Forum posts

Posted 17 years ago2006-11-30 17:54:43 UTC
in Banned!? Post #204640
I think I got banned from some CS server one time, but I still have no idea why. Those cockfags, I liked their server! :)
Posted 17 years ago2006-11-30 03:50:16 UTC
in Shoot-through-able brush Post #204550
A clip brush is just a normal brush with the CLIP texture on it. Clip brushes make an area where you can't walk through, but can still shoot through. None of the normal attributes of solid brushes are applied to them, they just act as an invisible wall.
Posted 17 years ago2006-11-30 03:43:34 UTC
in origin of your e-identity? Post #204549
Well, I've never stuck with one name for very long, because I haven't been actively contrubuting to any community for very long. TWHL was the first I'd ever joined.

Before I got my current name, I had been playing CS for quite a long time, where I went by the name of Hostage Killer. I still use this, or another variation of it (like Hostagekiller) for times when I need to sign up for something, and srry is taken. More recently, I chose the name of Tortillachip over at GamingParents.org, which I like quite a bit, although I never really use my account there.

The names I choose don't really have any meaning, I just think they sound good (except for Hostage Killer, since I actively slaughtered hostages in CS at the time.)
Posted 17 years ago2006-11-30 03:29:17 UTC
in Shoot-through-able brush Post #204545
Boxtop is correct.
Posted 17 years ago2006-11-29 21:55:27 UTC
in BB: Watching, Listening And Shouting Post #204525
Check your computer now, if it is a fairly new model it more than likely has a built in microphone that really serves no obvious purpose at this time.
They do? I don't usually see microphones built into computers, except for some Macs. In any case, it's just one more reason for people to build their own computers!
Posted 17 years ago2006-11-28 05:45:31 UTC
in First Black Mesa: Source December Media Post #204301
Nice looking stuff, for the most part. I don't really like the desert areas, however, because they look way too smooth. I think the old HL style brush-based rocks looked way more realistic in the situations they were used. Displacements look better for rolling HL2 style hills, and some rounded rocks, but not jagged rock faces.

Old school FTW.
Posted 18 years ago2006-11-22 07:21:14 UTC
in Hello thread! Here?s the hello thread! Post #203625
Most of us are demon worshi... I mean, most of us are athiest/agnostic/whatever too, so don't take it seriously.
Posted 18 years ago2006-11-22 04:32:12 UTC
in Half-Life : Gyradell Invasion Post #203616
I'd be up for some beta testing, I guess.

Edit: On second thought, I'M REALLY EXCITED ABOUT BETA TESTING!
Posted 18 years ago2006-11-21 08:36:01 UTC
in BSP converter? Post #203508
The question was asked way back on the 15th, and he already got an answer...
Posted 18 years ago2006-11-21 06:45:06 UTC
in Tank origin origin Post #203503
I bet he'll want it to fire while moving. :P
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 18 years ago2006-11-20 20:17:27 UTC
in enemy allies Post #203464
lol u guyz r retarded.

No, seriously. SDK means software development kit (NOT Source development kit), and it's for Source. Thus, Source SDK.

Ownd3d!
This post was made on a thread that has been deleted.
Posted 18 years ago2006-11-20 18:03:26 UTC
in Teleporter help!! Post #203427
An expert FGD is no different from any other FGD, except they usually give you a couple of strange entities to work with. The standard FGD will usually work just fine, unless you want to do something special. The teleportation entities DO come with the standard CS FGD, so there's no reason to get a new one. Just read what I told you: it's a point entity. If you don't see it, look harder.
Posted 18 years ago2006-11-20 17:48:23 UTC
in arrange mode Post #203420
Wow. Just wow. 22 FPS and 4000 wpoly. :o

By the way, that system isn't that bad. It's a tad dated by todays standards, but most people with 5 year old computers expect to be able to run Half-Life.

