Forum posts

Posted 15 years ago2009-07-09 10:52:53 UTC
in Multisource makes me stab my eyes out Post #269776
Yeah, I was thinking the same. I've never heard of this anywhere before.
Posted 15 years ago2009-07-09 09:16:16 UTC
in Google to introduce new OS Post #269772
Google Video has to be the most useless service Google has ever conceived. At first I thought it was supposed to be another video sharing community like Youtube, but then Google attained Youtube and appear to have left Google Video to rot. Now it leaves me wondering why they don't just combine its content with Youtube somehow and discontinue it.
Posted 15 years ago2009-07-09 09:02:34 UTC
in Multisource makes me stab my eyes out Post #269770
Well, that helps, but I was already using buttons in my test map for their simplicity. I never even got to the point of trying to trigger a multisource directly with grunts, so that was never a problem.

game_counter will work, but what am I going to use as a master for the trigger_once if multisources won't work?

Edit: That's funny, my multisources appear to work entirely now. I can't even explain it, except that Half-Life might have some kind of problem with multisources actually being named "multisource", and targeted as such. Oh man, most annoying problem ever and I don't even know how I fixed it.

Edit2: YES, IT'S TRUE! multusources cannot be named "multisource", they simply will not work. I ran the same test map, the only difference being the change in entity name, and it made all the difference. and I thought I was making it as simple as possible by naming it that. I tested a multi_manager the same way, naming it "multi_manager", and it didn't work either. Funny, I never knew about this before.
Posted 15 years ago2009-07-09 07:58:17 UTC
in Multisource makes me stab my eyes out Post #269765
Yeah, I double and triple checked everything, and then again for good measure. I can just give you the map, but I really want this sequence to be in there or my mounted machine gun will have no purpose.

All I'm trying to do is make sure a trigger_once won't activate until all the grunts in the area are killed. It's not strictly necessary, but it would help if you didn't have a bunch of grunts running towards you while you're already in the middle of a fight. I guess I'll just hack something together.

Oh, and don't worry about questioning my mapping abilities. Considering how long it's been since I really mapped anything, I'm questioning my own abilities at times.
Posted 15 years ago2009-07-09 07:44:09 UTC
in Multisource makes me stab my eyes out Post #269762
Yeah, it doesn't need one with the door setup. But it's supposed to be able to target entities, if you want it to.
Posted 15 years ago2009-07-09 07:38:41 UTC
in Google to introduce new OS Post #269761
Oh, great, another Linux distribution. The world needs another one of those about as bad as it needs another web browser.
Posted 15 years ago2009-07-08 21:09:58 UTC
in Multisource makes me stab my eyes out Post #269727
Nope, they have no names. I can't even get the multisource to target an entity to activate it. I'm using the FGD that came with Hammer 3.4. There's no reason this FGD wouldn't work, It's the one I've always used.

I need this really badly to finish one of my Castle Disposed maps. :(
Posted 15 years ago2009-07-08 05:20:37 UTC
in Multisource makes me stab my eyes out Post #269665
I was originally trying to get a rather complex entity setup working, one which required a multisource to work. However, it would appear I'm incapable of getting even the simplest multisource setup to function. I tried to break it down to the simplest level, one even highlighted in our multisource tutorial: unlocking a door with three buttons. However, absolutely none of it works. I went so far as to copy the same setup from the example map, but it refuses to work at all when I do it.

Here's my exact setup. This is all I did to the entities, everything else is the default: I have three buttons. These buttons target a multisource, and stay on indefinitely. The door's master is set to the name of the multisource.

That's it, it's the same way I see it in the example map, and that's how they say to do it in the tutorial. Nothing's changed that I can see, but for me nothing happens. My door is unlocked when I compile the map, and the buttons do absolutely nothing.
Posted 15 years ago2009-07-08 01:19:26 UTC
in TWHL's Classic DM Server Post #269655
I will be amazed if we ever get more than eight players on this server at once. I think once there might have been around five people when I was on the old server. There will probably be a surge of server activity at launch, and then a drastic decline, unless we hold scheduled events or something. TWHL's userbase is spread so far across the world, people will be playing at totally different times.
Posted 15 years ago2009-07-07 23:03:56 UTC
in TWHL's Classic DM Server Post #269651
Nine players? What kind of freaky unconventional player limit is that? :P
Posted 15 years ago2009-07-07 15:46:23 UTC
in A sphere Post #269616
No but who cares?
Well, your compiler for one. I'm usually fine with rotating simple cubes and getting off-grid vertices, but if you can avoid it while making complex architecture you're way better off.

I've made a perfect igloo before by vertex manipulating a hollow cylinder so the sides go in towards the top. Copy and rotate and you have yourself a hollow sphere. This way you won't end up with 5 billion triangles like Twister makes.

