Forum posts

Posted 16 years ago2008-05-28 03:49:24 UTC
in Borders searching ipods for illegal cont Post #250621
Piracy is ruining the economy, guys! Let's counter it by destroying laptops with mp3s on them, that'll teach those pesky hooligans!
Great! I'll grab my stuff!
Seriously, this is so fucking stupid it's not even funny. Gotta love those ACTA folks.
Posted 16 years ago2008-05-23 17:58:43 UTC
in What is Nihilanth? Post #250344
when is ep 3 coming out? and still, if nihillianth was controlled by the combine, where did all the alien armys go when nihillianth died?
The thing to remember is that Xen wasn't the vortigaunts' homeworld. Nobody knows where the vortigaunts actually came from. Xen has no native life, its just a middle-man type world that's used for teleportation. Sort of like taking a plane somewhere that requires a stop at another airport somewhere in between your start and your finish.

Also, big wtf on the vagina ballhand there.
Posted 16 years ago2008-05-23 08:50:16 UTC
in Who is Gordon Freeman? Post #250304
You don't seem to understand. Its a three letter acronym for two words. The full name is hazardous environment suit, and nothing more. The only reason Valve tacked on that third letter is because three letter acronyms are easier to remember than any other number of letters. Three letter acronyms have a sort of rhythm that most people enjoy.
Posted 16 years ago2008-05-23 08:39:28 UTC
in What is Nihilanth? Post #250303
Nihilanth was Breen for Xen, as Wildcat so wonderfully put it. Obviously that wasn't what Valve was thinking when they originally made the game, because the idea of the combine didn't even exist then. Originally, making some kind of evil cyborg overlord probably just looked cool, but it just happened to play so well into the combine story they developed for HL2 that they ran with it.
Posted 16 years ago2008-05-23 01:16:08 UTC
in Who is Gordon Freeman? Post #250284
Hazardous EnVironment. The word "suit" isn't part of the acronym. Its the HEV suit.
Posted 16 years ago2008-05-23 00:59:23 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #250283
Well good luck with it.
Posted 16 years ago2008-05-22 17:33:08 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #250265
Nothing good ever comes from rushing a release. In my opinion, you should...
If I get a working demo by the 13th of june, I could turn that in to class and spend Summer Break making it nice for public release if you guys really want me to. That may benefit with more maps, gameplay, and graphics. Or you could settle for a more dirty version, but at least the project will get off the ground.
Posted 16 years ago2008-05-18 18:26:02 UTC
in Who is Gordon Freeman? Post #250149
Methinks not. If that were the case he would have said "the good tv series", not simply "good tv series". U c wat I did there?
Posted 16 years ago2008-05-18 18:18:35 UTC
in [UTILITY] Compilator 3 Public Beta Post #250145
I just looked at this for the first time, and I have to say that the lack of tooltips really kills it. You say your goal was to make an easy-to-use compiler for beginners, but the interface is extremely overwhelming. It just confuses the user when you present them with this massive amount of commands without any explanation of what they do. Not everybody knows what commands like sparse or chop do.
Nem's compiler is much more complex, but everything is thorougly explained and flexible, so it is much more user-friendly. Sure, you can't filter errors like the Compilator can, but the way I see it, that's the only thing the Compilator has going for it. And that's nowhere near enough to make me switch. I'm not saying the Compilator sucks, because it doesn't. But I am saying that it introduces nothing new, and gives no incentive to use it instead of nem's compiler. Just being honest here.
I'm sure Source mappers will love your tool once it can compile for Source. And if it can compile multiple maps at once, it should be a hit for SP mappers as well. But as far as "standard" Goldsrc goes, Nem's compiler is still clearly better suited.
Posted 16 years ago2008-05-18 18:12:47 UTC
in Who is Gordon Freeman? Post #250146
Potatis's last two posts:
i don't live in americaland so i only get to see good tv series.
I watch Dexter, Stargate SG-1 and Stargate Atlantis.
Do I really need to say it?
