Forum posts

Posted 14 years ago2009-11-11 19:53:25 UTC
in Sauberbraten - Anyone play this game? Post #275495
Just like to say a few things if you haven't played this:
  • Sauberbraten is made on the Cube2 engine.
  • This engine is fully customizable
  • Allows in-game level editing ( Multiplayer level editing :o )
  • Is a very UT / Quake game
  • Epic
  • Did I mention the in-game level editing?
I would post pictures of my current WIP map , but unfortunately filesmelt isn't working for me at the moment.

Windows 32bit download
Linux download
and last ( and least) , Mac OSX download
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Posted 14 years ago2009-10-28 15:18:48 UTC
in Turret Defence game W.I.P. Post #274907
I'm Guessing it's 3d..
What program are you using? Or are you scripting it from scratch?
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Posted 14 years ago2009-10-24 08:13:28 UTC
in Large Hadron Collider: New Crazy Theory Post #274775
Probably a bit of both
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Posted 14 years ago2009-10-24 06:34:49 UTC
in Odd email devivery failure! Post #274771
imageshack = fail
filesmelt = win
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Posted 14 years ago2009-10-24 06:25:24 UTC
in Large Hadron Collider: New Crazy Theory Post #274770
Yes , Black holes being created IS possible , but like what saribous said , The black hole will only exsist for nanoseconds , and considering it's in a vacuum and has no mass - it'll immediately dissapear.
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Posted 14 years ago2009-10-23 16:24:47 UTC
in Large Hadron Collider: New Crazy Theory Post #274762
Really just an excuse for scientists

"Mister Freeman , why haven't you created the Higgs Boson yet?"
"My.. er.. dog ... ate it?"
"Do you expect me to believe it?"
"No.. hah .. because it actually.. er.. goes back in time to .. er.. destroy it self"
"SRSLY WTF?!"
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Posted 14 years ago2009-09-28 14:46:13 UTC
in VGUI screens - how the hell do you use t Post #273788
Damn. You need a stand alone mod.

Actually , not damn , considering I was intending it for a mod anyway.
If it doesn't work I'll just ramble on at you , Chicken
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Posted 14 years ago2009-09-27 16:33:14 UTC
in VGUI screens - how the hell do you use t Post #273753
Chicken , I've already gone through them.
The first one is about menus ( A dialog box that comes up , not an in-world entity) and the second one is expanding on more menus.
I'm not entirely sure if they use the same basis. If they do , then I'm pissed , but the code structure looks completely different comparing the files
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Posted 14 years ago2009-09-27 15:39:43 UTC
in VGUI screens - how the hell do you use t Post #273749
I have to say , I've been looking them up , and it is the only thing that pretty much has no documentation on it. For example , there is pretty much no code anywhere saying how you can use buttons , images , etc.
There's pretty much nothing apart from what little there is in the "example" vgui screens. And they don't have any comments or showing how stuff works.

If anyone has any documentation on it , or hints , tips , or saying that it's pointless wasting so much time on it , please say so - I'd really appreciate it.
lolthanks

Reason why: In the end , I want to be able to make a crappy vending machine which can "dispense" 4 items ( Due to the 4 fire outputs). I know how to do everything for it APART from the VGUI screen.
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Posted 14 years ago2009-09-20 09:04:51 UTC
in Anyone good at texturing (Modelling) Post #273538
You may have seen from my journal that I've made a flak cannon.
(from unreal tournament 99)
I'm hoping to make this into a GMOD swep , but I've got one problem.
No textures.
The guy I asked seemed reluctant to do it , and has not spoke to me since.
I've got a guy to rig it for first person ; he's done.
I've also got somebody to code it ; he's almost done.
Just no textures.
It's probably better for you if you can unwrap it and texture it , because then you'd know exactly what goes where.

If somebody could please help or even create the textures , I'd be very happy. Thank-you in advance.
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Posted 14 years ago2009-09-20 04:33:07 UTC
in Castle Disposed Post #273524
If only I still had my orginial HL1 map folder.
I must've had atleast 50 in there.
Then again , they were more like tests than maps..
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Posted 14 years ago2009-09-19 06:16:32 UTC
in TWHL Regulars Post #273480
Wow , C-Striker , that had to be the most over-estimated thing you've ever said.
Why don't you go back and look at the threads which AREN'T in the oify.
(http://www.facepunch.com/showthread.php?t=810395)
It is true that you do get better help at TWHL , but still , i'd rather wait a few minutes for something simple which I could catch onto , then wait hours for the full explanation.
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Posted 14 years ago2009-09-18 17:42:09 UTC
in TWHL Regulars Post #273469
I'm sometimes here , sometimes not.
Generally because Facepunch has a much better userbase , usually getting a reply within minutes. Whereas here , there's a wait of about 14400 times longer (A day)
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Posted 14 years ago2009-09-17 12:04:06 UTC
in Rooms: Source! (co-op) Post #273433
I say this gets restarted.

