Forum posts

Posted 15 years ago2009-08-04 18:02:38 UTC
in This is fucking wrong Post #271426
Oh hey, I like this new trend.

Also to consider: If you had a name like Ed Balls, you'd be pissed at the world too.
Posted 15 years ago2009-08-03 06:47:31 UTC
in Project HellFire Post #271369
I laughed a little when I saw this on the front page.

Project Hellfire
Project Canceled

Sorry it didn't work out. :(
Posted 15 years ago2009-08-02 00:12:50 UTC
in TWHL's Classic DM Server Post #271348
Srry's lost O
Posted 15 years ago2009-08-01 09:06:46 UTC
in Colony 42 Post #271311
Don't you think some of that text is kind of small considering these are going to end up on little signs? Shrinking a 512x512 image onto a 48x48 brush face is usually not the best idea.
Posted 15 years ago2009-07-31 19:27:29 UTC
in Colony 42 Post #271299
Makes me want to turn it off. It's like the classic big red button that says DO NOT PRESS.
Posted 15 years ago2009-07-31 09:05:51 UTC
in TWHL's Classic DM Server Post #271243
The bots actually work really intelligently in some maps, but are absolutely retarded in most of them. In Tetsu0's map (forget its name), they just stand around staring at walls, and then they'll slowly turn toward you and inexplicably kill you in two shots. Then in Carbaseus, I was a mile above them when they started glocksniping me. Is that supposed to compensate for their incompetence, or what?
Posted 15 years ago2009-07-30 02:48:53 UTC
in Disappearing Objects? Post #271181
Your grade is dependent on this? Man, I wish my school had something like that. :cyclops:
Posted 15 years ago2009-07-29 22:05:58 UTC
in Half-Life: Static Friction Post #271166
Why don't you just use Zip files like normal people do?
Posted 15 years ago2009-07-29 22:04:19 UTC
in Computer Stupidities Post #271165
This is definitely very old. I knew about it years before I started mapping.
Posted 15 years ago2009-07-29 22:02:24 UTC
in Complements on TWHL Website Post #271164
I got ninja'd twice in two days.
Posted 15 years ago2009-07-29 04:41:42 UTC
in Complements on TWHL Website Post #271088
Which also explains the gay looking piss-yellow color this site has. Nothing like the dehydrated orange piss color it had before.
Posted 15 years ago2009-07-29 00:30:35 UTC
in Disappearing Objects? Post #271079
I once had a very large outdoor map, and in one area some func_wall tables disappeared like this. I've never seen it happen in maps that are reasonably proportioned.
If it's possible to do with the object, I might suggest turning it into brush based entity and moving it 1 unit away from any surrounding surfaces, so it just won't cut up the brushwork. When possible, I actually prefer this method to func_walling everything, since the object still casts shadows.
Posted 15 years ago2009-07-27 23:02:59 UTC
in Need to store tons of files on memory ca Post #271022
It was probably the infamous TWHL virus known as Ant's Revenge.
Posted 15 years ago2009-07-27 03:31:44 UTC
in Need to store tons of files on memory ca Post #270948
Yeah, just do that. I've done it before, and it's the easiest way besides actually having an external hard drive.

I'd recommend using partitions in the future, though. :)
Posted 15 years ago2009-07-27 03:22:26 UTC
in Castle Disposed Post #270947
I upload in BMP 'cause I like watching you bleeeed.
Posted 15 years ago2009-07-27 00:13:49 UTC
in Castle Disposed Post #270939
Does this work? If you keep the largest fullscreen splash to 1024x768, then this should work for most widescreens, since they're almost always larger than that. But what I don't know is, if you have a high resolution fullscreen monitor, will it then use the widescreen splash simply because it's got a closer matched resolution? I suspect this is the reason Valve doesn't provide widescreen splash screens in any of their Goldsource games... and I've also never seen anybody use one.
Posted 15 years ago2009-07-26 23:30:06 UTC
in Castle Disposed Post #270936
I could, but it would look kinda shite that way. More than just a stretched image IMO. Would half-life even know to use a widescreen background vs a fullscreen background if it wasn't your exact resolution? Would it know to take a 1440x900 image and stretch it to 1680x1050, instead of using the 1024x768 version? Because if not, you'd have to include like 20 different backgrounds for every obscure resolution available.
Posted 15 years ago2009-07-26 22:42:42 UTC
in Castle Disposed Post #270932
Dangit, Penguinboy. The thought came to mind, but now that it's been finalized you might have to settle for a chopped 1024x600 version.

