Forum posts

Posted 17 years ago2007-04-02 03:59:47 UTC
in Copying a CD Post #217731
What's Elon on about CD burners costing 100 dollars? I can get one here in the states for under 20. It can't be that bad everywhere else, can it?
Posted 17 years ago2007-04-02 01:08:28 UTC
in CoH: Assault Post #217725
This is turning into a dickfest. Please stop.

And yeah, you stretched the forums, but at least it wasn't done with a 700Kb image.
Posted 17 years ago2007-04-02 01:02:03 UTC
in Trapt! The new SP mod I'm starting. Post #217724
It's not obvious at all why you named it after Trapt. You never said in the description that there was no reason for you using it, and it doesn't make any sense at all why you have. Plus, it's going to get confusing as hell, with the two conflicting names and all.

By the way, don't you think this sounds just a bit too much like TWHL Mix 2, without the people actually making their own maps?
Posted 17 years ago2007-04-02 00:28:31 UTC
in Trapt! The new SP mod I'm starting. Post #217718
Errr... I don't get it. What does out resident hater Trapt have to do with this mod?
Posted 17 years ago2007-04-01 02:19:43 UTC
in Copying a CD Post #217632
Okay, I'm serious now. I'm not sure it's the best program out there for the job, but Nero has a ton of tools for burning and stuff, and I'm absolutely certain I've seen this feature in it.

Oh, and it's completely free, but only if you have the right connections. Preferably the kind that don't block certain programs. ;)
Posted 17 years ago2007-04-01 01:21:19 UTC
in Copying a CD Post #217630
I've found that Ant's method works the best.
Posted 17 years ago2007-03-31 21:35:58 UTC
in Half-Life: Hostage Situation Post #217622
Oh man, when I asked that last question, I must have been really tired, or oblivious to the comments around me. Yeah, I know who Adam Savage is. It was in part the way it was phrased ("your Savage", and notice I said "a Savage", as if it was a creature or something) that screwed me up. Were there different versions or something?
Posted 17 years ago2007-03-31 21:06:42 UTC
in Custom skytexture question. Post #217621
And as far as I know, that's part of the graphics engine, which Valve never released the code for.
Posted 17 years ago2007-03-31 12:20:24 UTC
in Half-Life: Hostage Situation Post #217590
Maybe somebody could fill me in on what a Savage is?
Posted 17 years ago2007-03-31 11:48:39 UTC
in Players dying or get stuck at start Post #217588
I've heard in some tutorials that you should always place player spawns at least 128 units apart.
Posted 17 years ago2007-03-31 11:43:39 UTC
in GTA IV Post #217586
I want to see it... :(
Posted 17 years ago2007-03-31 11:41:02 UTC
in Half-Life: Hostage Situation Post #217584
Elon: That's an accurate recreation of Arcan. :D
Posted 17 years ago2007-03-31 00:24:29 UTC
in Half-Life: Hostage Situation Post #217564
Penguinboy lies. It was started in late 2004 or 2005, if I remember correctly.
Posted 17 years ago2007-03-30 22:23:51 UTC
in Movies & Comics. Post #217558
Saying to link to your damn images (or post smaller ones that don't stretch the thread to an insane length, and slow my browser down) is pretty constructive, if you ask me. And for the last time, I DON'T HAVE 56k!!!

Arcan: Saying that doesn't help too much. You may not agree with me or my sense of humor, but that doesn't make my opinion any less valid than yours. I don't find it very funny or interesting, and that's not some "problem" I'm having right now, that's just how I feel about it.
Posted 17 years ago2007-03-30 05:00:17 UTC
in GTA IV Post #217506
You kidding? Liberty City is WAY smaller than San Andreas was. About one third the size, probably smaller. Assuming this is a recreation of the original, with no additional cities added on, it should be about the same size as the original, albeit with much more interior room.

