Forum posts

Posted 19 years ago2005-03-25 21:03:52 UTC
in Super Skulls and Purple Snow Post #99099
Never, freakin mind. Just got back from a Overwatch server and some dude named admin) crashed that. Whats the address for the snarkpit server?
Posted 19 years ago2005-03-25 20:40:19 UTC
in Super Skulls and Purple Snow Post #99097
It only seems to happen on the map lockdown, anyone know why this is?
Posted 19 years ago2005-03-25 20:31:02 UTC
in Whats your favorite final fantasy? Post #99095
Opps forgot all about Tactics, the game pwns. Its just extreamly time consuming and in parts very hard...stupid Wiegraf >:P
Posted 19 years ago2005-03-25 02:49:24 UTC
in Super Skulls and Purple Snow Post #98940
is this thing a bug that just kinda happens in lockdown, or is it just an exploit?
So far its happened to me on every single server that plays lockdown.
Posted 19 years ago2005-03-25 02:46:29 UTC
in Book your reading currently Post #98939
Did that one a while ago Rabid, very good book. Finished Dirk Gently's Holistic Detective Agency awhile ago, haven't decided what I was gonna read next. Stupid White Men from Micheal Moore was pretty good if you like getting pissed off when reading, but then again you dont know whats really true or not.
Posted 19 years ago2005-03-25 02:42:15 UTC
in Whats your favorite final fantasy? Post #98938
Id have to say FF6 was my favorite cause it was the first one I've played. Kefka was bad ass hehehe. Then after that I would say the order would go 8, 7, 9. I dont even count X and X-2 as being part of the series. Overall 10 was good, just the voice acting took alot out of the game. I didnt add the other older ones because I never played thru em all the way, but 4, from what Ive played, was pretty good.
Posted 19 years ago2005-03-17 19:03:43 UTC
in Stupid prop_physics Post #97597
sometimes I ran into this problem too. either you set the model to the wrong type as trapt said, make it a prop_physics if you want them to be able to move around or prop_static if they are going to just sit in 1 place. Or like habboi said when you were placing the prop you accidently modified the draw distances when moving it around. open up the properties of the objects and check to see that the start fade distance is -1 and end fade distance is 0. this will make it so the props never fade. I made a lil example map of the start/end fade distances, Ill try to post it later.
Posted 19 years ago2005-03-16 19:59:34 UTC
in Lighting Huge Problem Post #97400
I think I know what your talking about. I had this problem on the bridge in my map canyon oasis. When you looked at the bridge in my map at certain angles it seemed fine but at others the texture would suddenly go very dark. The problem was I was using a model/prop texture on it. I just changed it to a different texture and it was fine.
Posted 19 years ago2005-03-05 11:35:23 UTC
in cars? Post #95198
oh, well that makes sence seeing as there called info_nodes. I dont use npc's in my maps so i dont know, I just do mp.
Posted 19 years ago2005-03-04 11:33:23 UTC
in cars? Post #95004
the buggy needs to be a prop_vehicle_jeep entity, the node graph out of date has nothing to do with it. Im pretty sure that just means your cubemap data is out of date or nonexistant.
Posted 19 years ago2005-03-03 23:57:01 UTC
in Chat up lines :) Post #94930
speak english or die
Posted 19 years ago2005-03-03 21:34:16 UTC
in 1337357 pet Post #94915
yeah, he is my pet. :P
Posted 19 years ago2005-03-03 21:01:24 UTC
in 1337357 pet Post #94911
Posted 19 years ago2005-03-03 12:10:33 UTC
in Trap question Post #94755
Ok so now how can I get it so when they touch the trigger the will get vaporized (like the alt fire on AR)
Posted 19 years ago2005-03-03 08:35:31 UTC
in Is respawning a brush phys_prop possible Post #94728
Map sounds really cool, cant wait to check it out
Posted 19 years ago2005-03-02 16:04:19 UTC
in My map Post #94634
The fun of the ladder is you can actually continue on in the map and you dont spend 10 mins just trying to jump in a water-vortex-of-flying-physic-doom-that-makes-no-sense. Just an idea and btw the water in the new update still doesnt work. looks a lil different but its still all messed up and crazy.
Posted 19 years ago2005-03-02 15:08:43 UTC
in My map Post #94606
http://www.geocities.com/inzanetortillasnark/combine_st0001.jpg
http://www.geocities.com/inzanetortillasnark/combine_st0000.jpg

