Forum posts

Posted 17 years ago2007-01-04 18:37:40 UTC
in The Anual Hunter Awards 2006! Post #208597
You mean there are other forums besides TWHL?!!1~ :)
Posted 17 years ago2007-01-04 18:11:14 UTC
in The Anual Hunter Awards 2006! Post #208593
I agree Jobabob that you should get the ironic/sarcasm award, but your logins trailed off toward the end of the year, soe it's understandable imo.
Posted 17 years ago2007-01-04 17:19:57 UTC
in dm_magma Post #208582
I like the last one's lighting the best.

It's a really neat theme and it looks like you're doing pretty good so far... keep it up :)
Posted 17 years ago2007-01-04 16:56:03 UTC
in Hl2 Runs Slow Post #208578
Use the Steam defrag first
Whoa never even heard of that... :o

*investigates
Posted 17 years ago2007-01-04 16:54:30 UTC
in Now Playing: ... Post #208577
The Shins - Kissing The Lipless
Posted 17 years ago2007-01-04 01:29:56 UTC
in Now Playing: ... Post #208495
I agree :)

It's not a bad listen either. Some really great movies don't translate well to audio only for some reason.
Posted 17 years ago2007-01-04 01:15:35 UTC
in Now Playing: ... Post #208493
Gattaca (1997) (DVD audio rip)
Posted 17 years ago2007-01-03 22:22:17 UTC
in A Call To Arms Post #208487
Like what for example?

(I've not started Source mapping but hope to be soon.)
Posted 17 years ago2007-01-03 21:55:21 UTC
in Umm, compiling error. Post #208486
Yeah, but it always feels good when you nail something too ;)
Posted 17 years ago2007-01-03 21:54:05 UTC
in Now Playing: ... Post #208485
James Brown - It's A Man's Man's Man's World
Posted 17 years ago2007-01-03 21:44:10 UTC
in Iron Grip Map Contest! Post #208483
Is it another multiplayer-only game?

*installs game
Posted 17 years ago2007-01-03 21:36:22 UTC
in A Call To Arms Post #208481
Um this is all very interesting, but it would be a infinitely more so if we had an actual lighting compo ;) :pushy:
Posted 17 years ago2007-01-02 22:58:24 UTC
in Iron Grip Map Contest! Post #208376
I've never heard of it either, but it's dowloading now :)

Tetsuo: I guess we have to get out more :P
Posted 17 years ago2007-01-02 22:51:32 UTC
in Umm, compiling error. Post #208375
Recently I had a map where a nasty "leaf portal saw into leaf" error that turned pretty much all the brushes on my map in to coplanar errors--even ones that obviously weren't.

I would fix the coplanars it referenced, and there would just be more new ones for the next compile. The only way I could fix it was to go to a previous version, and delete the brush that was giving the "leaf saw" error.

I hope this isn't what's happening to you! If it is and you find a good way to fix it without rebuilding the map--or going to an older version--, please share!
Posted 17 years ago2007-01-02 19:18:01 UTC
in Now Playing: ... Post #208342
Random Piano - satellite radio
Posted 17 years ago2007-01-02 19:06:15 UTC
in A Call To Arms Post #208336
Well, I for one hope somebody steps up to facilitate some lighting compos. (hopefully someone who's a really good mapper, making them more qualified to judge)

They'd be different, interesting, and fun :)
Posted 17 years ago2007-01-02 19:04:30 UTC
in Advanced Brushwork Mini-Compos Post #208335
Extremely sexy!

I wouldn't worry about wpolys for a map like this, considering the intent is not to make a good-performance multiplayer map. (Though of course, always keeping the wpolies as low as possible is good for many reasons)

So go nuts! If I were entering this, I'm sure my map would be in the 3000s! :)
Posted 17 years ago2007-01-01 23:24:49 UTC
in A Call To Arms Post #208203
I don't suppose they'd have to be for any good reason.

My initial thinking was that it would put the focus more on the lighting than anything else. The thought seems kinda silly now.
Posted 17 years ago2007-01-01 22:17:38 UTC
in A Call To Arms Post #208194
Those screens are pretty nice! Thanks for giving me something new to think about :)

edit: If someone would be willing to make some nice mono-textured basemaps, we could have some decent lighting minicompos! Does anyone else think it's a good idea?
Posted 17 years ago2007-01-01 21:45:51 UTC
in Now Playing: ... Post #208187
Hussalonia - All For Leyna
Posted 17 years ago2007-01-01 21:44:48 UTC
in A Call To Arms Post #208186
In terms of the time it takes, lighting is the quickest for me to get the way I like it, though that is not necessarily the same as what as good :)

I just place small, more or less evenly-spaced textlights througout the level, and I rarely have to adjust them after the first time. I find the biggest mistake most people make is making their levels too bright, but I'm sure many would say mine are too dark. I like my levels like I like my women I guess :)

Whatevs... maybe I need to spend more time thinking about my lighting? :/
Posted 17 years ago2007-01-01 21:30:33 UTC
in Half-Life: Hostage Situation Post #208180
Yay M_gargy!

