Forum posts

Posted 17 years ago2006-11-21 19:40:17 UTC
in VM (and avatar) trouble Post #203588
This post was made on a thread that has been deleted.
Posted 17 years ago2006-11-20 20:23:03 UTC
in enemy allies Post #203466
I do know that. I have an entire page on my website dedicated to it.
Ahh yes, but according to this line I deduct that you didn't even understand what I said.
No, seriously. SDK means software development kit (NOT Source development kit), and it's for Source. Thus, Source SDK.
Really I don't care if it's source or software it's just stupid to discuss it.
Posted 17 years ago2006-11-20 20:19:08 UTC
in What was your first map like? Post #203465
am i the only one who has noticed that this thread is 2 years old?!
Stop whining! Yes I did notice it's 2 years old and I'm certain other but you noticed, but what diffrence does it make? Non at all! If people want to discuss it and the thread was already bumped then let them post here, no need to repeat reminding everybody that the thread was bumped.
Posted 17 years ago2006-11-20 20:10:44 UTC
in enemy allies Post #203463
Ownded. :P
As said before- shut up! As for that remark, if it was not humrous and just to prove me as an idiot and to make fun of me then it just proves my point! You guys are just a bunch of stupid assholes, and I would not discuss the matter any further to explain you why I think so. In fact if it is the intention of that post I quite pitty you guys.
Posted 17 years ago2006-11-20 15:50:53 UTC
in What was your first map like? Post #203396
My first map... let me think... dear lord I don't believe I remember it. :nervous:

I think I'm begining to remember... didn't manage to compile back then and I think it wouldn't be playible anyway. I don't think I even knew about the texture render mode.
It was a hollowed box with a wall dividing it to two rooms. There was a door connecting between the two sides of the wall and a few broken pillars in one of the rooms. All was textured with a radioactive waste texture which is, how shall I phrase it... original!
This post was made on a thread that has been deleted.
Posted 17 years ago2006-11-20 15:36:37 UTC
in enemy allies Post #203391
Nice one! :)
Posted 17 years ago2006-11-20 14:45:40 UTC
in Hey Post #203374
I think he hasn't check in for a year or more...
Posted 17 years ago2006-11-20 14:44:23 UTC
in enemy allies Post #203373
You guys are so immeture!
So what if I said source source development kit, it doesn't matter, you obviously know I didn't mean Hl2 but Hl1, whats the big deal? I explained him what muzzleflash did more clearly and he understood.(and most certainly understood it wasn't source's sdk muzzle used)

I don't care if you morons just wanted to make fun of me, this was just couple of stupid, pointless, mean remarks. In this a case you should've just shut up and ignore the minor mistakes.

By the way if you want to be like that, hunter, so be it! You should know that Hl1's engine is called goldsource engine! :P
Posted 17 years ago2006-11-20 14:25:08 UTC
in enemy allies Post #203364
By that he means changing the Hl1's code using the proper source sdk and program thus creating new dlls for a mod.
Posted 17 years ago2006-11-20 11:10:35 UTC
in enemy allies Post #203348
Well...in spirit you can make a monster act like the security gaurd(attack aliens and millitary, and friendly to scientists and player), millitary(aggressive against scientitst, player, cops and aliens), alien millitary(agressive against humans and wild aliens), or you can choose one of three groups - A,B,C - The monster will be friendly to every one from it's group and aggressive to anyone else.
Posted 17 years ago2006-11-18 17:47:47 UTC
in odd jobs Post #203177
Like wall painting. Many people want to have paintings on some walls in their house and they usually don't have good taste, it doesn't have to be a masterpeice, sometimes it's better to have it plain. After all you wont be drawing on a cathedral's walls or ceiling. ;)
Once you are done with one, especially if this one is snug and will want to show off infront of his buddies, you will be swarmed with job proposals. And the salery isn't bad at all, particulary if the customer doesn't know a thing about arts!

With a little thought and talent you can get many jobs. :)
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 ago2006-11-17 15:09:29 UTC
in Religion Discussion Post #203021
I think you guys need to find another subject that you can start long debates... except religion. Why not start a debate about politics or something like that.
I hate politics but it sure beats talking on religion over and over again. :)
Posted 17 years ago2006-11-17 14:58:44 UTC
in trigger_push Post #203018
Damn you muzzle, can't you let me have some fun and frighten him a bit. :P
This post was made on a thread that has been deleted.
Posted 17 years ago2006-11-15 17:43:33 UTC
in Holiday Avatar's Post #202831
It was evidente this thread will sooner or later will turn into a religious debate, like most other threads that have the slightest connection to religion. :cry:
You guys just can't keep on topic. It's always the same- somebody says "Religion sucks, all christians, muslims, jews...ect are gay. It should be suppresed and erradicated!" Then some other guy counterdicts him and defeneds religion. Other join them giving reasons why religion is good or not. Then everybody forgets the real purpose of the thread.

