Forum posts

Posted 7 years ago2011-11-13 12:24:56 UTC
in Competition 31 Post #300727
11 days until the competition ends?
Well fuck.
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Posted 7 years ago2011-11-07 21:58:13 UTC
in Stories! Post #300568
Part III: The part where DIMBARK YOU CANNOT COME BACK TO LIFE

aliens with weird muslamic ray guns burn dimbark's corpse so badly that not even the great technolocial minds could even think of ressurecting his
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Posted 7 years ago2011-11-07 19:07:54 UTC
in Stories! Post #300557
Dimbark then kills himself , by slitting off his head. there is no way he can ever be revived ever , period. ever.

EVER.
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Posted 7 years ago2011-11-06 22:15:44 UTC
in Stories! Post #300530
plank into a pool of rabid sharks with lasers on their frickin' heads
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Posted 7 years ago2011-11-05 10:40:09 UTC
in Competition 31 Post #300497
I somehow doubt anyone apart from rimrook has put the whole two months into this , I've been working on my entry on-and-off for a few weeks now , but I literally only have one hallway to show for it - and it's not even that great.
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Posted 7 years ago2011-11-03 20:55:20 UTC
in Competition 31 Post #300470
Same! Get your photos sorted out!

edit

They've just loaded...

I'm going to have to up my game so much!
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Posted 7 years ago2011-10-31 20:47:29 UTC
in Competition 31 Post #300406
CamStudio is horrible.
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Posted 7 years ago2011-10-31 15:11:26 UTC
in Competition 31 Post #300402
I see , i'm getting the same problem. The actual screenshot plugin which the application relies on has been made by somebody else , so right now I'm actually going to delve into the code and see what I can do myself.
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Posted 7 years ago2011-10-30 22:10:56 UTC
in Competition 31 Post #300378
I really don't see why not

EDIT:

Here's the program if anybody wants it. Spent way more time in photoshop than programming the damn thing.
DOWNLOAD
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Posted 7 years ago2011-10-29 18:17:38 UTC
in Competition 31 Post #300344
I've an idea. I'm going to upload a crappy little timelapse program I quickly threw together in Scirra Construct - from now on , every time you open up hammer , turn on the program. Therefore , by the end of the competition , we'll basically all have a video showing how we map , our progress, all the errors and troubles we face..

quite a smart idea I think
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Posted 7 years ago2011-10-29 16:52:22 UTC
in The Voice Acting Thread Post #300342
Someone give me a paragraph or something to say.
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Posted 7 years ago2011-10-26 19:38:49 UTC
in The Voice Acting Thread Post #300264
If somebody could recommend me a non-expensive , semi-decent mike then i'd be incredibly happy as a certain someone has "accidentally misplaced" my previous good quality one.

I'm just going to point this out there - the one thing that really grinds my gears is general terrible voice acting. I don't care whether you can do a good russian accent , if it sounds like you are bored shitless and have no expression in your voice then you are not able to call yourself a voice actor.
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Posted 7 years ago2011-10-23 20:15:39 UTC
in Competition 31 Post #300197
I don't think he literally means func_entity ,
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Posted 7 years ago2011-10-20 16:12:23 UTC
in Competition 31 Post #300133
Renaming a texture isn't exactly adding or changing anything
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Posted 7 years ago2011-10-20 13:01:31 UTC
in Competition 31 Post #300123
Oh well , if people are showing tidbits of their submission , I might as well show off.
User posted image
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Posted 7 years ago2011-10-18 11:17:57 UTC
in Competition 31 Post #300075
Penguinboy: It's alright for now , i've already managed to make it all. Just a bit more of a painstaking process than using displacements.
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Posted 7 years ago2011-10-18 11:15:09 UTC
in Broken Hammer Post #300074
Right guys can we stop the domestic and focus on the matters at hand , please?
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Posted 7 years ago2011-10-17 14:06:37 UTC
in Competition 31 Post #300038
Just spent hours trying to make an arch out of triangles..
really not fun , but at least it allows pseudo-displacements GoldSrc
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Posted 7 years ago2011-10-17 10:37:38 UTC
in Competition 31 Post #300028
That's not dedication
that's stupidity
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Posted 7 years ago2011-10-16 17:34:53 UTC
in Competition 31 Post #300002
I'm going to assume goldsource and source will be judged seperately?
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Posted 7 years ago2011-10-15 21:01:02 UTC
in Competition 31 Post #299988
There's absolutely nothing to improvise with though. There isn't any good lights that look basic enough to be the base of a button
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Posted 7 years ago2011-10-15 14:36:59 UTC
in Competition 31 Post #299983
The lack of any buttons in the texture pack is more than infuriating
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Posted 7 years ago2011-10-12 17:12:18 UTC
in Post your screenshots! WIP thread Post #299942
Hopefully?!
That looks absolutely stunning!
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Posted 7 years ago2011-10-12 15:59:07 UTC
in Post your screenshots! WIP thread Post #299938
If you ever run out of weapon designs to model , I've got a shitload that I think would turn out well
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Posted 7 years ago2011-09-14 15:26:23 UTC
in Post your screenshots! WIP thread Post #298937
yeah i need a new floor texture, there is zero doubt about that.