And if you don't need an interior, this works fine too:
User posted image
That's not geometrically perfect, but it's completely feasible to be.
Posted 15 years ago2009-07-07 01:44:20 UTC
in TWHL's Classic DM Server Post #269553
I'd seriously recommend holding onto your cash until you know for sure that enough will be donated to pay for the server. Even $152 is a crapload of money to expect from a website full of 15-year-olds and broke college students. Your dedication is commendable though.
Posted 15 years ago2009-07-07 01:35:56 UTC
in Michael Jackson's ghost caught on tape! Post #269552
Holy shit, he moonwalked right across the hall like he owned the place. That man means business.
Posted 15 years ago2009-07-06 03:42:11 UTC
in Half-Life: Static Friction Post #269484
I've never heard of that.
Posted 15 years ago2009-07-06 03:03:17 UTC
in Half-Life: Static Friction Post #269482
Also you have more than 8 wadfiles in use, which it warns you about right there in the log. I'd say this counts as a strange side effect. I can't imagine you're using all 11.
Posted 15 years ago2009-07-06 02:18:32 UTC
in Half-Life: Static Friction Post #269480
Are they bigger than 512x512? You can't remove large textures, but you can downscale them in seconds.
Posted 15 years ago2009-07-06 02:12:57 UTC
in Castle Disposed Post #269479
Are you going to strip the player of weapons when they get back to the castle? because I have this one map I've just set up with guns and ammo everything, so it's nicely balanced... but that's not taking into consideration weapons the player might already have.
Posted 15 years ago2009-07-05 17:22:25 UTC
in Castle Disposed Post #269466
Besides, I have a much more interesting former CS map in the making. Non-linear single player maps are the shit.
Posted 15 years ago2009-07-05 02:36:38 UTC
in Castle Disposed Post #269423
ehh... Lemme just tell you now, there's almost no point in trying to optimize this atrocity. I don't think anything short of an entire rebuild would do much good. We're talking rows of fence where I made each board an individual brush and gave them all different heights for that "realistic touch". Houses that are mere props have completely hollow interiors. Everything was made on a one-unit scale, with ample use of carving, and no regard for keeping brushes on-grid. I'll see what I can do though, 5 hour compiles are no fun.

Edit: Tetsu0, I'm giving up on this map and moving on to something else. Unless you want to work with it, I don't think it's worth it. It's a truly perfect example of how not to make a large outdoor map. There are so many off-grid vertices it's not even funny, and even after extensively cleaning it up, it looks like it'll take all night to compile on normal settings.
Posted 15 years ago2009-07-05 01:27:32 UTC
in Korean PC Game Rips-Off Team Fortress 2 Post #269448
It does look cool in a way, but you can get the same thing with a Rats map and some custom player models.
Posted 15 years ago2009-07-04 20:41:47 UTC
in Korean PC Game Rips-Off Team Fortress 2 Post #269443
Also, It's not like this game is going to cut into Valve's profits. I don't think anybody cares enough to do anything about it.
Posted 15 years ago2009-07-04 19:53:24 UTC
in Post Your Photos Post #269441
They're speed holes.
Posted 15 years ago2009-07-04 19:26:31 UTC
in Korean PC Game Rips-Off Team Fortress 2 Post #269437
vat is dis
Posted 15 years ago2009-07-04 19:21:55 UTC
in Korean PC Game Rips-Off Team Fortress 2 Post #269434
Jeff, if that were the case why doesn't id Software sue the developers of every FPS in history for stealing their idea? This game really isn't that big of a deal, and honestly it's not that big of a ripoff. TF2's cartoony style is more the property of Pixar than Valve as far as I'm concerned.
Posted 15 years ago2009-07-04 19:17:59 UTC
in Korean PC Game Rips-Off Team Fortress 2 Post #269432
And you sneakily left the "almost" out of that quote.
Posted 15 years ago2009-07-04 19:16:27 UTC
in Korean PC Game Rips-Off Team Fortress 2 Post #269430
What stolen content? It's not like they copied models, sounds, or textures out of TF2 and used them, they just might bear similarities. There's no stolen content here.
Posted 15 years ago2009-07-04 19:10:30 UTC
in a mod done by young ones... Post #269428
A free Half-Life Episode 3?!?!! Holy shit, what a deal! How could anyone see through a scam like that? I, for one, would never pass up the chance to own a game that hasn't even been made yet.
Posted 15 years ago2009-07-04 06:21:39 UTC
in Castle Disposed Post #269380
I'm working on getting one of the first maps I made fixed up and ready to submit. r_speeds will be awful, since it's one enormous neighborhood, and I had no idea what I was doing at the time. Even after func_walling a bunch of stuff, the compile has been sitting here for an hour. Guess I'll go play some Banjo Kazooie while I'm waiting.

Edit: Can't get it to compile now, guess I'll leave it overnight. :(
Posted 15 years ago2009-07-03 02:07:31 UTC
in Castle Disposed Post #269329
Would you accept a long series of interconnected maps (six I believe) from a mod I never completed? I only ask because it might take a good 30 minutes for a player to get through it. Oh, and I have TWO of these partially finished mods, both Black Mesa themed.
Posted 15 years ago2009-07-03 01:38:33 UTC
in Castle Disposed Post #269325
So, do you want contributors to design the fights and such, or are you just looking for the error-free RMF to work with? Obviously, since these are generally half-finished maps we're talking about, they don't necessarily have a definitive end point in them. Does that matter much?
Posted 15 years ago2009-07-01 07:45:29 UTC
in Firefox 3.5 Post #269221
Aight, cool brah.
Posted 15 years ago2009-07-01 03:54:10 UTC
in Firefox 3.5 Post #269215
Yeah, but Satchmo's question specifically concerned people's impressions of it, and how am I supposed to have an impression of upgraded HTML5 support within the first few hours/days/years of using it?