The worst part is nobody ever reads others posts and all the remarks were said 100000 time in other thread and even in the same one. This isn't even a debate.
Posted 17 years ago2006-11-15 17:24:17 UTC
in Making a mine Post #202829
A thread with explanation on how to use Func_trackchange/autochange

As for stopping the train from goinf right through the door, how about giving giving the first path_track after the door no branch path. You couldn't return from that point and will be considered as a dead end if you will drive in revearse.
Posted 17 years ago2006-11-14 20:45:44 UTC
in Hello thread! Here?s the hello thread! Post #202762
Posted 17 years ago2006-11-14 20:22:34 UTC
in ...Whatever... Post #202758
Thats putting mildly. Very mildly.
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.
This post was made on a thread that has been deleted.
Posted 17 years ago2006-11-14 16:56:07 UTC
in trigger_push Post #202730
What? Since when did one texture tile equal one face? They would be faces if you had the texture misaligned and put it on a 16x16 block, then copied it a bunch of times to get the reuslt you see, but putting a small texture on a a large face doesn't make the poly's any higher than they would normally be.
Srry, they are. Thats the reason why larger texture scales lower the r_speeds, thats why scaling a texture to 0.1 raises the r_speeds. Just check Andy's tutorial on R_speeds and you'll see it does count. I know what I'm taking about, next time make sure you do. :x
Posted 17 years ago2006-11-13 18:00:40 UTC
in [CS 1.6] Hammer 3.5 help Post #202645
Yes but it's also harder to use at first.
Posted 17 years ago2006-11-13 16:56:42 UTC
in [CS 1.6] Hammer 3.5 help Post #202638
Expert mode?!? :aghast: Try the normal mode for your first maps and only after you learned most of the basics learn how to compile maps with the expert mode.
Posted 17 years ago2006-11-13 16:50:33 UTC
in trigger_push Post #202637
It took such a long time because of the big open spaces. The Hl1 engine isn't really good in those and sometimes it gets really annoying. Especially in my maps, nearly every room or corridor has two or more floors.

Not to mention that each little square on those buildings counts as a FACE! I asume the texture's scale is 1.00x1.00 and I know the size of that particular texture is 16x16 so that means you have about 1000 faces on each building.
Leafs are calculated from each face and if one of these buildings is a world brush... (entities are ignored by vis) The number of leafs will probebly exceed the maximum limit by a lot.
Posted 17 years ago2006-11-12 19:32:01 UTC
in Holiday Avatar's Post #202583
Unbreakable is right, change it. No matter what is the reason you placed it.
Posted 17 years ago2006-11-12 19:27:37 UTC
in i have a server to offer Post #202582
Well I didn't play CS much but when I did have it I enjoyed slackiller's de_vine 1 and de_vine 2 looks very good. Search the vault for those two de_vine maps or check slackiller's profile, I highly recommend them, both because of the looks and the gameplay.
Posted 17 years ago2006-11-12 18:45:13 UTC
in Holiday Avatar's Post #202574
Sorry arcan. Usally when I see people place such pictures they do it because they think it's funny.
Posted 17 years ago2006-11-12 16:48:04 UTC
in Additive mode bugged? Post #202564
Are you sure your graphics card is up to date and there is no availible update? It happend to me with my card, only with the openGL graphic and VGA graphic. When I updated it, all the problems were gone.
Posted 17 years ago2006-11-12 16:41:22 UTC
in Holiday Avatar's Post #202563
Because most of the people here are christians or from christian countries. By that I mean europe, US...ect. Hardy anybody in here comes form other countries. And if somebody wants to change his avatar in his religion's holiday, so be it but not all of the site has to change because of one or two men.
Posted 17 years ago2006-11-12 15:43:36 UTC
in Additive mode bugged? Post #202558
I remember that someone asked this question a long time ago, don't know the answer to it. Search the forums for transperty.dll (I think)
Posted 17 years ago2006-11-12 15:35:22 UTC
in Holiday Avatar's Post #202557
Because not everyone is christian, you narrowminded fuck?
Saribous, I'm no christian, yet I see nothing wrong or offensive in changing avatars on christian holidays. I just do it for fun and to make this place a bit more intresting.

Arcan, I see some cruel sarcasim in what you said, like laughing at all the poeple who say those things. Arcan that avatar isn't funny. It's certainly not funny to see a dying child, and will never count as a joke.
Posted 17 years ago2006-11-12 12:54:33 UTC
in Holiday Avatar's Post #202546
All you can think of is a stupid beard and hat.. AGAIN WITH THE FUCKING HAT?!?!
We thought on so much more... just look at the presents, the FUCKING PRESENTS! :P

Ok, I agree this is quite monotnos. Few santa hats is ok but when nearly everybody changes to them it's too much. I can't think of anything else because I don't know anything else on christmas but what do you have to suggest.

