Forum posts

Posted 18 years ago2005-11-30 12:41:14 UTC
in Cars Post #149892
I'd thaught you would say that, to be fair, i fell in love with those when i saw a live excersise of the Dutch Navy with those choppers, i was standing 12 meters away from the landing zone where they picked up marines to drop of on the surrounding buildings. Just the sound alone makes my skin tickle. The roaring of the engine is one of the most beatiful sounds i'd ever hear again.
Posted 18 years ago2005-11-30 11:58:28 UTC
in Cars Post #149880
If its a crap cake then, no ;) .

Um, well, im not really fond on cars so i'd say that i'd like to own my own cessna, of possible one of those classic's. thinking on 150 here. Though all i have flown is the 172, lovely plane really realiable and steady.

And offcourse i also plan on gaining my PPl for choppers. And then i'd like to own a westland Lynx. Extremely agile chopper, though rather hard to fly steadily. Its a beast you need to learn to control.
Posted 18 years ago2005-11-30 10:27:34 UTC
in Half-Life: Hostage Situation Post #149871
Garg, bad idea, there will be enough people whom dont know what to do with it, it will only add up extra space for the poor modem users.
Posted 18 years ago2005-11-30 10:26:12 UTC
in Are Warez Right? Post #149870
Quote:
The amount of money a country does have needs to be equaled by a product of value, one of the most popular ones is gold. If you print extra money you inflate the economy as happend with german before WWI. If you do this on big scale the money wont be worth a dime.
True. One example of this is Macedonia's economy. The fact that they haven't made any arrests for forgery in their country is crazy, considering that forgery of their currency is one of the largest forms of crime in their country.
I havent read anything thing on that, cant imagine it happening so close(relativly). Though offcourse in Germany they dropped the current value and secretly made new ones in newyork, nobody knew about this so people wherent screaming to get rid of there money. When the money arrived they immidiately started using it, i recall people being able to change there cash in and gain a standard amoun of the new currency.
If it's so easy to copy a CD, how can they have those prices? We would have to analyze real numbers. Like for example How many legal copies of HL2 have been sold and how much money that means. Compare it with how much they spent making the game, etc.
Its not the compying of the cd, imagine this:

A poor african farmers sells his coffee beens to a merchander, for lets take 3 cents. The merchant wants to make profit above this so he sales it to a big dealer for 5 cents. The dealer sells his load to starbucks(amrican coffee store). Wich then transports it across the atlantic, adding a 2 dollars to the price. Then its being transported to the factory for the grinding. This adds up another 50 cents. The last line will be to the store wich after that will add up another bit to make profit.

This process is in dutch called: Toegevoegde waarde, or added value. With this example i only showed the real basics, because you get taxes, and other costs to it.

This is how a price is determined by the economy, though the governement can influence this by giving people profits on certain products.

Another way to control the price is the main distributer, lets take as a example EA. in the very first chain in the link above they add 10 bucks/pounds/euro's/yen to the product/game. Each of the other chains will still want there profit and add up there costs. Eventualy this will all come back to the costumers wich then downloads it.

This illegal downloading is called the black market, i believe we can apply the laffer curve to it(laffer=american economist from the reagan time). This curve shows the tax income compared to the height of it in % and the amount of people whom work white.

Yeah yeah, im rattling on, but im following a economical study at the moment.
Posted 18 years ago2005-11-30 10:10:24 UTC
in All I want for Christmas Post #149868
Rowleybob, why dont you stand down for a second and fight on in pm. Just keep it to the thread will you?

The g36 is a real nice weapon, the predecessor of the xm-8.
Posted 18 years ago2005-11-29 18:37:37 UTC
in Are Warez Right? Post #149784
Actualy, purely economicaly seen forging IS stealing.

The amount of money a country does have needs to be equaled by a product of value, one of the most popular ones is gold. If you print extra money you inflate the economy as happend with german before WWI. If you do this on big scale the money wont be worth a dime.
Posted 18 years ago2005-11-29 17:15:53 UTC
in Your Game Stats Post #149778
Hehhe you are correct there.

Nothing beats being a gunner in a chopper when you got direct chat with the pilot, keep it steady jag!
Gotya jan!
Watch out, on your six!

