Forum posts

Posted 18 years ago2006-06-11 14:58:22 UTC
in TWHL3 Post #184755
It seems to me that both ways achieve the same thing, ours just takes 2 tags instead of one. They're both showing a very small image and linking to a big one.

I don't understand the distinction you're trying to explain... use simper words maybe our reptile branes can understand ;)

BTW, 56k seriously...c'mon! I realize people still use it, but I can't understand how. Sometimes, when I go to my Grammies house, she only has dial-up, and it's so slow, I refuse to use it...seriously.
Posted 18 years ago2006-06-11 13:25:24 UTC
in Now Playing: ... Post #184741
The Dresden Dolls - My Alcoholic Friends

repeat [on] off

I'm, tak-ing back,
The number of the beast,
'Cause six,
Is not a pretty number,
Eight, or three,
Are defin-itely better...
Posted 18 years ago2006-06-11 12:55:46 UTC
in TWHL3 Post #184736
Sometimes I genuinely wonder if its me.
Umm, I think you can stop wondering, lol ;).
Posted 18 years ago2006-06-11 08:49:35 UTC
in general/ Hl Post #184705
What rct3??

Something1!!!

^_^

[u]edit[/i]: Oh, RollerCoaster Tycoon 3...sorry no and no ^_^.
Posted 18 years ago2006-06-11 08:42:33 UTC
in E-mail addresses of NEDS/CHAVS/YOBS Post #184702
Chavs... Neds... Spides
lol! We call them Wiggers here, I think...lol yeah I hate them too, but what's the point of taunting them online ffs?!
Posted 18 years ago2006-06-11 08:35:21 UTC
in Now Playing: ... Post #184700
Ali Farka Toure with Ry Cooder - Diarby (Geo Quiz theme)

repeat on [off]

Seventh: That's a good one too, but I like Rufus' voice better ;)

<rowleybob gets hundreds of Hallelujah covers>
Posted 18 years ago2006-06-09 19:43:40 UTC
in TWHL, meet Jaren Post #184458
thats awesome Rowly, I became an Uncle 1 week ago.. great is'nt it! smile
Unbreakable too! ;)
Posted 18 years ago2006-06-09 19:41:10 UTC
in Now Playing: ... Post #184455
Rufus Wainwright - Hallelujah

repeat [on] off
Posted 18 years ago2006-06-09 19:39:29 UTC
in TWHL, meet Jaren Post #184453
We may have to sticky an "Uncler" thread if this trend continues! ^_^!
Posted 18 years ago2006-06-09 19:35:04 UTC
in TWHL, meet Jaren Post #184451
Hello There, JAREN! ^_^!!!

Master Kilauea, Welcome to uncledom, and the sweet, sweet requisite pwnage! :P
Posted 18 years ago2006-06-09 06:06:34 UTC
in [WIP]Cs_big_city2 Post #184370
Same for the ladder hole too imo, and possibly make it a different shape, like a semicircle, octagonal, or half octagonal lol :)
Posted 18 years ago2006-06-09 05:36:22 UTC
in Kasperg Projects! Post #184366
User posted image


Screeneh from Star Trek: DS9 The Fallen.

I played the demo a while back for some inspiration to restart my ds9 project, but it's 3rd person. (gay)

Playing the Elite Force II demo now...nice stuff and good gameplay. (you have to turn up all the video settings though, otherwise it looks so bad!)
Posted 18 years ago2006-06-09 04:09:33 UTC
in Now Playing: ... Post #184361
Gordon Lightfoot - Sundown

repeat [on] off

@Hugh: Tried Blue October, but no likey. I'll try to give them a listen again later sometime.
Posted 18 years ago2006-06-09 02:53:42 UTC
in Computer Whiplash Claims Post #184355
1. Never have--knocks on wood--unless bad CDR burns I never bothered to test, or Hammer crahes count. For the later, maybe 2 hours of work. (which is absolutely nothing compared to Kasperg's woes...YIKES :( )

2. No opinion. Does anyone actually read those anyway?

3. Yes.
Posted 18 years ago2006-06-07 04:11:50 UTC
in Now Playing: ... Post #184159
Jimmy Glimmer and the Fireballs - Sugar Shack [/gay]

repeat [on] off
Posted 18 years ago2006-06-07 04:07:08 UTC
in i was just wondering... Post #184158
Make two textures, named:

+0texturename
+Atexturename

Apply the "+0" texture wherever it has to go, and make it a func_wall. Also, give it a name.

