Forum posts

Posted 17 years ago2007-07-18 23:42:02 UTC
in MUSICIANS - Your Gear Post #229529
@Penguinboy: Yes, it does. I spent way too much getting it to work. It needed an overpriced phantom power supply, a desktop stand, and some XLR cables and adapters - none included with the mic itself. :furious:
Posted 17 years ago2007-07-18 19:51:02 UTC
in The Free Texture Thread! Post #229511
And yes, some of them are edited from famous wads.
@darkphoenix: I'd love it if you used them. I got 'em from pictures I took at the Grand Canyon, and it would be good to see that they went to some use.
Posted 17 years ago2007-07-18 18:58:53 UTC
in Steam install fails Post #229505
Not only did you double post (use the edit button), but I'm pretty sure this mycokerewards guy is gone by now. He last logged in a week ago. The thread has been inactive for even longer.
Posted 17 years ago2007-07-18 18:19:07 UTC
in CPR Industries: Shadow's Spear Post #229502
I don't see why not. If you'd just get some custom textures for the walls and ditch that lame concrete one, I'm sure that'd improve it a lot too. Also, I think you need some pillars to support that overhang there...
Posted 17 years ago2007-07-18 17:44:48 UTC
in CPR Industries: Shadow's Spear Post #229497
Well, I've never had a problem with Windows XP! :P

I just wish you would put as much work into your architecture as you did those props. It's severely lacking.

I also have to ask when you're going to get around to making some weapons... ?
Posted 17 years ago2007-07-18 14:31:01 UTC
in HL:OIFH Post #229477
It'd be nicer if you could have their individual body parts explode, but I won't be picky.
Posted 17 years ago2007-07-18 02:26:47 UTC
in My theory Post #229397
Yesterday being a long time ago? And how was I supposed to know that?
Posted 17 years ago2007-07-18 02:19:58 UTC
in REAL LIVES (game) Post #229396
I agree that this thread is major spamghetti.
Posted 17 years ago2007-07-18 02:18:53 UTC
in Falling door Post #229395
... Yes.
Posted 17 years ago2007-07-17 22:02:14 UTC
in Falling door Post #229386
Yeah, just put that origin at the bottom of the door where you want it to pivot, tie it and the door to a func_door_rotating, set the flags so it rotates on the correct axis, and trigger it. It's that simple. If you need to, check the flag to reverse the direction the door falls. Messing with the pitch yaw and roll properties is not necessary for this.
Posted 17 years ago2007-07-17 19:36:47 UTC
in HL:OIFH Post #229376
Looks good, they just need to be placed better... not standing around in the open like that. Also, their reaction time is severely delayed.
Posted 17 years ago2007-07-17 18:18:57 UTC
in fileplanet.com Post #229372
:roll: silly Jahzel lol
Posted 17 years ago2007-07-17 18:10:57 UTC
in Falling door Post #229371
What's going wrong exactly? It's just starting open all the time? Maybe check the "starts open" flag... since it would probably do the reverse of what it is now.
Posted 17 years ago2007-07-17 18:04:45 UTC
in We Glide / Slide Along Post #229370
Sounds like something's fuxx0red with your running animation. Check the integrity of your game cache or just go ahead and reinstall DoD.
Posted 17 years ago2007-07-17 17:57:46 UTC
in My theory Post #229369
Okay... can I ask WTF you n00bs are even talking about anymore? Seriously. The original post was about how Ghetto thought the white texture increased performance (more on this later.) MuzzleFlash and Hunter did good by correcting your ways, but then redka goes and says... something. Wait, what is it he said? It's less comprehensible than Ghetto's posts normally are.

All you have to add to the icon's target field is "-dev -console" without the quotes. Just like that, nothing more. Then, launch the game and load your map from the console. You can now use the "gl_wireframe 1" command fine, but who said ANYTHING about using gl_wireframe before redka did? We're talking about r_speeds and map performance here.

Anyway, back on subject, your white texture isn't making a difference at all, I can assure you. The slight discrepancy in your FPS could realistically have been caused by anything from a change in your viewpoint to a background program running more intensely than before. If you'd look at your r_speeds by typing "r_speeds 1" into the console, you'd see this. Of course, you would also have to make sure that you're standing in the exact same spot and viewing the exact same area, probably by backing into a corner and then fixating on a target.