Hey why should we only make special christmas avatars... why not hollween and all the other christian holidays.
Posted 17 years ago2006-11-12 12:41:20 UTC
in GoldSource Mapping Tips Post #202543
Nice tip. I'm working on one myself, concerning optimizing terrain... in xen. I must mention Reno from snarkpit because he thought of the idea all by himself, I just test it for him and for myself. I would never think on anything concerning hint brushes especially if they are not like the ones in the tutorial in TWHL.
Posted 17 years ago2006-11-12 12:22:08 UTC
in trigger_push Post #202541
You just didn't run rad and vis.

BTW: Vis has nothing to do with texturing. Here is a full explantion on what each phase in the compile does:

CSG:Creates all brushes, faces, textures and entities in the bsp.

BSP:Creates the 4 hulls the level must have. The first one(number 0) is the visible hull and the rest(number 1-3) are colusion hulls and determine what is passable and whats solid. A leak in a first only hull is a small one that the other hulls can still be completed. A leak in the other hulls is larger then the player, hence no hull can be completed.

Vis:Creates leafs and portals. They determine from which point each face is visible. All not visible faces from that certain point wont be rendered, to some extent... With leafs a face wont be rendered if you are on the other side of the map while without, it will be, hence the major preformence loss when you are not running vis.

Rad:Does all light calculations, where it is dark and where it is bright. It needs vis' calcultions in order to work.
Posted 17 years ago2006-11-11 14:42:53 UTC
in Holiday Avatar's Post #202484
Who cares if it isn't christmas, I just like this oportunity to change my avatar, and I don't even celebrate christmas.

Whats that thing in your avatar, saco, can't make head or tail of it?
This post was made on a thread that has been deleted.
Posted 17 years ago2006-11-11 05:50:54 UTC
in Strange elevator problem..... Post #202465
You must have an origin brush tied with the func_train entity. An origin brush is a brush textured with the origin texture and is a part of a rotating entity. Place in in the place the entity rotates around. In the case of a func_train just place it in the middle.

About the distence, I heard that it may cause the problem you discribed just now.(train leaving visible face) But I think that an origin brush will fix it. ;)
Posted 17 years ago2006-11-11 05:45:29 UTC
in trigger_push Post #202464
Is that the whole log? If so you forgot to run vis and rad. Vis is resposible for creating leafs that determine from which place each face will be rendered. Running it lowers drasticly the r_speeds since it unrenders many faces that are unseen during the game. Rad calculated the lighting and in order for it to work, vis must first make it's culculations.
So if you have a fullbrightness problem it is usally connected with vis, rad or both. In a leak the problem is that vis and rad wont run, and if they did it would still be very problematic, from other prespective.(like preformence and long compile time)
Posted 17 years ago2006-11-10 19:30:36 UTC
in Holiday Avatar's Post #202438
You can, if you like, personally I think you should stick to some avatar and only make minor changes in it.
This post was made on a thread that has been deleted.
Posted 17 years ago2006-11-10 16:42:38 UTC
in Holiday Avatar's Post #202425
Ok, I changed mine. Personally I like it the best, since I didn't just add a santa hat like in my old one.

Does anybody thinks I should add a 'merry christmas' text to the 'ho ho ho!!' text? :quizzical:
I didn't want it to cover the background.

Edit:

Nope, no more additional text needed, only ruins the avatar.
Posted 17 years ago2006-11-10 14:49:49 UTC
in Holiday Avatar's Post #202422
Not according to the media. :
Haha

All right... I'll make an avatar too... probebly a frosen cacodeamon.

Edit:

I'll probebly make two...
Posted 17 years ago2006-11-10 13:54:19 UTC
in trigger_push Post #202419
Post your compile log, a -LEAK- isn't the only cause to full brightness.
Posted 17 years ago2006-11-10 13:34:44 UTC
in func_trackchange Post #202415
Boy, I was just making a tutorial... I quite close to starting that part. You need to place the path_track entity right above the place the train should be while the trackchange is working. Place a second path_track in the same z cordinates(top view). If you want the lift to move upward place it above original path, if you want it to move downward then place it below, or you can place it in the same place like in powerup.

The train to switch value determines which tracktrain will be affected, The top and bottom track part is quite self explaintory.
The spin amount is how much the lift will spin(in degrees)- 45, 60, 90, 135, 180, 360...
And the travel attitude is how high in unit will the lift move.

I asume you need to make the path_track that is right above that trackchange/autochange target the trackchange. Usally you would use the 'fire on pass' value to trigger stuff with path_tracks but since this is technicly a dead end(the first and second track ends there) you should use the 'fire on dead end' value to activate the trackchange.

One last thing- the sole diffrence between the trackchange and autochange entities is that the autochange affects non player controled trains while the trackchange affects player controled ones. :)