Just a couple of sentences from last night :) We even got our own ranked server.
Posted 18 years ago2005-11-29 14:57:06 UTC
in Adobe PhotoShop Post #149760
Yes, point of view, not sure if there working on a source mod.
Posted 18 years ago2005-11-29 13:03:28 UTC
in Your Game Stats Post #149750
Agreed on that satch, i play battlefield 2 in clan play, really helps getting around when your talking on teamspeak. Though most people are to stupid to help a teammate out.
Posted 18 years ago2005-11-29 10:46:16 UTC
in Half-Life: Hostage Situation Post #149733
friend is indeed freund in german. Not sure what todesangst in itself means but angst indeed means fear.
Posted 18 years ago2005-11-29 10:43:55 UTC
in Your Game Stats Post #149732
Interesting graph there 7th.

Satch, it is multiplayer after all, i personaly believe that if you dont enjoy suck events then you shouldnt play it. Just my oppinion though.

And camping, go for it, though i prefer team playing above it. And yeah, in bf2 is easier to ambush enemy squads then engage them, just put 2 claymores on the side of the road, get a safe hiding place, if possible on the same level as they have and then watch there jeeps getting blown, then you can just finish of the remaining soldiers.
Posted 18 years ago2005-11-29 10:38:11 UTC
in All I want for Christmas Post #149731
Really nothing, neither do i celebrate christmas, doesnt really live here in The Netherlands.

Though im looking into buying a saitek x52 HOTAS.
Posted 18 years ago2005-11-28 11:01:51 UTC
in Your Game Stats Post #149595
Nah, the sig sauer 228(sounds like a sausage) beats everything if you go for the head, my fav pistol round weapon.
Posted 18 years ago2005-11-28 10:59:41 UTC
in Half-Life: Hostage Situation Post #149594
If people already have been waiting then they wont mind waiting just a little longer. Otherwise they wouldnt play it all.
Posted 18 years ago2005-11-28 09:15:51 UTC
in Your Game Stats Post #149587
I agree on that, though i tend to play with the deeagle lately in cs:s. And offcourse a flashbang.
Posted 18 years ago2005-11-28 09:13:57 UTC
in Half-Life: Hostage Situation Post #149586
How come it will piss people off? I can hardly imagine someone being angry by not getting something for what they dont even need to pay in the first place.

But, i agree on finishing everything on time.
Posted 18 years ago2005-11-27 16:54:50 UTC
in Is TWHL full of nerds? (I doubt it!) Post #149450
how long do you play satch?
Posted 18 years ago2005-11-27 07:00:05 UTC
in Is TWHL full of nerds? (I doubt it!) Post #149393
Nice satch! Nothing beats playing a guitar, what type do you have?
Posted 18 years ago2005-11-27 06:58:19 UTC
in Your Game Stats Post #149392
Cs:s is fun,only when you kill someone. Though i always had the tendancy to use underpowered inferior weapons in any game, just to show you can kill with it!
Posted 18 years ago2005-11-26 18:24:47 UTC
in Is TWHL full of nerds? (I doubt it!) Post #149332
Yes well, it was good to play under the old patch, the new patch fucked up the frames, i cant play it anymore, great job EA!
Posted 18 years ago2005-11-26 14:58:16 UTC
in Is TWHL full of nerds? (I doubt it!) Post #149292
Most of the time i spend on school, still have to finish of some reports. I cycle 11km everyday, however the weather may be. I also spend quiet a lot of time on flightsimulator, it usualy takes some time studying and creating flights and knowing the airplane. That said, flying basic patterns in a triple seven takes quiet a lot of time.

Then, comes Gamedesign when im in the mood, and then playing a game or so, mostly Battlefield 2 nowadays.

Oh, i drop by a couple of websites or so in the week.
Posted 18 years ago2005-11-26 06:19:59 UTC
in No Shadows? Post #149219
Yes, indeed. You can also see a vortigaunt with a shadow in the installation of bleushift.
Posted 18 years ago2005-11-25 20:25:46 UTC
in Not an avarage light problem Post #149147
I believe so yes, just as they grouped the textures to the maps, example: C2a4 c3a1 etc.
Posted 18 years ago2005-11-25 19:10:58 UTC
in Not an avarage light problem Post #149107
Rowleybob: Probably because Valve didnt use them as text lightning and never intended to use them as textlightning, though i could be completely wrong on that part though.
Posted 18 years ago2005-11-25 19:06:34 UTC
in Apple Programmers Have Humour Post #149103
Hehehe, thats a old one, you can apply it to anything, one with Half-Life should be around at the VERC.
Posted 18 years ago2005-11-25 16:48:07 UTC
in Not an avarage light problem Post #149061
Actualy, most are.
Posted 18 years ago2005-11-25 16:41:06 UTC
in Not an avarage light problem Post #149059
For texture lights to work they need to be in the lights.rad file, here does the RAD compiler takes all the light data from the textures. So if you do not have one of those in your compilers directory, then it wont compile texture lights.

