Forum posts

Posted 18 years ago2005-08-01 10:58:54 UTC
in hl to hl2..... Post #125137
actually ichthyosaur is an old myth creature...
errr...no Saco, it really wasnt. Heres an online definition i found : Any of various extinct fishlike marine reptiles of the order Ichthyosauria of the Triassic Period to the Cretaceous Period, having a porpoiselike head and an elongated, toothed snout.

Heres the link http://dictionary.reference.com/search?q=ichthyosaur

EDIT:Do'h! Saribous beat me to it

Hahaha! Thats quite funny onslaught, from the looks of it, you play as a terrorist trying to attack linux.

Alyx? Sexy? heh, if you want something to get horny over look at this :www.crazyrussian.com/ 02/entry_365.php

(rather obscene content through above link)
38_98 38_98Lord
Posted 18 years ago2005-08-01 08:51:09 UTC
in hl to hl2..... Post #125119
Hmmm indeed, but i believe that HL1 is never gonna die out, at least no any time soon...

Ive just read that Half-life saga storyline website. It wasnt far off from what i thought it was, but it does make an awful lotta sense.

'On a rail' chapter was tedious, you had to go around for half an hour on a train. It was more 'travel' then anything else. The neding of the chapter was good.
38_98 38_98Lord
Posted 18 years ago2005-08-01 08:43:06 UTC
in modelling competition Post #125116
Program: M3rc's Ass Modeling Program
i guess youll also need M3rc's Dick Animation Program :P
38_98 38_98Lord
Posted 18 years ago2005-08-01 05:12:12 UTC
in modelling competition Post #125086
poly limit = do we want one?
optimizing = should we? Depending on used technique?
game = hl1 or hl2? Or a universal file type?(.max .obj .mdl(1,2,3,4))
program =G-max? Milkshape? anim8or? etc.(wiht one program you model faster then others.)
i was just wondering about these. Maybe we should sort it out soon so that if the time comes to do this we dont have to waste a week or so deciding what to have?
38_98 38_98Lord
Posted 18 years ago2005-08-01 03:47:26 UTC
in Which countries have you visited? Post #125071
AHH!! The UK is under Zombie invasion!!! I feel funny.......
...
...
...
...
UGH!!! I feel funny...
...
...
...
BRAINS!!!!!
38_98 38_98Lord
Posted 18 years ago2005-08-01 03:40:41 UTC
in Competition 14 Post #125069
I still intend to complete my 'breen' map. Just not for the compo deadline. Maybe i should just make a cardbox with 'breens house' written all over it?
38_98 38_98Lord
Posted 18 years ago2005-08-01 03:37:05 UTC
in Your House! Post #125068
Send who a modern chandelier prefrab?

:quizzical:
38_98 38_98Lord
Posted 18 years ago2005-07-31 17:45:31 UTC
in modelling competition Post #125013
milkshape isnt the only one. There are tons, some free, some industrial grade. You could find them everywhere if you searched on google. Heh, my idea wasnt as bad as i thought :biggrin:
38_98 38_98Lord
Posted 18 years ago2005-07-31 12:07:19 UTC
in Which countries have you visited? Post #124940
wow, youve been to quite a few places :biggrin:
38_98 38_98Lord
Posted 18 years ago2005-07-31 11:29:01 UTC
in Slow down. Post #124932
im not sure. Im not the coder type. Maybe you could post your plead in the shoutbox?
38_98 38_98Lord
Posted 18 years ago2005-07-31 11:24:04 UTC
in Slow down. Post #124929
if you want it in sequence format, use cameras. If you ant if for gameplay. Then do some coding because thats probably the only way to do it
38_98 38_98Lord
Posted 18 years ago2005-07-31 11:08:13 UTC
in Slow down. Post #124926
Why wouldnt a Camera sequence be a good alternative (unless it involves combat)
38_98 38_98Lord
Posted 18 years ago2005-07-31 11:05:28 UTC
in Slow down. Post #124924
but you don't understand what Saco means!
Elon, if that was the case, i wouldnt be trying to tell him my point on this problem. Im just suggesting an alternative to coding :roll:
38_98 38_98Lord
Posted 18 years ago2005-07-31 11:03:15 UTC
in Which countries have you visited? Post #124922
haha, he probably had to stop at 100 because the border gaurds were getting suspicious :P
38_98 38_98Lord
Posted 18 years ago2005-07-31 11:00:48 UTC
in Slow down. Post #124921
erm...no Elon, i wasnt reffering to that, i was reffering to when you clamber back into the machine to become large again. He used cameras for that part (obviously) and made the camera run at the speed of the player accompanied by foot step sounds. You could do this effect in a normal sized map without any scaling but just slowing down the cameras. Elon, i can clearly you you dont understand me, maybe my example will show you what i mean.
38_98 38_98Lord
Posted 18 years ago2005-07-31 10:58:40 UTC
in Spawning repels Post #124918
if those groups of particles are that close together. It could be that the nodes are all over lapping each other if they're all at 8 units height
38_98 38_98Lord
Posted 18 years ago2005-07-31 10:57:26 UTC
in Your House! Post #124917
okey dokey. I'll start construction tonight...

