Forum posts

Posted 16 years ago2008-08-16 14:25:07 UTC
in Now Eating: ... Post #253892
I actually just finished a thickburger from Hardee's.
Americans among us might know about Hardee's.
Posted 16 years ago2008-08-16 00:22:30 UTC
in A Heavy Update Post #253839
The new minigun has got to be one of the worst possible weapons they could have presented to us.

My money was on a sort of slow firing, slug gun, but too bad.
Posted 16 years ago2008-08-15 01:17:52 UTC
in Has Bigfoot been finally caught? Post #253780
I'm pretty skeptical about this. But then again, giant squid turned out to be real, so its always good to keep the idea alive.
Let's see.
Posted 16 years ago2008-08-13 15:46:31 UTC
in A Heavy Update Post #253720
Is that the actual weapon or another mock up like the picture someone made for the spy?
Posted 16 years ago2008-07-25 22:58:46 UTC
in Now Playing: ... Post #252968
I actually hated leisurely ragtime D:
Posted 16 years ago2008-07-25 19:13:40 UTC
in Now Playing: ... Post #252964
Bassnectar - Carried Away
Posted 16 years ago2008-07-23 19:48:26 UTC
in Mirror's Edge Post #252913
After thinking, it seems like it would work a lot like Portal. Lots of flinging, lots of flying. Just no... you know... portals.
Posted 16 years ago2008-07-20 18:40:39 UTC
in Mirror's Edge Post #252760
Holy shit....

Holy shit.
Posted 16 years ago2008-07-19 03:33:25 UTC
in i dont like cs souces Post #252667
The 12-year-olds would throw bitch fits like nothing this world has ever seen. I'd rather keep it the way it is just to avoid all the whining D:
Posted 16 years ago2008-07-19 03:27:36 UTC
in TWHL3: The Buglist Post #252666
Searching the forums is painfully slow like slow roasting my dick.

Serious optimization needs to be done. A standard search yields 2-or-so-long minute waits and browsing the page results takes another 2 or so minutes per page.
Posted 16 years ago2008-07-19 03:20:47 UTC
in Cannot select in 3d window Post #252664
Regardless, its a driver problem.
ATI dropped support of OpenGL a while back, so if you want to use Hammer, you have to use older drivers.

I had the same problem in January.
Posted 16 years ago2008-07-19 03:19:25 UTC
in single player fod DODs Post #252663
I'm not sure, but I think bots were added when DODS switched to the 2007 engine. I haven't played since the new beta, so forget what I said earlier.
Posted 16 years ago2008-07-19 03:16:04 UTC
in i dont like cs souces Post #252662
Have you played CS Source in the last 3 years?

All 4 player models for both teams are in the game.
Posted 16 years ago2008-07-19 03:11:34 UTC
in DAMN!...Watchmen movie trailer!...Got to Post #252661
Its geared toward fans, no worries.

Its really not fair to put Watchmen on the same platform as the League of Extraordinary Gentlemen. Both focus on an array of heroes instead of just one, but that's really where the similarities end. They're totally different, I wouldn't even know where to begin.
Posted 16 years ago2008-07-19 03:06:29 UTC
in DAMN!...Watchmen movie trailer!...Got to Post #252659
I think I would see this just to see Rorschach.
Posted 16 years ago2008-07-09 19:46:32 UTC
in hl2 in hl1 mod Post #252341
What is the point of porting Half-Life 2 to Half-Life 1?
Its pointless, but undeniably fun for a lot of people.
Posted 16 years ago2008-07-09 19:37:42 UTC
in hl2 in hl1 mod Post #252339
Are you using my HL2 weapon ports? You say you learned how to port source content, but the origins and texture alignment on those weapons look awfully similar to the ports I released several months ago. And I know source-for-goldsource fanatics seem to have a thing for taking my ports in particular and using them in their pseudomods :|
Illegal or not, I'd like to know.
Posted 16 years ago2008-07-09 18:29:44 UTC
in Desktops of July Post #252331
That we do, good sir. Mayhap great minds have similar tastes.
sips tea
Posted 16 years ago2008-07-09 18:03:57 UTC
in Desktops of July Post #252328
Same as the last few months, but hey, I really like it.

User posted image
Posted 16 years ago2008-07-05 22:56:42 UTC
in single player fod DODs Post #252152
Yeah, because its still funny to make fun of Simehong after all this time.

