Forum posts

Posted 17 years ago2006-11-28 22:00:21 UTC
in Kasperg Projects! Post #204392
This is off topic, but since it also concerns one of my maps, it will be fine to post it here.
A while ago, I read a comment somewhere of a Gmod user loading the Fallingwater map and trying different fog combinations. I finally decided (and learnt how) to see it for myself, and I took this screenshot.
http://img152.imageshack.us/img152/4497/creepyeo4.jpg
In my opinion, it looks quite creepy!

The interesting part came when I decided to noclip and fly around. Since fog also works in the Z-axis, there was a very interesting visual effect of creepy HL2 trees emerging from the fog, while the ground stayed invisible. I think it might look nice in horror style maps. A scene of a narrow railway over this foggy forest sprang to my mind... I think people should experiment more with fog in custom maps. At least, that's what I plan to do in the future! :nuts:
Posted 17 years ago2006-11-28 19:49:54 UTC
in End of Level Sequence Post #204375
1) From my experience, alien controllers will move along the air_info_nodes until they are in the one which gives them their best shot at you. I don't know how to make them move around randomly...

2)Make a multimanager (see tutorial) and make it trigger:
-And env_fade entity
-A game_text
-Another game_text (after the pause)
-I don't remember which entity is use for exiting to the menu.
Posted 17 years ago2006-11-26 22:13:32 UTC
in Religions view on faith Post #204206
I've thought more about it, and there's the unexplained fact that the new speed-vector might be unknown. For us, it is.
But at a subatomic level, I don't think there's such a thing as randomness. There's less chance (or none at all) of "something" such as gravity of friction altering the speed-vector of an electron.
Posted 17 years ago2006-11-26 19:56:27 UTC
in Kasperg Projects! Post #204201
Using an unfinished section that never made it into the Sandscroll SP maps, I've been working on a DM this weekend. Brushwork is almost finished, so maybe the map can be ready next Friday. I think the size and layout might provide a fun fraggin time in Muzz's server, who knows!
User posted image
User posted image
User posted image
The name of the map is "Molten Gold". Liquid gold was initially going to be present in the Sandscroll maps. I don't know exactly how to explain it, but this map is sort of "bleeding" gold from a series of ceiling fractures, and creating small puddles and falls of gold. It will not hurt the player, because hldm players have enough with worrying about other opponents!
Posted 17 years ago2006-11-25 20:43:09 UTC
in Selective Service: Discrimination??? Post #204073
woman inherit the earth
As Dr. Ian Malcom and Dr. Ellie Sattler would argue, first men must create dinoaurs, and then dinosaurs must destroy men. Only then, women will inherit the earth.
Posted 17 years ago2006-11-25 18:36:20 UTC
in Selective Service: Discrimination??? Post #204058
In Spain, mandatory military service was abolished in 2001.
I turned 18 in 2002 :D
Posted 17 years ago2006-11-25 15:18:16 UTC
in cant figure out bspzip Post #204043
The source engine doesn't use wads.
Posted 17 years ago2006-11-25 14:58:13 UTC
in cant figure out bspzip Post #204041
I always use pakrat.There's even a video tutorial somewhere in the site.
http://www.geocities.com/cofrdrbob/pakrat.html
Posted 17 years ago2006-11-24 18:34:32 UTC
in Religions view on faith Post #203952
@Madcow: That's the sort of thing I've been thinking about. An electron with a certain speed-vector located in a certain place will be in a precise place with a precise new speed-vector the next instant.
If we consider that every instant is followed by another instant, there is a chain of predetermined events that make up the fabric of space-time.

If everything we know and see is made out of atoms and electrons, the place and speed of everything in every instant is predetermined. Of course, like you said, we can't calculate it. And like I said, we can't predict the future. But it's already been written.
Posted 17 years ago2006-11-24 09:07:39 UTC
in Religions view on faith Post #203892
I'll tell you what I know and remember about Catholic teachings.

1) I think Christians don't believe in destiny. God gives you freedom to either do good actions, or follow the easier "dark side" to put it one way.
However, you'll hear a lot of Christians saying things like: "It was the will of God that this person died" or "God has a master plan for all of us". I think Christians don't have a consensus on the concept of destiny.

2)We are the ones who decide our destiny, although there are a lot of unexpected factors that we must learn to overcome.
I have a personal theory about destiny. You can't predict the future, but it has already been written. It has a lot to do with atoms and electrons, and I would need more time to elaborate.

3)As I said before, God supposedly gives you free will, so there is no destiny. Having faith means believing in certain things (afterlife, miracles...), but I don't think that includes destiny.