GO DONKEYS!!!
38_98 38_98Lord
Posted 18 years ago2005-07-31 10:56:33 UTC
in Which countries have you visited? Post #124915
Im from Wales. Then moved into England, simple.
38_98 38_98Lord
Posted 18 years ago2005-07-31 10:53:29 UTC
in Slow down. Post #124910
Olny if you wanted to make the perfect effect. If you remember back to Minimicus when you go back through the shrink machine to become large again right at the end, you notice that his camera sequence is highly effective. That is the camera sequence im trying to explain here, using SlayerA's mod as an example
38_98 38_98Lord
Posted 18 years ago2005-07-31 10:42:31 UTC
in Which countries have you visited? Post #124904
nice. I can see why you said that you had mainly stuck to the north
38_98 38_98Lord
Posted 18 years ago2005-07-31 10:38:50 UTC
in Which countries have you visited? Post #124900
erm...i cant see it
38_98 38_98Lord
Posted 18 years ago2005-07-31 10:37:30 UTC
in Which countries have you visited? Post #124898
User posted image
ive been to here and there. A number of holidays :)
38_98 38_98Lord
Posted 18 years ago2005-07-31 10:17:02 UTC
in Slow down. Post #124894
you wouldnt require to edit the skill.cfg :P
if you wanted to turn left or right, then use the path corners option in conjunction with the target option. Use the path corners to move forward and left, and make the target a func_train which moves round the corner adding the 'turning round a corner effect' (i know i have terribly explained this. Maybe i should make an example to show you what i mean?)
38_98 38_98Lord
Posted 18 years ago2005-07-31 10:11:55 UTC
in Slow down. Post #124892
hmmmm...maybe you could use cameras which move at half the speed of the player and have footstep sounds playing to it, unless you want the player to have control...
38_98 38_98Lord
Posted 18 years ago2005-07-31 09:56:31 UTC
in Slow down. Post #124889
Maybe you could use a trigger_push that pushes againt the player at half the speed the player moves
38_98 38_98Lord
Posted 18 years ago2005-07-31 09:23:57 UTC
in Your House! Post #124882
not unless he splits his map up into many maps. And take a look at the college project thread. That map is both huge and highly detailed and it hasnt started to lag yet (although its almost certain it will do so in multiplayer)

Say, merc, it may be a little late to join. But can i too start on this house project?
38_98 38_98Lord
Posted 18 years ago2005-07-31 09:20:15 UTC
in Creative Commons beer Post #124881
If they can develop a womans pussy that tastes like that, THEN I'll be interested.
:aghast: :aggrieved: :zonked:
38_98 38_98Lord
Posted 18 years ago2005-07-31 05:18:52 UTC
in unusual problem Post #124857
ive checked forums. It doesnt seem there was an error of this kind. Where i thought i would find a solution on one thread didnt show because the solution had never been posted.