So, I guess that answers the original question. For me, there's really nothing compelling about this update. It still appears to hog memory like nobody's business and it hasn't crashed on me yet (the last version did all the time).
Posted 15 years ago2009-07-01 02:23:46 UTC
in Firefox 3.5 Post #269213
I didn't even know it was out. How come Firefox doesn't just install the major version updates automatically?

Edit: I downloaded it, and honestly cannot tell any difference except that links here on TWHL don't seem to respond as fast.
Posted 15 years ago2009-07-01 02:14:41 UTC
in Windows 7 Opinions Post #269212
I'll probably use XP until the day it's no longer supported. I don't see the point of upgrading unless I build a new PC (very unlikely ATM).
Posted 15 years ago2009-06-30 05:41:21 UTC
in Life Achievements Post #269159
Achievement: The_(Failed)Comedian
Requirements: Make so many awful attempts at humor everybody just ignores you
Posted 15 years ago2009-06-29 03:47:32 UTC
in The "Official" Competition 27 Post #269097
It reminds me of something out of a Quake game.

For those waterfalls, it would really help a lot of you stretched them vertically so they look like they're falling.

Also, sprites are your friend, along with env_shooters. I can just see lava chunks leaping out of those pools.
Posted 15 years ago2009-06-29 03:37:23 UTC
in Half-Life: Static Friction Post #269095
Or you could just put a clip brush over that stuff. :roll:
Posted 15 years ago2009-06-28 16:48:16 UTC
in Elvis Presley... is dead Post #269065
How is Striker not banned yet?
Posted 15 years ago2009-06-28 16:45:05 UTC
in Elvis Presley... is dead Post #269063
Posted 15 years ago2009-06-28 16:40:04 UTC
in Billy Mays.. Is dead Post #269058
What the... Who? I guess I don't stay awake until 3AM to see all the amazing infomercials on TV, if I even watched TV.
Posted 15 years ago2009-06-26 00:36:14 UTC
in Michael Jackson died Post #268931
I guess cstriker will bring the gay kiddie porn.
Posted 15 years ago2009-06-25 23:59:33 UTC
in Michael Jackson died Post #268929
I'm having a tribute night if anyone wants to come over.
I'll bring the Kleenex.
Posted 15 years ago2009-06-25 21:13:56 UTC
in Michael Jackson died Post #268919
Why does it seem like everybody important in the world is suddenly dying?
Posted 15 years ago2009-06-25 02:06:07 UTC
in A few questions Post #268830
Is the animation still playing though, or is he standing there rock solid just kind of twitching? If his animation isn't playing, you must have done something wrong. You have to be using an animation specifically designed for idling, so "idle1" is probably your best bet. Some animations may flicker as they were not designed to be looped. Also have the grunt move to position instantaneously (although I'm not sure if this will change anything)
Posted 15 years ago2009-06-24 23:45:21 UTC
in A few questions Post #268826
You can actually use a scripted_sequence to lock them into a certain animation. just use "idle1", "idle2", "combatidle", etc. in the scripted_sequence's idle animation field and he'll stand there indefinitely. Unfortunately, he won't cycle through animations as normal, but I doubt anyone will notice.

If you just have the grunt pacing around, it's even easier. Just make sure the grunt has his "Prisoner" flag and the scripted_sequences are all flagged with "No Interruptions" and "Override AI"
Posted 15 years ago2009-06-24 21:05:28 UTC
in Urby's HL2 text RPG Post #268818
You're being very silly... :P
Sorry, I just mean, I thought they were the same under all that armor... just mechanized blobs of what was once human.
Posted 15 years ago2009-06-24 03:29:47 UTC
in Urby's HL2 text RPG Post #268765
Vass Paramanov (Option C) is a metrocop, not a combine soldier.
They're different in this context? :quizzical:

(A)
Posted 15 years ago2009-06-24 00:07:19 UTC
in Urby's HL2 text RPG Post #268759
I vote A.

I don't believe C can really work because combine soldiers aren't supposed to be able to think for themselves... According to Valve anyway. They aren't just guys who signed up for the job, after all.
Posted 15 years ago2009-06-20 23:39:47 UTC
in Half-Life: Static Friction Post #268617
Oh. Irregardless, I've never had my FPS go down that much. My suggestion is to take into consideration the platform, and work within its boundaries. Half-Life can handle outdoor areas just fine, it just can't handle large amounts of detail at the same time.
Posted 15 years ago2009-06-20 21:38:43 UTC
in Half-Life: Static Friction Post #268612
OK, we have hit a major roadblock. Our maps were haphazardly constructed without any regard to r_speeds or the fact that it was being developed on a 10+ year old engine, and we have hit 0.5 FPS with a full VIS and RAD compile.
Fix'd, amirite?