I'll do it =)
Are you going to host or shall i? if you decied to host it i can provide 3 stable mirrors in-case yours ever goes down(x10, filefront, Archive.org)
Having sex with anything non-human is just a big no-nowhat about Righty or Lefty?
If i do that, light will fail in pretty much any map, including mine.No. remember, i requested everyone give me their rad values? those that aren't included in a mapname.rad(the first few maps) are listed in a infotexlights entity. NO map in the series uses the straight lights.rad, it's all custom, even striker's last map, i picked all the light values from the lights.rad and put them in an infotexlights entity. Didn't you play the preview map and notice your lights looked ok? Trust me, your rad values are there.
And im talking about intro01 (the manu map).lul = ) really, don't waste your time. full vis is not crucial in any way for that map, seriously. (i mean, you can if you want but it's truly not necessary imo)
I will get that thing compiled, darn it.
6 hours ago, and it's still doing LeafThread!i never had that problem but i've only did fast vis. I guess your big quad core can't handle it? =) (which map btw, rooms.rmf?)
And no, id like to do the final compile of everything, because i have some additional "surprises" planned for the mod (just small things, nothing spectacular really, but still neat).SWEET! Can't wait to see what you did.
Would you mind sending me a working error free version of intro01 (if the one in the latest links still have stuff invisible).no. you're getting leaks because your compile is set to ignore stuff that is visgrouped. I don't use that option, because i find it annoying to do 2-hour compile, only to find i forgot to make all my groups visible. Also, notice all the preview maps had light that i compiled with fast vis. This would not be the case if any of the maps had the leaks of which you speak. =)
The file doesn't include rooms.wadyou're right! I have no explanation how this could have happened. I thought maybe, when i was copying rooms from my halflife folder, maybe the rooms.wad hadn't finished or failed to copy, but i checked the mod folder and the wad is gone!! =O (again, no idea how this file got deleted, unless it happend by accident when i deleted the config.cfg before releasing it (so nobody gets my twisted binds)) =)
CapT, your friend mark is a douchebag. Quake 3 is open source under the GPL. You can "license" it for FREE.meaning you can base your game off it and make money off it at no cost? p.s. the same goes for the UDK?
My friend Mark said that he saw a ninja totally uppercut some kid just because the kid opened a window.HAHA yes someone got it =) =) =)
Contains 0 used textures, 0.00 percent of map (244 textures in wad)your map doesn't use any textures from this wad, so remove it from the wadlist, or alternatively, you could copy those wads from the specialist's directory to your valve directory.
Using Wadfile: \program files (x86)\steam\steamapps\rodney410\half-life\t
s\mextex.wad
e.g. map trialoh, and no spaces in the filename!!
Warning: No entities exist in hull 1, no filling performed for this hullTommy14 says..