Forum posts

Posted 15 years ago2009-05-22 12:43:34 UTC
in TF2: The Sniper Update Post #267320
These randomly granted weapons are pissing me off.
Posted 15 years ago2009-05-21 22:13:44 UTC
in TF2: The Sniper Update Post #267299
Google a word if you think you spelled it wrong :D
Also, criticals for headshots on the ambassador is fucking ridiculous. But there are plenty of awesome additions and changes to make it an awesome update. I just wish I could connect to the Steam network and use the new weapons.
Posted 15 years ago2009-05-20 20:38:57 UTC
in TF2: The Sniper Update Post #267276
Jesus fucking christ.
I can't believe the actually ran with that.
Posted 15 years ago2009-05-20 18:48:50 UTC
in Some questions on animating with MS3D Post #267274
First: You can just import the animation's SMD into Milkshape. Just so you know, when you import an SMD for animation, every keyframe for every bone of every frame is set, so you will have to do a lot of keyframe deleting. That's just how smds are, though, and there's no way around it.
Edit: And don't alter the skeleton outside of animation mode. This will cause a plethora of problems, as you've seen.

Second: No clue. Best way to find out is to keep going and if you crash, you have your answer. And if you do hit the ceiling, you can always cut down on frames with Milkshape's handy "scale animation" plugin.

Third: Click a bone in the joints/bones tab to the right. Then select the vertices of the mesh that you want to move with that bone, and click "assign to joint". When you move the joint in animation mode, it's assigned vertices will move with it.
Posted 15 years ago2009-05-19 21:07:12 UTC
in TF2: The Sniper Update Post #267251
nessisarely
Necessarily.
Sorry :|
Posted 15 years ago2009-05-19 18:29:48 UTC
in TF2: The Sniper Update Post #267248
If it's really as accurate as they say it is, then it's just a gun for people with better aim. No spread means no missing when you're clearly aiming at the person. That can't be said about the default revolver, even if the spread is low.

Accidentally hitting someone with the spread from the default revolver when you weren't aiming at them happens a lot less than missing when you were pointing at them.
Posted 15 years ago2009-05-19 13:04:17 UTC
in Scenario Post #267238
what a stupid smartass response.
It's a perfectly reasonable response to an open ended question.
Posted 15 years ago2009-05-17 17:04:52 UTC
in TF2: The Sniper Update Post #267154
The scout cut himself on the spine of the knife. He was holding the safe handle the whole time.
Lulzy CGI goof.
Posted 15 years ago2009-05-16 17:18:59 UTC
in Scenario Post #267106
Breathe slowly. Hold each breath for a long time.
Posted 15 years ago2009-05-16 17:16:01 UTC
in Func_walls visible through sky Post #267105
I've fixed the bottom, but the top has to remain solid. If skylight isn't blocked there, the model prop that goes there isn't lit properly.
Posted 15 years ago2009-05-15 18:41:45 UTC
in TF2: The Sniper Update Post #267043
It WAS the spy update! Ho ho ho
Posted 15 years ago2009-05-15 00:29:00 UTC
in TF2: The Sniper Update Post #266954
Crazy shit is happening with the Razorback's page. Apparently a cloaked spy has appeared behind the sniper a handful of times.
Initial thread on sightings
Second sightings later in the thread
And Kotaku accidentally caught a screen of it

Plus the dead spy's revolver is different, and he's holding a gold watch.
Lots of people are starting to speculate that it'll be a double update. One can pray, yes?
Posted 15 years ago2009-05-14 17:55:25 UTC
in Hostages and ladders - CS Post #266945
If I remember correctly, CZ hostages can climb ladders and crawl. But they definitely can't do it in 1.6.
Posted 15 years ago2009-05-14 03:08:13 UTC
in Func_walls visible through sky Post #266924
Bust out that trout, Srry. Breaking up the func_walls to combine less brushes fixed it. But how was I supposed to know that?

Well, now there's a strong chance that I'll be dealing with "too many visible entities" soon, but that's another problem.

