Forum posts

Posted 17 years ago2007-01-16 08:47:51 UTC
in CHARLIE! Post #209721
CANDY MOUNTAIN ORPHEUS!!1~
CAN-DY MOUN-TAINNNN-N-N-N!
COME SHARE THE SWEEEET-SUGARY GOODNESS!!1~ :P
Posted 17 years ago2007-01-16 08:44:54 UTC
in Dementophobia Post #209720
Looks pretty neat so far, yet I don't understand the multiple screenies when they all kinda look the same ;)

Looking forward to more, and glad to see you mapping too! :P
Posted 17 years ago2007-01-16 03:00:49 UTC
in CHARLIE! Post #209709
Noooooooooo-o-o-o-o Charlie!
You have to come with us, to Candy Mountain!!
*Jumping Sounds
Yeah Charleee! Candy Mountain!!1~
It's a land of Sweets and Joy... and Joyness!
CANDY MOUNTAIN CHARLIEEE!!~
Posted 17 years ago2007-01-15 03:29:14 UTC
in CHARLIE! Post #209644
Charlie! was frickin' awsome!

This link showed up after I watched it:

http://www.youtube.com/watch?v=wnRwlwdK0AQ&NR

It's really old, but I've not seen it before... freakin' excellent too :)

Rabid: Do I have to login to look at ur link?
Posted 17 years ago2007-01-15 01:49:46 UTC
in Now Playing: ... Post #209636
Reality Bites Soundtrack
Posted 17 years ago2007-01-14 01:39:54 UTC
in Boxes dont respawn with func_pushable? Post #209550
I can't think of a way to make a pushable which is also breakable respawn, but maybe you could do something with an env_renders and a gib shooter, and a passable button.

Make a passable/shootable button in the area of the pushable. If you shoot in that general area, it will render the pushable invisible, and shoot some gibs at you to simulate the box breaking.

To reset it, you'd have to render the pushable visible again at the end of the round--no idea how to do that--, and of course there would always be the problem that the invisible pushable would actually still be there after "breaking" it.
How do you make the box be pushed by bullets and not your body?
You might make a complex series for shootable buttons and make the box a func_train. Might be an interesting example map for someone to try :)
Posted 17 years ago2007-01-14 01:29:40 UTC
in Error i dont understan Post #209549
After compiling and getting the leak error:

?Go to MapLoad pointfile.
?Click "NO"
?Load the mapname.lin file

Where the blue line turns to red should be where your leak is. The pointfile stops being generated after it finds the first "hole", so you may have to compile and complete the process untill all the leaks are gone.

If you can't find it after some work, try uploading the map to problem maps. One other rare possiblility--it just happened to me--, was that a Hammer glitch sometimes compiles a map other than what you're editing, but creates a bsp with the name of the map you're editing--in this case, it would be a similarly named filename that has a leak in it! :P
Posted 17 years ago2007-01-14 01:14:58 UTC
in func_tracktrain bug. How to fix it? Post #209548
I've found trains to be kinda buggy myself, and I must admit I have limited experience with them.

If this is for a multiplayer map--dm?--, there behavior is even buggier afaik. I'm reaching here, and have never done anything like this, but maybe somehow have the end of the round trigger a relay to reset the train--if that's even possible : .

Maybe upload to problem maps and link to it from the thread?
Posted 17 years ago2007-01-14 01:08:09 UTC
in Checking map required files. ( mdl's Post #209547
Doesn't resgen make a list for you? (I've never tried it.)

Google Resgen maybe :)
This post was made on a thread that has been deleted.
Posted 17 years ago2007-01-14 00:57:43 UTC
in Now Playing: ... Post #209545
The Killers - When You Were Young
Posted 17 years ago2007-01-13 02:57:22 UTC
in Now Playing: ... Post #209477
Oes I thought you were talking about the recent bond movie lolz!! :) That Moby tune is quite the pwn too.

Galaxy Quest (DVD audio-only rip)

ZOMG what a great movie--and a great listen btw--for us Star Trek geeks!!1~
Posted 17 years ago2007-01-11 21:20:47 UTC
in Now Playing: ... Post #209352
Neko Case - Margaret Vs. Pauline
Repeat_turn_on 1

Ant: that's out on DVD already!!1 HACKS!!1 :P

Soon to start: Saving Private Ryan (DVD audio-only rip)
Posted 17 years ago2007-01-10 22:16:19 UTC
in Competition 23 Post #209267
I really don't care, but I don't see any harm in releasing the brief in the compo thread early--who cares if the official brief isn't up. If nothing else, it gives everybody more time and less excuse not to enter :)
Posted 17 years ago2007-01-10 21:14:54 UTC
in rowleybob Projects! Post #209259
Nowadays, I always include the complete directory structure in the zip, and the downloader just has to copy/past the VALVE folder.

