Forum posts

Posted 17 years ago2007-04-13 20:57:09 UTC
in FPS Problem Post #218975
It depends on what resolution you have it on. I couldn't stand such a slow refresh rate when I had a CRT, which is why I always kept mine set at 1024x768. At the end of the day, I'd rather have a low resolution than a headache, although I suppose some people might not be affected by it as much as I was.
Posted 17 years ago2007-04-13 20:50:59 UTC
in FPS Problem Post #218973
Are you kidding? Any monitor that's set at 60 Hz is going to make my eyes hurt! It would also have to be pretty old if that was the highest it could support. It has to be at least 75 hz before it's acceptable for me, and I dare say, most other people.

However, none of this even matters, because I have an LCD monitor, and their refresh rates aren't measured in Hz, obviously.
Posted 17 years ago2007-04-13 19:22:57 UTC
in FPS Problem Post #218970
What's that supposed to mean, 40 frames that aren't even being drawn?
Posted 17 years ago2007-04-13 18:14:01 UTC
in FPS Problem Post #218963
Elon, you may have some problem seeing the difference between those framerates, but you will never convince us that we can't. You keep on talking about it like we have to squint and strain our eyes to see it, but it's not hard at all for me. Ever thought that maybe you're in the minority here, and everyone else can see it, while you don't?

Anyway, something else that I thought might be interesting to add, is that in movies, a certain amount of motion blurring is applied to smoothen it out, and compensate for the low framerate. Many TV shows/programs don't have this, and neither do games, which is why the difference between framerates is so much more noticeable on these platforms. This between-frame blurring is also part of what gives it that "cinematic feel".
Posted 17 years ago2007-04-13 17:35:13 UTC
in Weird lighting problem Post #218952
Hey... Did Muzz edit his post in front of ours? I didn't think it was there when I last refreshed. :
Posted 17 years ago2007-04-13 17:29:40 UTC
in Weird lighting problem Post #218950
You have too many dynamic lights in one area. Dynamic lights are ones that can be turned on and off, flicker, etc. In other words, it's anything that isn't static. (Note that so-called "dynamic" lighting in Half-Life isn't real dynamic lighting like modern games have, as it's still pre-calculated.)
Posted 17 years ago2007-04-13 17:01:18 UTC
in low fps Post #218946
Yeah dude, trust us. You might want it to be all fullbright, but maps like that are downright ugly, and it makes you look noobish. Good lighting does wonders for any map.
Posted 17 years ago2007-04-13 06:13:33 UTC
in FPS Problem Post #218876
Half-Life has an automatic framerate cap of something like 72, I think it is. The highest it allows you to go is 99 FPS, so it's not actually running worse than newer games, the engine is just incapable of going as high as modern games allow.

And you know, I never found that thing about 60 FPS being the fastest framerate we could see to be true. It might not make any impact on things at all, but I can definitely tell the difference between 60 and 100 FPS when I'm playing. Not that it matters. Hell, I even PREFER 60/72 FPS, as going too high gives me a headache for some reason.
Posted 17 years ago2007-04-13 04:27:34 UTC
in FPS Problem Post #218871
I'm not personally offended at all, but I do think making this thread was rather lame, and I do think it makes you something of an ass. It may not have been your intention, but it comes off feeling like you just wanted to show off your super-leet new hardware, and make everyone else feel inadequate, rather than just being a little joke. I'm pretty sure you'd get the same reaction if you started a thread like this anywhere, it isn't just a TWHL thing.

What's really bugging me though, is that you're surprised by our reaction. I mean, really, how were you expecting us to respond? Did you think we would bow down at your feat, upon seeing that you now owned such a powerful computer? Did you even expect us to chuckle a little bit at the practically humorless sarcasm? It ain't gonna happen. Nobody took it as a tasteful joke, and, I'm sorry, but blaming that on the community isn't gonna get you anywhere.

Hope you don't take this as a flame like you did for everyone else's responses, because I haven't seen too much besides controlled negativity toward your "joke" thread.

P.S.

Nice computer, glad I could help you find a case. ;)
Posted 17 years ago2007-04-12 23:11:17 UTC
in Explosion Post #218854
There's some hack with doors that I think might help you, but I can't tell you about it. Never tried it myself, never needed to.
Posted 17 years ago2007-04-12 18:54:28 UTC
in what is missing frame 0 of (texture)? Post #218825
He didn't have his powahz when he originally posted that. :cyclops:
Posted 17 years ago2007-04-12 16:17:53 UTC
in The Illusion of Free Will Post #218813
I have little idea what I'm talking about, much like everybody else here. Plus, some of that stuff in my post was messed up/poorly written. So you know, don't ask me what I meant. :P
Posted 17 years ago2007-04-12 16:13:09 UTC
in Is there a free truetype font editor? Post #218811
*srry crawls into a corner and cries.
Posted 17 years ago2007-04-12 04:23:35 UTC
in My new map - Time Machine! Post #218771
Crazy? This is MADNESS! :P
Posted 17 years ago2007-04-12 03:28:24 UTC
in Is there a free truetype font editor? Post #218769
User posted image
I'm gonna post that every time somebody double-posts now.
Posted 17 years ago2007-04-12 02:41:41 UTC
in TWHL Mix 2? Post #218766
It's improved, but in some ways it's worse off than it was before.