Ive done compiles on other maps. Its works fine with both sets of compile tools, ZHLT's and hammer's. Im sure that this error was generated by something within the map itself. For even though ZHLT's showed the same error on allv the other maps i compiled, they all ran perfectly find (execpt it doesnt clip sky brushes)

Som im sure that the error is within the map. Ive checked for errors and there are none. It could be the texturing. Seeing it crashes just the screen loads showing the map. Could it be a corupt file?
38_98 38_98Lord
Posted 18 years ago2005-07-31 04:37:50 UTC
in Xen Assault [HL1] Post #124856
i was talking about my sleep :P
38_98 38_98Lord
Posted 18 years ago2005-07-31 03:30:14 UTC
in Counterstrike respawn Post #124849
with the way your putting it the counter-terrorists would always lose
38_98 38_98Lord
Posted 18 years ago2005-07-31 03:29:09 UTC
in High-Def Weapons Post #124848
you might need to rename some models though because they may be named differently.
38_98 38_98Lord
Posted 18 years ago2005-07-31 03:27:37 UTC
in London Post #124847
it was quite funny :P
38_98 38_98Lord
Posted 18 years ago2005-07-30 18:31:12 UTC
in Xen Assault [HL1] Post #124809
are you seriuos ? wow,I dont even know,since when?
well since i found a mod (note i say 'a') with similaritys well, i havent really thought of you as a person wh trusts me. Nevermind.

if your talking about taking a position then i dont mind. I have tons of free time.
what does dodgy mean?
dont worry your head about it. Taking a second look it does look alot better then when i took my first 'quick scan' of the picture

well, im going to attempt to sleep. But i have a feeling i wont succeed, if i do fall asleep, then good night in advance
38_98 38_98Lord
Posted 18 years ago2005-07-30 18:22:00 UTC
in I need your photos! Post #124806
no it means 'i am your god' i dont actually speak the language. I just took it from a translation website
38_98 38_98Lord
Posted 18 years ago2005-07-30 18:13:42 UTC
in Xen Assault [HL1] Post #124802
i rather like the barnacles end, it looks like something will actually latch onto instead of just fleshy 'string' in my opinion its all very good. But the texturing on that tank looks a little dodgy, and the garg looks pretty cool :)
38_98 38_98Lord
Posted 18 years ago2005-07-30 18:10:46 UTC
in Xen Assault [HL1] Post #124800
i would take up the post. But im not sure what your looking and i dont think you really trust me much either :aggrieved:
38_98 38_98Lord
Posted 18 years ago2005-07-30 18:08:35 UTC
in paths tool Post #124799
if your a cs mapper then you wouldnt really need to worry about paths (unless your doing entity work that involves them) Just info_nodes or something like that so hostages can follow you (if you make those maps)
38_98 38_98Lord
Posted 18 years ago2005-07-30 18:05:40 UTC
in Rep system Post #124797
what about something like:

Trainee
Rookie
Intermediate
Profesional
Elite
that would be quite nice

Actually, elons suggest made me think that maybe we should have awards displayed beneath the Avatars or something
38_98 38_98Lord
Posted 18 years ago2005-07-30 16:47:42 UTC
in I need your photos! Post #124771
im ваш бог ... im ваш бог!
38_98 38_98Lord
Posted 18 years ago2005-07-30 16:43:42 UTC
in Rep system Post #124769
like starter, beginner, intermediate, advanced, expert, master. That kind of stuff
38_98 38_98Lord
Posted 18 years ago2005-07-30 16:42:12 UTC
in unusual problem Post #124768
if thats the case then i would've had this problem a while back. Ill check over things just in case
38_98 38_98Lord
Posted 18 years ago2005-07-30 16:30:26 UTC
in unusual problem Post #124761
its wierd isnt it? :P
38_98 38_98Lord
Posted 18 years ago2005-07-30 16:28:16 UTC
in Rep system Post #124759
you could have mapper rankings, like you said. Heh, general 7th :P and his follow generals (rabid,ant,andy,slayerA) and then atom as secretary of defense :biggrin:

im not sure as to what theme we should have, the mapper theme sounds good though
38_98 38_98Lord
Posted 18 years ago2005-07-30 16:25:49 UTC
in unusual problem Post #124758
unbreakable: there isnt any sky.

seventh:nadda, i checked every twice and triple. I cant spot a single error. I fixed everything before these troubles began.
38_98 38_98Lord
Posted 18 years ago2005-07-30 16:23:20 UTC
in London Post #124757
yes, but control over every single person (like cameras, officers yadda yadda yadda) would in reality costs millions maybe even billions and would cost the government a fortune in maintaining this 'big brother country' the resources required would be devastating. and the men you would need to bring in for a total police state would be something huge as well. 5 years of it and i bet you the economy would be ready to colapse due to government pushing taxes up to pay for it. If this ever happens that is (not likely)