Thanks to everyone who tried to lend a helping hand.
Posted 15 years ago2009-05-13 22:10:14 UTC
in Desktops of May Post #266918
Lots of spacey wallpapers this month.
Posted 15 years ago2009-05-13 22:09:18 UTC
in Func_walls visible through sky Post #266917
Only if the compile turns out successful.
Posted 15 years ago2009-05-13 21:26:02 UTC
in Func_walls visible through sky Post #266912
Illusionary was a no go.
Another thing, you haven't by any chance made all the trim into one big func_wall have you?
On that note, I just now saw that there are 4, smaller func_walls with the exact same trim setup that can't be seen from the upper box. Of the trims that didn't show up, the most brushes that any func_wall used was 14. The func_walls that are being ignored use... a lot more.

It's not all one entity. There's 13 of them, but they combine a lot of brushes.

For the love of God, don't tell me that they are bypassing vis just because they use a lot of brushes...
Splitting them up now and recompiling.
Posted 15 years ago2009-05-13 21:24:35 UTC
in TF2: The Sniper Update Post #266913
The new maps look awesome, especially the rainy one.
Posted 15 years ago2009-05-13 19:20:37 UTC
in Func_walls visible through sky Post #266907
???
If it's a two minute job, can't you just tell me what you'd do?
Posted 15 years ago2009-05-13 17:16:17 UTC
in Func_walls visible through sky Post #266903
this is a segment of the many func_walls that are visible through the top brush. they are all trims like this part, and have all been nulled on the bottom face. there is no special rendering on them.
there is no special rendering on them.
Christ, do you even read these things before you throw them out there?
Posted 15 years ago2009-05-13 17:05:28 UTC
in Rooms: Source! (co-op) Post #266901
I've been wanting to do a room for this, but I want to finish my last Goldsrc projects first.
I've been toying around with Source every now and then for a while.
Posted 15 years ago2009-05-13 17:03:35 UTC
in Func_walls visible through sky Post #266900
No. I never said that. God dammit, go die of AIDS.
Why in the name of Satan's firey asshole would I apply solid rendering to a block of stone?
Posted 15 years ago2009-05-13 15:49:37 UTC
in Func_walls visible through sky Post #266897
Looks like Imageshack didn't like the name of that last picture.
Here it is again:
http://img2.imageshack.us/img2/8043/imagefail.jpg
The only difference between the stone trim on the bottom and the wooden trim on the top is that the stone had nulled faces. But denulling the stone trim didn't fix it, so for that instance, there was no difference between the two other than the texture I used.

This is probably worth noting, now.
User posted image
This was taken from a hollow box at the very top of the grid, above everything else in the map. There is nothing in this box but point entities and it's textured with the generic black texture.
This greatly disturbs me, because it means that these func_walls are being completely ignored by vis all together.

Edit: Compiling again with the walls change to func_illusionaries...
Posted 15 years ago2009-05-13 14:43:17 UTC
in Func_walls visible through sky Post #266895
Denulling didn't work.
Posted 15 years ago2009-05-13 13:47:47 UTC
in Func_walls visible through sky Post #266893
You're using ZHLT 3.4 Final, right?
Posted 15 years ago2009-05-13 12:42:34 UTC
in Func_walls visible through sky Post #266891
Do you teleport between the boxes, or what? Depending on how that's set up, you could just toggle the func_walls to disappear with an env_render...
Wouldn't work for DM, unfortunately.
But I want to just clarify, are all the func_walls you're having trouble with nulled on at least one face?]
Yes, but so are many of the other entities that can't be seen.
Compiling now with a few func_walls "denulled" to see if it's a fix, but wpoly is going to rise because of it. Be back in about 2 hours with the results.
Posted 15 years ago2009-05-13 04:59:53 UTC
in Func_walls visible through sky Post #266880
why don't you surround your sky box with a null box? sky brush aren't generally that solid. Without sky clip, they resemble water.
Just finished testing this. Didn't work. God dammit.
Posted 15 years ago2009-05-13 04:49:11 UTC
in Hi Post #266878
Posted 15 years ago2009-05-13 02:45:50 UTC
in Hi Post #266871
What an interesting way to start a trend.
Posted 15 years ago2009-05-13 00:58:33 UTC
in Func_walls visible through sky Post #266867
I would strangle you if I could for saying that.
Edit: The boxes are very, very large, and require a very large draw distance. They're already 768 units apart, and the distance between the closest func_walls is about 2000 units. So unfortunately, spacing them apart won't change anything, and even if I could make them disappear with the draw distance, the wpoly count would still be the same.
Posted 15 years ago2009-05-13 00:02:49 UTC
in Adding my own text to maps Post #266866
If you want to add text or a logo to an existing non-Source map, you will have to rip a new entity into it. This is easiest if you use a sprite.