You might want to check 7th's lighttexture tutorial. There also should be a lights.rad in there.
Posted 18 years ago2005-11-25 16:21:08 UTC
in Competition 18 Post #149053
Elon, for a starter try to create good going sentences, stop the horrible smiley abusing, and stop thinking the world revolts around you, because its not.
Posted 18 years ago2005-11-25 10:01:03 UTC
in Competition 18 Post #148997
Thats a good article, there is also a nice one on the snarkpit. Actualy, i enjoy mapping for hl2 now there are better tools to work with.
Posted 18 years ago2005-11-25 09:57:34 UTC
in Alpha texturs not showing up Post #148996
If it stops working then i would redownload all of the content. Should be easy through steam.
Posted 18 years ago2005-11-24 18:46:57 UTC
in Alpha texturs not showing up Post #148871
Ah, i thought it might have been because im using the new beta sdk. Already found a couple of new bugs that i'l report to valve tommorow.
Posted 18 years ago2005-11-24 18:46:06 UTC
in Competition 18 Post #148870
Im definately entering this one, now my modeling skills come in handy!
Posted 18 years ago2005-11-24 18:14:26 UTC
in Alpha texturs not showing up Post #148858
I discovered that the alpha's are showing up, but there inverted with how they look in the editor.
Posted 18 years ago2005-11-24 16:51:30 UTC
in Alpha texturs not showing up Post #148851
I cant recall using HDR when compiling, il check it though. Il get back on that in a sec.

EDIT:

Nop, all the same, as i was afraid it would. Any other suggestions?
Posted 18 years ago2005-11-24 16:32:13 UTC
in Alpha texturs not showing up Post #148845
Well, each time i get my hands on source mapping one thing needs to go wrong, and it seems alpha textures hunt me down till the bitter end.

I create a couple of displacements, sew them together and paint the surfaces and alpha's. Then i seal of the map with no draw brushes, im sure there is not leak in the map, i add a start, a light, and a model. So far so good with no errors, happily i compile with vis and rad on fast, no alpha's show up, not worried yet since i might need to use em both on ful. After that i tryed serval other combinations with no luck whatsoever. Eventualy i ended up searching serval forums with no correct answer to me. I tryed all i could possibly do with the cuncurrent knowledge of the situation. So hereby i include a compile log hoping it will reveal a proper answer to my question wich is boggling my mind.

[b]
** Executing...
** Command: "f:valvesteamsteamappscasdewit@xs4all.nlsourcesdkbinvbsp.exe"
** Parameters: -game "f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2" "F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1"

Valve Software - vbsp.exe (Nov 17 2005)
1 threads
materialPath: f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2materials
Loading F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (39989 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (117827 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 44 texinfos to 16
Reduced 8 texdatas to 7 (250 bytes to 187)
Writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "f:valvesteamsteamappscasdewit@xs4all.nlsourcesdkbinvvis.exe"
** Parameters: -game "f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2" "F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1"

Valve Software - vvis.exe (Sep 7 2005)
1 threads
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1.bsp
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1.prt
24 portalclusters
48 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 552
Average clusters visible: 23
Building PAS...
Average clusters audible: 24
visdatasize:340 compressed from 384
writing f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1.bsp
0 seconds elapsed

** Executing...
** Command: "f:valvesteamsteamappscasdewit@xs4all.nlsourcesdkbinvrad.exe"
** Parameters: -game "f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2" "F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1"

Valve Software - vrad.exe SSE (Nov 9 2005)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1.bsp
73 faces
22556 square feet [3248128.00 square inches]
4 displacements
13534 square feet [1948943.75 square inches]
73 patches before subdivision
3007 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 185803, max 276
transfer lists: 1.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(778, 280, 121)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(71, 24, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(8, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0052 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/1024 48/49152 ( 0.1%)
brushes 16/8192 192/98304 ( 0.2%)
brushsides 96/65536 768/524288 ( 0.1%)
planes 84/65536 1680/1310720 ( 0.1%)
vertexes 123/65536 1476/786432 ( 0.2%)
nodes 63/65536 2016/2097152 ( 0.1%)
texinfos 16/12288 1152/884736 ( 0.1%)
texdata 7/2048 224/65536 ( 0.3%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 324/0 6480/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 27232/0 27232/0 ( 0.0%)
faces 73/65536 4088/3670016 ( 0.1%)
origfaces 20/65536 1120/3670016 ( 0.0%)
leaves 65/65536 2080/2097152 ( 0.1%)
leaffaces 73/65536 146/131072 ( 0.1%)
leafbrushes 95/65536 190/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 401/512000 1604/2048000 ( 0.1%)
edges 258/256000 1032/1024000 ( 0.1%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 2/32768 20/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 27/65536 54/131072 ( 0.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 165456/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 340/16777216 ( 0.0%)
entdata [variable] 663/393216 ( 0.2%)
LDR leaf ambient 65/65536 1560/1572864 ( 0.1%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/210 ( 0.5%)
pakfile [variable] 15058/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 39989/4194304 ( 1.0%)

