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Posted 17 years ago2006-06-17 21:33:26 UTC
in New Mod: "Turnstile" Post #185558
It doble posted? Whoopy! :biggrin:

Edit:

Ow...well, no real harm.

The ship reminds me of that flying camera in Hl2(It's probebly based on it) mixed with Quake2's flying boss.

If you still need any alpha/beta testers I can help you. I'll try to help you in the gameplay aspect.
Posted 17 years ago2006-06-17 21:33:25 UTC
in New Mod: "Turnstile" Post #185557
That helicopter looks like it's going to have tow kinds of weapons. Here is my suggestions for weaponry:

Main weapon: Something like bulltes only that it creates blue sparks instead of yellow.(I think you made a weapon like that already) You should make him shoot a the place you was 0.2 seconds ago, to make it possible to evoid his shots.

Secondery weapon: Should be fired out of those two big guns. I think it should be a beam weapon. Make the weapon warm up a few moments before it shoots. In that time it wont use the main weapon. When this weapon warms up a sound will be heard. When he started warming up he already took his aim, he will shoot the spot you where in when he started warming up. After he used this weapon make him fly backwards abit and for a second he wont be able to shoot. After he used these weapons make him unable to use them again for a minimum of 10 seconds. After those 10 seconds there is 40% he'll use that gun and 60% he'll use the other.

Always think of a way you can avoid shots, thats one of the basic aspects of gameplay. It's annoying when you can't avoid shots and have to be hit by them. :(

Nice ship, reminds me of Quake2's flying boss. If you like I can send the model of that guy with a Quake2 model viewer, it might give you insperation for the model's animations.(Give him animations don't make him still, it will look much better with them)
Posted 17 years ago2006-06-17 21:07:24 UTC
in Crazy Idea! Post #185553
Canada? I'm at the other corner of the globe!
This post was made on a thread that has been deleted.
Posted 17 years ago2006-06-17 19:13:15 UTC
in Bye bye, Bill Gates Post #185541
About the guys who try to say he's an angle because of his donations I can say one thing:
He might have donated alot but how much from his all money the donations are? Nothing. If he was really trying to be nice he'd give away half of his fortune away to charity, he will still have a cople of billions left.
Don't try to back him up.

Besides the use of donations is very little! If he wants to help people he should do more then donating millions of dollars. He should fight for people's basic rights and even try to make a whole revolution(doesn't have to be violent you know) in order to really help people.
Posted 17 years ago2006-06-17 19:01:24 UTC
in quake help Post #185540
Thats funny, my brother once played that old demo on his new and strong computer and it worked fine. What do you mean sucks on dosbox? Poor framerate? Did you raise or lower the CPU cycles and frameskip?
Posted 17 years ago2006-06-17 12:15:12 UTC
in Steam Friends list, Post your name: Post #185498
I really don't remember my account name. Besides I have a problem with the friends thingy that I'm too lazy to fix. :P

Edit:

Well what do you know, it works! I'll post my name here.

Edit#2:

elonyariv....I predicted that. :)
Posted 17 years ago2006-06-17 07:19:56 UTC
in Bye bye, Bill Gates Post #185482
Posted 17 years ago2006-06-17 06:25:10 UTC
in hollowing brushes? Post #185479
Don't lumber yourself with worldcraft 3.3. It has many problems.(like brushes blackning in the 2D views after you clip)
I used it once so believe me.
If you can't or don't wont worldcraft 3.5 get 3.4. I think it will work for you if 3.5 wont.
If you want to use 3.5 get the newst ZHLT, Worldcraft 3.5 don't support older ones.(I speak from expirience, it made me use 3.4 for ages untill I updated ZHLT 2.5.1 to 3)
Posted 17 years ago2006-06-17 06:20:52 UTC
in old game NEED TO KNOW TITLE Post #185477
This site has it. It has a forum too, register if you like. They can help you with finding games and help you fix problems with your game. BUT DO NOT SPAM, and I can repeat that if I'd like to. They do not like spammers out there.
Posted 17 years ago2006-06-17 04:01:43 UTC
in old game NEED TO KNOW TITLE Post #185459
In what genre is the game?
(action/fps/adventure/RPG/strategy/sports)
Posted 17 years ago2006-06-16 16:43:26 UTC
in Bestest Coolest Great-Comic!!! Post #185385
There are more things then a computer to worry about in life plus my one works perfectly well. 160$ isn't so cheap either. Where I live it's worth about 500, the avrage salary is 6000... and don't forget the taxes, bills, refueling cars, fixing cars, medicens
(can cost alot nowadays)...ect Get my point? Not everybody is like you guys, you usally come from above avrage sociaties.(in terms of money)