And with saying that , I'm hoping that custom models are allowed
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Posted 14 years ago2009-09-17 11:02:50 UTC
in Texture problems in Half-Life: Source Post #273432
Why don't you just up the scale of the texture? It looks like they are scaled incorrectly.
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Posted 14 years ago2009-03-30 12:12:19 UTC
in Extraordinary Rendition Post #264773
Well , guys , I've stopped mapping , and started doing some other work.
Firstly I've been doing some weapon model concept designing , working on the story and well , Working on a theme.
I really want to hear what you guys think of it.

http://filesmelt.com/Filehosting2/downloader.php?file=themetest2.mp3

Now anyway , I'm now thinking of adding 2 companies into the story. Of course , the Cyclone corporartion , and AMD. Possibly , AMD would send you in because they are essentially the "Hardcorps" of SiN / SiN Emergence.
Of course , Cyclone are going to come after you.

I have a minimum of 3 bossess planned.First one , the "X31-B" which is essentially an NPC boss ( eg. Antlion guard.).
the second and third are going to be logic scripted in valve.
the second one is called the " Excavator". This is mechanically used to seperate ores in mined material , for direct-to-chip processing. Ofcourse , this beast flails sawblades in practically all directions , and you have to shoot 4 weak points , opening the "Control hatch". you then shoot one of the 4 control rods , then the process restarts , but getting harder each time , with yet more shooting sawblades and floor cutters.

The third is the mainframe , and that will be under wraps.

But yet again , anybody with door sound effects or that can do materials , PLEASE CONTACT ME @ hoopdedoo@hotmail.co.uk or STEAM USER pirate_454

or post in this thread :/
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Posted 15 years ago2009-03-20 15:23:09 UTC
in Extraordinary Rendition Post #264351
@Urb: I like the sounds from HL1 but they are.. well , They wouldn't fit in audio quality wise.
I also searched a bit and split up a pneumatic door closing sound , so I have 1 different door sound.
I also have a sci-fi train passby , which sounds mental.
I'll still look though.

ALSO:
If anybody could make some materials for me , I'd be really happy.
Just a few , transparent button textures , eg. Arrow up , Arrow down , bog-standard button , etc. Holograms.
I suck badly at potatoshop so..
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Posted 15 years ago2009-03-19 15:40:25 UTC
in HL2 Film Post #264315
That was absolutely brilliant.
nuff said
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Posted 15 years ago2009-03-19 13:16:53 UTC
in Extraordinary Rendition Post #264301
Thanks for the support guys.
I have a question though.
Does anybody know where I can get some Hi-tech door sounds ( Say the ones that have that hydraulic / pneumatic PHHSSHH thing at the start) for free or for a low cost?

Because HL2 lacks some smooth , hi tech sounds.
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Posted 15 years ago2009-03-18 13:01:36 UTC
in Extraordinary Rendition Post #264248
Yeah , I agree.
I agree with Jeff's idea of the Terrorists framing you. Combing that with current ideas could work. And I think I will get rid of the RL References.
I only chose Dubai because in my head A scene of this gigantic tower with a blaring sun behind it and alot of eastern buildings in just does it for me.
And I'm still not sure what to do , but I am starting to map for it and am still coming up with Concepts for it.

If it doesn't work out I'll just make it some crappy singleplayer story with no actual words or anything. just a sling of maps.

The AI , I wanted it to be so similar to the Deadly Brain from ONI. As in the lasers spinning around. Crazy shit , there.
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Posted 15 years ago2009-03-17 14:33:36 UTC
in Extraordinary Rendition Post #264221
Idea for a mod. I am going to make it. Hopefully.

Anyway , so after alot of dreams , Oni and modern studies , I decided to make up this mod.

So , basically , you start off as this random person. We'll call him James now. (Level starts black, hear two people talk , and you can see. You are tied up and in the back of a black van.) Basically , you are a person being charged for suspected terrorism , which you did not commit. Two members of the CIA have given you a deal which they rarely do but undergo due to your connections with the US government. Anyway , you are given the decision to help out the CIA with a terrorist attack or to be shoved into the non-exsistant Guantanamo Bay. You have to agree.