Total Win32 BSP file data space used: 276518 bytes

Linux Specific Data:
physicssurface [variable] 117827/6291456 ( 1.9%)

Total Linux BSP file data space used: 354356 bytes

XBox Specific Data:
lightmap pages [variable] 0/0 ( 0.0%)
lightmap infos [variable] 0/0 ( 0.0%)

Total XBox BSP file data space used: 236529 bytes

Total triangle count: 175
Writing f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1.bsp" "f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2mapscomp1.bsp"
[/b]
Posted 18 years ago2005-11-24 15:33:31 UTC
in Competition 18 Post #148828
Really? Doubt it though :) .
Posted 18 years ago2005-11-24 15:25:59 UTC
in Competition 18 Post #148825
Well, lets hope this time im more luck on architecture, i know how to create terrain now, but i cant get my head around on how i should do buildings.
Posted 18 years ago2005-11-24 05:15:47 UTC
in Your Game Stats Post #148750
Posted 18 years ago2005-11-21 15:44:55 UTC
in OMG TWHL HAS GONE MAD! Post #148241
Lol, my username is peppa :lol:
Posted 18 years ago2005-11-21 11:14:10 UTC
in Adobe PhotoShop Post #148214
Nice one rowleybob! Drop by Psi's forums if you feel like, you can find me there :) .
Posted 18 years ago2005-11-21 08:52:11 UTC
in Half-Life: Hostage Situation Post #148194
Indeed, nice weapon. Though its not my call to decided what to or not to do.
Posted 18 years ago2005-11-20 18:54:12 UTC
in Model sequences Post #148138
Nop, you asigned the wrong vertexes to the wrong bone, you can just go around messing with a animation, all the bones need to be exactly the same as in the reference.smd.
Posted 18 years ago2005-11-20 11:45:47 UTC
in Now Playing (game) Post #148090
Hehe, i play for the team to, though sometimes i can just leave it up to the rest and go do a couple of ground-pounding sorties.

And yeah, tryed the PKM and the G36 today, and i definately prefer the g36 over the PKM, the PKM has a bigger recoil and can not de deployed as hast as the g36, i also felt a lot less agile and vulnereble, though if you spot the enemy faster then they spot you then you win a face-off.
Posted 18 years ago2005-11-20 05:46:11 UTC
in Half-Life: Hostage Situation Post #148059
Probably yes, doesnt mean im anywhere near a fancy animator. :)
Posted 18 years ago2005-11-19 19:56:07 UTC
in Now Playing (game) Post #148032
You need a couple of minutes to get 10 kills? I just finishd an hour of playing, wake island 2007. Got myself in the j-10 and started some good ground pounding. i ended op with 52 kills, a couple of them as sniper and spec-ops.
Posted 18 years ago2005-11-19 19:54:42 UTC
in Half-Life: Hostage Situation Post #148031
Give me a break garg, i still need to leanr how to properly animate, creating half-decent textures and probably something else....
Posted 18 years ago2005-11-19 13:43:55 UTC
in Now Playing (game) Post #148000
Yeah, then you can easily win.
Posted 18 years ago2005-11-19 12:53:40 UTC
in Now Playing (game) Post #147996
Yeah yeah, i already got the veteran command medal :P .
Posted 18 years ago2005-11-19 09:19:47 UTC
in Now Playing (game) Post #147981
Hehehe, dont. Pick the g36, the special ops weapon, or the assault weapon, that is the g3.

The PKM is a good weapon, though its pretty much useless if your surrounded by tanks.

Been doing some sniping since yesterday again, love stalking those suckers :) .

The costs? 7.50 euro's a month, Im in a clan so we split the costs. And we also got a root server, we can put any game we want on that. Atm, we got a private bf2 server on it and a cs:s server running.

Really cheap if you realize that i play it almost every day.
Posted 18 years ago2005-11-19 09:17:00 UTC
in Half-Life: Hostage Situation Post #147979
I surely do hope not. Though you never know....