To do this:
1. Download BSP Edit and Sprwiz.
2. Import your image into sprwiz and export the resulting sprite to your sprites folder. If you want text, just throw some text into MS Paint and save it as a 256bit BMP. Your image will have to use a 256-color palette.
3. Load the map you want your logo, and move to where you want your logo to be. Then open the console and type "status". Find your coordinates and copy them.
4. Close your game, run BSP Edit, and load your map. If it's a default map, you will have to use GFCScape to export the map from the game's gfc in your steam folder so you can load it into BSP Edit. Somewhere in all that code, paste this:
{
"origin" "THIS IS WHERE YOUR COORDINATES GO"
"renderamt" "255"
"scale" "1"
"model" "sprites/NAME OF YOUR SPRITE.spr"
"framerate" "10.0"
"angles" "0 0 0"
"rendercolor" "0 0 0"
"classname" "env_sprite"
}
Save the map to your maps folder and go load it up. Your logo should be sitting there when you go check.

On a side note: If this is really what you're trying to do, please don't do it to a custom map. People who download it from your server will be forced to download your edited version of the map, and mappers hate it when people do this sort of thing to their maps.
Posted 15 years ago2009-05-12 23:34:56 UTC
in Func_walls visible through sky Post #266864
By far, one of the most irritating problems ever. Period. This problem's been plaguing me for weeks. Jump off a cliff and land in a fire.

I've got two totally separate sky boxes, and I can see func_walls through them. Now vis should be blocking them, right? Well it's not, and that's the damn problem. This is the general idea:
User posted image
Here's what I see from the bottom box, looking up:
User posted image
And here's what I see looking down from the top box:
User posted image
BUT WAIT, it gets better, because the only entities that are showing through the sky are func_walls. And some of the func_walls aren't shown through the sky.
User posted image
Things that don't fix this problem:
-Running full vis
-Moving the top to the bottom, or vice versa
-Using a hint brush to block vis between the two boxes
-Putting a normal brush between the two boxes, either inside or outside the sky
Posted 15 years ago2009-05-12 18:23:25 UTC
in TF2: The Sniper Update Post #266855
I sure hope not.
Posted 15 years ago2009-05-12 17:28:21 UTC
in TF2: The Sniper Update Post #266852
Looks like they took the idea of the "Bunnip" or whatever form the forums. Not surprising, as it was clearly the most discussed.

As for sounding like the sandman, I don't see what you mean. It's an arching weapon, but so was the flare gun. They don't make mention of any kind of stun or special ability.

On paper, it just sounds like an arching sniper rifle; closer range and faster firing, which is exactly what they said they would do.
Posted 15 years ago2009-05-11 02:23:42 UTC
in Warp Drive - For Real? Post #266798
You know, after watching that 11 minute video on the 10th Dimension that vs49688 posted, I don't know what to think. Is this really the way what we perceive reality to be like?
That's just Rob Bryanton's personal theory. But he says outright that his theory is different from the generally accepted version of String Theory on his website and in his book.
The "popular" version of String Theory with physicists keeps time and spatial dimensions as two seperate entities, among some other things, while Bryanton says that time is just a side effect of higher dimensional perception.
Edit: Take a look at his forum some time: http://www.tenthdimension.com/phpbb/index.php
Posted 15 years ago2009-05-09 13:29:16 UTC
in Warp Drive - For Real? Post #266746
E=MC^2 hasn't been proven beyond practical purposes, that's why it's still not the Law of Relativity.
To prove it absolutely, light speed would need to be acheived. But because it states that an object moving at the speed of light would require and infinite amount of energy, it can't actually be proven.
Posted 15 years ago2009-05-09 02:29:14 UTC
in Warp Drive - For Real? Post #266714
As for the time travel stuff
using extreme gravity to speed yourself up
Time travel can't happen in 3D space by relying on speed. Where did you hear that? The best you can do for yourself is stop time, locally, by moving the speed of light. But even that's impossible under Einstein's equation.

