Forum posts

Posted 20 years ago2004-07-04 06:48:57 UTC
in user points system Post #38656
I can see that getting out of hand...
Posted 20 years ago2004-07-04 06:47:00 UTC
in Nightwatch Post #38653
Those textures a sooo sweet! :D
Posted 20 years ago2004-07-03 11:47:21 UTC
in Hammer window problem Post #38500
LCD monitors can be just as fast, but still a bit crappy on the quality and colours compared to real monitors - Work on LCD, play on the proper hardware :D
Posted 20 years ago2004-07-03 11:43:24 UTC
in Ripping maps (not rip-offs) Post #38499
yes it does - :zonked:
silly boy...
Posted 20 years ago2004-07-03 11:33:25 UTC
in WIP: de_latin Post #38498
first picture is the worst compared to the rest :(
Posted 20 years ago2004-07-03 11:29:52 UTC
in !!LEAK LEAK LEAK!! Post #38497
Original Half-Life is leaky
i dare you to make a map with a leak that looks as good as any half-life map
Posted 20 years ago2004-07-03 11:28:39 UTC
in my website Post #38496
It survivied :P
Posted 20 years ago2004-07-03 07:56:26 UTC
in Ripping maps (not rip-offs) Post #38473
with your compile tools
Posted 20 years ago2004-07-03 07:49:24 UTC
in Hammer window problem Post #38470
It depends on your display... i invested in an LCD screen for the sake of my eyes - now i can map all day without worrying about my sight giving way when i'm older :)
Fine, its a bit too sharp for its own good, but its a good buy for any mapper :P

THINK OF YOUR HEALTH!!

(its times like this i wish i was on a refferal program of some sort ;) )
Posted 20 years ago2004-07-03 07:42:35 UTC
in Easy way to place path_corners? Post #38468
If you have a very detailed jeep (with lots of brushes everywhere) then the center handles may be all over the place... make a box arround the jeep and use the center of that instead

yes, use only ents, you can compile your map fully with lots of info_nulls, then use onlyents compiles to add the path corners and tweak them
MAKE SURE you keep the number of entities the same, the simplest way is to change an info_null to a path_corner as needed don't change any geometry or add and remove entities
Posted 20 years ago2004-07-03 07:37:18 UTC
in Flipping Decals Post #38467
if you get problems with decals try changing the gl_polyoffset value to something like 0.5 or 1
Or you can read the hl readme if i'm wrong..
Posted 20 years ago2004-07-03 07:35:27 UTC
in !!LEAK LEAK LEAK!! Post #38464
OMG! did anyone notice that pink pixel in c2a4b at about
-2356 345 -81 ??? What were valve thinking ???
Posted 20 years ago2004-07-03 07:31:59 UTC
in my website Post #38461
Nice clean fast forums :)
Posted 20 years ago2004-07-02 15:01:59 UTC
in REAL horror Post #38315
the shadows would look better if you tweak the compile settings a bit
Posted 20 years ago2004-07-02 14:46:36 UTC
in Free Op4? Post #38313
Game of the year CD key is the same as Generation pack CD key...
Posted 20 years ago2004-07-02 14:41:58 UTC
in user points system Post #38312
I'd say if we beg atom we can get a twhl.co.za ?
Posted 20 years ago2004-07-02 14:27:44 UTC
in my website Post #38310
Just go here - this is the best hosting you're likely to get ;)
Posted 20 years ago2004-07-01 18:02:54 UTC
in user points system Post #38098
there would be a lot more hate.
how ?
Posted 20 years ago2004-07-01 17:48:29 UTC
in rotating gun Post #38094
You can make one func_tank to look like 4 guns, and then make a sprite that will attach to the thing properly.. it looks strange when its blasting away..

You can mask away the tracer fire (that seems to come from you and not the 4 guns) you can make it look like an AA cannon or something..

Um.. that has some sort of usefulness? no? meh... :zonked:
Posted 20 years ago2004-07-01 17:44:53 UTC
in my website Post #38091
No templates for me ... raw Homesite 5.5 html - nothing else (apart from a few of atom's scripts ;) )

Forums you get from your host ;)
Posted 20 years ago2004-07-01 15:12:38 UTC
in user points system Post #38042
How about just getting on with it instead of figuring out ways of saying "i Pwn j00! i've more points/bananas/cookies/whatever than you"

If i had my way there would be no statistics of any sort :
Posted 20 years ago2004-07-01 15:10:50 UTC
in Page num at bottom Post #38041
Yes, page numbers on the bottom would be nice
Posted 20 years ago2004-07-01 15:02:29 UTC
in my website Post #38038
cough*pimp*cough

Its better when its fully up - honest it is :(
Posted 20 years ago2004-06-30 18:15:03 UTC
in (*BLINKS*) Post #37819
TWHL = :cool:

That's all there is to it ;)
Posted 20 years ago2004-06-30 18:07:47 UTC
in ambient_generic Post #37813
Make sure its not too big too - if its something over 2 MB then sometimes the game will fail to play the sound

the largest sounds in hl were under 500KB
Posted 20 years ago2004-06-30 18:04:03 UTC
in Worldcraft messes up on loading Post #37807
9,647,324 :o

Just how many wads are you using ?
Posted 20 years ago2004-06-29 18:16:55 UTC
in Quotes Again Post #37601
"of course my horse"
Posted 20 years ago2004-06-29 17:54:33 UTC
in SD scientist!?!? Post #37595
"The one you make your self" ?