4)If there is no destiny and there is free will, people can do bad things.
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 17 years ago2006-11-23 19:14:59 UTC
in Unfinished Map Ideas Post #203831
It looks promising. You might want to work on an original texture set to make it more unique.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2006-11-23 07:03:45 UTC
in Water Appearance problem Post #203756
2 possibilities:

-Your water_lod settings are telling the water to change from cheap to expensive water too suddenly, instead of gradually
-The water seems to be switching cubemaps. This usually happens when you have more than one water brush in the same area, or two cubemaps too close to the water.
Posted 17 years ago2006-11-22 15:08:50 UTC
in Water Appearance problem Post #203682
Any screenshots?, or a youtube video of the problem?
I would make a full compile on at least the area with the water, using cordon bounds. I usually do a lot of full compiles before the map is done, because the errors you find on the way are faster to fix than waiting for a full final compile and working on it afterwards.
Water problems are usually because of leaks. But just in case, make another water surface nearby and see if it also has problems.
Posted 17 years ago2006-11-20 07:49:03 UTC
in Sprirt Post #203330
I wouldn't say HLDM is a HL mod. The only thing that changes one to another is typing "deathmatch 1" in the console. It's not like you have different DLLs or anything...
So, if you add the "deathmatch 1" parameter to a Spirit-based mod, you get things like this: http://www.snarkpit.net/maps.php?map=69
Posted 17 years ago2006-11-19 15:59:42 UTC
in map help!! Post #203282
If you posted in the correct forum (HL engine discussion or Source engine discussion) we could be of more help. For Source mapping, the entity is env_steam. It can either look like gas or heat distortion.
Posted 17 years ago2006-11-17 23:18:51 UTC
in Daily travel Post #203080
As far as I know, it is not entirely common to have your school, college or workplace right across the street. How far away is your daily destination away from your home? How long does it take you to get there?

I made a path in this Google Earth pic.
http://img167.imageshack.us/img167/6929/travelqm6.jpg

My uni is 23 kilometers (about 14 miles) from my house. By car, it takes about 25 minutes to get there. If I take the private university bus, it takes me about 50 minutes. If I use the subway and regular bus lines, the trip can take almost 2 hours.
Posted 17 years ago2006-11-17 22:43:43 UTC
in arrange mode Post #203074
The screenshots look nice, no doubt about it. But:
we want to be the best good-looking hl1 mod
It feels sort of like "I want to be the tallest short person"
If you don't see many amazing looking HL1 mods, there's a reason for that. The engine has its rendering limits regardless of your PC specs. If it wasn't that way, game companies wouldn't invest in making new engines.
Anyway, the trailer also looks good.
Posted 17 years ago2006-11-17 21:17:47 UTC
in Hi. I need some help. Post #203068
yeah, I wonder what made me take 6 minutes to hit the post button, lol :D
Posted 17 years ago2006-11-17 20:14:05 UTC
in Hi. I need some help. Post #203062
If you want your map to show up in the multiplayer map list, you need to have at least one info_player_deathmatch
Posted 17 years ago2006-11-17 18:36:51 UTC
in KinetiX needs you. Post #203045
Can you post an example? I wouldn't mind making a few.

Also, you might want to provide a logo for "Urbanebula Tech". It won't look good if you have the company name in all sorts of fonts and sizes...
Posted 17 years ago2006-11-15 19:41:55 UTC
in Religion Discussion Post #202849
There is really nothing to discuss.
-People who are into religion and get positive things out of it will talk about the good or the need for religion.
-People who are not into religion will insist on all the bad things that have happened "under the flag" of religions.

In the end, everyone will defend their own views, contradict the rest and nobody will learn anything useful at all.

/exits thread 4ever
Posted 17 years ago2006-11-15 16:44:20 UTC
in Holiday Avatar's Post #202827
If teasing and inciting is fun, why do you care if someone says "you are going to hell?" They are just teasing, after all. But some of you seem to take it as an attack from religion. LoL
I don't see the debate you are talking about. "People who have some kind of faith are retards and the rest have the absolute truth". Wow, that's a very intelectual debate :D

And I for one wasn't complaining about the type of thread, fourthgen. I wasn't even defending my beliefs (if I have any). It's just that it bothers me to see how religious people are being insulted over and over again, by people who probably know a much smaller number of them than I do. Life is learnt by seeing and living, not only by reading and hearing, if you get me.