And even if it does there is a simply rule, what comes up, most come down police state on britain isnt gonna be too politely taken by the people of this country. If you consider City17 to become reality, you've gotta consider its side-affects too (not actually any aliens, just things like rebels) by the end of all that you've got anarchy, so much for police state.... :
38_98 38_98Lord
Posted 18 years ago2005-07-30 16:14:57 UTC
in unusual problem Post #124752
i have, i moved all my compiling tools to drive D, last time that didnt work and this time is hasnt worked either.
38_98 38_98Lord
Posted 18 years ago2005-07-30 16:00:01 UTC
in unusual problem Post #124748
when i typed map cystal, i got a svc_bad. Ive seen this before. I had it once because when i look at the sky it caused HL1 to crash, it could be that my xen textures i use in the map (because they are the first thing you see) could be causing it to crash the second the map is activated

Zhlt 3.2? Ill search google for it.

I changed the textures and tested it again. It wasnt the xen textures

Oh no wait, i see what ive done. Nevermind, it should work now

oh, no it didnt, im going to download those ZHLT tools and see what the results are

alright, i downloaded and used 3.2 And i got these results instead (with nothing changed inside the map)

** Executing...
** Command: Change Directory
** Parameters: D:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "D:SierraHalf-Lifevalvecystal.map" "D:SierraHalf-Lifevalvemapscystal.map"

** Executing...
** Command: C:PROGRA~1ZHLTHLCSG.EXE
** Parameters: "D:SierraHalf-Lifevalvemapscystal"
  • Could not execute the command:
C:PROGRA~1ZHLTHLCSG.EXE "D:SierraHalf-Lifevalvemapscystal"
  • Windows gave the error message:
"The operation completed successfully."

** Executing...
** Command: C:PROGRA~1ZHLTHLBSP.EXE
** Parameters: "D:SierraHalf-Lifevalvemapscystal"
  • Could not execute the command:
C:PROGRA~1ZHLTHLBSP.EXE "D:SierraHalf-Lifevalvemapscystal"
  • Windows gave the error message:
"The operation completed successfully."

** Executing...
** Command: C:PROGRA~1ZHLTHLVIS.EXE
** Parameters: "D:SierraHalf-Lifevalvemapscystal"
  • Could not execute the command:
C:PROGRA~1ZHLTHLVIS.EXE "D:SierraHalf-Lifevalvemapscystal"
  • Windows gave the error message:
"The operation completed successfully."

** Executing...
** Command: C:PROGRA~1ZHLTHLRAD.EXE
** Parameters: "D:SierraHalf-Lifevalvemapscystal"
  • Could not execute the command:
C:PROGRA~1ZHLTHLRAD.EXE "D:SierraHalf-Lifevalvemapscystal"
  • Windows gave the error message:
"The operation completed successfully."

** Executing...
** Command: D:SIERRAHALF-L~1HL.EXE
** Parameters: -dev -console +map "cystal"

** Executing...
** Command: Change Directory
** Parameters: D:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "D:SierraHalf-Lifevalvecystal.map" "D:SierraHalf-Lifevalvemapscystal.map"

** Executing...
** Command: C:PROGRA~1ZHLTHLCSG.EXE
** Parameters: "D:SierraHalf-Lifevalvemapscystal"
  • Could not execute the command:
C:PROGRA~1ZHLTHLCSG.EXE "D:SierraHalf-Lifevalvemapscystal"
  • Windows gave the error message:
"The operation completed successfully."

** Executing...
** Command: C:PROGRA~1ZHLTHLBSP.EXE
** Parameters: "D:SierraHalf-Lifevalvemapscystal"
  • Could not execute the command:
C:PROGRA~1ZHLTHLBSP.EXE "D:SierraHalf-Lifevalvemapscystal"
  • Windows gave the error message:
"The operation completed successfully."

** Executing...
** Command: C:PROGRA~1ZHLTHLVIS.EXE
** Parameters: "D:SierraHalf-Lifevalvemapscystal"
  • Could not execute the command:
C:PROGRA~1ZHLTHLVIS.EXE "D:SierraHalf-Lifevalvemapscystal"
  • Windows gave the error message:
"The operation completed successfully."

