Forum posts

Posted 14 years ago2009-07-28 11:17:34 UTC
in Half-Life: Static Friction Post #271046
What exactly did you get caught doing?
Posted 14 years ago2009-07-26 19:04:44 UTC
in Compile problem Post #270913
FIXED.

I opened the .map file in notepad and edited the path names to include the drive letter.

This is pain in the ass to do for every map though, is it a bug with Hammer? or a bug with the compilator?
Posted 14 years ago2009-07-26 17:07:59 UTC
in Castle Disposed Post #270915
Win splash is win. I can't really improve it, I'm still rubbish with paint.net
Posted 14 years ago2009-07-26 05:45:52 UTC
in Compile problem Post #270873
[quote] hlcsg 3.6 x86 (32b) SSE OFF (May 2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlcsg -----
Command line: hlcsg.exe -wadautodetect -chart -estimate -texdata 8192 H:\Games3\SIERRA\Half-Life\valve\maps\hallway_1.map
Entering H:\Games3\SIERRA\Half-Life\valve\maps\hallway_1.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-------------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
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]

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

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ----------------- ----------------- ------
models 0/512 0/32768 ( 0.0%)
planes 1342/32768 26840/655360 ( 4.1%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 159/32767 6360/1310680 ( 0.5%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/32767 0/917476 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/1048575 0/4194300 ( 0.0%)
edges 0/524287 0/2097148 ( 0.0%)
texdata [variable] 0/33554432 ( 0.0%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 0/16777215 ( 0.0%)

> Total BSP file data space used: 33200 bytes.

Textures referenced: 0

Checking Wadfiles:

Warning: Wad file '\games3\sierra\half-life\valve\barney.wad' not found
Warning: Wad file '\games3\sierra\half-life\valve\halflife.wad' not found
Warning: Wad file '\games3\sierra\half-life\valve\xeno.wad' not found
Warning: Wad file '\games3\sierra\half-life\valve\zhlt.wad' not found
Warning: Wad file '\games3\sierra\half-life\valve\scifi.wad' not found
Warning: Wad file '\my documents\downloads\submerged.wad' not found

Warning: ::FindTexture() texture MOD_LABWALL01A not found!
Warning: ::FindTexture() texture NULL not found!
Are you sure you included zhlt.wad in your wadpath list?
Warning: ::FindTexture() texture MOD_LBMETAL1C not found!
Warning: ::FindTexture() texture MOD_THINLIGHTA not found!
Warning: ::FindTexture() texture MOD_METFLOOR1C not found!
Warning: ::FindTexture() texture MOD_METAL1A not found!
Warning: ::FindTexture() texture {BLUE not found!
Warning: ::LoadLump() texture MOD_LABWALL01A not found!
Warning: ::LoadLump() texture MOD_LBMETAL1C not found!
Warning: ::LoadLump() texture MOD_METAL1A not found!
Warning: ::LoadLump() texture MOD_METFLOOR1C not found!
Warning: ::LoadLump() texture MOD_THINLIGHTA not found!
Warning: ::LoadLump() texture NULL not found!
Warning: ::LoadLump() texture {BLUE not found!
Texture usage is at 0.00 MB (of 32.00 MB max)
0.84 seconds elapsed

--- END hlcsg ---
hlbsp 3.6 x86 (32b) SSE OFF (May  2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlbsp -----
Command line: hlbsp.exe -chart -estimate -texdata 8192 H:\Games3\SIERRA\Half-Life\valve\maps\hallway_1.map