It's weird. :)
Posted 17 years ago2007-01-10 21:06:35 UTC
in rowleybob Projects! Post #209257
I've had at least 3 people downloaing the map say the ZIP is invalid, yet everyone else leaving comments. I Just use the XP "send to compressed (zipped) Folder" option to archive--and always have.

Suggestions?
Posted 17 years ago2007-01-10 21:01:36 UTC
in A Call To Arms Post #209255
Will no one else host a minicompo? (sobs)

Any of you active Snark Pit guys think anyone over there would be interested in joining/hosting them?
Posted 17 years ago2007-01-10 20:56:46 UTC
in Now Playing: ... Post #209254
Starship Troopers (DVD audio-only rip)

The Book is leagues better--one of my favourites--,
but Paul Verhoeven's adaptation is fun and
satisfiying to listen too just the same.

:heart:
Posted 17 years ago2007-01-10 09:08:31 UTC
in Uragan Lex projects! Post #209191
They were up b4...
Posted 17 years ago2007-01-10 09:01:54 UTC
in Now Playing: ... Post #209189
Hussalonia - All For Leyna
repeat_turn_on 1
Posted 17 years ago2007-01-10 08:44:34 UTC
in Muzz's HLDM Server Post #209186
Waht is the current rotation? I'm studying good layouts to try to help with my Hothworld map :)

I tried to go on the server but I see it's passworded not!!1

Btw, maybe the server thread should be stickied as well to advert it, unless you don't want that :)
Posted 17 years ago2007-01-10 02:31:00 UTC
in Now Playing: ... Post #209175
The Guinea Pig Way (YouTube)
repeat_turn_on 1
Posted 17 years ago2007-01-10 02:14:01 UTC
in rowleybob Projects! Post #209174
Still moving forward, and I'm excited about rebuilding the layout--it felt a little rushed the first time--, but the progress is pretty slow.

I basically have three main areas being the main hangar, the Falocon hangar, and the outside. All three will be linked by archways and/or short passageways. Maybe 3 or 4 small vista areas in between will make nice areas for spawns, chargers, and spawnable turrets.

That's the plan anyway :) I have lots of energy left to devote to this, but I'm having decision-making troubles on how big everything should be, and of course the best way to arrange it.

Hopefully more updates soon. :)
Posted 17 years ago2007-01-08 23:30:02 UTC
in Now Playing: ... Post #209073
The Shins - Kissing The Lipless
repeat_turn_on 1
Posted 17 years ago2007-01-08 22:07:42 UTC
in Displacement Generator Post #209067
Posted 17 years ago2007-01-08 22:04:28 UTC
in an Inconvenient Truth Post #209064
The research is sorta irrelevant in a way, though it's a good eye-opener for those who need it.

There's an elegance in leaving the smallest footprint on your environment as possible. I'm always inspired by storys of sustainable living like that place Angel's Nest and others.

Something new recently I heard about wasy people trying for a 100-mile diet. That is, they only consume things produced withing a 100-mile radius from where they live.

While most people don't have the time for an additional part-time job canning and finding sustenance from such a small area, the people who tried it said after a lot of work, they found:

-Their diet was much healthier and more varied
-They discovered exotic local varietys of new fruits, fish, nuts and veggies
-more pleasure in life they were supporting local farmers and not big corporations
-Their lifestyle improved because of the above reasons and more I can't rememeber.
Posted 17 years ago2007-01-08 21:49:17 UTC
in an Inconvenient Truth Post #209059
Well, actually, the most energy efficient thing anyone could do would be to commit suicide, but that's rather tragic.
I murder in the name of saving the world!
LOL!!1 Even better Luke/ZL, come up with some pharmaceutical/virus/? to put in the water supply to sterilize everyone :P

Good points Jahzel, Daub, Ant.

I for one do everything I can to hasten the global warming, becuase it brings the apocalypse closer, which I'm hoping occurs in my lifetime :P
Posted 17 years ago2007-01-08 21:41:06 UTC
in Displacement Generator Post #209057
This looks really cool! (I noticed the sexy twisted hallway from your profile.)