No wait, it never was.
Posted 16 years ago2008-07-05 22:39:29 UTC
in single player fod DODs Post #252149
DOD:S not have bots.
Sorry.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 16 years ago2008-06-27 19:09:52 UTC
in Light... or lack of it :P Post #251908
Bounce works if there's something for it to bounce off of. I guess you're mapping a sort of open area, eh?
Posted 16 years ago2008-06-22 00:09:32 UTC
in Respawn after kill Post #251724
I don't know why you would think that a LAN runs any differently from a non LAN server, because they don't. Install AMXX and use a respawn plugin.
If you're as popular as you say, then you should have enough experience in mapping to know that AMXX is the only solution.
Posted 16 years ago2008-06-21 23:51:37 UTC
in Simple music editor Post #251722
Fruity Loops is the standard, so I hear.
Posted 16 years ago2008-06-21 03:26:05 UTC
in Respawn after kill Post #251682
There's tons of plugins that do this for AMXX. Look for any plugins designed for climbing map servers. That's the best you'll have.
Posted 16 years ago2008-06-16 19:53:42 UTC
in TF2 Update [IMPORTANT] Post #251359
The 19th? Valve? Releasing fast updates?
What madness is this?
Posted 16 years ago2008-06-16 18:43:55 UTC
in Edit Map Code... Post #251353
Most of the "code" is pretty self explanitory. Point-based entities are indicated by having an "origin" field, whereas brush-based entities are indicated by having a "model" field.

You can do pretty much anything you want as far as point based entities go. You can change all their field, you can make them completely different entities, and you can even make new ones if you want (though lights won't light the world, as that's built during the map's compile).

As far as brush-based entities go, you can only change their immediate properties. You can't do something like turn a door into water, and you certainly can't change their origins [unfortunately]. HOWEVER you can add new brush-based entities by treating them like point entities. This is good for adding triggers or teleporters. Just remember that ingame they will have zero size, so you will have to run directly into them, or just line up a bunch of them

But to actually answer your question:
Look for game_player_spawn and game_player_connect. Odds are, one of those is triggering a game_player_equip that gives 100 armor. Just take the entity out, if that's the case. Take out the game_player_equip while you're at it just to keep things clean.
Posted 16 years ago2008-06-16 18:24:40 UTC
in There was a problem compiling the map. & Post #251351
Leak don't cause crashes, anyway. You're going to have to hold off on fixing that leak until you can find what else is wrong.

And in all likelyhood this is it:
SolidBSP [hull 1] Error: Exceeded MAX_LEAF_FACES
Description: This error is almost always caused by an invalid brush, by having huge rooms, or scaling a texture down to extremely small values (between -1 and 1)
Howto Fix: Find the invalid brush. Any imported prefabs, carved brushes, or vertex manipulated brushes should be suspect
If you used the problem finder to fix an invalid brush, then you probably have a brush stretching out into infinity due to some calculation problem when Hammer tried to correct your brush. So now the game will try to render a brush of infnite size, resulting in a nice engine paradox. Hence, why the game crahses.

It could also happen after doing something stupid like carving. Tetsuo was probably onto something in his reply. If you have vertices that don't line up with the 1-unit grid, the compiler will line them up automatically, which is why you end up with all those tiny cracks. But again, sometimes the calculations can go haywire and result in a vertex stretching into infinity. Cue engine paradox.

If either of these is the case, you need to delete the brush[es].
Posted 16 years ago2008-06-16 18:08:15 UTC
in Sprite Types: (Please help me define) Post #251349
Env_beam is used to lock sprites on an axis.
Posted 16 years ago2008-06-16 18:03:10 UTC
in Thanks everyone Post #251347
And thank you, Steve.
Posted 16 years ago2008-06-16 17:56:45 UTC
in Edit Map Code... Post #251346
I'd suggest Austin's BSPEdit. Its a very user friendly alternative to the barebones RipEnt method.
http://filebase.bots-united.com/index.php?action=file&id=177
User posted image
Posted 16 years ago2008-06-14 21:09:23 UTC
in Texture 'fit' and Flashlight Post #251253
Stretching textures means stretching patches. The flashlight illuminates patches, not world geometry. Shrinking textures will also make your flashlight radius smaller.