Current hlbsp Settings
Name | Setting | Default
------------------|-------------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
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] 358 (0.03 seconds)
BSP generation successful, writing portal file 'H:\Games3\SIERRA\Half-Life\valve\maps\hallway_1.prt'
SolidBSP [hull 1] 82 (0.02 seconds)
SolidBSP [hull 2] 209 (0.02 seconds)
SolidBSP [hull 3] 500...590 (0.09 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ----------------- ----------------- ------
models 1/512 64/32768 ( 0.2%)
planes 293/32768 5860/655360 ( 0.9%)
vertexes 515/65535 6180/786420 ( 0.8%)
nodes 255/32767 6120/786408 ( 0.8%)
texinfos 159/32767 6360/1310680 ( 0.5%)
faces 442/65535 8840/1310700 ( 0.7%)
clipnodes 696/32767 5568/262136 ( 2.1%)
leaves 147/32767 4116/917476 ( 0.4%)
marksurfaces 525/65535 1050/131070 ( 0.8%)
surfedges 1916/1048575 7664/4194300 ( 0.2%)
edges 973/524287 3892/2097148 ( 0.2%)
texdata [variable] 32/33554432 ( 0.0%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 185/16777215 ( 0.0%)

> Total BSP file data space used: 55931 bytes.

Textures referenced: 7

0.44 seconds elapsed

--- END hlbsp ---
hlvis 3.6 x86 (32b) SSE OFF (May  2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlvis -----
Command line: hlvis.exe -chart -estimate -texdata 8192 H:\Games3\SIERRA\Half-Life\valve\maps\hallway_1.map
Portalleafs: 146
Numportals: 441

= Current hlvis Settings =
Name | Setting | Default
------------------|-------------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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

BasePortalVis:
(0.08 seconds)
LeafThread:
(1.44 seconds)
Average leafs visible: 133
g_visdatasize: 3092 compressed from 2774

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ----------------- ----------------- ------
models 1/512 64/32768 ( 0.2%)
planes 293/32768 5860/655360 ( 0.9%)
vertexes 515/65535 6180/786420 ( 0.8%)
nodes 255/32767 6120/786408 ( 0.8%)
texinfos 159/32767 6360/1310680 ( 0.5%)
faces 442/65535 8840/1310700 ( 0.7%)
clipnodes 696/32767 5568/262136 ( 2.1%)
leaves 147/32767 4116/917476 ( 0.4%)
marksurfaces 525/65535 1050/131070 ( 0.8%)
surfedges 1916/1048575 7664/4194300 ( 0.2%)
edges 973/524287 3892/2097148 ( 0.2%)
texdata [variable] 32/33554432 ( 0.0%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 3092/16777216 ( 0.0%)
entdata [variable] 185/16777215 ( 0.0%)

> Total BSP file data space used: 59023 bytes.

Textures referenced: 7

1.55 seconds elapsed

--- END hlvis ---
hlrad 3.6 x86 (32b) SSE OFF (May  2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlrad -----
Command line: hlrad.exe -lights H:\Games3\SIERRA\Half-Life\lights.rad -chart -estimate -texdata 8192 H:\Games3\SIERRA\Half-Life\valve\maps\hallway_1.map

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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 ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'D:\halflife mapping\Hammer\tools\lights.rad']
[14 texlights parsed from 'D:\halflife mapping\Hammer\tools\lights.rad']