Now, what you SHOULD be doing is using the NULL texture on those unseen faces. That would make an actual difference, because it's less faces the engine has to render.
Posted 17 years ago2007-07-17 04:54:39 UTC
in Nothing there Post #229266
Posted 17 years ago2007-07-17 02:20:24 UTC
in Miscolored skylight patch Post #229259
When you said you func_walled the platform, what part did you func_wall exactly? I'd try the little ridge on the side instead of the platform itself.

I guess it doesn't matter now that it's fixed, but still...
Posted 17 years ago2007-07-17 00:21:58 UTC
in fileplanet.com Post #229243
I never get spam, and I entered my primary email address when I signed up. My downloads are also quite fast (much better than 50kbps anyway.) It's ironic, you call people stupid for believing in conspiracy theories that have little credibility, but then you go and spout completely unfounded bullshit like this. Fact: The internet isn't out to get you, and neither are Steam, widescreen monitors with unconventional resolutions, etc. etc.

@NineTnine: I'm not mad at you, it's just that the second response made answers this question.
Posted 17 years ago2007-07-16 23:57:06 UTC
in fileplanet.com Post #229240
SCROLL DOWN TO VIEW THE FREE SERVERS. Seriously, how hard can it be to figure it out?

And Jahzel, don't you dare compare Steam to Fileplanet. No matter how much you hate it, it can't approach that level if suckiness. Few things can.
Posted 17 years ago2007-07-16 22:23:57 UTC
in Desktops of July Post #229233
It'd practically be like trying to map on a laptop, except less comfortable. :zonked:
Posted 17 years ago2007-07-16 22:15:20 UTC
in Desktops of July Post #229231
Oh my god Unbreakable, that's awesome. I want your computer now. :D

Seems like you'd need to be closer to the screen to do much real work (mapping), though.
Posted 17 years ago2007-07-16 21:06:33 UTC
in Desktops of July Post #229224
It's 19 inches you fucking idiot. Everything displays the same as my 17 inch CRT did on 1024x768, only there's more space to work with. You can't seriously suggest that people with 16:10 aspect ratios should use resolutions designed for 4:3 screens.
Posted 17 years ago2007-07-16 20:59:20 UTC
in Desktops of July Post #229219
Did you even read what I said? It's not possible to use too large of a resolution.

I'm running on a widescreen too, and its native resolution is 1440x900. I love it.
Posted 17 years ago2007-07-16 20:51:18 UTC
in Desktops of July Post #229217
No shit, Dave. It couldn't be that there's a different locked resolution for every size of widescreen display out there, could it? Besides, he never said sites should be designed with that size in mind. with a resolution like that, it doesn't even matter what the website was designed for, because it'll undoubtedly accommodate it.

The problem is when people use too small a resolution, not too large of one.
Posted 17 years ago2007-07-16 20:20:59 UTC
in Examplemaps should be rewarded Post #229211
I think you deserve an award for awesome mapping anyway, even if you only have three maps in the Vault so far.
Posted 17 years ago2007-07-16 20:06:46 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #229208
Also... am I the only one that thinks your floor tile texture is a tad blurry or low res? What are the dimensions of it? I hate to nitpick like this, but your textures normally look extremely sharp, and this one is a noticeable exception in my opinion.
Posted 17 years ago2007-07-16 19:51:39 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #229204
I wanna know what the epolys are like there, because that's mostly all it is, models. I don't see any astounding architecture, although those are some nice textures all right.

This design you have here is very realistic, unlike the other screens that show mostly fantastical settings.
Posted 17 years ago2007-07-16 19:48:48 UTC
in Desktops of July Post #229203
Showing us that the internet doesn't change.
Posted 17 years ago2007-07-16 18:50:30 UTC
in Map/Mod of the Month : July Post #229195
I'd say there's more bias towards GoldSrc here than Source. Just look at how many GoldSrc maps are in the Map Vault, and then compare that to how many Source maps there are. You just don't see a lot of Source mappers start off here, because there are thousands of Source-only sites and forums since Half-Life 2 was released, but not many still dedicated to Half-Life.
Posted 17 years ago2007-07-16 15:55:53 UTC
in CPR Industries: Shadow's Spear Post #229178
Awesome. :D

