Forum posts

Posted 17 years ago2007-05-26 22:08:45 UTC
in Cool gaming moments Post #223543
  • Playing a full 32-person Server in any game.... Absolutely insane
  • Throwing a grenade in the inside area of de_dust and taking out the entire other team
  • The horrible feeling when the bomb explodes with like half a second left before it's defused.
  • Loading up the open source version of Freespace 2...soooooo cool
  • impulse 101 when you're talking with the g-man at the end of half life
Posted 17 years ago2007-05-20 20:08:15 UTC
in blizzard Post #222772
:D Hooray! My games aren't as old as I thought. (Dances happily)
SC2 looks really nice to me though.
Posted 17 years ago2007-05-20 19:14:53 UTC
in blizzard Post #222770
You could go FPS in dungeon keeper....or is that game too old to count?
Posted 17 years ago2007-05-19 11:00:10 UTC
in Virginia Tech Shootings Post #222627
Sorry, I was going on the military full automatic AK-47. Wikipedia told me:
In the United States it is illegal to own a fully automatic AK-47 which was not registered as a National Firearms Act weapon by 1986.
But I forgot the semi-automatics.. :(

Also, you can own an Uzi, but you need to get a special permit (which from what I understand is not only difficult but expensive as hell).
Posted 17 years ago2007-05-18 17:00:03 UTC
in Virginia Tech Shootings Post #222577
Jack Thompson is an idiot, end of story...

On the gun control thing, I support the controls, but let's clear a few things up about the law.
  • In most states (39), in order to buy a gun you must be 21, a US citizen, pass an FBI background check, and have a recent physical exam stating that you have no type of mental illness. Virgina is NOT one of those states, and unfortunately these rules don't apply for buy/selling across state lines.
  • It is illegal to own a handgun of any type in (I think it's 6) states, except for law enforcement use.
  • It is illegal to own an AK, Uzi, or any type of rocket propelled weapon
  • It my own state (PA), it is illegal to own: grenades, non-hunting rifles, most types of handguns, and combat knives.
Just figured I'd point out that at least SOME places are trying to help a LITTLE.
Posted 17 years ago2007-05-18 16:00:43 UTC
in No Dial Tone Post #222566
I wouldn't be too sure. When my aunt moved into her apartment, they didn't have any of her jacks hooked up to the block.

Kasperg the architect will probably tell me I'm wrong but in all the new houses I've ever been in, the phone company refuses to hook up the jacks unless they have phones attached. I asked, and they said something about preventing people from stealing the service. : That doesn't make much sense to me though
Posted 17 years ago2007-05-18 10:08:52 UTC
in BBC Reporting WTC7's Collapse... Post #222538
Just seems to me like one of them screwed up, and everybody jumped off the handle and started reporting it too without actually verifying it first. Simple case of 'well they said it was true, so it must be true'

That video wasn't too well organized either. It was in like reverse order, "This happened 20 minutes before it fell, this 5 minutes before that, this a hour before THAT" which really doesn't help to follow anything at all.
Posted 17 years ago2007-05-16 22:11:57 UTC
in Upgrading myself. Post #222375
I wasn't saying the RENDERING aspect of D3D didn't have a good linux counterpart...but where's DirectSound, DirectPlay, DirectInput, or DirectShow? They all have to be custom coded, and henceforth until Linux get's "the total package" like windows has. IMO GLUT or anything like that doesn't count, because it's nowhere near up to par.

EDIT: And yes...OpenGL is faster and easier to code...I just like to have all my features from the same library :)
Posted 17 years ago2007-05-16 18:39:22 UTC
in Upgrading myself. Post #222313
air traffic controller PCs
God I would hate to be on a 747 when that baby gets the BSOD
Posted 17 years ago2007-05-16 18:37:33 UTC
in Upgrading myself. Post #222312
Plus Linux needs DirectX of some sort. You can't make games without DX.

(Does Wine emulate DX? I haven't booted up a linux machine in like 2 years)
Posted 17 years ago2007-05-16 18:33:58 UTC
in Upgrading myself. Post #222310
As much as I hate to admit it, Windows is not leaving anytime soon. People will realize Linux is better, but the conversion for ALL the software on Windows will be slow, painful, and unfortunately won't happen for another couple of years. BTW, I played with vista ultimate in the back of staples store after closing on the day it came out. Didn't think it was worth the money.
Posted 17 years ago2007-04-14 21:25:39 UTC
in hl coding Post #219109
It is hard though...I've programmed in C++ for years, but shudder when I look at the mess inside the SDK...
Posted 18 years ago2006-09-29 20:15:22 UTC
in HL2.wad Post #197982
M_gargantua-> In what way? I'm using a batch, with the latest zoner tools

solo:
1. Yea...I downloaded it from here a while ago
2. Where do you see hammer 4.1?
3. I have fixed all the errors.