EDIT: Yeah, widescreen's not happening. I'd have to rework the entire image. I know that sucks, because even I have a widescreen monitor.
Posted 15 years ago2009-07-26 19:32:20 UTC
in TWHL's Classic DM Server Post #270925
I actually don't mind DM maps if they're ugly but play well, but big_city doesn't play too well. You literally spawn in the most exposed position in the entire map.
Posted 15 years ago2009-07-26 19:27:59 UTC
in TWHL's Classic DM Server Post #270922
HAHAHA, potatis... Way to be brutally honest with the person who bought half the damn server for us.

.
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.
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.
.
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. . . . . . . It is a seriously ugly map though.
Posted 15 years ago2009-07-26 19:12:28 UTC
in Castle Disposed Post #270920
Here's my final version, unless you need something changed. It's a BMP, so it's big.
Posted 15 years ago2009-07-26 17:33:27 UTC
in Castle Disposed Post #270916
What is the total size of splash screens in Steam? 800x600? 640x480?
Posted 15 years ago2009-07-26 15:55:28 UTC
in Castle Disposed Post #270911
Well, I'm glad you guys like the splash so much... But I can definitely improve on it.
Posted 15 years ago2009-07-26 08:04:45 UTC
in Castle Disposed Post #270892
Well, here's my first entry. At first I was just going to send this map along to you with several others, but it's probably one of my favorite maps I've ever made... So I decided to release it alone as a "complete" map, as well.

All you'll have to do to is set up the TWHL emblem in the small black box the player is placed in at the end of the sequence. You'll have to enlarge it somewhat into a hallway, and make the emblem transparent with env_renders until the very end. Otherwise, you'll be able to see glimpses of it when the cameras change angles.

Oh, and that other map I was working on is still in progress. This one was just easier to get ready, so I went ahead with it first.
Posted 15 years ago2009-07-26 03:21:43 UTC
in TWHL's Classic DM Server Post #270887
When will the server be back up?
Posted 15 years ago2009-07-26 02:35:29 UTC
in TWHL's Classic DM Server Post #270885
Even though my ping is extremely good, I'm still getting considerable lag.

And what can you do with admin rights?
Posted 15 years ago2009-07-26 00:34:44 UTC
in Castle Disposed Post #270881
Well, if you go for mine I'd like to maybe use your compo entry wireframe instead of that pathetic little thing I have right now. Or even better, I could use the wireframe of your castle/hub map once it's done. Then it would literally be a castle getting disposed.
Posted 15 years ago2009-07-26 00:23:20 UTC
in Castle Disposed Post #270879
I actually like the idea of a trashcan, I just think it's underutilized.

Maybe something more like this?
User posted image
That's just an example, it's kinda unpolished and that map doesn't have the most impressive wireframe.

Castle icon is indeed awesome.
Posted 15 years ago2009-07-25 22:30:45 UTC
in Castle Disposed Post #270871
Guys, I'm pretty sure it is an MSPaint job. Last I knew Tetsu0 didn't have Photoshop or anything. Otherwise I would have been a lot harder on him, but I actually don't think it's that bad for MSPaint. That font is pretty awful though, it's just so overused.
Posted 15 years ago2009-07-25 02:34:37 UTC
in Castle Disposed Post #270822
Wow, I really need to get my shit together for this.

About that splash screen though, you might want to try mapping the hammer logo to the curve of the trashcan... it looks kinda strange. Doesn't really matter though, you probably won't be staring at the splash screen much. :P
Posted 15 years ago2009-07-23 03:40:09 UTC
in making the night sky.. dark map - how? Post #270730
No wonder we couldn't figure it out, you completely blocked the entity name in the original picture. :P

Your lighting in that map looks fantastic.
Posted 15 years ago2009-07-21 01:43:07 UTC
in TWHL's Classic DM Server Post #270603
Are you just talking about HLDM or the whole game? Because that's quite a cynical view you've taken on.
Posted 15 years ago2009-07-19 21:49:32 UTC
in TWHL's Classic DM Server Post #270544
Heh, I had to order stuff like that too because I didn't have a credit card. It will literally take 3 days for the transaction to go through.
Posted 15 years ago2009-07-19 00:03:36 UTC
in Who the Hell are you again? Post #270492
Oh god, I really don't need to see everyone's faces on here.
Posted 15 years ago2009-07-17 23:24:04 UTC
in "city" skybox Post #270413
Yes, a func_tank with no bullets.
Posted 15 years ago2009-07-16 04:21:04 UTC
in making the night sky.. dark map - how? Post #270271
Even if that's not apparent to your eyes, the shadows around the door frame/cutout are very clear if you open the picture up. And don't try telling me that's a different texture, it's very obviously the same one.