Have your button target that func_wall, and hitting the button will cause it to change to the "+A" texture.
Posted 18 years ago2006-06-05 20:18:28 UTC
in lighting difficulties Post #183976
Should be noted too, if you add to many pointlights -lights that can be turned on/off/flicker, etc- you'll get the dreaded Warning: Too many direct light styles on a face Error.

Usually, your map waill still compile/run with these, but it's not recommened, and among other things, will add dreadful amounts of time to your compile.

Last but not least, use textlights for any lighting that doesn't have to be dynamic.
Posted 18 years ago2006-06-05 10:11:04 UTC
in Now Playing: ... Post #183888
Anal Cunt - I Just Saw The Gayest Guy On Earth
repeat [on] off

He hangs around in Austin,
He always wears a tree-shirt,
His favourite band is Roadsaw,
...

He's got a tribal tatoo,
His best friend is Joe Bonni
He has his eyebrow pierced,
...

He works at Harold's Ice Cream,
...
I hope he fuckin' dies.

LOLOLOL ^_^!
Posted 18 years ago2006-06-05 02:53:30 UTC
in Now Playing: ... Post #183826
Four Corners - The Sea and Cake

repeat [on] off
Dangit rowley, I didn't say you were supposed to like Minus The Bear!!
Too late :P! C'mon that's a great song, though I must admit their song titles far outshine the actual tracks themselves.
Posted 18 years ago2006-06-03 21:41:31 UTC
in Kasperg Projects! Post #183636
Here is that phaser Egon replacement. I think it would be better suited for the Gauss, but whatever. (you can use it for the Gauss too, just doesn't line up as well.)

In-game.
Posted 18 years ago2006-06-03 21:03:31 UTC
in TWHL3 Post #183635
Lol I always thought "Elof" referred to Elon... I suck at life ^_^!

ZL(may I call you Elof, lol?): maybe if you posted maps more regularly, you'd have realized the comment thingie sooner ;).
Posted 18 years ago2006-06-03 20:59:33 UTC
in Competition 20 Post #183634
Posted 18 years ago2006-06-03 20:56:48 UTC
in 2006 Mapping competition. Post #183633
Fair enough. Daft of me anyway for not reading the Snark threads... sorry!

<rowleybob proceeds to read Snarkpit threads>
Posted 18 years ago2006-06-03 20:53:10 UTC
in [WIP]Cs_big_city2 Post #183631
Most hydrants I've seen have the square nut on top for turning it on/off, but wahtever, it looks great.

Also as a rule, hydrants are usually painted a very bright color like red, yellow, or white.

Very nice prop brushwork btw...a man after my own brush-based prop heart ^_^ !
Posted 18 years ago2006-06-03 20:40:31 UTC
in Black lines? Post #183625
I can't see the black lines, but great map anyway!

(Now I can see why your compile is taking so long :P)
Posted 18 years ago2006-06-03 20:34:39 UTC
in Lower Compile Times? Post #183623
ike multiple faces on 1 side with vertex manipulation, PLS TELL ME
Use a custom texture on 1 face, or you could clip the main showing face in to multiple ones...
Posted 18 years ago2006-06-03 20:23:11 UTC
in Lower Compile Times? Post #183620
You could post your map, and maybe we'll find something your doing that's unecessarily "raping" your compile time.

Certain maps though, are just VIS nightmares. DarkPhoenix68 said his "Necropolis: Mausoleum" took over 8 hours to compile, where my most busy map so far, compiles in under 8 minutes. Are you running some weird RAD options that are possibly the culprit?(I am unfamiliar with most RAD paramaters, so I dunno if this is even possible)

A wise man once told me that using ZHLT light flags to make your brush-based entites block light can also severly increase your compile times--see Captain P. I've also found that using NULL brushes to achieve the same effect with models is a big compile dragger as well.