Posted 16 years ago2008-05-18 16:39:56 UTC
in Who is Gordon Freeman? Post #250136
Those who do not know do not deserve to know.
Posted 16 years ago2008-05-18 00:39:02 UTC
in 4 different skys in one map Post #250104
Opposing Force never changed skies. They used the different-sky-per-face method. You could only see one side of the sky, so they changed the player's orientation in the plane to face a different part of the sky. Take a look in the GFC and you'll find a sky set with inconsistent textures.

Really, you've only got a few options, and I doubt you'll like them.
1: Use Zeeba-G's method and cover the sky with different additive textures to change the sky's tone.
2: Convert the TGA files to a wad, and build a cube textured with the converted sky(stretched to fit each face) around the very edge of the mapping grid. This would be the closest looking to a real dynamic skybox, but it will kill your vis compiling time. You would also have to manually null off every face that would normally be facing the void. But there are so many problems that could arise from this, if not done correctly, that I wouldn't even bother. Especially when you could just as easily...
3: ...Use a model with a sky texture applied to it that is big enough to span the entire mapping grid, or more, much like my 3D Sky example map. This is easily the most optimized method, but you have to make sure that VIS can see the model from any given point in the map, otherwise you will end up with areas where the sky model doesn't get rendered. If the playing area is relatively small, or relatively open, a sky model would be your best bet. If you want, I can make you 4 sky sphere/cube models to use.
Posted 16 years ago2008-05-17 04:38:23 UTC
in LOL ? Post #250055
Say what?
The candidates are all the maps submitted during April, and your map Canion is in there.
Posted 16 years ago2008-05-16 15:57:06 UTC
in Who is Gordon Freeman? Post #250040
Freshed pretty much nailed it on the head, there.
Posted 16 years ago2008-05-16 04:37:47 UTC
in Who is Gordon Freeman? Post #250012
They came up with the name during lunch one day. It's in "Raising the Bar" :)
Posted 16 years ago2008-05-15 01:52:47 UTC
in create models with milkshape Post #249990
Depends on what you mean by "create models". If you want to make something from scratch, you're going to have to do poly-by-poly modelling (if you're working with Milkshape), then you're going to have to unwrap the mesh so that a skin can be applied. I'm not even going into animations, because that would mean you'll have to create a skeleton then animate the bugger frame by frame, which I actually find very fun. But regardless, doing it all without knowing anything starting off is an extremely tedious task.
Not trying to scare you off, it really is just a very complicated process.

Now there is another method you can go with called hacking. Not to be confused with illegal hacking, basically what you will do is decompile a premade model and edit it by changing the mesh or taking parts from other models and combining them. Hacking models isn't generally looked down upon the way decompiling a map is. 9/10 models you find on places like FPS Banana are hacked models.
Posted 16 years ago2008-05-15 00:58:32 UTC
in Where are all the MOTMs? Post #249983
The MOTM system is up. It's all automated in the vault now.
Posted 16 years ago2008-05-14 23:04:19 UTC
in Where are all the MOTMs? Post #249978
The last Map of the Month was December. In a couple of weeks, the MOTM reviews will be 6 months behind. What's going on here? Is it sheer lack of motivation? Not enough votes? What?
Posted 16 years ago2008-05-14 22:20:44 UTC
in Post your screenshots! WIP thread Post #249977
To a handful that care: Black-and-white minimod died. It was a spur of the moment thing without any real planning outside of a few initial areas and a basic combat system. But at least I'm more familiar with the HL SDK now, and if you play The Specialists, expect some new katana animations by me; as I did some sword animations for the minimod with the TS arms.

Captain, what exactly is that building?
Posted 16 years ago2008-05-14 22:09:12 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #249975
Good to hear it was approved, though. Looks like you've got your work cut out for you.
If, for one reason or another, you need a view weapon animator, I can lend a helping hand.
Posted 16 years ago2008-05-14 18:53:37 UTC
in Blue Smarties are BACK! Post #249969
The suckiness of this thread has just dawned on me.