Someone from Rockstar said in an interview a while ago that it was their goal to make the environment much more compact, as they felt San Andreas was too spread out to move around easily. I can't say I feel the same way, but that doesn't change what Rockstar is going to do.
Posted 17 years ago2007-03-30 04:41:40 UTC
in Could be old but still awesome. Post #217503
Well, I had several long and boring talks with God, but this was undoubtedly the paramount of our conversation:

What are we talking about? What were we?
Me:
We were not talking about anything
God:
And then what happened?
Me:
You rammed a ten foot iron dildo up your ass.
Posted 17 years ago2007-03-30 04:34:28 UTC
in GTA IV Post #217501
I don't think player models have ever been the strong point of GTA (the civilians were always butt ugly), but I think the other aspects of the game make up for it sufficiently. At least the models have higher resolution textures now.
Posted 17 years ago2007-03-30 04:28:54 UTC
in Movies & Comics. Post #217500
After reading it, I kinda have to agree with Trapt (ZOMG!) Your posing and everything was all very nice, but it was just sort of boring, and I found neither amusing nor particularly inspired. Also, it seriously lacked any continuity. I couldn't tell what was going on, most of the time.
Posted 17 years ago2007-03-30 04:23:50 UTC
in GTA IV Post #217498
Yeah, seen it. I'm a tad disappointed they couldn't give us a whole new city (I was hoping it would be London), but I suppose as long as they recreate it from scratch, it'll be a fairly new experience.
Posted 17 years ago2007-03-30 02:54:34 UTC
in CS 1.6 Textures Post #217492
Yeah, or if you want to fit something like a control panel texture to a small brush perfectly. You've really just got to learn where it's appropriate to use... like everything.
Posted 17 years ago2007-03-30 00:48:30 UTC
in Movies & Comics. Post #217489
Larry: Shut. Up. About. Internets. Thanks. :)
Posted 17 years ago2007-03-29 14:44:27 UTC
in Movies & Comics. Post #217443
Hunter: I'm talking about how many huge images he posted. I didn't really read any of the comics (no time), but I don't doubt their quality.
Posted 17 years ago2007-03-29 14:34:19 UTC
in Movies & Comics. Post #217437
Ugh... Mods will have to delete this, I guess. You could try using some links next time, eh? ;)
Posted 17 years ago2007-03-29 14:31:46 UTC
in Movies & Comics. Post #217435
Oh my fuck. What have you done?
Posted 17 years ago2007-03-29 14:26:46 UTC
in Hello thread! Here?s the hello thread! Post #217433
OMGHAI2U!
Posted 17 years ago2007-03-29 00:07:35 UTC
in Better Looking Water Post #217390
Yeah... Right along with the rest of that map, actually.
Posted 17 years ago2007-03-29 00:04:57 UTC
in Frustrating leak Post #217388
No they wouldn't, not unless there was a brush lower than the floor brushes being extended upwards at the same time.
Posted 17 years ago2007-03-28 22:51:05 UTC
in CS 1.6 Textures Post #217381
What? He specifically said NOT to use fit. Not only that, there's usually no way to get those values equal again after you've fit a texture to something. Why are you even recommending it in the first place? Fitting is a bad practice, plain and simple.

And Kman, what problems are you having making walls? Just select one, and drag it out to whatever size you need. There's no reason to use multiple wall sections if you're just going in a straight line, with the same height, and the same texture.
Posted 17 years ago2007-03-28 20:33:27 UTC
in Frustrating leak Post #217376
How about I write one? I could sure use a tutorial award in my profile, unlike you. :biggrin:
Posted 17 years ago2007-03-28 19:54:06 UTC
in CS 1.6 Textures Post #217372
Try to keep textures scaled at 1.00 as much as possible. this is the default scale anyway, so just don't change it, unless you're making large outdoor areas (in which case you should make things like rocks or dirt 2.00.)

Something you might also notice is that if you clip a wall at an angle, or use vertex manipulation to get it that way, it will stretch the texture out a lot. There are several ways to fix this, but a good bet would be to open the texture application tool, select the stretched face, and check the "face" box.
Posted 17 years ago2007-03-28 18:51:34 UTC
in Frustrating leak Post #217367
Your 3D view isn't showing too much there, but from what I can see, your walls are all over the place, possibly not even on grid.
Posted 17 years ago2007-03-28 18:12:34 UTC
in Frustrating leak Post #217364
Well, it is a very bad practice to do that, but he did say he overlapped them. So even if he does have screwy brushwork techniques, it shouldn't be a problem in this case. Although, to be sure of this, I would really have to see it firsthand.
Posted 17 years ago2007-03-28 17:23:20 UTC
in Frustrating leak Post #217360
Indeed. I don't know a single mapping site that doesn't have one, but I could swear we did... maybe it's part of a another tutorial, or just not marked well?
Posted 17 years ago2007-03-28 17:13:03 UTC
in Frustrating leak Post #217357
Yeah, and I just found this on VERC:
The Big Block Method
If your level is especially large and you're having difficulty tracking down your leak, you might benefit from using the "Big Block Method" of leak tracking. What this is essentially, is you covering a large portion of your level with a solid block (make sure it goes completely through from top to bottom). A recommended size is a quarter of your level.