You are talking like a big screen, computer and internet is one of man's basic needs, even more important then water.
Posted 17 years ago2006-06-16 15:49:58 UTC
in Bestest Coolest Great-Comic!!! Post #185379
i think it was elon who told me on MSN that 1024 x 768 was super high, and that 800 x 600 was normal.. pffft.
I said 800x600 was decent, 1024x768 was normal and higher is over the top. Not everybody earns 10k dollar per month or sees it more important to have a huge 2000x2000 screen in their house then all the other things they have to buy.
Posted 17 years ago2006-06-16 10:18:31 UTC
in lights Post #185347
But what about spot lights? ;) Texture lights can't emmit light as acuratly as they can, plus you can't have flickering texture lights.(forget about spirit)
Posted 17 years ago2006-06-16 09:44:34 UTC
in arrange mode Post #185342
The burning affect is impressive. Particle flame sprites coming out of the monster and red electicity models that wrap the monster just like the blue ones in opfor?
Posted 17 years ago2006-06-16 09:37:56 UTC
in Bestest Coolest Great-Comic!!! Post #185341
Now I'm going to bash zombieloffe the same way he bashes everybody!
Link to big images, I don't care if it's a comics or what ever, I don't like scrolling sideways. :furious:

As for the comics, it's good for all those Hl2 comics from the aspect of archtitecture, posing...ect
But the joke is rather lame. It's just another jimmi joke saying: Jimmi is an idiot/tard/asshole. I UNDERSTOOD IT THE FIRST 100 TIMES YOU GUYS SAID IT, NO USE WASTING ALL YOUR LIFE ON THAT BRAT!
Posted 17 years ago2006-06-16 09:20:56 UTC
in lights Post #185340
Like what mostly everybody said, it depends on what theme the room will have-
A warehouse will have diffrent light sources if it's day or night, abandoned or not...
And it probebly wont have lighting just like a high tech facility. ;)

What is the theme of the room? :quizzical:

Hunter: Don't underestimate the light entities. Texture lights are often a better solution but there are stuff that can't be done without point lights.
Posted 17 years ago2006-06-15 04:38:32 UTC
in WTF compiling Post #185194
Pray how did you fix it? I'm eger to know. :)
Posted 17 years ago2006-06-14 19:31:48 UTC
in WTF compiling Post #185174
ZHLT.wad is included by defult, don't worry, it's not so big. As for the problem-> I'll search the web for it...
Posted 17 years ago2006-06-14 14:26:26 UTC
in WTF compiling Post #185125
I ment remove from the wadinclude list! :P
Posted 17 years ago2006-06-14 10:31:39 UTC
in WTF compiling Post #185097
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
[halflife.wad]
[zhlt.wad]
[tfc2.wad]
[decals.wad]
[de_piranesi.wad]
[twv_de_cielo.wad]

Error: Error opening C:Program FilesSteamSteamAppsrhyscoopercounter-
strikecstrikemapsTWV_de_cielo11.bsp: No such file or directory
Heck, Why include the Hl1 wad? I think it comes with every CS. You included ZHLT.wad twice!
(btw, when my friends tested it- it took took 8 mins to download :cool: )
No wonder, you included so many wads in the .BSP file itself! Remove the ones that come with CS. Like decals.wad and Halflife.wad.
Many wads included= large file size

Note that the error messege comes right after the included wads list so it might have something to do with including so many wads.