Better late than never :P
Posted 16 years ago2008-05-14 16:22:06 UTC
in Blue Smarties are BACK! Post #249963
Quite so.
Posted 16 years ago2008-05-14 14:48:18 UTC
in Blue Smarties are BACK! Post #249957
Posted 16 years ago2008-05-12 13:46:21 UTC
in Bioshock Movie Post #249890
Andy, dude! The Silent Hill move was AAAAAWESOME!
I die a little inside every time I see someone say this. The Silent Hill movie was about as faithful to the games as an abusive husband.
1. First of all, I'm going to play the PH card. Pyramid Head's character was ruined by changing it from an "inner demon rapist" to some random brutal killer from Hell. I don't care who you are, no matter how gruesomely you kill someone, it can never be as terrifying as an equally gruesome rape, and that was why the real Pyramid Head was such a scary character. Not to mention Pyramid Head didn't even belong in the movie anyway.
2. Silent Hill is supposed to follow one person who interacts with only a handful of other characters who are relevant to the main characters problems with, I'm going to quote Yahtzee on this one, the town being the real monster, playing with everyone. The movie blew this off too, and opted to rely exclusively on the progression of the cult. There was nothing interesting about the main characters. They had no dark past, and outside of her daughter being the center of the cult, there was no reason for them to be there at all. The Silent Hill cult was not what made the games great, it was the development of an interesting character. Fuck the cult, fuck the rituals, I was expecting the development of a character with actual depth.
3. The Silent Hill games are notoriously short. A movie should have been able to pull off a complete story.
[/rant]
Posted 16 years ago2008-05-12 01:46:32 UTC
in Bioshock Movie Post #249877
There's actually potential for a good movie with a story like Bioshock's. Here's to hoping the film turns out half-decent toast
Posted 16 years ago2008-05-10 17:32:09 UTC
in Desktops of April & May Post #249823
User posted image
New background and [yet another] new theme. Last one was great, but too bright after using the Neogenix theme for such a long time, so I opted for a darker one again.
Posted 16 years ago2008-05-09 01:13:27 UTC
in Post your screenshots! WIP thread Post #249765
Woah...
Posted 16 years ago2008-05-08 21:13:32 UTC
in MOD for XP Post #249755
You can patch your XP, or you could try something a little more powerful and dynamic.
Download Styler, then "obtain" StyleXP and run both of them simultaneously on startup(both use virtually zero RAM anyway), and then browse Deviant Art until you find something you like.
Posted 16 years ago2008-05-08 21:07:24 UTC
in Desktops of April & May Post #249754
To reiterate: I love the taskbar-- I hate toolbars.
Posted 16 years ago2008-05-08 12:04:52 UTC
in Desktops of April & May Post #249729
Sorry, I can't stand toolbars. They bug me.
Posted 16 years ago2008-05-07 23:21:43 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #249710
Weird. You didn't do any scaling and accidentally manipulate the skeleton did you? I know that the scale-all tool in Milkshape also rescales the skeleton, so when you recompile it the skeletons don't match up and the result is something just like that. Its really kind of a noob problem that I wouldn't expect you to run into, but you never know...
Just for shits and giggles, import the mesh without its skeleton over the original reference and export it.
Posted 16 years ago2008-05-07 18:29:20 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #249697
Have you tried manually manipulating the mesh to line up with the original skeleton, then manually assigning vertices to the bones?
Posted 16 years ago2008-05-07 16:25:24 UTC
in Guess a dialog! Post #249684
Postal?
Posted 16 years ago2008-05-07 15:23:27 UTC
in Guess a dialog! Post #249681
Bionic Man? Like the Robin Williams movie?
Posted 16 years ago2008-05-07 03:05:21 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #249657
You're not rigging it on default animations, are you?
Posted 16 years ago2008-05-06 01:10:50 UTC
in Post your screenshots! WIP thread Post #249613
I actually looked it up right after posting that and found the solution :P
I'm just used to seeing muzzleflashes tied to bone 0, I always thought that the entire number 5001 meant a muzzleflash event.