Oh well, I guess the only way to know for sure is if ninja defuse ever responds.
Posted 15 years ago2009-07-15 18:12:36 UTC
in making the night sky.. dark map - how? Post #270241
Wow, you guys can't be serious. You can clearly see shadows on the wall under that alcove. It doesn't look fullbright at all, it just looks overly bright and possibly misdirected. I bet he left the angles all at their default values, which would make everything really bland like it is. I'm kind of baffled by his brightness setting though. It looks to me more like 80 or 100, definitely not 2.

As was mentioned before, make sure you're using a bluish color. The eye sees this as darker somehow. Next, you'll probably want a really REALLY low light output. For me, even 50 is a bit bright, and seems a bit more like late afternoon than night. If you want a truly night-like map, I recommend setting the light_environment extremely low or deleting it altogether, and just working with regular texlights or spotlights strategically placed around your map. This will give the most realistic atmosphere, the only problem with it is that for outdoor maps with wide open areas, there's not always a good place to put lights. It works fine in city maps, though.
Posted 15 years ago2009-07-14 23:35:29 UTC
in The origin of life Post #270160
Why are you calling it snoop.com?
Posted 15 years ago2009-07-14 23:33:29 UTC
in VM is ticking me right the f* off Post #270164
I don't understand how you ended up selecting another vertex. Is it that hard to place your pointer on the right one? I've never had this problem. I have had similar problems trying to select whole brushes in 2d views, but that's different. I'm thinking maybe one of your settings is off.
Posted 15 years ago2009-07-14 23:19:38 UTC
in IRC won't work for me Post #270159
Try connecting to the US Gamesurge server. I recently stopped being able to connect to irc.gamesurge.net altogether, while irc.us.gamesurge.net worked fine. Have you actually connected with your computer?
Posted 15 years ago2009-07-14 21:22:31 UTC
in The origin of life Post #270152
I'm still fairly certain he was Ron Paul's campaign manager or something.
Posted 15 years ago2009-07-14 20:42:59 UTC
in The origin of life Post #270149
ZL's thread ain't got shit on Dumb Americans thread.
Posted 15 years ago2009-07-14 04:56:45 UTC
in Castle Disposed Post #270088
Sorry I haven't come through with my map yet... I've been busy working on my car mostly. :zonked:
Posted 15 years ago2009-07-12 21:31:05 UTC
in TWHL's Classic DM Server Post #269974
San Jose, huh? That would be massively good for me.
Posted 15 years ago2009-07-11 03:52:47 UTC
in Half-Life: Static Friction Post #269906
My UPS has saved me endless frustrations, end has even gotten me through 5-10 minute power outages.
Posted 15 years ago2009-07-10 19:11:36 UTC
in Killer Games Post #269891
If these people are stupid enough to run gasoline generators inside their house with absolutely no ventilation, they deserve to die. I can just picture it, a generator running right next to a TV in closed off room with some kid happily playing away. Why don't they just pipe their car's exhaust into their house, while they're at it?
Posted 15 years ago2009-07-10 06:22:51 UTC
in Forever Young Post #269843
My g/f complains enough as it is when her period hits.
Not as much as you'd be complaining if it didn't.

...

But seriously, this child is probably aging like everyone else, and will likely die at the same age as most people do, if not drastically sooner considering her condition. I don't know why everyone's jumping to the conclusion that this growth abnormality will result in a longer lifespan.
Posted 15 years ago2009-07-09 20:17:35 UTC
in Project HellFire Post #269832
There's just one problem I see. In your story, only a small group of people know the U.S. government are complete fools. In reality, everybody knows they're complete fools.
Posted 15 years ago2009-07-09 11:07:27 UTC
in Multisource makes me stab my eyes out Post #269780
I actually edited your entry a bit, because "multimanager" works just fine, I know because I've used that on several occasions.

Now I just have to sort out all my issues with monstermakers. :P

Should be done soon though.
Posted 15 years ago2009-07-09 10:58:57 UTC
in Multisource makes me stab my eyes out Post #269778
lol, stupid thread bump prevention is keeping me from posting there, and of course the request form is completely broken.

I wouldn't personally put the info for any entity in particular, because I believe it applies to all entities. It would just be redundant. I bet it's an issue with all Quake engine games.