The story is:
Terrorists ( The Hand of God ) take over the Cyclone Corp. building in Dubai. Cyclone is a company which has expertees in Artificial intelligence , Science , robotics and microprocessing technology. The terrorists have tampered with the Building AI called SIAMFMDAAI (Structural integrity and minor feature monitoring device and artificial intelligence) and has activated a device which can bring all buildings fitted with Cyclone Corp. Technology down. You are sent into the building , and take an elevator to the basement where the AI is found. You encounter the terrorists and you escape to the top floor and gradually through puzzles and fights use the stairs to get back to the basement , to fight the AI and end the battle.

Ofcourse , It's going to need alot of maps , sounds and custom models.
But I'm going to start mapping this asap ( And hopefully model )
Comments , suggestions , and recruitment are accepted.
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Posted 15 years ago2009-01-17 17:02:40 UTC
in (rant) Stay away from this site (/rant) Post #261679
Freshed , that is a completely valid statement.

No seriously , I remember years ago now I used to always type "teh" instead of the.

Now facepunch has actually made me correct my classmate's words.

Not to mention that stupid Indian teacher who can't even spell raisin properly ( According to her it's "resinis" )

Also , yes , I always put capital letters in idiotic places.
big whoop. wanna fight about it?

Also you have to learn that facepunch IS full of and ran by dickheads. Don't even help the admins.
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Posted 15 years ago2009-01-16 13:43:06 UTC
in (rant) Stay away from this site (/rant) Post #261598
It appears somebody has not become a facepunchian.
I , for one , after leaving TWHL to see where GMOD came from , I joined. I have been banned many-a-times , but after a while, you learn what to do , and what not to do.

And don't tell anyone to stay away from there , That site cured my typos and now I'm a grammar nazi.
yay.

And also : Mods go in the gamemode section. If that is considered the wrong section , then go to LUA scripts.

To be honest , Posting a thread on the best GMOD mods in the mapping section is quite... "thoughtless"
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Posted 15 years ago2008-12-31 17:01:45 UTC
in Rooms: Source! (co-op) Post #260876
So It's basically a compilation of various halls? Meh , sounds worth it. I'm going to take a break from facepunch and Map for this
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Posted 15 years ago2008-09-14 07:20:59 UTC
in Math_counter & Filter problem Post #255360
Yes. It's me. Big whoop.

Anyway , I've made a map with a ... spawner , Which , Stops working after ten tries. That part is iffy ; It subtracts by one every time the hatch door is opened ( I could use it via the buttons ).

The problem is resetting.
I made a prop , name activator.
And made a trigger in a box.
The trigger_multiple would test the activator on a filter_name with the target activator.
Except It .. doesn't do anything.

Should there be another way to test the activator? It's tested via a "starttouchall" output.

Any help is appreciated.
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Posted 15 years ago2008-06-11 16:15:02 UTC
in Valve hammer using EP1 tools Post #251143
LAWL I did.
That's the problem.

EDIT:

Guess what?
Crappy Valve hammer is putting the configurations of HL on instead of NS.
Fixed it.

Mod / admin close thread please.
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Posted 15 years ago2008-06-11 16:11:23 UTC
in Recipe for the Valve CAKE!! Post #251142
Where is the high penetration agents?
( On facepunch , the first time we heard it , it sounded like " High penetration asians " )
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Posted 15 years ago2008-06-11 15:36:57 UTC
in Valve hammer using EP1 tools Post #251139
OK , seriously now , What the hell?
I noticed on The non steam version ( The HL 1 version ) of valve hammer that it appears to be compiling with Episode 1 tools ( source ) instead of ZHLT. Is the compile process window being gay or is it actually using it
PS. It won't load in Natural Selection.

Code :
[quote]
** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Steam\steamapps\pirate_454\half-life

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\pirate_454\half-life\ns\co_base.map" "C:\Program Files\Steam\steamapps\pirate_454\half-life\ns\maps\co_base.map"

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qcsg.exe
** Parameters: "C:\Program Files\Steam\steamapps\pirate_454\half-life\ns\maps\co_base"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:\Program Files\Steam\steamapps\pirate_454\half-life\ns\maps\co_base.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (1)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (0)
Using WAD File: \program files\steam\steamapps\pirate_454\half-life\ns\ns_hera.wad
Using WAD File: \program files\steam\steamapps\pirate_454\half-life\ns\ns.wad
added 6 additional animating textures.
1 seconds elapsed
** Executing...
** Command: C:\PROGRA~1\Steam\STEAMA~1\PIRATE~1\SOURCE~1\bin\ep1\bin\vbsp.exe
** Parameters: "C:\Program Files\Steam\steamapps\pirate_454\half-life\ns\maps\co_base"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:\program files\steam\steamapps\pirate_454\half-life 2 episode two\ep2\materials
Error opening C:\Program Files\Steam\steamapps\pirate_454\half-life\ns\maps\co_base.vmf: File C:\Program Files\Steam\steamapps\pirate_454\half-life\ns\maps\co_base.vmf, line 1: No such file or directory.

