Forum posts

Posted 20 years ago2004-01-31 21:12:31 UTC
in Cartoon Selves Post #14710
Posted 20 years ago2004-01-24 09:14:24 UTC
in PS2 Online Post #13583
I dont pay for it, my dad does (he plays it aswell) and it has loads of good online games like rainbow six 3, star wars: kotor, and plenty of other brillant games.

I got ps2 online aswell and i know its good but i was wondering about gamer tags for Xbox live.

and im proud to like lemmings :cool:
Posted 20 years ago2004-01-23 19:22:50 UTC
in PS2 Online Post #13461
I have Xbox Live, if anyone else has it then i can add you to my friends list, i dont have meny you see. :(
Posted 20 years ago2004-01-22 16:56:22 UTC
in How much Cola do you drink? Post #13293
1 litre a day.
Weekends it can get as high as 2 litres

Lemmings are the best! :D
Posted 20 years ago2004-01-09 16:43:06 UTC
in Websites? Post #11353
Thanks :D
Posted 20 years ago2004-01-07 16:05:07 UTC
in Websites? Post #11108
Has anyone got any websites with pics of buildings and coll stuff to map because i have run out of ideas. i find it hard to Visualize stuff in words.

Thanks in advance :D
Posted 20 years ago2004-01-07 15:54:59 UTC
in irc ice chat Post #11107
My mirc is broken too. The continue button appears after a few secs.
Posted 20 years ago2003-12-29 08:00:05 UTC
in Not compiling Post #9655
i got it working, but by deleting half the map, must of had a bad brush or entity. any ways ill finish it and add to unfinished maps for rattings
Posted 20 years ago2003-12-29 07:54:08 UTC
in Not compiling Post #9654
geting rid of 20 of my wads didnt work, it still wont work. any other ideas
Posted 20 years ago2003-12-29 07:22:41 UTC
in Not compiling Post #9653
i had no problem with it before, maybe i used to many textures, because it worked then i added some decals and it didnt work. ill remove the wads i don't use then see.
Posted 20 years ago2003-12-28 20:35:18 UTC
in Cartoon Selves Post #9638
Go to www.dot.tk for free domain names.
Posted 20 years ago2003-12-28 20:28:16 UTC
in Not compiling Post #9637
See Problem maps.

A small set of maps i am working on and the map refuses to run.
The map either dosent compile properly or has lots of errors.

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

** Executing...
** Command: Copy File
** Parameters: "C:SierraHalf-LifeSpiritrmfsArmagedonTempest.map" "C:SierraHalf-LifeSpiritmapsTempest.map"

** Executing...
** Command: C:SierraHALF-L~1Spirithlcsg.exe
** Parameters: "C:SierraHalf-LifeSpiritmapsTempest"

hlcsg v2.5.3 rel Custom Build 1.6.1 (Sep 26 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:SierraHALF-L~1Spirithlcsg.exe C:SierraHalf-LifeSpiritmapsTempest
Entering C:SierraHalf-LifeSpiritmapsTempest.map

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 ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
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 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.36 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.39 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 102 used textures, 87.93 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalvestarwars.wad
  • Contains 0 used textures, 0.00 percent of map (34 textures in wad)
Using Wadfile: sierrahalf-lifevalvetorntextures.wad
  • Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
  • Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
  • Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
  • Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
  • Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
  • Contains 6 used textures, 5.17 percent of map (162 textures in wad)
Using Wadfile: sierrahalf-lifevalvetswad.wad
  • Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: sierrahalf-lifevalvezeditor.wad
  • Contains 0 used textures, 0.00 percent of map (5 textures in wad)
Including Wadfile: sierrahalf-lifevalvezhlt.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: sierrahalf-lifevalveajawad.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: sierrahalf-lifevalvecached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: sierrahalf-lifevalvechateau.wad
  • Contains 0 used textures, 0.00 percent of map (136 textures in wad)
Using Wadfile: sierrahalf-lifevalvecomic_poster.wad
  • Contains 2 used textures, 1.72 percent of map (27 textures in wad)
Using Wadfile: sierrahalf-lifevalvecs_747.wad
  • Contains 0 used textures, 0.00 percent of map (143 textures in wad)
Using Wadfile: sierrahalf-lifevalvecs_assault.wad
  • Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: sierrahalf-lifevalvecs_bdog.wad
  • Contains 0 used textures, 0.00 percent of map (132 textures in wad)
Using Wadfile: sierrahalf-lifevalvecs_cbble.wad
  • Contains 0 used textures, 0.00 percent of map (53 textures in wad)
Using Wadfile: sierrahalf-lifevalvecs_dust.wad
  • Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: sierrahalf-lifevalvecs_havana.wad
  • Contains 0 used textures, 0.00 percent of map (122 textures in wad)
Using Wadfile: sierrahalf-lifevalvecs_office.wad
  • Contains 0 used textures, 0.00 percent of map (102 textures in wad)
Using Wadfile: sierrahalf-lifevalvecstraining.wad
  • Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: sierrahalf-lifevalvecstrike.wad
  • Contains 1 used texture, 0.86 percent of map (123 textures in wad)
Using Wadfile: sierrahalf-lifevalvede_aztec.wad
  • Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
  • Warning: Larger than expected texture (348972 bytes): 'THANKS'
  • Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: sierrahalf-lifevalvede_piranesi.wad
  • Contains 2 used textures, 1.72 percent of map (149 textures in wad)
Using Wadfile: sierrahalf-lifevalvede_storm.wad
  • Contains 0 used textures, 0.00 percent of map (74 textures in wad)
Using Wadfile: sierrahalf-lifevalveitsitaly.wad
  • Contains 1 used texture, 0.86 percent of map (99 textures in wad)
Using Wadfile: sierrahalf-lifevalvejos.wad
  • Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifevalvejurrasic park.wad
  • Contains 2 used textures, 1.72 percent of map (21 textures in wad)
Warning: More than 8 wadfiles are in use. (28)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