I've never used displacements, but I can't wait to start once I begin Source mapping. If you tried to create that without the generator would it be possible to make it look so good, and/or would it take a long time?

Again, really cool! :)
Posted 17 years ago2007-01-08 21:33:50 UTC
in Now Playing: ... Post #209055
Mormon Tabernacle Choir - Abide With Me :P
repeat [turn on] turn off
Posted 17 years ago2007-01-08 20:48:47 UTC
in Advanced Brushwork Mini-Compos Post #209035
Goddamn it even looks sexy even in just wireframe!

I've thought about this problem too, but unfortunately, I have to stick to my guns on the terms of the compo.

If we can't get at the very least 5 people to participate, then it's my opinion there is not enough interest to keep this type of compo going, and it will die.

If that turns out to be the case, I still plan on having minicompos, but they will focus on general mapping practices rather than jsut complex brushwork. In the end, this is probably more benefical for everyone, albeit not as much fun imo :P

Caboose:
User posted image
Posted 17 years ago2007-01-08 20:38:29 UTC
in rowleybob Projects! Post #209034
Due to gloriously-painful feedback, I'll be completely redesigning the layout. Initially, I was going to try to modify the existing one, but the more I look at the current one, the more I don't like it, so it is gone :)

I've copied all the major props to a different bsp, and I'll be concentrating soley on constructing/custom skinning the layout. If you have any tips or suggestions to that end, now would be the time. :)

Hopefully a bare, playable demo--with weapons/spawns/custom sounds--soon!
Posted 17 years ago2007-01-08 00:47:56 UTC
in Advanced Brushwork Mini-Compos Post #208965
We started out from entries from you and Tetsu0 and at least 2 other people said they were in, but alas, still no entries submitted :)

Whatevs!.. maybe in another life more people will actively participate in the minicompos! :P
Posted 17 years ago2007-01-08 00:36:29 UTC
in SkyBox lighting / Map preformance Post #208962
Checking.

edit: Nothing appreciable--5 wpolys or so higher :P
Posted 17 years ago2007-01-08 00:22:25 UTC
in SkyBox lighting / Map preformance Post #208960
I could have sworn on my dm_lars map -big skybox- raising or lowering it made a big difference. The brightness values were very low though--like 1--, so maybe that had something to do with it (I'll tell you in a second when this second compile finishes ;)).

edit:Nope! Absolutely no difference. :)
Posted 17 years ago2007-01-08 00:14:31 UTC
in Now Playing: ... Post #208958
The Bird And The Bee - Fucking Boyfriend
Posted 17 years ago2007-01-07 23:35:24 UTC
in SkyBox lighting / Map preformance Post #208956
I thought for sure "raising the skybox" or having more visible sky brushes made the map brighter, but after a quick test map, found it NOT to be true.
Posted 17 years ago2007-01-06 12:34:56 UTC
in WAD Problem Post #208773
On that note too, I've noticed if you wadinclude the textures, you can specify any path for them. If not, I think they have to be in the Valve directory, as you specified in your Hammer options.
Posted 17 years ago2007-01-06 12:04:16 UTC
in WAD Problem Post #208771
Stabbing in the dark:

-Are any of yoru textures scaled over 256x256?
-Is you map gigantic
-Are you getting the "find texture: loadlump" erro
-do you use HLFix?

Link to the wad and I'll try it if you like.
Posted 17 years ago2007-01-06 11:18:19 UTC
in Now Playing: ... Post #208768
Posted 17 years ago2007-01-06 00:32:57 UTC
in Kasperg Projects! Post #208750
Looks extremely sexy!!1 :o

It's vbery bright, but that's the theme. You can still discern shadows pretty easily, so it's an excellent fine line you're walking, well done. :P
Posted 17 years ago2007-01-05 23:00:42 UTC
in rowleybob Projects! Post #208745
DM_hothworld BETA

Finally an update for this :)

A ridiculous amount of screenshots:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23

As stated in the map description, this is stage 1 of a 3-stage process. I'm working on Stage 2 as we speak, which will focus on my first go at custom textures as well a myriad of custom sounds and triggerable effects. Also, any feedback from the beta version will be applied to the finished Stage 2 release.

Stage 3 will be the product of feedback on the new textures/effects I'm working on now.

Feedback on Layout/Architectue/lighting/gameplay would be greatly appreciated!
Posted 17 years ago2007-01-05 21:52:36 UTC
in GoldSource Mapping Tips Post #208732
More Useful Map Vault Comments
By rowleybob

K. Map comments are great, and nobody likes them more
than I do. There are however some easy ways to make
your comments better.