I removed ALL the transparent textures and VOILA it now works. strange :confused:
Posted 18 years ago2006-09-29 20:02:11 UTC
in couldnt open V.wad?! Post #197979
It doesnt matter how many are in the actual map, they all get put in. You could remove them, or some batch compilers have options to strip out un-used wads when they compile. (Is there an 'Expert' command for that in a Hammer compile?)

I had this problem too....unfortunatly, I dont remember the solution... :(
Posted 18 years ago2006-09-28 19:20:31 UTC
in Host_Error Post #197867
Sounds like a model is trying to precache itself AFTER the 'pre-cache time' is over...although I don't see the correlation between a monster-maker and a rope
Posted 18 years ago2006-09-16 11:09:35 UTC
in HL2.wad Post #196650
Nope....still errors without those two textures

edit: BUT...if I create 1 wad with only the textures I used....IT WORKS....must be another bad texture in teh mix
Posted 18 years ago2006-09-16 11:04:13 UTC
in HL2.wad Post #196648
I'll try getting rid of them and compiling with the WAD without them
Posted 18 years ago2006-09-16 11:03:29 UTC
in HL2.wad Post #196646
Nope, their both AT 512x512
Posted 18 years ago2006-09-16 10:58:21 UTC
in HL2.wad Post #196644
oh...wait....thats nothing....I left 'verbose' on in my batch compiler:

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: "C:Program FilesValve Hammer Editorzhlthlcsg.exe"-wadautodetect -wadinclude halflife2.wad -estimate "C:Program FilesValve Hammer Editormapsfy_chem"
Entering C:Program FilesValve Hammer Editormapsfy_chem.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[halflife2.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.02 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.09 seconds)

Including Wadfile: program filesvalve hammer editorzhltzhlt.wad
  • Contains 2 used textures, 33.33 percent of map (8 textures in wad)
Including Wadfile: program filescounter-strikecstrikehalflife2.wad
  • Warning: Larger than expected texture (348972 bytes): 'METAL066A'
  • Warning: Larger than expected texture (348972 bytes): 'PLASTER043B'
  • Contains 4 used textures, 66.67 percent of map (1038 textures in wad)
Texture usage is at 0.34 mb (of 4.00 mb MAX)
0.22 seconds elapsed

--- END hlcsg ---

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: "C:Program FilesValve Hammer Editorzhlthlbsp.exe"-estimate "C:Program FilesValve Hammer Editormapsfy_chem"

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 38 (0.00 seconds)
BSP generation successful, writing portal file 'C:Program FilesValve Hammer Editormapsfy_chem.prt'
SolidBSP [hull 1] 42 (0.00 seconds)
SolidBSP [hull 2] 41 (0.00 seconds)
SolidBSP [hull 3] 43 (0.00 seconds)
0.06 seconds elapsed

--- END hlbsp ---
Posted 18 years ago2006-09-16 10:51:28 UTC
in HL2.wad Post #196641
My map (fy_chem) compiles perfectly, but when I run it, CS just crashes as the map is about to open.

Compile Log:

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: "C:Program FilesValve Hammer Editorzhlthlcsg.exe"-wadautodetect -wadinclude halflife2.wad -estimate -verbose "C:Program FilesValve Hammer Editormapsfy_chem"
Entering C:Program FilesValve Hammer Editormapsfy_chem.map
Load map:C:Program FilesValve Hammer Editormapsfy_chem.map
33 brushes
0 map entities
2 engine entities
Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ on ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[halflife2.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.03 seconds)
World bounds: (-256 0 -128) to (512 640 320)
474 map planes
SetModelCenters:
(0.00 seconds)
CSGBrush:
Entity 0, Brush 25: tiny penetration
Entity 0, Brush 25: tiny fragment
Entity 0, Brush 25: tiny penetration
Entity 0, Brush 25: tiny penetration
Entity 0, Brush 25: tiny penetration
Entity 0, Brush 25: tiny penetration
Entity 0, Brush 25: tiny penetration
Entity 0, Brush 25: tiny penetration
Entity 0, Brush 25: tiny fragment
Entity 0, Brush 25: tiny penetration
Entity 0, Brush 25: tiny penetration
Entity 0, Brush 25: tiny penetration
Entity 0, Brush 25: tiny penetration
Entity 0, Brush 25: tiny penetration
Entity 0, Brush 25: tiny penetration
Entity 0, Brush 25: tiny fragment
Entity 0, Brush 25: tiny fragment
Entity 0, Brush 11: tiny penetration
Entity 0, Brush 11: tiny fragment
Entity 0, Brush 12: tiny penetration
Entity 0, Brush 12: tiny penetration
Entity 0, Brush 12: tiny penetration
Entity 0, Brush 12: tiny penetration
Entity 0, Brush 12: tiny penetration
Entity 0, Brush 12: tiny penetration
Entity 0, Brush 13: tiny penetration
Entity 0, Brush 13: tiny penetration
Entity 0, Brush 13: tiny penetration
Entity 0, Brush 13: tiny penetration
Entity 0, Brush 13: tiny penetration
Entity 0, Brush 13: tiny penetration
Entity 0, Brush 14: tiny penetration
Entity 0, Brush 14: tiny penetration
Entity 0, Brush 14: tiny fragment
Entity 0, Brush 14: tiny fragment
Entity 0, Brush 15: tiny penetration
Entity 0, Brush 15: tiny fragment
Entity 0, Brush 15: tiny fragment
Entity 0, Brush 15: tiny fragment
Entity 0, Brush 15: tiny penetration
Entity 0, Brush 15: tiny penetration
Entity 0, Brush 16: tiny penetration
Entity 0, Brush 16: tiny penetration
Entity 0, Brush 16: tiny penetration
Entity 0, Brush 16: tiny fragment
Entity 0, Brush 16: tiny fragment
Entity 0, Brush 16: tiny penetration
Entity 0, Brush 16: tiny penetration
Entity 0, Brush 20: tiny fragment
Entity 0, Brush 31: tiny fragment
Entity 0, Brush 31: tiny penetration
Entity 0, Brush 31: tiny penetration
Entity 0, Brush 31: tiny penetration
Entity 0, Brush 31: tiny penetration
Entity 0, Brush 31: tiny penetration
Entity 0, Brush 31: tiny fragment
Entity 0, Brush 31: tiny penetration
Entity 0, Brush 31: tiny penetration
Entity 0, Brush 31: tiny penetration
Entity 0, Brush 31: tiny penetration
Entity 0, Brush 31: tiny fragment
Entity 0, Brush 31: tiny fragment
(0.17 seconds)
204 csg faces
99 used faces
17 tiny faces
45 tiny clips

Including Wadfile: program filesvalve hammer editorzhltzhlt.wad
  • Contains 2 used textures, 33.33 percent of map (8 textures in wad)
Including Wadfile: program filescounter-strikecstrikehalflife2.wad
  • Warning: Larger than expected texture (348972 bytes): 'METAL066A'
  • Warning: Larger than expected texture (348972 bytes): 'PLASTER043B'
  • Contains 4 used textures, 66.67 percent of map (1038 textures in wad)
TEX_InitFromWad & AddAnimatingTextures elapsed time = 0ms
FindTextures elapsed time = 0ms
qsort(miptex) elapsed time = 0ms
Texture usage is at 0.34 mb (of 4.00 mb MAX)
LoadLump() elapsed time = 0ms
0.25 seconds elapsed

--- END hlcsg ---

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: "C:Program FilesValve Hammer Editorzhlthlbsp.exe"-estimate -verbose "C:Program FilesValve Hammer Editormapsfy_chem"

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

-- MergeAll --
142 mergefaces
SolidBSP [hull 0] 44 (0.00 seconds)
--- FillOutside --
12 outleafs
6 freed faces
166 keep faces
0 falsenodes
BSP generation successful, writing portal file 'C:Program FilesValve Hammer Editormapsfy_chem.prt'
-- tjunc --
168 world edges 542 edge points
138 edges added by tjunctions
0 faces added by tjunctions
-- MergeAll --
230 mergefaces
SolidBSP [hull 1] 58 (0.00 seconds)
--- FillOutside --
12 outleafs
124 freed faces
289 keep faces
0 falsenodes
-- MergeAll --
256 mergefaces
SolidBSP [hull 2] 66 (0.00 seconds)
--- FillOutside --
12 outleafs
142 freed faces
303 keep faces
0 falsenodes
-- MergeAll --
272 mergefaces
SolidBSP [hull 3] 69 (0.00 seconds)
--- FillOutside --
12 outleafs
124 freed faces
311 keep faces
0 falsenodes
-- FinishBSPFile --
0.08 seconds elapsed