these are what the water texture looks like, and when im trying to get to the next level its pretty....dumb, maybe put in a ladder or something instead of that ...thing...whatever the hell its supposed to be. All i end up doing is killing my self 20 times before I finally land up there and by then im dizzy and dont even care anymore.
Posted 19 years ago2005-03-02 12:04:38 UTC
in My map Post #94587
I have no idea how to describe it. maybe the texture for the water you sized to small (not sure if that even matters). Ill take a screen and post it later, right now im in class.
Posted 19 years ago2005-03-02 11:59:58 UTC
in de_fallout is beautiful [closed] Post #94585
Yeah, id really rethink some of those textures, like you put a tile floor on the ceiling, also the walls are incredibly thin, especially if its supposed to be a fallout shelter, i would think those walls would be thick as hell.
Posted 19 years ago2005-03-02 04:13:30 UTC
in Is respawning a brush phys_prop possible Post #94548
To get you started messing around with the npc_makers's and point_templates, go over to snarkpit and check out the tutorial on "Respawning Props: The Hard Way".
Posted 19 years ago2005-03-02 04:09:11 UTC
in Phys_hinge Post #94545
that didnt work, just made the doors not even move at all and I could still pull em off. Note that I am not really pulling the doors off but it just appears that I have. After a few seconds, or if I drop or throw it, the physbox instantly is back on the hinge. The hinge and physbox works fine its just this looks really retarded and is annoying. If I am a little bit aways from the hinged door and I use the physgun it pulls the door open but when I get close it just pulls it off (but not really "off" like I said above).
Posted 19 years ago2005-03-01 15:44:00 UTC
in Phys_hinge Post #94462
These are the flags it has:
Start Asleep
Ignore +USE for pickup
debris - dont collide with the player or other debris
motion disabled
use preferred carry angles
enable motion on physcannon grab
not affected by rotor wash
generate output on +use
only break on trigger
break on touch
break on pressure
break immediately on physics
dont take physics damage

I only have the generate output on +Use checked because it was like that by default.
Posted 19 years ago2005-03-01 15:38:29 UTC
in Phys_hinge Post #94454
I place a phys_hinge entity and connected a func_physbox to it and it works fine except when you use to physgun you can pick up the physbox. It flys over to you and when you set it down or shoot it away, it disapears and reapears back on the hinge. How can I make it ignores the grab function of the physgun?
Posted 19 years ago2005-03-01 09:57:35 UTC
in V whatchamahoozer texture files Post #94395
cant wait, im getting burnt out on the standard textures, Theres not alot of choices for metal walls, and such. all my rooms are looking the same
Posted 19 years ago2005-03-01 09:48:14 UTC
in A Horror Idea, Some Screens Post #94394
thats brutal Jahzel, or a nail bat, that was the coolest weapon in FF7 IMO.
Posted 19 years ago2005-02-26 03:18:50 UTC
in Trap question Post #93683
woot, increased speed to 1000 like you said, works great thanks. This trap is straight nasty :P
Posted 19 years ago2005-02-26 02:42:44 UTC
in Trap question Post #93681
well its not for the person who pushes the button, its for the rest of the room which is a circular room with a circular hole in the floor, I just copied the floor around the hole and applyed a nodraw texture to all the sides.
Posted 19 years ago2005-02-25 17:26:38 UTC
in Trap question Post #93589
yeah that works, its a bit sloppy though cause i cant get the invisible door fast enough to look like its pulling you off the ground, the traps pretty ruthless toothless though hehe. Might just keep the standard "turn to ragdoll" kinda death, since when you fall its freaking brutal. hehe
Posted 19 years ago2005-02-25 16:28:07 UTC
in Who thinks cs_compound is a cool map? Post #93567
Siege was the only reason i played cs, the tank owns you!
Posted 19 years ago2005-02-25 16:10:45 UTC
in Trap question Post #93555
Im making a map where in one room, when you hit this switch a set of doors above you open and triggers a func_push brush which pulls the player up to another another brush on the ceiling which kills them on contact.
2 questions

1. When i press it and it activates the func_push brush it doesnt pull a player off the floor on its own, you have to jump first and then it grabs you. How can I make it so it you dont have to help the trap kill you.

2. Also the trigger brush entity that kills you is tied to a trigger_physics_trap entity. When you hit it, it just kills you and u fall to the ground. I want it to disintigrate you like the secondary fire on the ar. How do I create that effect?
Posted 19 years ago2005-02-23 17:02:27 UTC
in Story Post #92917
Posted 19 years ago2005-02-23 17:00:22 UTC
in Favourite Game 1990 - 1998 Post #92916
dont remember that one exactly, just the basic maps that came with it, that one your talking about might be a custom one. Loved canyon oasis, nar shadda loading teminal, and especially bespin mining station! using force destruction on the bottom platforms and send em flying to there doom! Might do a remake of Bespin next for HL2, that would rule if I did it right.
Posted 19 years ago2005-02-23 16:02:30 UTC
in Story Post #92897
had a conflict of story devolopement ideas and exploded into tiny bits.
Posted 19 years ago2005-02-23 16:00:59 UTC
in Story Post #92895
Flea, who lived next to the potato made of socks, had a deep crush on
Posted 19 years ago2005-02-23 15:42:07 UTC
in Leak Question Post #92889
K, ill give softimage a try, im d/ling it now.
Posted 19 years ago2005-02-23 14:45:06 UTC
in Leak Question Post #92866
How can I turn, lets say, the entire bridge section in my map (which is made from scratch in hammer) into a model, can I do that in hammer or do I have to use a seperate program?
Posted 19 years ago2005-02-23 14:38:57 UTC
in problem with models in 3dview Post #92864
Not sure if this is relevent but back when I used to play Star Wars Galaxies, when i first got the game and went to make my own character, the faces were pitch black for some of the races. I went and got the latest drivers for my vid card and it cleared it right up.
Posted 19 years ago2005-02-23 10:40:52 UTC
in Song you are listening to [closed] Post #92801
Megadeth - Lucretia (and I can play the solo so NAH!!!)
Posted 19 years ago2005-02-23 10:37:15 UTC
in The Madcow Mod Site Post #92800
I think if you cant do all the fancy html work, then just stick with a basic, clean layout. But then again thats just me. Like the idea for the site though.
Posted 19 years ago2005-02-23 10:32:47 UTC
in Favourite Game 1990 - 1998 Post #92799
Favorite Pc Game not half life, then Id have to say Jedi Knight : Dark Forces 2, first pc game I ever had and MP was fun as hell. I still remember playing the demo levels listening to guns n roses. "and its so easy, easy, when everybodys trying to please me baby." "Cars are crashing everynight, I drink and drive everythings in sight. I start the fire but I miss the firefight, and I hit that bullseye every night."...... sorry got carried away. :P
Posted 19 years ago2005-02-23 09:54:44 UTC
in Story Post #92792
gum, a snorkle set, spam, beef liver, and a toilet brush. He took all this back to his secret underground lab to construct..
Posted 19 years ago2005-02-22 14:20:18 UTC
in Poll: Half-Life or Half-Life2? Post #92588
HL2 all the way baby!!