Invalid brushes, and even seemingly innocuous errors like "Solid Entity[ ]is empty" errors can add eons to you compile time as well. Scrutinize your compile log and Alt-P to make sure there isn't some tiny error needlessly bloating your compile.

Btw, what are we talking about for your VIS and RAD times anyway? (That is of course, if you still want to work on this :P)
Posted 18 years ago2006-06-03 19:48:21 UTC
in Half-life 2: Episode 1. Steamy ham Post #183615
THUMBNAILS, BITHCHES ^_^1!!!!!

ZL:The first I've seen of you not emoting pure evil... I guess I'll still respect you.

Joba: That pictue is sweet, and should be your new av imo. Wear your smoking jacket though--and obviously, be smoking.
Posted 18 years ago2006-06-03 03:30:20 UTC
in [WIP]Cs_big_city2 Post #183452
lol, didn't notice the fire hydrant first time around...sweet.
Posted 18 years ago2006-06-03 02:43:41 UTC
in New Map: Timbdasis Post #183450
darn no trees :P
Posted 18 years ago2006-06-03 02:31:53 UTC
in New Map: Timbdasis Post #183448
Who the fuck asked you?! (just kidding, but really) :lol:

I forgot to add an emoticon to show It wasn't a completely serious statement, sorry ^_^.
Posted 18 years ago2006-06-03 02:27:48 UTC
in The Pirate Bay Raid Post #183447
LOLO1!!!
Posted 18 years ago2006-06-03 02:07:14 UTC
in New Map: Timbdasis Post #183444
Reminds of Sunden--which is sweet--... but no trees.

Will there be trees?
Posted 18 years ago2006-06-03 02:05:35 UTC
in The Pirate Bay Raid Post #183443
That would be sweet... except I would find the best prepared foods, copy them, and then proceed to get really, really fat.

<you don't have one of these machines, do you?>
Posted 18 years ago2006-06-03 01:58:31 UTC
in Lower Compile Times? Post #183440
Run fast VIS: ('till the final seqence of compiles.) DRASTICALLY reduces compile times in most cases. Another thing I like about fast VIS, is that it will give you compile errors that Full VIS will not. In This way, you can eliminate/fix problem areas earlier.

"Func_wall" crazy shapes: Tying weird, non-square, rotated, overly VM'd brushes to func_wall will give VIS a big break, and again, DRASTICALLY reduce compile times. Doing this too much is not a good idea, because of the fact that brush-based entities are rendered pretty much all the time, so doing this too much will also raise r_speeds.

Because brush-based entiteds are rendered consantly, NULLing unused faces means a lot more, since normally, ZHLT isn't supposed to render unseen faces--though it isn't perfect. As a rule--and many people will disagree with this--, I NULL everything, except what is going to show.

Orpheus' comments are correct, and you should always do a "Full" compile in the final stages, and visblocking/avoiding large open areas are very important.
Posted 18 years ago2006-06-03 01:38:50 UTC
in 2006 Mapping competition. Post #183435
Kind of a vague compo imo, but whatever, some really nice screens. That dm_Persia map is completely amazing btw--just played it.[/latecomer]

-So if I built a library, could I walk through the stacks, or behind the information desk?

-If I build a pool room, can I jump in the water??

-If I build a cathedral, Can I walk down the aisle, or through the pews?

-If I build a stadium, can I walk through the stands?

I'm half-kidding, but do you see what I mean? I apolgize in advance for my autism on this, since apparenty no one else sees this as an issue... just looking for clarification more than anything.
Posted 18 years ago2006-06-03 01:10:15 UTC
in [WIP]Cs_big_city2 Post #183433
First one is nice, but will you be adding painted arrows, stop bars, "STOP", crosswalks, and other things like signs, traffic lights, mailboxes, etc.?