--- END hlbsp ---
Posted 18 years ago2006-08-26 10:48:11 UTC
in Compiling HL1 source code Post #194629
(GASP) ...but mine always came out as a "bot.rc" virus..... :(
Posted 18 years ago2006-08-25 14:17:43 UTC
in Compiling HL1 source code Post #194540
You need a C++ compiler.

Dev C++ is a good compiler (although, im not sure....does it do the source?....it tends to have issues with MSVC++ code)

Dev C++ download:
http://prdownloads.sourceforge.net/dev-cpp/devcpp-4.9.9.2_setup.exe
Posted 18 years ago2006-08-23 21:54:40 UTC
in What is Half-Life Post #194324
All elements have a half-life.....it's just that the half-life of incredibly stable elements are SOO long some haven't even been accurately measured (but have been predicted)
Posted 18 years ago2006-08-21 20:14:44 UTC
in Fractals Post #194068
lol...ive been tryin for an hour....but they all look tiny and none of them are even all that exciting
Posted 18 years ago2006-08-21 18:02:56 UTC
in CPU Temp Post #194063
lol....kinda.....but I'm never in the same room (it's in a closet serving as a file/print server) so noise is not a problem.
Posted 18 years ago2006-08-21 17:56:39 UTC
in Laptop Drives Post #194061
Ya gotta watch when replacing Laptop drives though....some lesser known companies use proprietary connectors to make you buy through them
Posted 18 years ago2006-08-21 17:41:32 UTC
in CPU Temp Post #194060
I have a mini case which runs at about 30c with a P2 (stock cooled) and 8 exterior fans :biggrin:
Posted 18 years ago2006-08-20 22:15:36 UTC
in Adding sound -tut no help Post #193994
lol...it doesn't help readability in some cases though. When u post, several people say things, and then you edit. Although straight posting i can see as a problem
Posted 18 years ago2006-08-14 22:14:26 UTC
in custom lights.rad Post #193476
Thanks for all the help guys :D
Posted 18 years ago2006-08-14 21:50:27 UTC
in custom lights.rad Post #193471
I thought that was for ure map....like for -console kinda things
Posted 18 years ago2006-08-14 21:48:21 UTC
in custom lights.rad Post #193469
lol.....damn....and i heard u were pretty smart to begin with.... (hits knees) I AM DOOMED!!.......lol
Posted 18 years ago2006-08-14 21:47:09 UTC
in custom lights.rad Post #193466
wow...with 10 seconds of each other
Posted 18 years ago2006-08-14 21:46:16 UTC
in custom lights.rad Post #193465
lol....i'll just use the batch....there is a switch for RAD, but I REALLY dont feel like screwing around with expert mode.....
Posted 18 years ago2006-08-14 21:32:55 UTC
in custom lights.rad Post #193460
questions
yes
regular
no
no
no

The batch compiler works BTW.....however, I would like to figure out why it isnt workin for hammer
Posted 18 years ago2006-08-14 21:16:52 UTC
in custom lights.rad Post #193455
im using zhlt 3.0.....tried both hammer 3.4 and 3.5...and im using about 8 of those textures
Posted 18 years ago2006-08-14 21:07:45 UTC
in custom lights.rad Post #193451
ok...its lights.rad sans the one texture i didn't want:

+0~WHITE 255 255 255 100
+0~GENERIC65 255 255 255 750
+0~GENERIC85 110 140 235 20000
+0~GENERIC86 255 230 125 10000
+0~GENERIC86B 60 220 170 20000
+0~GENERIC86R 128 0 0 60000
GENERIC87A 100 255 100 1000
GENERIC88A 255 100 100 1000
GENERIC89A 40 40 130 1000
GENERIC90A 200 255 200 1000
GENERIC105 255 100 100 1000
GENERIC106 120 120 100 1000
GENERIC107 180 50 180 1000
GEN_VEND1 50 180 50 1000
EMERGLIGHT 255 200 100 50000
+0~FIFTS_LGHT01 160 170 220 4000
+0~FIFTIES_LGT2 160 170 220 5000
+0~FIFTS_LGHT4 160 170 220 4000
+0~LIGHT1 40 60 150 3000
+0~LIGHT2A 255 255 255 10000
+0~LIGHT3A 180 180 230 10000
+0~LIGHT4A 200 190 130 11000
+0~LIGHT5A 80 150 200 10000
+0~LIGHT6A 150 5 5 25000
+0~TNNL_LGT1 240 230 100 10000
+0~TNNL_LGT2 190 255 255 12000
+0~TNNL_LGT3 150 150 210 17000
+0~TNNL_LGT4 170 90 40 10000
~LIGHT4A 200 190 130 11000
+0LAB1_W6D 165 230 255 4000
+0LAB1_W6 150 160 210 8800
+0LAB1_W7 245 240 210 4000
SKKYLITE 165 230 255 1000
+0~DRKMTLS1 205 0 0 6000
+0~DRKMTLGT1 200 200 180 6000
+0~DRKMTLS2 150 120 20 30000
+0~DRKMTLS2C 255 200 100 50000
+0DRKMTL_SCRN 60 80 255 10000
~LAB_CRT9A 225 150 150 100
~LAB_CRT9B 100 100 255 100
~LAB_CRT9C 100 200 150 100
~LIGHT3A 190 20 20 3000
~LIGHT3B 155 155 235 2000
~LIGHT3C 220 210 150 2500
~LIGHT3E 90 190 140 6000
~LIGHT3F 255 255 255 5000
C1A3C_MAP 100 100 255 100
FIFTIES_MON1B 100 100 180 30
+0~LAB_CRT8 50 50 255 100
ELEV2_CIEL 255 200 100 800
YELLOW 255 200 100 2000
C14_LIGHT_BIG00 160 170 220 567
SUBWAY_LIGHTS 160 170 220 8000
grate_light_ury 160 170 220 8888
quaintLight1bar 160 170 220 8888
C14_LIGHT_null 160 170 220 200
comp_lights2 255 200 100 200
light_newblue 123 123 255 2222
C3A2_LIGHT 255 255 128 4567
hera_light1 0 128 255 2000
LITEPANEL1 160 170 220 4000
+0~GYMLIGHT 255 255 255 8000
Posted 18 years ago2006-08-14 21:03:27 UTC
in custom lights.rad Post #193449
lol....renamed it....made sure name matched....now it's not loading any file...... argh
Posted 18 years ago2006-08-14 20:49:32 UTC
in custom lights.rad Post #193445
It didn't work.....and i even checked my compile log which states:

[Reading texlights from 'C:PROGRA~1VALVEH~1zhltlights.rad']
[63 texlights parsed from 'C:PROGRA~1VALVEH~1zhltlights.rad']

:x
Posted 18 years ago2006-08-14 20:13:01 UTC
in custom lights.rad Post #193442
Is there a way to have custom lights.rad file for each map I'm working on? (Prolly answered someplace else....but i sure cant find it)
Posted 18 years ago2006-07-22 10:19:39 UTC
in CUtLinkedlist overflow! Post #191266
Well, from a programming standpoint, a linked list is a bunch of memory addresses tied together.....maybe HL has a limit on just how much memory you can allocate at once?
Posted 18 years ago2006-07-05 21:46:30 UTC
in Pawned Life Post #188757
lol....isnt pwned a misspelling of 'owned' ?

Kickass movie though
Posted 18 years ago2006-04-04 09:00:21 UTC
in PS3 - What are YOU looking forward to? Post #172320
Whoosh....that would be HEAVY!

Maybe steel?
Posted 18 years ago2006-04-03 08:15:12 UTC
in PS3 - What are YOU looking forward to? Post #172193
Back on topic:

I want to see some better gameplay, graphics and surround sound can't cut it if the controls suck or it's unoriginal
Posted 18 years ago2006-04-03 08:13:47 UTC
in PS3 - What are YOU looking forward to? Post #172192
Let me get back off topic for a second:
Tycell: You do realise that no channel actually broadcasts in HD?
I have satellite (the BIG c-band dish, not the suckass Directv one), and I get 14 HD channels. I can't watch them (no HD set, not subscribed, and need special equipment for the signal) but my Grandmother used to get one, and it looked *beautiful* on her televison