Turn the wires into func_walls. They produce all this horrible lighting the way they are right now (check out the spot on the floor in front of the door.) Also, that broken mainframe is WAY too symmetrical. Looks like you used the arch tool for it. Just cut it up with the clip tool, for the most realistic results.

Oh, and the stairs still need to be improved. There's no way they could hold up the way they are if it was real life. There's literally NOTHING connecting them together.
Posted 17 years ago2007-04-12 01:21:41 UTC
in wadinclude Post #218763
Another fairly good reason: The qtools don't even support the -wadinclude parameter. It's one of the main features of ZHLT. ;)
Posted 17 years ago2007-04-11 19:56:00 UTC
in what is missing frame 0 of (texture)? Post #218741
He wasn't responding to the first one, he was asking the same (or a similar) question again. He should have just started a new thread though. No point in reviving one from 3 years ago. You're right, we don't like it when there's multiple threads with the same questions and answers in them going on at the same time, but this one was started in 2004, it's not still going on.

You should really start acting like less of an asshole if you want to get any help here. You just insulted a respected member, and when you do something like that, it's likely you're gonna have to pay. :
Posted 17 years ago2007-04-11 13:04:17 UTC
in music from one level to another Post #218708
No, that would not work, trooperdx, There's no way of knowing when the music would stop, so there's no way of knowing where it should pick up again.
Posted 17 years ago2007-04-11 05:12:19 UTC
in Explosion Post #218680
Yeah, I guess I forgot about that. With a multi_manager though, you can set the glass to break just slightly after the explosion, which would be far more realistic. Just a thought.

I swear, I'm no help lately. :P
Posted 17 years ago2007-04-11 03:33:10 UTC
in Major Problem Post #218677
Maybe a Steam thing. I have no idea, but nobody ever said it C:/Program Files/Steam/steamapps/*username*/Half-Life/valve/condition zero/czero, did they? It could be that the previous folder that isn't shown is Condition Zero or something, not Half-Life.
Posted 17 years ago2007-04-11 02:45:52 UTC
in Major Problem Post #218674
Seperate game, entirely.
Posted 17 years ago2007-04-11 00:02:59 UTC
in The Illusion of Free Will Post #218667
Then that's not entirely random, because its randomosity is contained within certain parameters (whatever proceeded those actions being the parameters) decided to do before it.) In the end, the feasible choices are narrowed down by so much, that you don't really have any options left. I think our choices are defined only by our previous actions, and since every action is the result of something else, we don't actually have that much choice in matters. :
Posted 17 years ago2007-04-10 23:36:51 UTC
in Map works on LAN, not on server Post #218661
WHAT. THE. FUCK. You just made four identical threads? What the hell is wrong with you?

Not only that, but you provide next to no information about the map itself, the way the server is set up, whether it's for Source or Goldsrc, or anything! How can you expect us to help you? You just gave us a problem, with nothing to go on.
Posted 17 years ago2007-04-10 23:01:18 UTC
in func_rotate Post #218655
Ummm, don't you have to have an origin for func_rotatings, if you don't want them to rotate around the center of the map? :

You can have any number of different objects rotating around the same point on a map, all using different origin brushes, and it'll work exactly the same as if it was all one entity (well, just without the face splitting, of course.) To set up your origin, just get a brush with the ORIGIN texture all over it, and place it at the point you want your func_rotating to rotate from. Tie the brush with the ORIGIN texture on it into the same entity as the other object/s, and you're good. The origin brush doesn't have to be touching anything else, as long as it's tied into the entity.
Posted 17 years ago2007-04-10 22:18:57 UTC
in Explosion Post #218652
You can use a multi_manager to set all this up. Just have the func_button trigger the multi_manager, and have the multi_manager timed so that it triggers the glass and the explosion at the same time. Triggering the glass will destroy it. You can also check a flag on the glass so it won't break unless it's triggered.
Posted 17 years ago2007-04-10 22:17:02 UTC
in func_rotate Post #218651
That is odd... try making the other parts of it a separate func_rotating, instead of having them all in one. That might clear your problems up.
Posted 17 years ago2007-04-10 20:14:52 UTC
in Strike-throughs on users online list? Post #218645
You've been a member here since March of 2004, and you didn't know that until now?
User posted image
Posted 17 years ago2007-04-10 18:18:31 UTC
in Strike-throughs on users online list? Post #218642
Purposeful login count raising FTW. How else do you think I could have gotten to over 3000 by now?