** Executing...
** Command: C:\PROGRA~1\Steam\STEAMA~1\PIRATE~1\SOURCE~1\bin\ep1\bin\vvis.exe
** Parameters: "C:\Program Files\Steam\steamapps\pirate_454\half-life\ns\maps\co_base"

Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading c:\program files\steam\steamapps\pirate_454\half-life\ns\maps\co_base.bsp
c:\program files\steam\steamapps\pirate_454\half-life\ns\maps\co_base.bsp is not a IBSP file

** Executing...
** Command: C:\PROGRA~1\Steam\STEAMA~1\PIRATE~1\SOURCE~1\bin\ep1\bin\vrad.exe
** Parameters: "C:\Program Files\Steam\steamapps\pirate_454\half-life\ns\maps\co_base"

Valve Software - vrad.exe SSE (Nov 8 2007)
--- Radiosity Simulator --
1 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file C:\PROGRA~1\Steam\STEAMA~1\PIRATE~1\SOURCE~1\bin\ep1\bin\lights.rad.
Loading c:\program files\steam\steamapps\pirate_454\half-life\ns\maps\co_base.bsp
c:\program files\steam\steamapps\pirate_454\half-life\ns\maps\co_base.bsp is not a IBSP file
[/quote]
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Posted 15 years ago2008-05-16 14:18:39 UTC
in Xsi animation help Post #250035
Ahh thanks, I was having this problem.
Null ; you mean the root of a chain , or that NULL object thing in the selection.
Basically the selection which you can choose between tori and cubes etc.
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Posted 15 years ago2008-05-11 10:14:04 UTC
in Xsi animation help Post #249841
Why thank you , Grim Reafer.
I hope it goddamn works

By the way , It's for making buildup animations and buildown for a C&C Gmod mod.

Ok , need help.
Compiled it and bits are different sizes , different places and the animations don't work.
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Posted 15 years ago2008-05-11 06:34:59 UTC
in Flat-Life Popularity Drive: Compo? Post #249838
Hoho.
I might do some metroidish.
Even though the deadline is well over.
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Posted 15 years ago2008-05-11 06:34:59 UTC
in Flat-Life Popularity Drive: Compo? Post #249839
Hoho.
I might do some metroidish.
Even though the deadline is well over.
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Posted 15 years ago2008-05-11 06:29:10 UTC
in Xsi animation help Post #249837
I'm going to start animating in XSI , But with the tutorials , I only saw bones / envelops that moved like a ballsocket.
Is there anything that will make a ploygon Move up and down , Left or right , Without a ballsocket thing
( Like a cylinder rises from the ground )

Help really appreciated

ps. Christ , Haven't been here in ages.
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Posted 16 years ago2008-02-14 18:06:27 UTC
in Spore - The best game - Is delayed. Post #245650
What?
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Posted 16 years ago2008-02-14 17:45:19 UTC
in Spore - The best game - Is delayed. Post #245645
I've had it with spore now.
I really amn't going to buy it.
[link] www.spore.com [/link]

Apparently It's now September 2008 due to the DS , WII , PS3 , XBOX and mobile ( WTF ) Versions of the game.
I really amn't going to buy this now.

Does anyone know their email.
If tehy do , I am sending this to them.
Dear Will Wright / Spore designers.