By the way how many wads have you included in Hammer's texture list? 8 is the maximum number, don't use more, it may sometimes cause mystirious errors.

Edit:

And my last advice is not to use capital letters in map names.
Posted 17 years ago2006-06-13 18:09:44 UTC
in Little bits of yourself... Post #185020
You guys don't know me at all! I have so many masks that hardly anybody knows me, I fooled nearly everybody I know!!

Damn... I talked too much. :aghast:
Posted 17 years ago2006-06-13 06:32:01 UTC
in Gmod comic, by me. Post #184921
your is not you're.

you're= you are

Your isn't you are... :P
Posted 17 years ago2006-06-13 05:35:13 UTC
in need help Post #184915
Q-Tools do save the log, don't under estimate them, they can compile just fine but ZHLT is still better.
Posted 17 years ago2006-06-11 19:14:49 UTC
in pak0 Post #184780
Pak files are sometimes nice when handling big mods, I think they act the same as a regular zip, only that the game can read the files in them. ;)
Posted 17 years ago2006-06-09 18:29:57 UTC
in TWHL, meet Jaren Post #184444
Yea congrats... :glad:
I second that!
He was 7 pounds 10 ounces at birth.
Isn't that abit fat for a baby? :zonked:
Posted 17 years ago2006-06-08 17:39:28 UTC
in ambient_generic Post #184330
If there is a leak you should know about it when you read your compile log. ;) Leaks wont have anything to do with this.
Posted 17 years ago2006-06-08 16:56:01 UTC
in ambient_generic Post #184323
A very common problem is that people often are confused when it comes to the flag- 'is not toggled'
If you tick the flag the sound wont be looped if you don't then it will be. Hence in older FGDs it was called 'is not looped'.
Maybe the ambient Generic does play but when you get to it's area it have already stopped playing.

For the lazy ones that don't want to read the whole post, let me summerize it-

Is not toggled=Is not looped
Posted 17 years ago2006-06-06 14:42:32 UTC
in DDR map :O Post #184066
Oh just great... I think one of the sites directed in this thread had a virus and now I have it! Another one of those fake anti-spyware programs... just like spyaxe that made me promot my computer.

Sigh... there it's message shows up again saying I have a virus. :roll:
Posted 17 years ago2006-06-06 05:49:24 UTC
in Friction on ice? Post #184011
100 is normal, try 10. ;)
Posted 17 years ago2006-06-04 12:28:23 UTC
in env_fog in Spirit 1.2 Post #183727
It's not anything to do with you it's spirit. They only made the fog look right in 1.5... maybe in 1.4 too.

I had some problems with that version of spirit. My Hl1 doesn't seam to like it's Cl_dll. When I removed that Dll it worked fine. The weird thing my Hl1 doesn't have no Client.Dll... only something called gameGui.Dll :
Posted 17 years ago2006-06-04 09:33:15 UTC
in AI Post #183699
Posted 17 years ago2006-06-04 04:14:52 UTC
in AI Post #183660
Well you'll to code... change stuff in the Dlls.

You can also use a mode thats called: "spirit of Half-life"
You can give monsters an AI like a grunts AI/alien grunts/barney...
Posted 17 years ago2006-06-04 04:12:17 UTC
in Newest art work! =) Post #183659
I remember I once drawn an exect duplicate of this nice little gun. It wasn't exectly from the side, something that makes it even better and more 3D. :biggrin:

Sorry I can't show you that.
Posted 17 years ago2006-06-04 04:07:46 UTC
in "Why do we Swear?" Post #183658
We do it cause it's fun.
Posted 17 years ago2006-06-04 03:51:30 UTC
in Lower Compile Times? Post #183655
Download batch compiler from slackiller's programs(link page), it works hevenly.