Thanks for providing me with the info, even if it scares me a little bit. :)
Posted 18 years ago2006-11-20 17:38:58 UTC
in My latest tattoo Post #203416
I bet that's really you, Xyos.
Posted 18 years ago2006-11-20 05:48:18 UTC
in Sprirt Post #203327
I thought Spirit had some problem with multiplayer? I'm not sure exactly what it is, but I heard about it in an interview over at VERC.
Posted 18 years ago2006-11-20 00:31:23 UTC
in Teleporter help!! Post #203323
He never said he was making it for CS. Anyway, it' a point entity, so click on the entity tool and it'll be in the drop down menu on the right. I don't know of any FGD that wouldn't have the teleport entities.
Posted 18 years ago2006-11-19 19:55:05 UTC
in Sprirt Post #203303
Why not? It doesn't matter if most people have it, since you usually use it in mods anyway (you don't have to worry about people having it installed when you have a mod, because you just include it.) I wouldn't use it if I was just going to make maps without a mod directory, but otherwise it's not a problem.
Posted 18 years ago2006-11-18 22:25:50 UTC
in arrange mode Post #203205
Well then, could you tell SysOp, or whoever takes the screenshots, to start taking them with r_speeds 1 on? It'd sure help a lot. :)
Posted 18 years ago2006-11-18 20:02:22 UTC
in arrange mode Post #203198
Painkiller: I didn't realize you didn't map. All you need to do is type "r_speeds 1" in the console while playing, and it'll read them out. There's w_polys and e_polys, the first being the polys from the world brushes, the second being from models.

L1ddl3monkey: I understand that completely, and that's the reason I still map for HL1, but in some cases it just seems a little ridiculous to be using an old engine, especially if you go out and steal content from HL2 to be used in it.

It seems a bit like they're making it for HL1 just to prove that they can use such an old engine. I like mapping for HL1 because I don't like using models for every detail, and instead like detail brushwork. There's also a certain style to HL1 mapping that I much prefer over Source. However, It seems like the opposite is true here, and it just doesn't fit.

I'm not trying to convince anyone to switch engines, because I like it when I hear people still mod for it, but in some cases it just seems like it would be better if they had just stuck to the engine that best suits their needs. In this case, it's Source.

If you simply want the best graphics, go with the engine for that. If you want a certain style that you can't find anywhere else, go with that, but DON'T try to mix the two, because it usually doesn't work.
Posted 18 years ago2006-11-18 18:31:23 UTC
in Invisibility? Post #203187
Uh... What?
Posted 18 years ago2006-11-18 18:29:06 UTC
in arrange mode Post #203185
As I said, I don't need to know EXACTLY. It can't be that hard to stand in a corner of that area, and see what the r_speeds are. I'm not concerned it won't run, I'm just interested in knowing how high they are, since it looks really detailed. "Higher than the everage map" won't help me much, because there is no average map, and you don't specify how much higher.

Sorry if it sounds like I'm nagging, it just seems a bit ridiculous you aren't able to tell me something as simple as this.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 18 years ago2006-11-18 02:22:04 UTC
in odd jobs Post #203099
How did he make thousands? I never heard about what happened to that whole thing.
Posted 18 years ago2006-11-18 00:44:46 UTC
in odd jobs Post #203094
You could do what this guy did and try to rip people off from across the webs. It seems he's a brother in need of money, too. Supposedly, he's recieved FIVE WHOLE DOLLARS ( :o ) so far.
Posted 18 years ago2006-11-18 00:38:20 UTC
in arrange mode Post #203093
How are improvements on Zoner's tools going to help any? Is it for the lighting or something, because I noticed it looks a lot more detailed than in most HL1 maps?

But about the r_speeds, I was just wondering what they are on average, and what they are at the highest. Like, for the highest, you could stand in a corner with everything in view, and for the average, just walk around the map and see what they're usually at. I'm not looking for an exact number.
Posted 18 years ago2006-11-17 23:05:41 UTC
in arrange mode Post #203078
You modified the rendering engine? Is that even possible? I didn't think they ever released the code for that stuff. And if you did do this, it's making it even more pointless to be doing it for HL1, since it's not even the same the same engine any more.