People have tried to explain me to that before but I could never know what they meant!!1 :P

*win
Posted 17 years ago2007-01-01 21:28:59 UTC
in Now Playing: ... Post #208178
Coldplay - The Speed Of Sound
repeat [turn on] turn off
Posted 17 years ago2006-12-31 04:30:58 UTC
in Zombie Panic Help Post #208021
I can never find a non-laggy server for that. Maybe it's me :)
Posted 17 years ago2006-12-31 04:23:51 UTC
in Zombie Panic Help Post #208019
Luke: Nem's new version of BSPViewer, Crafty is actually pretty good--I just downloaded/tried it.

It's about 1000 times better than the original, and it even shows some limited lighting. All in all it works great for what I need it fore... Thanks again :)
Posted 17 years ago2006-12-31 04:01:43 UTC
in Zombie Panic Help Post #208018
You should try it, it's quite fun. 1-2 guys start as the zombie and the rest of the players are human. If you die as a human you become/remain a zombie until the next round.

Weapons are scarce, but they respawn after a while. Also about weapons/ammo: if you pick up too much, it makes you walk really slow, making you an easy target for the brain eaters. :)

The downsides are at any given time there are only 3-5 servers up, and some of them play really terrible custom maps most of the time--The stock maps and a few of the custom maps are supberbly sexy though. Also, some of the servers are quite laggy.

More downsides: they're not developing it anymore, and there is no provision for bots.
Posted 17 years ago2006-12-31 03:40:33 UTC
in Zombie Panic Help Post #208016
LOL I forgot about that!!1 :P

Thanks Luke!
Posted 17 years ago2006-12-31 03:25:50 UTC
in Zombie Panic Help Post #208013
Is there a way to run through zp maps through the console or something, when there are no other players playing? Afaik, there are no bots for this mod, and if you start a new game from the console or otherwise, yer stuck in the waiting area until you get more players. I think Sven Coop is this way too.

There are some superbly-mapped zp levels I'd love to roam through to check them out more closely, but no way to to it unless you're in a game :|

(there are also many awfully-mapped zp levels out there, but the good ones more than make up for the bad :) )
Posted 17 years ago2006-12-31 03:16:34 UTC
in Now Playing: ... Post #208012
John Lennon - Jealous Guy
Posted 17 years ago2006-12-31 03:15:48 UTC
in A Call To Arms Post #208011
I think a compo focused on one aspect--as much as possible--, would be most beneficial for that area of mapping, but maybe combine texturing/lighting since they depend on each other so much.

Atmosphere is sort of a broad of a broad term, and's kinda impossible to quantify imo :)
Posted 17 years ago2006-12-30 15:40:26 UTC
in Now Playing: ... Post #207961
WARNING: SEMANTIC COLLISION!!
Posted 17 years ago2006-12-30 15:38:34 UTC
in A Call To Arms Post #207960
Caboose: I can't argue with that, though I feel lighting in general is pretty simple--if it's too dark lighten it up, but not so much as to have too weak contrast between the light and shadow for whatever "mood" you're trying to set.

Madcow: Definitely. Exotic trains and SlayerA maps come to mind :)

Kasperg: Example map!!!
Posted 17 years ago2006-12-30 15:09:54 UTC
in A Call To Arms Post #207952
Not really, but I think most people have a good handle on lighting and/or it's not that hard to figure out imo.

So I guess I'm saying in general modeling compos would be more beneficial than a lighting one--I think... :P
Posted 17 years ago2006-12-30 15:06:07 UTC
in Now Playing: ... Post #207951
Unless he's listening to the whole thing as an "album". :)

If I'm listening to a whole record, I'll list them that way to but whatevs.
Posted 17 years ago2006-12-30 15:02:57 UTC
in Half-Life: Hostage Situation Post #207947
Lol those >> never worked for me! Maybe it's a browser thing? (I use the latest mozilla)
Posted 17 years ago2006-12-30 14:38:54 UTC
in Door with breakable glass Post #207941
Do you want me to work on an example then?
Posted 17 years ago2006-12-30 14:36:27 UTC
in A Call To Arms Post #207940
k. imo, i think TWHL's members-me very much included--would benefit from some minicompos reflecting some other aspects of mapping. In order of importance imo:

?Texturing
?Layouts
?Modeling
?Lighting
?Spriting maybe?
?Custom Sounds
?Misc Special effects

If you feel like your very strong in one of these areas--or one I've left out--and have the time, please consider it!

That's all. Carry on then! :)
Posted 17 years ago2006-12-30 14:24:43 UTC
in Now Playing: ... Post #207937
Yeah dawg!!1.. you know how I roll!!1 :P Just tryin' to keep it real and whatnot. (anyone: feel free to shoot me to end said madness)

Richard Hawley - The Ocean
Posted 17 years ago2006-12-30 14:20:41 UTC
in Half-Life: Hostage Situation Post #207936
So, is this mod dead or what?

