're done. :P
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Posted 15 years ago2008-12-28 06:39:40 UTC
in Avatar problem Post #260670
Try refreshing (F5). We don't allow animated gifs because they're annoying, stick to jpg or png images.
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