Really though, there's next to no point in logging out, since it happens automatically when you close your browser anyway. I suppose it could be handy if you're paranoid about public computers, though.
Posted 17 years ago2007-04-10 16:02:50 UTC
in Map as background? Post #218628
I know nothing about coding, but I'd say it would probably be easiest to have a short looping video clip of some sort at the menu, where you could have footage of the map. Heck, the original Half-Life already allows for videos to be played at the menu, but it might be a bit of a challenge with Steam...
Posted 17 years ago2007-04-10 06:53:26 UTC
in The Illusion of Free Will Post #218583
The pizza companies are gonna be in trouble if word gets out about this. They might have to start offering a special destiny discount.
Posted 17 years ago2007-04-10 05:06:02 UTC
in The Illusion of Free Will Post #218581
O LAWD, saw is religious. :aghast:
...supernatural powers than religion and God.
God would pretty much qualify as a supernatural power, you know?
Posted 17 years ago2007-04-10 01:26:19 UTC
in Uplink burning vortigaunt sequence Post #218577
That doesn't make sense. Prefabs are just brushwork that's saved to a file, and then inserted into a map at your choosing. They aren't linked to Half-Life in any way, they're just part of Hammer. If you're using a custom one though, I suppose it could have something to do with an error in it. Check your compile log. It's possible that if something happened, your map might not have been copied to the Half-Life/valve/maps directory, although it usually presents you with an error box if that happens.
Posted 17 years ago2007-04-10 00:13:27 UTC
in Desktops of April Post #218572
Yeah, I wasn't the one that thought it was a "virus". :P
Posted 17 years ago2007-04-09 23:55:14 UTC
in Desktops of April Post #218570
Once, it launched my IRC client and connected me to #politics. :D
Posted 17 years ago2007-04-09 23:48:54 UTC
in Desktops of April Post #218568
It launches all applications linked to your browser.
Posted 17 years ago2007-04-09 22:53:20 UTC
in Messed up skybox Post #218563
no, 1.13 Ghz/733 Mhz (733 in power saving mode) P-III and 384 megs of RAM. The RAM was upgraded from the regular 256 before I bought it, but now I'm thinking of buying some more...
Posted 17 years ago2007-04-09 22:34:44 UTC
in Messed up skybox Post #218561
What a coincidence. Anyway, it's not much of a problem. It doesn't bother me too much when it happens, and it works fine otherwise. If I really need to see the skybox, I'll just copy the map onto my desktop.
Posted 17 years ago2007-04-09 22:19:47 UTC
in Creating 8-bit Decals Post #218558
You just fail.
Posted 17 years ago2007-04-09 20:14:01 UTC
in cs_assault textures Post #218554
i think this was the joke PB was making
ORLY?!?
cs_bdog.wad is the texture pack for cs_streets or whatever that map was called.
cs_backalley, I think. Don't smite me if I'm wrong. As stated before, it was also the texture pack that de_train used.
Posted 17 years ago2007-04-09 19:17:26 UTC
in cs_assault textures Post #218551
Penguinboy is right. :|

Seriously though, I can't agree with you about cs_bdog.wad being used the most. halflife.wad is used plenty, but I have to say that most of the official maps use entirely custom WADs.
Posted 17 years ago2007-04-09 18:54:39 UTC
in cs_assault textures Post #218547
Ohmyfuckyou'reright. The username folder is where the custom content for games goes. Where's my head these days? I guess I just haven't been mapping with Steam enough lately...

However, you're so wrong about the WAD thing. Almost ever map in there has its own WAD, I just checked.
Posted 17 years ago2007-04-09 18:30:10 UTC
in cs_assault textures Post #218545
Right, and open the GCF with either GCFScape or Crafty (crafty being my preferred tool, although it's still in alpha.)

Oh, and it's actually

Steam/steamapps/*username here*/counter-strike.gcf

;)

And Elof, the different maps pretty much all have their own WADs, they aren't all in one.
Posted 17 years ago2007-04-09 16:26:23 UTC
in music from one level to another Post #218534
Sadly, people tend to define how big a mod is by how many maps it has. :
Posted 17 years ago2007-04-09 16:17:22 UTC
in music from one level to another Post #218532
Yeah, I wasn't entirely sure about that. I guess I just assumed that since it was newer, it would give you more capability.
Posted 17 years ago2007-04-09 16:12:18 UTC
in The Illusion of Free Will Post #218530
Luke spamming this thread was a totally predictable action, dictated by his previous experience of being an asshole. This alone proves ZombieLoffe's theory all kinds of right.
Posted 17 years ago2007-04-09 15:48:17 UTC
in music from one level to another Post #218523
You don't have any control over it. I believe the Steam version of Half-Life allows music to continue across levels, while the old WON version does not. However, there isn't anything you can do about this without coding, and I'm not even sure that would work.
Posted 17 years ago2007-04-09 15:44:55 UTC
in Desktops of April Post #218522
*srry likes the task manager a lot.
Posted 17 years ago2007-04-09 06:58:39 UTC
in Desktops of April Post #218474
User posted image


So much cleaner after my recent format, although it's missing one or two icons I'm going to have. Plus, I just noticed I installed the old beta version of FrostWire. Fail.
Posted 17 years ago2007-04-09 03:55:55 UTC
in Adding Sound Post #218461
How about some kind of constant background noise? Or is that what the "Wind Sound" is?