** Executing...
** Command: C:PROGRA~1ZHLTHLRAD.EXE
** Parameters: "D:SierraHalf-Lifevalvemapscystal"
  • Could not execute the command:
C:PROGRA~1ZHLTHLRAD.EXE "D:SierraHalf-Lifevalvemapscystal"
  • Windows gave the error message:
"The operation completed successfully."

** Executing...
** Command: D:SIERRAHALF-L~1HL.EXE
** Parameters: -dev -console +map "cystal"

ive seen this error before. Execpt this time is say that it couldnt execute the command. Maybe i should move my ZHLT tools to a different drive...

didnt work, it still shows the same error :(
does anyone have any suggestions to this puzzle?
38_98 38_98Lord
Posted 18 years ago2005-07-30 15:50:05 UTC
in unusual problem Post #124746
well, i was compiling my map as usual. The compile as far as i can see went fine. It switched to half life and nearly loaded the map it suddenly switched back to hammer without any error windows or crashing.

** Executing...
** Command: Change Directory
** Parameters: D:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "D:SierraHalf-Lifevalvecystal.map" "D:SierraHalf-Lifevalvemapscystal.map"

** Executing...
** Command: C:PROGRA~1ZHLTHLCSG.EXE
** Parameters: "D:SierraHalf-Lifevalvemapscystal"

hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1ZHLTHLCSG.EXE D:SierraHalf-Lifevalvemapscystal

= Current hlcsg Settings =
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Wadinclude list :
[zhlt.wad]

entering D:SierraHalf-Lifevalvemapscystal.map
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.05 seconds)
SetModelCenters:
30%... (0.00 seconds)
CSGBrush:
50%... (0.17 seconds)
Using WAD File: sierrahalf-lifevalvehalflife.wad
Using WAD File: sierrahalf-lifevalvedecals.wad
Using WAD File: sierrahalf-lifevalveliquids.wad
Using WAD File: sierrahalf-lifevalvexeno.wad
Using WAD File: sierrahalf-lifevalvefonts.wad
Embedding textures from WAD File [sierrahalf-lifevalvezhlt.wad] into BSP
Texture usage is at 0.13 mb (of 4.00 mb MAX)
0.33 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1ZHLTHLBSP.EXE
** Parameters: "D:SierraHalf-Lifevalvemapscystal"

hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1ZHLTHLBSP.EXE D:SierraHalf-Lifevalvemapscystal

= Current hlbsp Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'D:SierraHalf-Lifevalvemapscystal.prt'
0.38 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1ZHLTHLVIS.EXE
** Parameters: "D:SierraHalf-Lifevalvemapscystal"

hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1ZHLTHLVIS.EXE D:SierraHalf-Lifevalvemapscystal

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

18 portalleafs
38 numportals
BasePortalVis:
10%...30%...40%...50%...60%...80%...90%... (0.06 seconds)
LeafThread:
10%...30%...40%...50%...60%...80%...90%... (0.00 seconds)
average leafs visible: 15
g_visdatasize:90 compressed from 54
0.06 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1ZHLTHLRAD.EXE
** Parameters: "D:SierraHalf-Lifevalvemapscystal"

hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1ZHLTHLRAD.EXE D:SierraHalf-Lifevalvemapscystal

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 256.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 ] [ 1.000 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

[Reading texlights from 'C:PROGRAM FILESZHLTlights.rad']
[1 texlights parsed from 'C:PROGRAM FILESZHLTlights.rad']

86 faces
Create Patches : 276 base patches
0 opaque faces
3543 square feet [510335.09 square inches]
4 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.11 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
60%...70%...80%...90%... (0.05 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.06 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
Transfer Lists : 43678 transfers
Indices : 16616 bytes
   Data : 174712 bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.11 seconds)
0.39 seconds elapsed

--- END hlrad ---

** Executing...
** Command: D:SIERRAHALF-L~1HL.EXE
** Parameters: -dev -console +map "cystal"

This is the compile log if you wish to take further inspection upon.
38_98 38_98Lord
Posted 18 years ago2005-07-30 13:45:36 UTC
in London Post #124727
well it isnt exactly gonna happen, theres a difference between reality and fantasy
38_98 38_98Lord
Posted 18 years ago2005-07-30 13:23:23 UTC
in London Post #124722
IMO, in 10 years earth will be like City 17. With George Bush as Dr Breen, and police as combine.
heh, good joke m0p
38_98 38_98Lord