Place the large block over a portion of your level, then attempt to compile. Move the block to a new section and recompile until the leak error disappears. When this happens, you know the leak is somewhere within the space of the block. Now you can repeat the procedure using a smaller block, only within the space that was covered last with the big block.

This method would only work, of course, if you had one leak, or a number of leaks that would all be covered at once by the block.
I guess TWHL doesn't have any tutorials on leaks? :
Posted 17 years ago2007-03-28 17:03:54 UTC
in Frustrating leak Post #217353
Is there any other reason why it would be saying there is a leak?
Well, this is just a guess, but... I'd say you might actually have a leak.

Try using the cordon bounds to section off areas, and just compile them, until you can narrow it down to a small area. That'll make it much easier to find.

Edit: On second thought, that won't work... cordon bounds effectively seal off any leaks, if I'm not mistaken. There's another method used in one of the tutorials, if you can find it.
Posted 17 years ago2007-03-28 02:49:45 UTC
in playin mods Post #217287
He never said he put it in the valve folder...
Posted 17 years ago2007-03-28 00:26:52 UTC
in playin mods Post #217284
It could be out of date, but it's not like it would make any difference. Those old mods you see in there are optional downloads that are obviously broken by now, so don't worry about them. If you're still unsure about the version, check in the lower right hand corner of the menu. It should be 1.1.1.0, as that's the newest version.

And of course, as Ant said, make sure that liblist.gam is in there. That's mandatory.
Posted 17 years ago2007-03-27 21:15:26 UTC
in ModNumForName Post #217273
9 year olds on TWHL... well, if it's true, it's a new record. Really though, why pick an age like 9, when you could say something like 5 or 10? It seems a bit unlikely that 9 just popped into his head, but I could be wrong. :
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-03-27 02:02:44 UTC
in Half-life quiz (perhaps hard...) Post #217168
Not like that's a consequence of anything you did for it.
Posted 17 years ago2007-03-26 15:59:42 UTC
in Adding Monsters to my Map Post #217127
There's no need to get unique feedback for your first map. You could just as easily look at any number of other people's first maps on here, and learn from their negative feedback, which is most likely going to apply to every first map, because they all suck. And doing that is way better than clogging up our already crowded map vault.

The first step to becoming a good mapper is admitting you won't get it right (or even slightly right) the first time. Don't make us see your mistakes, just hone your skills in private before releasing anything.
Posted 17 years ago2007-03-26 15:39:24 UTC
in including wad files with bsp Post #217126
Ownt.
Posted 17 years ago2007-03-26 15:34:40 UTC
in why are you all so ada? Post #217125
eye liek htem a lawt
Posted 17 years ago2007-03-26 15:33:18 UTC
in Half-life quiz (perhaps hard...) Post #217124
Easy.

Rotator, you FAIL.
Posted 17 years ago2007-03-26 02:15:56 UTC
in Better Looking Water Post #217082
It actually depends on how deep the water is. If it's really deep, it'll be dark, and shallow stuff is always clearer. Also consider how many impurities the water has in it, as this affects it a lot too.
Posted 17 years ago2007-03-25 23:01:47 UTC
in Better Looking Water Post #217075
If you want water that actually looks good (unlike that stuff in the video), try using multiple layers of transparent water.
Posted 17 years ago2007-03-25 15:38:55 UTC
in Sound Post #217048
dBpoweramp... No, not specifically that program, but it needs to be 11025 hz, 8 bit, and mono. I think you can actually get away with using a slightly higher quality than this for simple ambient sounds, but for speech where you need the lips to move along with the sound, this is the required format.

Oh, and I use Goldwave, but you have to cough pay cough for that.
Posted 17 years ago2007-03-25 15:28:55 UTC
in Half-Life: Hostage Situation Post #217047
Hahaha... :D
Posted 17 years ago2007-03-24 23:27:27 UTC
in textures Post #217000
Eight.