And Freshed, the church, as a human organization, was bound to become corrupt one way or another. But you can't really say it was because of their faith or the basic teachings. The reason was just human nature. And yes, they still help the poor even though they don't go boasting about it all day long, as far as I know...
Posted 17 years ago2006-11-15 10:03:47 UTC
in Holiday Avatar's Post #202802
That might be the problem. You are exagerating the concept of organized religion. I think I told you once. I haven't gone to church in years, and no priest has called me or tried to hunt me down. Stop confusing it with a sect...
I was just putting these threads as an example. Anti-religion really serves no purpose other than making fun of religious people and venting your own anger or insecurities.
If you were above all that, you wouldn't really bother making the threads you made, or saying the things you say (In my POV)

As for "power groups", I really don't see a bunch of Ned Flanders-type people in control of the world, honestly :D
Posted 17 years ago2006-11-15 09:09:15 UTC
in Holiday Avatar's Post #202798
a subtle insult now and then is never bad. Ever.
The weird thing about it is that today it seems OK to insult big collectives (the example here being religious people) while insulting minorities will make you look like a big nazi, a racist, etc.

If someone has the knowledge to be perfectly above any god-ideas or religions, that person should also be able to understand why some groups have a thing called "faith" instead of just mocking them over and over again.

Most of religion's "good ideas" are still better than anything anti-religion has put forward. How interesting.
Posted 17 years ago2006-11-13 21:17:30 UTC
in Holiday Avatar's Post #202669
Why didn't you include scientology? :aghast:
Posted 17 years ago2006-11-13 17:07:19 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #202640
Maybe the Point_clientcommand entity and ent_fire command can do something similar, but I'm not sure. My entity knowledge is very standard.
Posted 17 years ago2006-11-13 08:27:13 UTC
in Holiday Avatar's Post #202609
Christmas is a time that all religions should be getting together...
...and the time to vent your anger towards some of them, hehe :D
All the fags who say "BOOHOO IT'S GOT CHRIST IN THE NAME" can get screwed, seriously.
As far as I'm concerned, there shouldn't be a particular time to be good to your peers or religions getting together. It should be that way all year long, not just when the Christmas lights are on.
Posted 17 years ago2006-11-12 14:44:51 UTC
in Holiday Avatar's Post #202553
An avatar for just one day? It wouldn't really make sense...

Not everybody is Christian, yet nobody complains about the vacation days derived from their celebrations, hehe ;)
Posted 17 years ago2006-11-12 11:25:35 UTC
in Competition 22 Post #202538
It wasn't really a secret since I posted a screenshot of this long ago. It will be a part of the map, but not all of it.
User posted image
Posted 17 years ago2006-11-12 09:36:11 UTC
in GoldSource Mapping Tips Post #202532
A tip for successful singleplayer mapping is introducing the unexpected. Sudden changes in the environment demand a faster player reaction, which is good to break any possible gameplay monotony.
There are infinite ways to do this: A monster breaks a wall and enters the area when you thought the danger was over, a room that starts to flood and where the exit isn't clear, a hallway where you think you know where you are going to but suddenly the floor crumbles beneath you and you fall into a different area etc.
If you really think about it, things like this are what made Half-life a great game, and made the gameplay of Unreal II etc feel rather uninteresting.
In other words. The player must know he has to get from point A to point B, but he must not know exactly what he will find on the way.
Posted 17 years ago2006-11-12 00:57:38 UTC
in Holiday Avatar's Post #202517
It does if you use your imagination! Just focus on the square I have highlighted in the hat and quickly look back at the avatar. Repeat this process a few times and it should work.
(don't get your hopes up, I'll let you know when)
I eagerly await that moment! But don't be too disappointed if who I want to be is not exactly who you want me to be ;)
Posted 17 years ago2006-11-11 23:03:53 UTC
in Holiday Avatar's Post #202513
Opening an image for editing and re-uploading a modifed version is called "changing it" in my dictionary. I understand the the base image is the same, duh...
Since my av is red and white, you can just imagine it's a zoom in of a Santa Claus hat: :P
User posted image
Posted 17 years ago2006-11-11 21:06:57 UTC
in Holiday Avatar's Post #202510
Well, I have been to Netherlands. At least for some minutes, since there was a part of the country between Brussels and Aachen (Germany) :)
http://img120.imageshack.us/img120/9498/tripae8.jpg

Anyway, Christmas starts December the 25th and ends on January the 6th, so it is a bit early for the avs. I don't like changing my avatar (I've only had 4 since July 2004) and this time won't be the exception :(
Posted 17 years ago2006-11-10 22:18:51 UTC
in CSS Errors HELP! Post #202448
If you water is invisible, you still have a leak. Maybe you have a entity partially sticking out of the map, like a prop_static.
Your hands and gun might be black because of bad lighting, lack of cubemaps and many other things...
As for the visual problems with the menu...
i have a machine that can handle it finally
I can't say I trust you 100% in that.
Can you post screenshots of the errors?
Posted 17 years ago2006-11-08 18:35:56 UTC
in game_player_equip Post #202303
Try replacing attackers and defenders with scientist and barney, for example.