A fold in 3D space =/= moving faster than the speed of light.
Posted 15 years ago2009-05-08 20:56:20 UTC
in See Real Wolverine Claws In Action! Post #266704
Panera Bread is awesome.
Posted 15 years ago2009-05-08 16:44:39 UTC
in Warp Drive - For Real? Post #266677
So is the Earth going around the sun.
No. Wrong. So fucking wrong.
The earth rotates around the sun. It's not a theory. We've watched it happen from space in real time.

A theory is something that has yet to be proven by empirical testing. String Theory is a theory. E=MC^2 is a theory. The earth rotating around the sun is not.
Posted 15 years ago2009-05-08 13:04:01 UTC
in Warp Drive - For Real? Post #266670
That picture is blown way out of proportion. Don't think that time stops in the center of the earth or anything.
Posted 15 years ago2009-05-08 01:51:17 UTC
in See Real Wolverine Claws In Action! Post #266646
Doesn't take much to stab through a cardboard box, especially when you're putting your body weight into the thrust.

I'd like to see how clean of a cut they can make.
Posted 15 years ago2009-05-07 12:03:40 UTC
in TOPIC OF MATURE DISCUSSION Post #266604
phallus
Posted 15 years ago2009-05-05 17:45:40 UTC
in TWHL's death? Post #266485
You're above and beyond the asshole.
Edit: Jeff, go ninja someone else's post.
Posted 15 years ago2009-05-05 17:19:05 UTC
in General Dramatica Discussion Post #266478
No offensive to you personally, but a thread about ED articles isn't like a Youtube thread. You can't just spam ED links.
Posted 15 years ago2009-05-05 13:12:38 UTC
in TWHL's death? Post #266459
Just kidding. Maybe that'll smoke him out.
It's hilarious because it worked.
Posted 15 years ago2009-05-04 22:00:07 UTC
in Free CSS account giveaway Post #266447
Account's been spoken for.
Mod, lock or delete this thread.
Posted 15 years ago2009-05-04 21:15:44 UTC
in Competition 27 Post #266445
That wont happen. Source textures cant be diced up as well as goldsource vanilla textures can.
This is so true. HL2's texture set is so situational, and the vast majority of them look awful together :(
Working with CSS textures opens a lot of doors, though.
Posted 15 years ago2009-05-04 17:51:02 UTC
in Free CSS account giveaway Post #266432
I've got a second Steam account with CSS that I used for lulz-inducing hacks and raging for VAC testing, but never really bothered with. It can also be used to map for CSS, as the Source SDK is free.

Because I'm such a nice guy, I'm going to give this account to whoever wants it. Post in this thread that you'll take it, and I'll PM you with the password.

The account's username is Lonestaraccount. You will have to change the contact email, as right now it's set to my spam address.

The account is not VAC banned, it has never logged into the friends network, and it is not a stolen account. There is no catch, I just don't like knowing that I bought something that never gets used.
Posted 15 years ago2009-05-04 17:21:08 UTC
in Competition 27 Post #266430
You know, I really liked "Map a movie".
All in favor of another Map-a-Movie compo? Of course, custom content would have to be allowed.
Posted 15 years ago2009-05-04 16:09:45 UTC
in Competition 27 Post #266426
I thought vanilla was when you have to make it seem like valve made it, like a map that came with half life, and not a custom map...
No, vanilla just means default: you only work with what came with Half Life, no custom content. It isn't the theme of your map, it's what you have to work with.

Vanilla does not "map like Valve". And that most definitely should not be the task of the next compo, because it limits creativity like no other.