Alright, after a bit more research found the answer. Posting here incase someone else wants to know about it.
Solution: Brush > Brush Modifiers -> Trails.
Putting the server on creative for a while might be interesting, IMO. Would be cool to see what TWHLians can come up with.That is a very good idea. We are all level designers with short time on our hands so it might just work great.
Yes, it'll be a completely new world, but you might experience bugs and anomalies during gameplay because it's a snapshot.I am ok with it.
Also, more people need to agree to this before I create the world.
I'll do them, if you guys wouldn't mind. Scotch said he'd help me for the first couple, and I personally think I could do them. But it's the community's decision, just know my name is down.Contact Penguinboy or Archie through PM. Learn about which MOTMs are waiting reviews. Review one of them and post it in your journal, here or use MOTM publishing tools with permission. If everyone finds it satisfactory, go ahead and try the rest as well.
At the end of the day it just seemed like too much effort for little to no gain. It wasn't attracting new members and existing members didn't seem to care, as dwindling vote figures all too clearly showed.The reviews were not a failure. There were less votes and maps each month because people were just tempted to try better game engines. Since the Source SDK was very problematic compared to others. And Goldsource was simply dying (naturally).
Map of the Month has been dead for a year now.If anyone is willing to do the "map of the month" reviews, I'm sure the community would be grateful. It might be a bit time consuming but it may also be a good excuse to further and better understand the concepts of level design.
The videos are very time consuming to write, record, edit and upload, and we eventually came to the conclusion that if the community wasn't bothered, neither were we.The community did enjoy the "map of the month"s as far as I can tell. And the mappers were usually grateful. The videos were sometimes very inspiring.
Was expecting more comments about this!There isn't a lot more to say. Actually there is.. but I guess I was just busy dreaming about the possibilities... It looks very exciting and interesting!
But than again, why have a shit load of operating systems when you can have just one for games? So thats a big plus.I'm not sure if it is good to have an OS that dominates all others on video gaming. Is Valve planning to walk hand in hand with Linux against Microsoft?
Random MineCraft question: what's the best way for little kids(9-10) to play would you say? Xbox360? PC? IPad/iPod/tablet?I believe PC is the most efficient way to play MC. But I suppose, pocket version of minecraft would suffice for some at his/her age. (which is available for tablets, I think)
I say we start a new regular world when 1.7 hits, because, honestly, I'm not really enjoying the current world.Sounds good.
So many people that work out here. I feel out of place. I haven't worked out in like ten years.I do not feel at peace, if I'm not physically exhausted a few times in a week. I do 5-6 hours of cycling every week. Mostly 120kms in total.
I go to class, do homework, then play some if there's time left. Day over, rinse and repeat. Physical exercise bores me, I'd rather do something else.
for example make a func train behind the pushable brush,That is a viable solution indeed. You can also use func_wall_toggle like checkpoints instead of a func_train.
(func train will be act as a "pushable brush holder" in this example)
when you move pushable brush, it will activate a trigger somewhere forward.
trigger will send message to func train and it will move a little.
maybe it will push forward the pushable brush too.
when func train will reach path_corner, it will stop and gonna wait for next trigger activation.
make another trigger and continue this chain reaction..
pushable brush cant go back because there is a barrier behind
You're obviously not cool enough to be in my Poetry Group which hold lots of contests. http://poetry-book.deviantart.com/Haha.. very unfortunate
Last one: I worked as a computer technician for 1 year, and my payment of a year's work was a Logitech G15 V1 gaming keyboard because my boss had debts and after about a month he closed the shop. Basically, I earned 48 euros (keyboard value) instead of about 10,500 more or less.
I have to commend you on how stupid you are for missing out on 10k. This is what courts are made for. And why the hell would you work for so long without getting paid? I'm just baffled at how dumb this story is.I got to agree with Luke here. I do not understand why you would torture yourself like that? I suppose the boss was a relative?
I used to make Half-Life comics.Haha.. wow. I remember those..
.. had way too much free time on my hands back in the day. All the broken flow & dodgy grammar/humour. Can't believe those are still hosted - huge props to BWL.
2muchvideogames, what's the mod where the player gets shrunk down, and at the end is running around a (relatively) huge kitchen with grunts everywhere, and the end boss is a gonarch?Minimicus by SlayerA
To be honest, i think this solution doesn't work because multisource needs 2 or more activated 'entities' to work.That is not true if I'm remembering correctly, if there are more than one entities targeting the multisource, then both of them needs to be active in order for multisource to be "turned on". But if only one entity is targeting the multisource, it should work with that too.
No such variable "$hdrbasetexture" for material "skybox/sky_day02_07rt"The sky you are using seems to be non-hdr while you are compiling with HDR. Use a HDR sky or just dont compile with HDR.
WARNING: Cluster portals saw into clusterYour brushes may be overlapping or they may be off grid.. not sure. Load your map, type cl_showfps 1 (in the developer console), and if the location you are currently viewing while playing shows low FPS, then recreate that area or try to simplify your brushes or make them func_detail.
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
The models are loading fine in hammer, textures are loaded on them. When the map is compiled they show up as Error's, I've tried both prop_static and prop_dynamic because those are the only options the model has.If the they are loading fine in hammer but not loading in-game, the only cause for that is bad file paths. Double check your model or material paths, and make sure they are in the CORRECT folder.
This thread is like a pendulum swinging at full speed from one side to another.I believe, this project is for nostalgia purposes mostly. Which is always a nice event for old communities such as ourselves.
Source would've been great: it cuts down any problems you guys have with 3D skyboxes and other effects you'd like. Most of the other TWHL projects were GoldSrc.
I think in 2020( by then HL3 will have hopefully appeared) we'll switch to Source, call that retro and GoldSrc ancient.
GoldSrc, or SoHL, or Xash, or whatever SUPER EPIC AWESOMNESS SPECIAL EFFECTS HL ENGINE type is fine by me. I'm just intrigued by what we chose.
I'm not sure if there's a translation problem, but that seems to be literally the exact opposite of what I'm saying... :SMirror's Edge, was mostly an experimental game which executed white with bright colours design fairly well. It is basicly, Visual Design 101 and nothing extra special. However, it was refreshing to see a video game making use of it.
I want more colours in games! I want it to be visual design 101!
Oh no, Sajo! You didn't just say that, did you? tongue -Haha, oh wow.. I didn't realize, "Mirror's Edge"s design was too mainstream.