G-Man looks like he's got a new haircut, huh? He'd actually look alright if you just edited the Black Mesa logo out of his briefcase texture.
Posted 17 years ago2007-07-16 14:58:31 UTC
in Solid Rocket Booster exhaust flame! Post #229167
#2 definitely looks more realistic.
Posted 17 years ago2007-07-16 03:42:01 UTC
in Sun/Shadow Effect (lighting) Post #229094
Strange, it's been suggested often here that the light_spot entity is superior to light_environment in terms of lighting quality. I never noticed a difference, but figured somebody knew what they were talking about and just did what I was told. Does this same problem afflict regular single player maps?
Posted 17 years ago2007-07-16 02:14:12 UTC
in TWHL3 Post #229090
That's why we have the "other" icon. There aren't enough Sven Co-op and CS:CZ maps out there to warrant their own icons.
Posted 17 years ago2007-07-16 02:11:34 UTC
in Sun/Shadow Effect (lighting) Post #229088
And it doesn't "regulate the shadows", it's just the angle the light is coming off the sky. There's always shadows if it's not fullbright.

Still,I don't think the pitch is really your problem. It sounds more like a compiling thing to me. Did this just start happening?
Posted 17 years ago2007-07-16 02:07:36 UTC
in Desktops of July Post #229084
You probably wouldn't with just a 17 inch display, but go any bigger and you'll see there's a real need for it.
Posted 17 years ago2007-07-16 02:06:49 UTC
in Sun/Shadow Effect (lighting) Post #229083
Does it have a pitch set? Try -45 or -60 (my personal favorite).
Posted 17 years ago2007-07-15 18:51:08 UTC
in Map/Mod of the Month : July Post #229043
Merged, obviously. There aren't anywhere near enough mods being made to have both at the same time. Certainly not one per month.
Posted 17 years ago2007-07-15 18:48:01 UTC
in Map/Mod of the Month : July Post #229039
Ah shit, I'm not making any sense. Disregard everything I said, I suppose I was a bit mistaken too.

Anyway, they're right, you don't enter so to speak, but if you happen to make a map before July 31, then you're essentially entering without doing anything.
Posted 17 years ago2007-07-15 18:43:53 UTC
in Map/Mod of the Month : July Post #229037
... Wait, you're wrong.
Posted 17 years ago2007-07-15 18:41:56 UTC
in Map/Mod of the Month : July Post #229035
I assumed he meant in the future months. If not, FAIL.
Posted 17 years ago2007-07-15 15:06:53 UTC
in The Mansion 3 (FINALLY DONE!) Post #229026
no, and your avatar is pissing me off
I'm getting that too...
Posted 17 years ago2007-07-15 13:12:51 UTC
in MUSICIANS - Your Gear Post #229006
Right then!
User posted image
Posted 17 years ago2007-07-15 12:46:15 UTC
in MUSICIANS - Your Gear Post #229000
I can't say it's ever going to be used for music, but does my condenser microphone count? :P
Posted 17 years ago2007-07-15 12:40:11 UTC
in Error: Item count is over the 512 limit. Post #228998
The engine limit is 2048, but the compile tools apparently limit it to 1024. I've never seen a map with that many entities before, so I can't say I'd know how it should react.
Posted 17 years ago2007-07-15 12:16:26 UTC
in Error: Item count is over the 512 limit. Post #228993
Unfortunately, the limit to the number of entities (brush or point based) you can have in your map is 1024. This is actually enforced by the compile tools, not the engine, so I'm a bit surprised you even got it to work. Are you using ZHLT?

I'd just split the map, as it'll make everything easier anyway. That's an awful lot of textures you've got there too.
Posted 17 years ago2007-07-15 02:47:14 UTC
in fileplanet.com Post #228955
Unfortunately, I hear that people who don't live in the U.S. get raped by the download times there. Also, even though it's possible to go without signing up at Filefront, you'll get faster downloads and a bunch of other features if you do.
Posted 17 years ago2007-07-15 02:43:32 UTC
in Download??? Post #228953
Absolutely, there is no other way at the moment.
Posted 17 years ago2007-07-15 02:05:30 UTC
in fileplanet.com Post #228950
God, calm down. You can easily download stuff from Fileplanet without paying. I do it all the time. You just have to select one of the free servers, and then you'll probably have to wait a while for your turn to download.

They can't realistically provide all those downloads without getting money for it, which is why their better services cost you. It's how these places stay alive.

One question though... why do you come here talking about Battlefield 1942? This is a Half-Life mapping site. Find some other forum for this crap, will you?
This post was made on a thread that has been deleted.
Posted 17 years ago2007-07-14 15:21:59 UTC
in my_first_sc_map Post #228923
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