Forum posts

Posted 15 years ago2009-01-06 16:29:18 UTC
in Rooms (mini co-op project) Post #261186
I know urban .. but its a good idea. And I just made this level. But you cant really make it happen :) after 3/4 rooms you will get errors :)

esp when youre gonna add mine and rimrook
Posted 15 years ago2009-01-06 16:07:22 UTC
in Rooms (mini co-op project) Post #261181
Why not create a re-reissuses :P Or a mod similiar to that ...
Posted 15 years ago2009-01-05 17:10:02 UTC
in Rooms: Source! (co-op) Post #261139
Like we used to ...
Posted 15 years ago2009-01-04 21:08:47 UTC
in New Year Resolutions Post #261115
My new year resolution is 1600*1400
Posted 15 years ago2009-01-04 21:07:59 UTC
in Rooms (mini co-op project) Post #261114
Nope, its fully working :) Thanks mate!
Check it out ingame rimrook! I only made it smaller to fit in :):)
Posted 15 years ago2009-01-04 19:16:35 UTC
in Rooms (mini co-op project) Post #261109
My submission:
User posted image
User posted image
Posted 15 years ago2009-01-04 17:59:27 UTC
in Recommend Post Editing Post #261105
Thats true ..
Posted 15 years ago2009-01-04 17:49:25 UTC
in Recommend Post Editing Post #261103
Sometimes, when you post. And someone else poster after it. You cant edit your post anymore ....
Posted 15 years ago2009-01-04 14:26:27 UTC
in info_teleport_destination (for multiplay Post #261092
If you spawn for example 10 models (players) at one spot (info_teleport_destination) then you will get stuck ...

The only solution if you want to spawn the player at a new round. Put a trigger_teleport under each spawn. And place the same amount of info_teleport_destination's
Posted 15 years ago2009-01-03 20:39:00 UTC
in Post your screenshots! WIP thread Post #261046
Cant solve that because the glowing sprite looks ugly when its smaller.
Posted 15 years ago2009-01-03 16:02:56 UTC
in Post your screenshots! WIP thread Post #261032
tweaking? I only need some chinese flags in the middle ... I cant seem to make them good :(
Posted 15 years ago2009-01-03 14:26:49 UTC
in Post your screenshots! WIP thread Post #261023
Posted 15 years ago2009-01-02 19:41:11 UTC
in sky problem Post #260986
Compile on full vis
Posted 15 years ago2008-12-31 21:21:21 UTC
in Rooms (mini co-op project) Post #260890
Use spirit for the sky issue?
Posted 15 years ago2008-12-31 19:12:45 UTC
in New Year Hour Post #260882
45 mins togo
Posted 15 years ago2008-12-31 18:13:33 UTC
in New Year Hour Post #260879
1 hour and 45 mins togo in holland
Posted 15 years ago2008-12-29 19:53:34 UTC
in Steam Holiday Sale Post #260734
Oh my sweet lord striker .... 13,49 its peanuts ... even 14,99 is ..
Posted 15 years ago2008-12-27 20:12:26 UTC
in Geometry_problem Post #260664
Yeah but modelling takes me longer ...
You got a timelimit/deadline? :):):):):)
Posted 15 years ago2008-12-18 09:48:11 UTC
in Post your Ringtones Post #260195
It's Peanut Butter Jelly Time!!! when somebody calls me
Posted 15 years ago2008-12-15 18:39:57 UTC
in Looking for a cs fdg. Post #260025
Posted 15 years ago2008-12-11 22:48:25 UTC
in Desktops of Decembre Post #259791
Please also upload the SOURCE if you still know/have it :)
Posted 15 years ago2008-12-03 09:01:36 UTC
in GMOD, a 1st impression Post #259352
great
Posted 15 years ago2008-12-01 12:06:37 UTC
in Sprite/Texture combination Post #259272
@muzzleflash, the textures where custom ...
Posted 15 years ago2008-11-30 17:36:46 UTC
in Sprite/Texture combination Post #259250
Its not something what I want to remove, its a thing what I want to control. And not just popsup in a map without knowing how its done.
Posted 15 years ago2008-11-30 17:10:00 UTC
in Sprite/Texture combination Post #259247
@skals ... what is there to check?
Posted 15 years ago2008-11-30 16:48:29 UTC
in Sprite/Texture combination Post #259245
@rimrook, I didnt placed any sprites. And the sprites that are on the ground are not even in the rar folder. So ye, it those sprites are spawned randomly. And Ive found more mappers that have this but they just ignore it. Just like I did, but until now ..
Posted 15 years ago2008-11-30 11:30:54 UTC
in Sprite/Texture combination Post #259237
anyone?
Posted 15 years ago2008-11-29 19:24:40 UTC
in Sprite/Texture combination Post #259219
But how does it work? And for the note: its in goldsource ..
Posted 15 years ago2008-11-29 18:13:07 UTC
in Sprite/Texture combination Post #259216
Hello, its maby sound weird but I have made some maps where randomly sprites where spawned each round on a certain texture. Its possible in source I know, but I had this is several maps. And the sprite (grass) will only attach to 1 certain texture.