If that doesen't help .. well Sorry Ask Vassy - he seems to "know" SD ;)
Posted 20 years ago2004-06-28 18:05:31 UTC
in Mapping = time consuming? Post #37277
Oh.. this was long ago - i say lots of things ;)
Posted 20 years ago2004-06-28 18:03:10 UTC
in Project X1 SP Level Post #37276
Best of luck form me too - hopefuly you'll come up with some content...
Posted 20 years ago2004-06-28 18:01:44 UTC
in HL PS2 models Post #37274
http://www.hl-improvement.com
is as active as ever...
Posted 20 years ago2004-06-26 18:30:49 UTC
in HL2 month away-site needs stuff Post #36709
:nuts:

:(

the spling has B-tn me :zonked: :zonked: :zonked:
Posted 20 years ago2004-06-26 16:52:20 UTC
in Custom animated texture won't work Post #36666
Tried it - you can only get 10
Posted 20 years ago2004-06-26 12:04:05 UTC
in Killtargeting a tripmine - laser stays. Post #36626
Seagulls... odd...

Red beams will look nice, but make the beam thinner than the default tripmine one
Posted 20 years ago2004-06-26 12:03:10 UTC
in flame Post #36624
guessing sprite names.
Erm.. UNPAK you PAK mate... ;)
Posted 20 years ago2004-06-26 12:02:21 UTC
in You've Been Mapping Too Much When... Post #36621
:nuts:

*runs far far away from zebra-g
Posted 20 years ago2004-06-26 11:58:46 UTC
in Mapping = time consuming? Post #36620
ISP's are suckers for bandwidth management ;)
Eircom is :D
Posted 20 years ago2004-06-26 09:45:13 UTC
in Mapping = time consuming? Post #36598
Jahzel - if i go insane, i might host your "website" (i'm not using all my resources and i want to take advantage of my host hheheh :badass: )
Posted 20 years ago2004-06-26 09:40:21 UTC
in Killtargeting a tripmine - laser stays. Post #36597
How about enclosing the tripmine in a hollow func_wall_toggle, (to limit the explosion)

and using a trigger_hurt to "detonate" it?
Posted 20 years ago2004-06-26 08:56:57 UTC
in Mapping = time consuming? Post #36564
If you want i can host the map for you, but not the server ... my host will kill me if i do that :o

kol[at]iol[dot]ie - if its that big i'll let you upload by ftp to www.hlcore.uni.cc

;)
Posted 20 years ago2004-06-26 07:02:17 UTC
in Mapping = time consuming? Post #36506
sorry for the dbble post, here's what i ment...
You're not allowed to. Has to be brush.
OMG! Everyone will make a brush.. literally :o
:D
Posted 20 years ago2004-06-26 06:58:47 UTC
in half-life2.com secret page! Post #36503
:o

ASCIIGORGON!

and a birdie :D
Posted 20 years ago2004-06-26 06:51:57 UTC
in Custom animated texture won't work Post #36500
i thought you could only have 10 animating textures :

from 0 to 9 : :
Posted 20 years ago2004-06-26 06:36:56 UTC
in user points system Post #36497
Nah.. its a bit too simular to the snarkpit

Perhaps something different?
Posted 20 years ago2004-06-26 06:35:03 UTC
in Half-Life maps, uploading/submitting Post #36496
I just looked at the vault and got a nasty CS fright :(
Posted 20 years ago2004-06-26 06:33:39 UTC
in half-life2.com secret page! Post #36495
:P

Haha!

"Hello halflife2.net. Your cleverness is noted; you've passed the first test."
Posted 20 years ago2004-06-26 06:30:36 UTC
in Jollities Post #36493
Haha!

How many mappers does it take to change a lightbulb?

->>
Posted 20 years ago2004-06-25 18:20:01 UTC
in Jollities Post #36413
How many guitarists does it take to change a lightbulb?
One, but it takes another 8 to say that they could have done it better
Posted 20 years ago2004-06-25 18:18:35 UTC
in guess whos back Post #36412
Deathmatch man speaking ?
Posted 20 years ago2004-06-25 18:18:15 UTC
in Mapping = time consuming? Post #36411
Its a good idea to have an aim for your map.. where you want to start, end etc.. it helps