Dont get me wrong I loved HL1 but after I went thru and played HL2 single player (with a foot long boner the whole way thru it) I just couldnt go back. Valve really outdid themselves. The story is great and thats the most important aspect of games to me. I loved the enviroment and feel of the whole game. Here is one aspect that I thought really made the game stand out for me that gets overlooked alot - THE SOUNDTRACK!! The music is very tasteful and well done. Tell me you dont get goosebumps everytime your driving the airboat and that music kicks on with the chopper chasing you. Or in the Canals level when you are fighting by the trainstation (around where you first jump into the canals.) Hl1 is a bit longer but it the setting doesnt change, its all in black mesa (well and Xen but not long and who really liked being in that hell hole anyways :P) In Hl2 the enviroment was constantly changing. HL2 pwns joo!!! atleast until HL3
Posted 19 years ago2005-02-21 05:23:04 UTC
in Water problems Post #92185
ahh yes that helps too hehehe
Posted 19 years ago2005-02-21 03:05:40 UTC
in Water problems Post #92179
yeah just make a brush to be your water volume and cover all sides with the toolsnodraw texture, then open up the texture application tool (shift + a) and apply a water texture to the top. you should also put in a water_lod entity somewhere in the map, it doesnt matter where. Also put a env_cubemap entity in the middle of your water about 64 units above. Make sure you running all the comp programs (BSP, VIS, and RAD). when you get in game type buildcubemaps into the console.
Posted 19 years ago2005-02-19 00:05:30 UTC
in Music Post #91697
Make sure you put HL2_song20_submix0, that songs is sweet.
Posted 19 years ago2005-02-18 23:32:57 UTC
in Leak Question Post #91693
Well I guess I dont have leaks cause my map isnt fullbright and it doesnt say anything in the compile log about a leak. Just when I run VIS on normal it takes very long on the portal flow portion. By very long I mean longer then a day. I've closed off the bottom and backs of all my displacements with nodraw brushes and at the top ive got a skybox over the rest with a hint brush lying horizontal splitting the top of the map architecture with the top of the skybox. What should I do? I cant really add any area portals cause my map is very wide open. Should I add more hint brushes, and where? you can check out screens for the map im talking about at www.geocities.com/inzanetortillasnark

I have read that by running VIS is is splitting your levels into leafs and determines which leafs are visible from one another so your map isnt trying to render the whole thing all the time. Should I add some hint brushes to divide the main sections from one another, and would that help my comp times?
Posted 19 years ago2005-02-18 22:55:03 UTC
in Leak Question Post #91681
Ive sealed my map mostly with large nodraw brushes and im not sure about this but would an entity that is partially in the void cause a leak, like its buried in a no draw brush but the ends kinda stick out in the void. Another question, if my map does have leaks would it make my compile times longer, and wouldnt my map be fullbright?
Posted 19 years ago2005-02-18 16:44:00 UTC
in SLAM Post #91540
Hey i just read up on the steam forums and this is how you place slams in your maps. Just make a weapon entity like weapon_smg1, and just change the name to weapon_slam. it will apear invalid in hammer but when you load the game it will be there! WOOT WOOT!
Posted 19 years ago2005-02-18 15:15:29 UTC
in SLAM Post #91509
BAH, that sucks, thats like my favorite weapon now. I can place a prop_physic model of the slam pickup but then all you can do is grab it with the physgun. btw i dont know if im just a noob cause I didnt figure this out sooner, but when you get close to a wall with a slam you can set it up like the trip mines in hl1! It rules, THANKS VALVE!!!
Posted 19 years ago2005-02-18 08:23:05 UTC
in SLAM Post #91437
Heh, BTW check out new screens for Canyon Oasis B2 at www.geocities.com/inzanetortillasnark

Im gonna move all my stuff shortly to a new host, I hate the free hosting sites.