I always ignored it and I tought it was my own fould. But now some mapper friend asked me howto make a texture where sprites are spawned on. And then I tought back on this .. and I really dont know how this could happen.

You can download kz_creek in my map vault for a example BUT ... its completely random. And sometimes there will be only like 1 or 2 sprites be spawned in the whole map. So you need to do some searching before you even get to see it.

I hope some people know this ... it would be great
Posted 15 years ago2008-11-28 23:13:18 UTC
in Your Career Post #259170
I'm head-chef in a ***star restaurant in holland called "de librije".
Posted 15 years ago2008-11-28 22:34:24 UTC
in Quake Live Beta Post #259168
@S3IZURE, its all on paper
Posted 15 years ago2008-11-28 21:11:33 UTC
in Quake Live Beta Post #259163
Just for a note: People that recieved a beta invatation arent allowed to talk about it.
Posted 15 years ago2008-11-28 16:15:26 UTC
in Stupid, I know, but... Post #259151
@satchmo, you learn him english and chinese? (correct me if im wrong, I dont know if its chinese/japanese or another language)
Posted 15 years ago2008-11-28 15:25:43 UTC
in Stupid, I know, but... Post #259149
@satchmo, 100 death-ants are enough to kill a toddler
Those ants can even kill a mature person in a few minuts
Posted 16 years ago2008-11-22 22:09:29 UTC
in l4d_glasgow Post #258919
Why dont you just call it "Glasgow" and seperate the whole campaign in different chapters. Whould be much more awsome. Me and 3 friends just finished the last campaign on expert in 5 hours :D We killed 6710 zombies.

We want moar
Posted 16 years ago2008-11-14 19:20:44 UTC
in L4D commands Post #258541
Hello people,

I like to see some nice commands to have some fun with. Like dropping all weapons, spawning boomers, witches and tanks. And much more, I cant find it on the web.

Thanks!
Posted 16 years ago2008-11-14 10:58:27 UTC
in Left 4 Dead Post #258516
I will call my daughter pryro
Posted 16 years ago2008-11-13 19:47:10 UTC
in Left 4 Dead Post #258491
I played with tuna hunter and urby ... it was cool for 15 mins. After it, it was all the same. Spawning, waiting for the horde, Hunter: dont open the door, raver opens the door, we get killed, respawn.
Posted 16 years ago2008-11-13 14:37:26 UTC
in Left 4 Dead Post #258482
Its actually pretty boring after some time. I played the demo twice. There must be really something uber news in the next levels because its all the same in those 2 levels.
Posted 16 years ago2008-11-04 23:02:47 UTC
in Competition 26 Post #258162
where to go if you fall in the tunnel after the stairs collapse hlife_hotdog?
Posted 16 years ago2008-11-01 07:53:58 UTC
in Your favorite Indie/Casual games! Post #257993
Commander Keen series are the best
Posted 16 years ago2008-10-31 11:09:55 UTC
in Making a Texture tile Post #257962
A good new up-to-date texture title tutorial would be very nice here on TWHL!
Posted 16 years ago2008-10-31 11:04:53 UTC
in Making a Texture tile Post #257960
Hello, I searched for tile tutorials and I found a few. And sure there good and stuff. But I just dont get it with the offset parts and stuff. So can anybody make a good tile tutorial with the latest photoshop versions (cs versions) ?

I created this texture, but the "grunge" stuff on the original texture dont tile. And I want to make it tile.
User posted image
(I added the text)
Posted 16 years ago2008-10-28 19:57:59 UTC
in Post your screenshots! WIP thread Post #257837
@s3izure, that had been in since the betas of source ....
Posted 16 years ago2008-10-28 08:08:56 UTC
in odd mail 0.O Post #257804
Its because your email is on twhl website, without any protection ...
Posted 16 years ago2008-10-27 10:36:14 UTC
in func_water without sound Post #257757
Hello,

Im making a map where you fall from a very big height to another level. Now, I placed a water brush, func_water. Its 16 units heigh. I only need the effect that you dont lose HP when falling. But, you hear the water sound. And because im a perfectionist, I dont wanna hear that sound.

So, is it possible to remove the sound for every client. Or is there another way to create the same effect, no hp lose after a big fall.
Posted 16 years ago2008-10-21 14:13:18 UTC
in r_speeds and "ms" Post #257451
Yes entity work, I got a advanced timer in my map that you can start and stop. It has 5 digits, so it can count till 9 hours. When I removed this the "drops" where gone. Maby I just dont know howto use this timer correctly.
Posted 16 years ago2008-10-21 12:58:56 UTC
in r_speeds and "ms" Post #257449
@ muzz, no
Posted 16 years ago2008-10-21 12:32:30 UTC
in r_speeds and "ms" Post #257447
And I gave that information to muzz :<
But I use null now because bevel had some downsides I could use in this map
Posted 16 years ago2008-10-21 12:06:32 UTC
in r_speeds and "ms" Post #257444
@ Daubster, it has nothing todo with that. Because the polys dont change ... These fps "drops" causes "lagging". And also the exact same area without any changes in that area has no ms/fps drops.