If you never run with a expert compile mode then don't bother yourself with batch compiling. Just use regular compiling(through hammer) until you are ready.
Posted 17 years ago2006-06-04 03:48:16 UTC
in bump mapping in HL1 Post #183654
Seen a thread about it along time ago. Cool affect but I wont use it because it raises the R_speeds too high. If you really want bumpmaps map for Hl2/Q4/D3...ect(boy am I lazy... I didn't write the full names like I usally do)
Posted 17 years ago2006-06-04 03:45:40 UTC
in TWHL3 Post #183653
Yeah I was confused for a while until I saw his profile. :roll:
Posted 17 years ago2006-06-04 03:43:20 UTC
in env_fog in Spirit 1.2 Post #183652
Get spirit 1.4 and then get it's upgrade- spirit1.4toalpha1.5

The fog works fine in there. I heard that in earlier versions it's buggy.
Posted 17 years ago2006-06-04 03:41:37 UTC
in simple flat textures Post #183651
Create a brush that is 1 unit high textured with the null texture over all it's sides. On the side you want the fake 'decal' texture texture it with that texture. Tie it to a func_illuosenary and it's done.
Posted 17 years ago2006-06-01 03:04:40 UTC
in 2006 Mapping competition. Post #183058
I might be entering after all... how many days do I have left.

I just made a map with nice tarrein work I hope it will pass as something:
User posted image
Posted 17 years ago2006-05-31 18:51:28 UTC
in Competition 20 Post #183010
I liked Penguin boy's entry, he detroyed it in every possible way. Very impressive.
Posted 17 years ago2006-05-31 18:47:49 UTC
in Reflecting? Post #183004
Posted 17 years ago2006-05-31 18:33:09 UTC
in arrange mode Post #182998
What the heck?? Many of these maps in the first video are from sven co-op I recodnise them, the one with the pipes in xen is the blue planet, the one in with the tunnel in the middle and all the slaves is also from the blue planet map. You can also see that the slaves resurect others like in seven co-op. Plus some parts of this film has nice lighting and bumpmaps and some don't. The first parts has such a good and highly detailed model but the others don't. The first parts have nicer textures then the last ones. I smell a rat, a really stinky rat. :x
Posted 17 years ago2006-05-31 18:17:59 UTC
in Hello thread! Here?s the hello thread! Post #182994
Now all we need is a farewell thread. :P Maybe a mod should change the title of this thread to: "Hello/Goodbye/I'm Back thread"
Posted 17 years ago2006-05-31 15:16:19 UTC
in Rocket effect Post #182952
Just make a env_laser that it's end target will follow an invisible func_train.(it must have a origin) The env_lazer's sprite will be the same as the rockets trail(make sure the spirit wont scroll) and it's end sprite will be a glow. When the train passes it's last path corner(path_corner's 'fire on pass' value) an explostion will be activated. It will be nearly as good, maybe without a rocket(unless the train is not invisible but a rocket, don't know how to make the flare apear on the rear side, maybe if you'll place the origin in the rear), I can asure you it will be hardly noticible. If you use spirit you can make a model follow the train, but I think you can make an actual shot...

I'll make an example. :)

Edit:

Looks like this is going to be one of those examples with many subjects. I just made a neat tarrein with out ant trinangles.
Posted 17 years ago2006-05-31 07:23:14 UTC
in Proximity sensor Post #182881
Posted 17 years ago2006-05-31 06:13:28 UTC
in Car Textures? Post #182863
Thats the weirdest name anybody called me. :
I heard people call me Alon and consequently they called me- alone, eylon... but never the right name. I even thought that members on this site invented a nick name for me- elof -untill I understood thats zombie loffe's name.
Posted 17 years ago2006-05-31 06:09:10 UTC
in Hello thread! Here?s the hello thread! Post #182862
Hello, and if they are for Hl1 then I'll be happy to help you. :)