added 29 additional animating textures.
Texture usage is at 2.41 mb (of 4.00 mb MAX)
7.09 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:SierraHALF-L~1Spirithlbsp.exe
** Parameters: "C:SierraHalf-LifeSpiritmapsTempest"

hlbsp v2.5.3 rel Custom Build 1.6.1 (Jul 15 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:SierraHALF-L~1Spirithlbsp.exe C:SierraHalf-LifeSpiritmapsTempest

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 ]
null tex. stripping [ on ] [ on ]
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 'C:SierraHalf-LifeSpiritmapsTempest.prt'
2.72 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:SierraHALF-L~1Spirithlvis.exe
** Parameters: -fast "C:SierraHalf-LifeSpiritmapsTempest"

g_fastvis = true
hlvis v2.5.3 rel Custom Build 1.6 (Jun 3 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:SierraHALF-L~1Spirithlvis.exe -fast C:SierraHalf-LifeSpiritmapsTempest
910 portalleafs
3064 numportals

= 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 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.06 seconds)
average leafs visible: 550
g_visdatasize:81518 compressed from 103740
3.19 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:SierraHALF-L~1Spirithlrad.exe
** Parameters: "C:SierraHalf-LifeSpiritmapsTempest"

hlrad v2.5.3 rel Custom Build 1.6.1 (Oct 9 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: C:SierraHALF-L~1Spirithlrad.exe C:SierraHalf-LifeSpiritmapsTempest

= 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 [ 255.000 ] [ 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 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

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

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

3782 faces
Create Patches : 18777 base patches
0 opaque faces
117592 square feet [16933272.00 square inches]
19 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (40.88 seconds)
visibility matrix : 21.0 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (80.34 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (28.92 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (12.30 seconds)
Transfer Lists : 15850364 transfers
Indices : 9674056 bytes
   Data : 63401456 bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.91 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.66 seconds)
172.97 seconds elapsed [2m 52s]

--- END hlrad ---
Posted 20 years ago2003-12-13 10:46:22 UTC
in Player Model Post #7551
It worked, thanks.
Posted 20 years ago2003-12-13 10:34:45 UTC
in Player Model Post #7548
I got the model of polycount and was wondering how to get it into a little mod im working on. The game is like Resident Evil and has trigger cameras all over the place
Posted 20 years ago2003-12-13 10:25:48 UTC
in Player Model Post #7544
How would i get my own custom player model work in my mod.
Posted 20 years ago2003-11-04 14:32:49 UTC
in r_speeds 1 Post #3940
the other stuff that comes up when you type r_speeds 1 in the consol like ms, wpoly, epoly.
Posted 20 years ago2003-11-04 14:10:42 UTC
in r_speeds 1 Post #3936
what does fps mean whem you type in r_speeds 1 cos mine is 0. and what does the other stuff mean.
Posted 20 years ago2003-10-10 17:04:43 UTC
in Trains that Turn? Post #2459
have it a func_train track and path_tracks.
Posted 20 years ago2003-10-10 13:03:30 UTC
in Trains that Turn? Post #2446
i worked it out. :D
Posted 20 years ago2003-10-10 10:56:42 UTC
in Trains that Turn? Post #2440
How do i make func trains to turn around a bend?

i tried a through thing but they didnt work. : :(
Posted 20 years ago2003-10-07 10:58:51 UTC
in Trigger_Camera Post #2294
change the path_corners to path_tracks. the same happened to me and i changed it and it worked. :)
Posted 20 years ago2003-10-06 15:49:34 UTC
in trigger camera Post #2258
i thought i new how to set up trigger cameras but i was wrong.
i have two trigger cameras in one map but when it goes from one to the other it goes to the players view instead.

can someone help please?