Posted 16 years ago2008-05-04 13:53:26 UTC
in Desktops of April & May Post #249567
Mushulous wins for the fucking badass wallpaper.
Posted 16 years ago2008-05-02 17:06:21 UTC
in Recipe for the Valve CAKE!! Post #249521
I hate calling it, but good god man.

OLD
Posted 16 years ago2008-05-02 12:32:30 UTC
in Who is Gman ? Post #249514
Well it all makes sense now!
Gman pops up and gives Gordon speeches when he gets a hard on! No wonder Gman gaves his little speech in Episode 2, surprise unconscious buttsecks was to be had.
Posted 16 years ago2008-05-01 16:44:54 UTC
in Post your screenshots! WIP thread Post #249483
Unfortunately, this is as good as the snow is going to get. I had to use 3D_Mike's method.
User posted imageUser posted image
Ok, really starting on the interiors now. By the way, I have coded my new gun, but I don't know how to code in two muzzleflashes to coorespond with two attatchments on the gun. Help plox?
Posted 16 years ago2008-05-01 12:00:40 UTC
in Post your screenshots! WIP thread Post #249468
Everything will be changed to fit the theme, assuming I finish it. Maybe I should move this to another thread or something. I feel like its just spamming the screenshots thread.
Also, why the hell is Verc down?
Posted 16 years ago2008-04-30 18:12:18 UTC
in Post your screenshots! WIP thread Post #249446
Gothic wasn't what i meant by DMC, but whatever :o
User posted image
Still need some damn snow. I may or may not put a ledge on one of the towers and add some more white, but unless there are any critiques, this is final still much to do now that I've sat on it. I'll start working on the interior levels-- expect lots of env_glows throughout.
Edit: Cell shaded weapons are go. Right now its just a placeholder a the 9mmar. The actual weapon will be automatic, firing as fast as secondary fire for the 9mmhandgun, with 60 bullets.
User posted imageUser posted image
And if you're curious, the original model was the Z7 beretta on The Specialists skorpion animations with custom sleeves.
Posted 16 years ago2008-04-30 12:59:35 UTC
in Snow with spirit? Post #249441
Its a buggy entity that has a tendancy to overload the engine.
Posted 16 years ago2008-04-30 12:58:15 UTC
in Post your screenshots! WIP thread Post #249440
Really I'm just making the skin black and white then jacking up the contrast on the models. Its a quick, dirty fix that fits the theme.
Its supposed to be a sort of Devil May Cry-ish idea. I'm going to try coding two new weapons for the mod, but I've never done any coding HL. I've done a lot of Pawn and C++ in the past year, though. HL code is written in C++, yes? I haven't looked at the source code, and damn VERC is don so i can't grab the Spirit source D:
Posted 16 years ago2008-04-30 02:27:16 UTC
in Geometry Challenges Post #249420
Can I just submit my Viper again for something? :cyclops:
I honestly never noticed how popular these challenges had gotten. I might stick rear my ugly head in the next one.
Posted 16 years ago2008-04-30 02:19:04 UTC
in Post your screenshots! WIP thread Post #249419
Posted 16 years ago2008-04-30 01:54:24 UTC
in Snow with spirit? Post #249416
Anybody know an easy way to get snowy weather in Spirit? env_rain is out of the question, and I don't want to have to resort to env_shooters in the sky spitting out sprites.
Posted 16 years ago2008-04-29 23:02:57 UTC
in Post your screenshots! WIP thread Post #249407
Early work of a map for a minimod. Taking a crack at the pure-black-and-white style.
Still need to finish the vines/rock faces, add windows and doors, and snow. Its supposed to be a castle on a cliffside, but it looks more like a mansion :|
User posted image User posted image User posted image
Posted 16 years ago2008-04-28 22:33:15 UTC
in triangle floor method Post #249364
Well it seems pretty obvious that he is mapping for Half Life 1, as this is posted in the Goldsrc forums...
Posted 16 years ago2008-04-27 04:34:43 UTC
in My dog's 9 puppies! Pictures & Video Post #249236
Dis looks shooped.