OMG JK PLZ DUN SPITE ME!!1~ :P

Just a btw if you need beta testers for the segments that are finished, plz count me in. Also, if any of the level designers would like some detailed props or detail ideas for their maps, I'd be more than happy to pitch in--any excuse to procrastinate my current projects!!1 :P

Also btw, we REALLY need a go-to-last-post button for this damn thread!! :P
Posted 17 years ago2006-12-30 14:10:53 UTC
in rowleybob Projects! Post #207934
dm_geekconvention?! Most excellent idea :)

I'd rather see you use the Hoth textures in your own map, but whatevs--make a seperate map for them!!1 I thorougly appreciate the offer though; the textures look quite nice! :)

Actually, when I finish the architectue of the map--only a few days of work--, I'm going to try my hand at custom texturing it befor returning to the clarity project. If I fail miserably, I will--in the interest of expediency--look to hire someone to take full credits for texturing it. In that event, would you be interested?

First finished beta of dm_hothworld soon!
Posted 17 years ago2006-12-28 22:00:07 UTC
in Door with breakable glass Post #207830
Use switchable textures for the windows? It's probably not what you want, but just a thought :)

Or maybe, try this by having:

-Door1--the door frame

-Door2--the glass. make it passable--can you make doors passable in HL by adding the field through smartedit? I know you can in CS, soe maybe.

However you trigger the glass to be broken--tons of ways you could-, env_render the passable glass door invisible, and spawn some breakable gibs with an invisible breakable or gib shooter (I can't remember if an invisible breakable will yield visible gibs or not)

If you can't get it to work, upload the door to problem maps that you want to have the breakable glass, tell me how you want it to trigger broken, and I'll try to do an example map. Also, PM me soe I know it's there ;)
Posted 17 years ago2006-12-28 21:50:40 UTC
in Half-Life: Hostage Situation Post #207829
Yay Srry!

Remeber not to make his apt too too nice, as he's not rich and a down to earth guy ;)

Looks great so far! (I like the bear cans! if you can make props look nice brush-based, I prefer them to models. If you need inspiration--which I don't think you do--, play They Hunger for some fine examples of brush-based props. Great use of ambients too incidentally :) )
Posted 17 years ago2006-12-28 19:21:49 UTC
in Now Playing: ... Post #207820
I'm OK Soundtrack (8-bit-sounding game music)

Let's get ready to pee on those brains!!1 :P
Posted 17 years ago2006-12-28 18:29:49 UTC
in Advanced Brushwork Mini-Compos Post #207812
Quite Bad ass Caboose and Tetsu0!!1

I tried to tell you guys to make you entries less-good for this compo--to make judging easier--, but apparentyly, you're not very good listeners! :D

Tetsu0: Quite nice textures, though I agree with Caboose about the fridge. You really did all those in MS Paint?!? :)

Caboose: Looks amazing--is that HL1? :P

I'm glad we're getting a good response from this compo. I have the next one lined up and I plan on facilitating it as well--I think you-all will like it :)

(If the winner of the current compo wants to facilitate the next compo and has a good idea, I'll consider holding my idea for compo #10 'till a later date.)

Keep up the good work!
Posted 17 years ago2006-12-26 19:03:46 UTC
in Advanced Brushwork Mini-Compos Post #207604
Yeah too, if you abort the compile for whatever reason, make sure you go into the task manager and kill the VIS or RAD process, as it will continue running until you do :)
Posted 17 years ago2006-12-26 18:53:31 UTC
in Advanced Brushwork Mini-Compos Post #207602
Posted 17 years ago2006-12-26 18:30:15 UTC
in Ambient_Generic loop error? Post #207598
Link to the sounds, and I'll check/test them :)

There have been many threads on this, but in my limited experience I've found:

?files with cue point(s)-HL ones have only 1 sometimes-, the sound will loop forever when used, regardless of any settings--unless it's triggered off, of course.

?Files without cue points will never loop, regardless of flags/settings.

So, I find your repeating, non-cue sound file quite puzzling :P
Posted 17 years ago2006-12-26 18:25:30 UTC
in Advanced Brushwork Mini-Compos Post #207597
As the great Habboi once said: "that's just how he is." :)

I'll admit I used to take your "style" of comments a bit prickly at first, but not anymore... well, for the most part. :P
Posted 17 years ago2006-12-26 18:12:12 UTC
in Advanced Brushwork Mini-Compos Post #207594
Check your Hammer Options/Game configurations and Build programs. That should be an easy problem to fix ;)

If you can't figure it out, post a thread in the HL discussion Forum and we;ll get it figured out! :)
Posted 17 years ago2006-12-26 18:03:27 UTC
in Advanced Brushwork Mini-Compos Post #207592
Cause sometimes the compile just won't work on my comp.
I have to agree with Orpheus. I doubt it's your computer. :unsure:

Either: You're not letting the compile finish, or you have some sort of error crushing your compile--like that complicated arch from your prefab map! ;)