Anyway, you never answered one of my questions. What are the r_speeds like in that area in the screenshots?
Posted 18 years ago2006-11-17 22:53:52 UTC
in arrange mode Post #203075
I'm wondering about the trailer, is that the same framerate you'll get while playing, or is that just the framerate of the video? If it's the framerate you get while playing, it's absolutely horrible. Otherwise, looks nice.
Posted 18 years ago2006-11-17 22:18:39 UTC
in arrange mode Post #203073
Judging from the screenshots, you wouldn't have any problem making it a really good looking Source mod, so why bother? besides, you'll still need some pretty good hardware to be able to run it decently. What are the r_speeds in an area like that?
Posted 18 years ago2006-11-17 22:16:35 UTC
in My latest tattoo Post #203072
Hardcore, I guess. :)
Posted 18 years ago2006-11-17 19:27:19 UTC
in Hi. I need some help. Post #203053
First, make sure the map is in your maps directory (like C:/Sierra/Half-Life/valve/maps, or whatever you use). If you want to start a single player game, you have to launch the map manually by going into the console and typing "map mapname", without the quotes, and mapname being the name of your BSP.
Posted 18 years ago2006-11-17 08:48:40 UTC
in Religion Discussion Post #202985
What we need is good discussion. Debating religion isn't good discussion, it's just boring, and everybody is left hating at each other in the end. I'd love it if there was a rule against making religion threads here. It would probably do the community a ton of good.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 18 years ago2006-11-15 21:50:58 UTC
in Half-Life: Hostage Situation Post #202861
Uh... I don't know what you're talking about with the impression on the ground, I was just talking about the blockiness of the cliff faces. Glad to hear those screens aren't of the final build, and you're improving them.
Posted 18 years ago2006-11-15 21:25:53 UTC
in Half-Life: Hostage Situation Post #202859
I noticed that.

I have to say though, those rocks look like utter, shitty, crap. They're nothing but blocks with a rock texture on them. Improve them or FAIL! :)
This post was made on a thread that has been deleted.
Posted 18 years ago2006-11-15 04:41:36 UTC
in trigger_push Post #202789
Elon, I don't think you get what I'm saying. I know scaling textures higher will reduce r_speeds, but that doesn't mean every tile of texture is a face. They just aren't broken up like that. Look at this picture, and you can see what I mean. I gave gl_wireframe set to 1, so you can see where the faces are split up, and it's not at the edge of any texture.

S.O.T.E, all they did was put CLIP brushes around the models to make them seem solid. You can't make a model solid unless you're using Spirit or DoD. Also, if you want to lower your r_speeds, you should probably upscale your textures (in Hammer), but don't worry about the size of the texture itself.
Posted 18 years ago2006-11-14 23:36:48 UTC
in i have a server to offer Post #202782
I don't consider my owns maps to be shitty either, but that was in reference to what m0p said. I'm not sure what map he was talking about, though.
This post was made on a thread that has been deleted.
Posted 18 years ago2006-11-14 22:43:43 UTC
in i have a server to offer Post #202777
So... Are you going to be putting my (shitty) map on there?
Posted 18 years ago2006-11-14 22:38:20 UTC
in BSP converter? Post #202776
BSPtwoMap And WinBSP both do this, but as you might know, you can't really recompile a decompiled map.
This post was made on a thread that has been deleted.
Posted 18 years ago2006-11-14 03:19:35 UTC
in trigger_push Post #202681
Not to mention that each little square on those buildings counts as a FACE!
What? Since when did one texture tile equal one face? They would be faces if you had the texture misaligned and put it on a 16x16 block, then copied it a bunch of times to get the reuslt you see, but putting a small texture on a a large face doesn't make the poly's any higher than they would normally be.