Second looks ok. I like the detail in the lights and the table. The fan looks sort of weird.
Posted 18 years ago2006-06-03 00:54:01 UTC
in The Pirate Bay Raid Post #183432
Mmmmmmm... pie good in tummy, and on the way to tummy!
Posted 18 years ago2006-06-02 21:11:55 UTC
in The Pirate Bay Raid Post #183415
STOP LOOKING AT ME SWAN!!!!!!!!!
Posted 18 years ago2006-06-02 21:08:56 UTC
in Competition 20 Post #183414
TY for providing judgie comments!

The ropes and the concrete things were func_pendulums, and they were another thing I was afraid nobody would notice, but somebody saw them...sweet!

I originally built passageways to every door/vent in the map, but didn't end up using most of them. Also the restriction of not making any new accesable areas sort of makes it less inviting imo, but looking back, I suppose this was the wrong attitude.

I had ideas on what to do with some of them, but by the end of the deadline, there was no ambition left...

I wish more people wanted their comments public, as it would be quite interesting to draw from more insight on the other great entrys.
Posted 18 years ago2006-06-02 20:20:15 UTC
in The Pirate Bay Raid Post #183379
1. I think macintosh computers are gay, and should be banned.

2. Free fille-sharing, forever and ever, amen.

3. Jobabob's new av is better than the previous one.

Good day sir.
Posted 18 years ago2006-06-02 20:16:45 UTC
in Now Playing: ... Post #183378
Martha Wainwright - Lolita

repeat on [off]

2142 EST edit:

Minus the Bear - Absinthe Party At The Fly Honey Warehouse :heart:

repeat [on] off
Posted 18 years ago2006-06-02 20:08:02 UTC
in Flaws with vertex manipulation Post #183372
I'm not entirely sure what you mean--post screenie?--, but if part of the original brush is disappearing, it's usually due to making a concave brush.

You can make concave shapes, just not individual concave brushes.
Posted 18 years ago2006-06-02 20:02:58 UTC
in Models in Half-Life? Post #183367
Never thought of that!

Good point :P !
Posted 18 years ago2006-06-02 20:00:48 UTC
in pickup one weapon or the other Post #183364
To sum up my method--hunter cock-blocked me edit :) --:

-2 func_wall toggles brush-based boxes, rendered invisible and with the "start invisble flag checked.

-2 trigger_once brush-based boxes, each targeting the opposite weapon location.

Replace the func_wall_toggles with func_doors, or other things if you want.
Posted 18 years ago2006-06-02 19:54:39 UTC
in pickup one weapon or the other Post #183361
Tons of ways you could do this.

I would use a func_wall_toggle--tied to a brush, textured blue, and rendered invisible--, and place one over both weapons.

Put a trigger_once-brushed box, at each weapon area as well. Have each trigger_once target the opposite func_wall toggle, so selecting one weapon effectively "blocks" the other one.

You could also make the triggers target func_doors or other things, to make one of the weapons inaccessable.
Posted 18 years ago2006-06-02 19:45:44 UTC
in Models in Half-Life? Post #183359
Probably doesn't matter, buy you can use the clip texture too. Using teh clip brush instead of BLUE rendered invisible may be better for two reasons I can think off:

1. Any transparancy in hl makes your map slower, and more unstable. I'm not sure if this applies to a brush rendered totally invisible though.

2. Clip-textured brushes decreases clipnodes. In other words, reduces the possible areas where the engine thinks the player can get to, resulting in better performance.
Posted 18 years ago2006-06-01 08:18:47 UTC
in Now Playing: ... Post #183108
Hussalonia - Four Pop Songs About Death (EP)

repeat [on] off
Posted 18 years ago2006-06-01 07:49:25 UTC
in Now Playing: ... Post #183104
That Rocky man is good... I need to try more of his stuff :).

Four Corners - The Sea And Cake

repeat [on] off
Posted 18 years ago2006-06-01 07:03:56 UTC
in Now Playing: ... Post #183094
Anal Cunt - Technology Is Gay

How many Megs of ram to you have on your computer?
TECHNOLOGYISGAY1111!!!!!!!
Hey, why don't you check out my email at...
TECHNOLOGYISGAY1111!!!!!!!
I was looking at the Star Trek website and um...
TECHNOLOGYISGAY1111!!!!!!!
Let me fax you my email address...
TECHNOLOGYISGAY1111!!!!!!!