In general, explaining WHY you like/dislike something
about the map is extremely more useful to the mapping
guy than not.

Sometimes it's hard to explain why you like/dislike
something, and you only "feel" a certain way. In that
case, play the map again or think a little bit harder
about it. If all else fails, simply tell the author
you can't put your finger on why at least.

Some tips to help the n00b and 133t h6x20rs alike:
THIS MAP IS AWSOME!! YOURS ARE ALL INTERNETS :P
While very encoraging, it doesn't tell the mapping guy
anything he can use to improve his map. Even if you
can't find anything wrong, or anything that needs improving
iyho, at least describe WHY said mapping guy is winning
all teh internets
. :)
Nice Map
A variation on above. Such descriptive ratings
also have less merit. I shudder to think that I actually
used to rate maps like this :( DON'T DO THIS!!1
This maps sucks. 1 star for you. *fail.
Perhaps the worst, most annoyingly useless rating/comment
you can give someone. Give some well-thought out reasons
why you think the mapping guy fails and his map are suck.

If a map is unusually bad I don't even bother rating it.
What does anybody gain by rating somebody's first map 1 star?

Some Damn-fine Good and Better examples:

Good:
Your textures suck. Scale them down a little and they'll
look better.

Better:
Your textures are awfully scaled, especially the ones in the
long south corridor. Scaling them much above twice their
normal value is usually a bad idea. Check out this tutorial
at...

Good:
You map is blocky as hell, and under detailed...

Better:
Your map is blocky and boringly detailed. The main hangar
area is essentially a box and the trim and light fixtures are
also big boxes. Try smoothing out the edges of the room with
wedges or other structures, and reduce the size of some of
your detail stuff. I can build some example props for you
if you like... pm if interested :)

Soe, as you can see, it's all very easy to be a better
map-rating guy. The mapping guy benefits as well
as the rater--having that warm fuzzy feeling in your belly
after giving a nice set of comments, among other things I
hope! :)
Posted 17 years ago2007-01-05 21:42:49 UTC
in GoldSource Mapping Tips Post #208729
editing...
Posted 17 years ago2007-01-05 21:09:03 UTC
in dm_magma Post #208724
Here's a couple I found googling "half-life sky" (I'm using an Arctic one from Crinity in my upcoming Hoth-themed map):

http://www.fuchtelworld.de/work/Half-Life%20Env-Skys/
http://crinity.planethalflife.gamespy.com/skymain.htm

You could also try creating some using 3Ds Max, Terragen, or a bunch of other programs. I personally have tried and failed many times at using Terragen, but maybe you'll have more luck! I've heard you can use Source somehow to create custom skies for HL too, but I dunno.

And finally, if Rimrook isn't to busy, he might do it for you :)

Looking forward to more updates!!
Posted 17 years ago2007-01-05 20:33:41 UTC
in Now Playing: ... Post #208722
The Polyphonic Spree - Section 9
Posted 17 years ago2007-01-05 20:24:40 UTC
in Lamarr Post #208720
WEWTATGES!!1~ Congrats! :heart:
Posted 17 years ago2007-01-04 20:02:39 UTC
in Now Playing: ... Post #208613
The Lost Brothers and G Tom Mac - Cry Little Sister
Posted 17 years ago2007-01-04 19:33:14 UTC
in Half-Life 1 Still Popular? Post #208606
Only if you can use VHE Huntee!!1 :) (Or possibly if you can convice me Radiant is okey ;) .)
Posted 17 years ago2007-01-04 18:55:03 UTC
in Half-Life 1 Still Popular? Post #208601
I have no paticular loyalty to HL or the original storyline--I never thought it was that great--, but I think I heard someone else recently say it best, saying something like:
People continue to map for HL1 because it's so easily customizable.
I would love to map for an engine that handles larger outdoor environments--like Unreal? Battlefront-- or themes I enjoy more like Jedi Academy, but there just doesn't seem to be nearly as much support for mapping other fps games out there (none that I know of anyway).
Posted 17 years ago2007-01-04 18:41:00 UTC
in Poke646: Vendetta Post #208598
Excellent mapping to be sure (I've only played the intro), but I must say I don't enjoy the puzzles/gameplay of SP maps much anymore in general--I always end up noclipping/impulsing my way to the end.

I'm going to try to play this one through anyway, since it looks so great. I lol'd at the alt fire for the pistol :)