I really don't want to venture into ridiculous sci-fi , the whole idea of the thing is just some massive underground base by people with alot of money in the present day.

I really want to do stairs but i'm going to have to go to some extreme measures for it.
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Posted 7 years ago2011-09-13 19:34:15 UTC
in Post your screenshots! WIP thread Post #298919
The easiest thing would be to skew it up , but I tried it and well , it frankly looks horrific. And the textures don't align whatsoever.
I then tried copying the corridor and rotating it , but again that turned out sour with half of the things off grid. Unless I went to the ridiculous , painstaking levels ( and probably putting the R_speeds through the roof ) by cutting everything into triangles , then that wouldn't work either.
User posted image
I've also tried a very quick job at doing the buttressess. Doesn't look good in my opinion , if anything I need to 'trace over' the existing texture and make it metallic.
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Posted 7 years ago2011-09-13 15:15:46 UTC
in Post your screenshots! WIP thread Post #298913
The main problem I have with my 'tunnel' right now is now real way to change height. Using elevators for every single height change is a bit over the top , but every way i've tried I've never been able to make a good looking staircase.

Anyone have any ideas?
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Posted 7 years ago2011-09-11 13:43:00 UTC
in Post your screenshots! WIP thread Post #298813
By the way , how's the core coming on urby / archie?
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Posted 7 years ago2011-09-11 10:12:26 UTC
in Post your screenshots! WIP thread Post #298807
slowly but surely , less goldsrc textures are being used..
User posted image
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Posted 7 years ago2011-08-28 21:26:42 UTC
in Haiku thread Post #298455
I should go to bed
I'm too to post legibly
Pheonns the whole fishe bayghels
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Posted 7 years ago2011-08-25 17:23:34 UTC
in Post your screenshots! WIP thread Post #298385
Would be so much better if the PC with hammer installed didn't decide to suddenly fail to connect to every wireless connection... lovely. Won't be progressing with that map for some time then...
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Posted 7 years ago2011-08-22 12:28:09 UTC
in Post your screenshots! WIP thread Post #298294
oh and the reason why the hud is different is because it's sven coop , but it's still blaringly obvious that it's the goldsrc hud
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Posted 7 years ago2011-08-22 11:53:54 UTC
in Post your screenshots! WIP thread Post #298292
dragos , calm the hell down. You are correct , those 8 textures are from HL but I've already made a new , higher res light texture and in the process of making a new trim texture so it's ever slowly decreasing.
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Posted 7 years ago2011-08-21 17:54:07 UTC
in Post your screenshots! WIP thread Post #298269
yes it's goldsrc

hehe , in the 6 years i've been here i genuinely think it's the first time anyone has actually complimented my maps
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Posted 7 years ago2011-08-21 12:45:05 UTC
in The Voice Acting Thread Post #298266
what the fuck is up with that battlefield 1942 sample

seriously
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Posted 8 years ago2011-08-20 09:29:31 UTC
in The Voice Acting Thread Post #298229
I might record a few sentences in various different roles / positions soon , think I might actually be able to pull it off quite well
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Posted 8 years ago2011-08-19 23:32:31 UTC
in The Voice Acting Thread Post #298211
I'm so hardcore
Actor / Voice actor , male , normal , variety.

I've barely done any things but considering how much I overact with my voice when i'm normally acting , I think I can do pretty well.

Quite a while ago I got bored out of my face when making a map and decided to do a "VOX"-esque american PA voice. Here's the download if you want a listen
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Posted 8 years ago2011-08-19 16:28:48 UTC
in Post your screenshots! WIP thread Post #298178
Infact the opposite dragos , the dirty crete columns were only temporary and I need to make them clean , rather than dirty.