I think the master of the game_player equip must be the team you specified in the "Map properties" menu, not in the "game_team_master".
Posted 17 years ago2006-11-08 16:30:00 UTC
in game_player_equip Post #202293
I'm not sure you can give the team name whatever name you want.
I just opened some of my teamplay maps, and in the field where you have "Attackers" I have standard names like robo, barney, gman etc
Posted 17 years ago2006-11-07 15:33:52 UTC
in Gone With The Blastwave Post #202217
Not all comics have to be funny
The problem comes when they acually try to be funny and they don't quite succeed...
This post was made on a thread that has been deleted.
Posted 17 years ago2006-11-05 21:22:48 UTC
in Gone Gold. Post #202049
Everyone will have a different opinion and all of them are valid.
If you have a next gen console and you can afford its games, then so much the better. There are always some superb console titles that never make it to the PC.
If you have a PC and you can live with it without needing consoles, then good for you too!
The happiest person is not the one who has the most, but the one that is happy with what he has. Right now I'm doing OK with the mouse and keyboard, as well as a Sidewinder gamepad. For the moment, I have no plans of buying a videogame console. I hardly use my Playstation (bought it in 1999) but I still map for Half-life (bought it in 2000)
Not to mention the fact of game prices. I just bought Colin McRae Rally 2004 for about 9?. I suspect the price would have been different if we were talking about the PS2 version, for example...
Posted 17 years ago2006-11-05 21:04:17 UTC
in Kasperg Projects! Post #202048
Okay, I have this huge dilemma with the cs_fallingwater map.

Until today, I hadn't properly decided which brushes would be world brushes and which would be func_detailed. Which means I never ran a full VIS of the map (not even the HL2 version) because it took many hours.
Today I turned basically ALL of the brushes in the house to func_detail. VIS only takes 59 seconds now, but a normal RAD can be somewhere between an hour or two. If you add HDR, it takes more than twice.
Bad optimization = long VIS
Good optimization = full VIS = long RAD.

By turning everything to func_detail, several lighting problems have shown up, mainly sunlight affecting parts of brushes that should be in shadow. Solving this is possible and I have worked on it.

However, performance is still far from optimal. I have placed several occluders throughout the map, which hide only some models. Trees, for example, are never hidden by the occluders!!! I have checked the budget with r_occlussion 1 and 0, but there seems to be hardly any change in the fps. On top of that, the occluders that seem to work stop doing so when you get too close to them. For example, if you are on the first floor directly below the hostages in the 2nd floor, they suddenly appear in the wireframe even with the occluder and a world brush between them and the player.

I don't know exactly how the performance compares with the beta, but my guess is that even turning the furniture into props won't help much. I really don't know what to do.

Any ideas on why the occluders don't want to hide certain types of models? :nervous:
Posted 17 years ago2006-11-02 20:32:59 UTC
in KinetiX: CALLING ALL VOICE ACTORS! Post #201750
Um, Kasperg.. its Holy Crap, not Poly crap, and its 357, not 375
Yeah, I noticed it a while after posting. When I lived in California, my phone number started with 375, so I kind of said it unconsciously. I don't hear "poly crap" though... It's not perfectly clear because of the microphone, but I said it correctly.
Posted 17 years ago2006-11-01 10:52:30 UTC
in Voice Actor for my compo map! Post #201581
I would help, but I'm also participating in the compo and doing a very similar idea!
Posted 17 years ago2006-10-31 20:34:59 UTC
in KinetiX: CALLING ALL VOICE ACTORS! Post #201536
I'm not a native english speaker, but you can't say I haven't tried! :D
I put all three wavs into one mp3 for an easier review.

http://www.fileupyours.com/files/66243/demo.mp3
Posted 17 years ago2006-10-31 06:37:46 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #201461
Great looking video and concept, although I couldn't help being reminded of Kula World! :D
Posted 17 years ago2006-10-31 05:45:02 UTC
in Kasperg Projects! Post #201454
This weekend, maybe. I fixed most of the issues and changed the spawn points like you suggested. Unfortunately, the CT bots almost never get to the second or third floor. Human oponents will play differently, I hope.
In the visual part of the map, I still need to change some lightmaps and add some trims to the terraces.
I will also try to convert some furniture into props with Xyos121's help.