If you're desperate, change the size of the actual BMP, then apply the new, stretched BMP instead of using Hammer to resize it. It'll look less smooth, but at least your flashlight will put out consistent lighting.
Posted 16 years ago2008-06-14 20:25:18 UTC
in When was the last time you opened Hammer Post #251249
I opened it today.

I try my best not to map on impulse, but sometimes things get through. Of course they die. For me, at least, maps seems to plan themselves out almost subconsciously if I just keep the idea snippets in the back of my mind for a while, instead of immediately trying to get started.
Posted 16 years ago2008-06-13 20:22:33 UTC
in Standard Size. Post #251219
Paint doesn't anti alias when you resize, so bleh. Its always ugly.
Late to the party, I am.
Posted 16 years ago2008-06-06 00:20:11 UTC
in Desktops of June Post #250956
A quick google search has me interested. Must check out.
Posted 16 years ago2008-06-05 23:40:01 UTC
in Desktops of June Post #250954
I actually prefer StyleXP because its so resource friendly. It can apply icons, themes, visual styles on top of themes, explorer bars, cursors, boot screens, and logon screens. To top it off, it can take itself out of the background after applying your settings on startup, so you use zero ram to keep all your settings up.
Nothing else does that all that in one program, and most have to run in the background or nothing will happen. Sure, it doesn't support transparency like Windowblinds, but seriously, that's such a gimmick anyway.
By the way, who ever said anything about paying?

Anyway mine's the same as last month.

Rimrook: I shat bricks.
Posted 16 years ago2008-06-04 17:01:40 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #250911
That's captain Jack Sparrow to you, sir.
Posted 16 years ago2008-06-03 23:23:45 UTC
in Post Your Skins/Models! Post #250889
Regardless, its by far the best database for weapons on the net.
Posted 16 years ago2008-06-03 15:03:18 UTC
in Post Your Skins/Models! Post #250879
Haven't you people learned by now? FPSB is your friend!
Posted 16 years ago2008-06-03 00:02:14 UTC
in Post Your Photos Post #250862
Probably more than you're willing to spend if you want photos like most of the ones in this thread. My sister uses $700 camera for photos like that.
Posted 16 years ago2008-06-02 23:51:04 UTC
in Post Your Skins/Models! Post #250861
Is that the original PS2 port or Ambient Impact's improved PS2 model?
Posted 16 years ago2008-06-01 23:23:32 UTC
in Now Playing: ... Post #250836
Posted 16 years ago2008-06-01 01:34:36 UTC
in Post Your Skins/Models! Post #250784
The problem is that your model is smooth in places that shouldn't be.
User posted image
Those edges should be "sharp", unweld the vertices(or take it into Milkshape and assign different smoothing groups). Also, the handle smoothing gives it awkward shadows at the bottom. Jack up the polygons in the handle or unweld all the vetices on the bottom layer.
Posted 16 years ago2008-06-01 00:59:01 UTC
in Post Your Skins/Models! Post #250782
Grim's models have smoothing issues.
Posted 16 years ago2008-05-31 20:34:27 UTC
in Post Your Skins/Models! Post #250779
It is. Nige111 releases STALKER ports on FPSB. He released the poltergeist as a controller replacement.
Posted 16 years ago2008-05-31 17:44:20 UTC
in Post Your Skins/Models! Post #250769
being able to recolor a skin does not make you a skinner. Anybody you ask will say the same thing.
User posted image
User posted image
I don't really do modelling, though. Animating is more fun.
-MP5K animations for HL 9mmAR
-Devil May Cry shotgun animations for TS mossberg
Posted 16 years ago2008-05-31 02:20:47 UTC
in Borders searching ipods for illegal cont Post #250727
But everything does have a price. It's Newton's law D:
Posted 16 years ago2008-05-30 16:53:41 UTC
in What is Nihilanth? Post #250708
Arrange Mode hasn't been released yet, Rim. You are talking about the HL2-for-HL1ish mod, right? Some people from a community called FPSC put that together using the Arrangement's public, and vastly outdated, open source code. The actual mod does use a crapload of backported Source material, but the core mod is a totally different beast from the one you're thinking of.

http://www.moddb.com/mods/9983/half-life-1-arrangement
This is the profile for Arrangement(the developer changed the name). As you can see, the tools for mapping with it are available, but the mod itself has yet to be released.

I don't know what you mean by "dynamic water", because the only game to have totally dynamic water is Hydrophobia. If you mean reflections and normal maps, Arrangement does it.