The door spans a bunch of colours which represent a sort of "security level". throughout the levels the players will gradually unlock the levels , giving them access to new areas and areas such as weapon storage and med bays.
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Posted 8 years ago2011-08-19 14:09:43 UTC
in Post your screenshots! WIP thread Post #298174
Slight update. New light texture , wall textures and thought of some cool-ass hologram stuff for the doors.
User posted image
Need to make a good floor texture however..
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Posted 8 years ago2011-08-17 18:18:22 UTC
in Post your screenshots! WIP thread Post #298119
Really reminds me of Deus Ex ATDestroy , nice work.

Fuck me , I've no idea how i'm going to make stairs that work with that architecture style. Everything is off grid when I rotate it!

@Dexter - there's no way i'm 'indenting' it , not only would that make everything practically off-grid but it'd be a complete waste of resources and time. Looks pretty good as it is right now
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Posted 8 years ago2011-08-16 22:56:57 UTC
in Post your screenshots! WIP thread Post #298071
It's going to be part of an underground base , the hallways taking inspiration from the underground paths in King's Cross station.
(
User posted image
)
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Posted 8 years ago2011-08-16 21:33:56 UTC
in Post your screenshots! WIP thread Post #298061
TJB that looks gorgeous , I must say.
User posted image
Who said GoldSrc needs to be ugly?
I've probably already hit the brush limit but my god this single hallway looks better than 75% of Sven Co-op maps
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Posted 8 years ago2011-08-14 18:07:52 UTC
in Post your screenshots! WIP thread Post #297946
Ahh that's alright then , wasn't going for crysis-style graphics but at least it doesn't look like it was done in ms-paint.
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Posted 8 years ago2011-08-13 23:14:09 UTC
in Post your screenshots! WIP thread Post #297906
Can someone give me an honest answer on the question "Am I alright at making goldsource textures?"
User posted image
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Posted 8 years ago2011-08-01 21:33:04 UTC
in What? Post #297265
Found all four. Boo-yah
User posted image
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Posted 8 years ago2011-08-01 16:24:25 UTC
in Realistic water caustics in GoldSource Post #297256
I used a caustics generator to make a portal 2 style emancipation grid for my crappy "portal 2 in sven coop" map
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Posted 8 years ago2011-07-31 22:45:47 UTC
in Realistic water caustics in GoldSource Post #297226
I feel like i should know this , but what is the 'pyramid technique'
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Posted 8 years ago2011-07-26 19:22:22 UTC
in path_tracks not doing what they are told Post #297027
Screw that. Last time I buggered about with the FGD I did something pretty bad..

anyway the problem is the path_tracks. despite me telling them to move to their alternate paths , they aren't doing it. Weird , since using ent_fire seems to work.

It musn't be a problem about the logic_case because without it the elevator wouldn't move at all...
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Posted 8 years ago2011-07-26 12:33:19 UTC
in path_tracks not doing what they are told Post #297020
Func_tracktrains don't run on them however.
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Posted 8 years ago2011-07-26 11:21:28 UTC
in path_tracks not doing what they are told Post #297018
I know you guys are absolute gods at this shit , so hopefully you'll be able to help me out.

i'm going to need to make some diagrams to help me here.
User posted image
This is just showing the network of path_tracks , aiding the understanding of what is going on
User posted image
This is showing the probably over the top logic mechanism for deciding what floor the lift is at , and which way for the lift to travel. Each way is predermined in a logic_case and is fired from there.

Using a logic_auto , I fire a relay setting the logic_compare compare values to what it would be for the ground floor. The buttons then fire a compare depending on which button was pressed ( so if the flr 4 button was pressed , it would fire "flr4_is1" , which would then fire "flr4_is2" if found incorrect )
Currently I only have the flr3 button set up. If all went perfectly well , the elevator would fire the compares , change the path_track at 2dn to it's alternate branch of 2up , skipping 2 altogether.. unfortunately , for some reason , it slows down and stops at 2 , despite me telling 2dn to go to 2up.
It's bloody weird.

If someone can find the problem with this , i'll be forever greatful. To aid anyone willing to help me , the VMF is here so you can dabble around and find out what the cause is , rather than sitting confused as fuck as to what i've just said..
(Be warned there are ALOT of missing textures , but considering they've not really got much to do with the problem , it should be ok)
[url=http://dl.dropbox.com/u/888382/elevtest.vmf] DOWNLOAD THE VMF HERE [/vmf]

major thanks to anyone who can help me.
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