I am getting severly pissed off at the nubmer of the delays of your title , SPORE. Now that I hear it is pushed back to September 2008.
I think you should take this advice :
Produce the PC Version first. Although It has probably undergone alot of beta tests , I am sure it would be ready for release Maysih. You should finish the other ones later.
Take a look at Resident Evil 4.
They first released the Gamecube version , later the PS2 and then the PC.
The good thing was It didn't take long to make since they did everything seperately. I seriously think you should shove all console versions ( BIN THE MOBILE PHONE IDEA. THAT IS JUST STUPID ) in the fridge , and work on the PC Version. Then the Wii and DS , Since they are incredibly similar , and then the PS3 / XBOX 360.
No mobile phones! NO!
Anyone agree?
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Posted 16 years ago2008-01-13 15:12:09 UTC
in Flat-Life Popularity Drive: Compo? Post #243356
  • clank * , * whirr* .
Good to get those old mapping engines back online.
Covered in dust.
Nothing better to do whilst waiting for 3DS Max to install...
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Posted 16 years ago2008-01-01 09:56:49 UTC
in Name + 1? Post #242218
I've just started to make a roleplay map - Without the preset stuff.
I'm thinkign of making all owners of a shop to have a " Warehouse " card.
The warehouse spawns many things , chairs , tables , combine equipment , signs etc. But I was wondering about spawning Spawners ( say Computer spawners or wepaon spawners) and realised if I have more than 1 , If I press one it will toggle them both.
Is there soem output to make the name of the template's entities + 1 so It doesn't toggle them all.

For example : I press spawner , I get "spawner". Press the spawner again , the buttons and entities change to "spawner1". Again , "spawner2"?
Is this possible or OD I need to explain it more?
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Posted 16 years ago2007-12-29 14:09:27 UTC
in Filesystem.dll error Post #242081
All steam games.
He has a Windows Vista Home edition ,packard bell PC with motherboard graphics card , which he should buy standard cards.
I have no idea what is causing this. Before , he had problems with steam itself.
urgh :tired:
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Posted 16 years ago2007-12-29 08:25:20 UTC
in Filesystem.dll error Post #242075
Okay. Iv'e found that the filesystems are in there folders , but gay lame ass steam doesn't read it.
ARGH!
Madcow , anyone , HELP! :zomg:
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Posted 16 years ago2007-12-29 07:48:13 UTC
in Filesystem.dll error Post #242072
Doesn't work. I think it's a problem during installtion via steam.
would any kind person host a HL and HL2 Filesystem dll?
Thanks! Much appreciated
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Posted 16 years ago2007-12-28 18:20:33 UTC
in Filesystem.dll error Post #242057
I gave my friend Hl2 ( When I got the orange box ) For his bday , but now when he is trying to play Hl1 he gets this message:
Could not load filesystem dll.
Filesystem crashed during construction
I have no idea what this means.
he isn't trying to make maps or anything. Just playing.
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Posted 16 years ago2007-12-28 18:18:14 UTC
in Making path_tracks stop. Post #242056
Madcow , I mean making a path_track mimic a path corner. I don't think func_tracktrains work on path_corners
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Posted 16 years ago2007-12-28 15:29:59 UTC
in Making path_tracks stop. Post #242045
Is re-enable an output? If so , then It's fine.
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Posted 16 years ago2007-12-28 14:36:19 UTC
in Making path_tracks stop. Post #242041
It sounds weird , but I'm trying to get this train i'm making to stop at path tracks like the Wait Until Fire command for path corner.
Anyone know how?
If you really must know , I'm making a kindof tube train that goes from one side of the map to the other , using a cool tracktrain and a door.
:combines:
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Posted 16 years ago2007-12-22 13:04:20 UTC
in Wally is a fag , Need help Post #241723
Well I want to convert these JPegs , but in the batch converter type of file thing ( in options) It ...
Wait I'll try out that method Muzz.
also Kane+ Christmas hat = WIN
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Posted 16 years ago2007-12-22 09:48:41 UTC
in Wally is a fag , Need help Post #241712
Wally is acting up .
( no offense to gay people , I don't mean it in that way )
It's being a downright fag , It won't let me change the bath conversion settings ( Even if I cahnge it to Jpg it always goes to a herticll file.)
Can anybody help me in anyway to make it automtically JPG instead of a Heretic 2 file. By the way this is for batch conversion because I want to convert some stuff I made in Potatoshop.
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Posted 16 years ago2007-12-22 09:46:03 UTC
in Goldsource "nodraw"? Post #241711
Thanks strider
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Posted 16 years ago2007-12-22 08:36:34 UTC
in Goldsource "nodraw"? Post #241707
Is there any command or texture that Mimics Source's Nodraw texture?
Small , but thanks.
BTW: Love the new emotes , TWHL! :hammer:
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Posted 16 years ago2007-12-01 16:11:49 UTC
in Somebody convert this into a looper? Post #239573
Thanks! :heart:
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Posted 16 years ago2007-11-30 08:54:08 UTC
in Somebody convert this into a looper? Post #239475
I'm not sure if this is the right forum to post in , but could somebody make it so this file loops in source. It's a klaxon.
http://files.filefront.com/klax1wav/;9157537;/fileinfo.html
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