[Reading texlights from 'H:\Games3\SIERRA\Half-Life\lights.rad']
Warning: Redundant '+0~WHITE' def in 'D:\halflife mapping\Hammer\tools\lights.rad' AND 'H:\Games3\SIERRA\Half-Life\lights.rad'!
Warning: Redundant '+0BUTTONSUIT' def in 'D:\halflife mapping\Hammer\tools\lights.rad' AND 'H:\Games3\SIERRA\Half-Life\lights.rad'!
Warning: Redundant '+0~LIGHT3C' def in 'D:\halflife mapping\Hammer\tools\lights.rad' AND 'H:\Games3\SIERRA\Half-Life\lights.rad'!
Warning: Redundant '~LIGHT3C' def in 'D:\halflife mapping\Hammer\tools\lights.rad' AND 'H:\Games3\SIERRA\Half-Life\lights.rad'!
Warning: Redundant 'DX_Wall01' def in 'D:\halflife mapping\Hammer\tools\lights.rad' AND 'H:\Games3\SIERRA\Half-Life\lights.rad'!
Warning: Redundant '+A~LIGHT1' def in 'D:\halflife mapping\Hammer\tools\lights.rad' AND 'H:\Games3\SIERRA\Half-Life\lights.rad'!
Warning: Redundant '+0~LIGHT1' def in 'D:\halflife mapping\Hammer\tools\lights.rad' AND 'H:\Games3\SIERRA\Half-Life\lights.rad'!
Warning: Redundant 'SUBWAY_LIGHTS' def in 'D:\halflife mapping\Hammer\tools\lights.rad' AND 'H:\Games3\SIERRA\Half-Life\lights.rad'!
Warning: Redundant '+0~FIFTS_LGHT06' def in 'D:\halflife mapping\Hammer\tools\lights.rad' AND 'H:\Games3\SIERRA\Half-Life\lights.rad'!
Warning: Redundant 'CRYS_2A' def in 'D:\halflife mapping\Hammer\tools\lights.rad' AND 'H:\Games3\SIERRA\Half-Life\lights.rad'!
Warning: Redundant '~LIGHT3A' def in 'D:\halflife mapping\Hammer\tools\lights.rad' AND 'H:\Games3\SIERRA\Half-Life\lights.rad'!
Warning: Redundant 'ba_light01' def in 'D:\halflife mapping\Hammer\tools\lights.rad' AND 'H:\Games3\SIERRA\Half-Life\lights.rad'!
Warning: Redundant '+1~LAB1_GAD3' def in 'D:\halflife mapping\Hammer\tools\lights.rad' AND 'H:\Games3\SIERRA\Half-Life\lights.rad'!
Warning: Redundant '+0~LIGHT2A' def in 'D:\halflife mapping\Hammer\tools\lights.rad' AND 'H:\Games3\SIERRA\Half-Life\lights.rad'!
[14 texlights parsed from 'H:\Games3\SIERRA\Half-Life\lights.rad']

Faces: 442
Create Patches: 2108 base patches
Opaque faces: 0
Square feet: 7694 [1107990.75 square inches]
Base patches created: 2108 out of 65545 max. (3.2%)
Error: No Lights!
Description: lighting of map halted (I assume you do not want a pitch black map!)
Howto Fix: Put some lights in the map.
Info: ??U???

--- END hlrad ---

[/quote]

For some reason it cant detect my texture wads?

Edit: hooold up, I'm stupid, let me add some lights, fix the redundant texlights and Ill try running the map. Then I'll post back.

Edit Edit: Compiled, ran fine, except all the textures showed up as the infamous pink/black checkerboard. So compilator can't find my .wads. Whats up with that? I thought I remembered posting about this problem before...But I'm not sure...
Posted 14 years ago2009-07-25 16:42:32 UTC
in Castle Disposed Post #270854
I hate the trashcan. I think it would actually look nice without that.
Posted 14 years ago2009-07-24 14:05:21 UTC
in Bored. As. Hell. Post #270788
Everyday, the same thing. Outside and about from noon till about 6:00 PM. Then I browse the internet and IM a crapload of people. Then at about 10:00 PM, I play L4D versus with a group of my friends that are on everyday. Then at 4:00, I go to sleep. Wake up at 9:00. Repeat. Boring.

Hey, at least I'm going to the movies saturday.
Posted 14 years ago2009-07-23 04:37:23 UTC
in TWHL's Classic DM Server Post #270731
My pings always stay in the 160-200 range, doesn't matter if the server is in new york (only a few hundred miles away) or in Australia. (on pretty much the other fucking side of the world) Kinda weird.
Posted 14 years ago2009-07-22 20:26:32 UTC
in TWHL's Classic DM Server Post #270715
I use a master password for EVERYTHING.

Its 12345
Posted 14 years ago2009-07-22 14:29:09 UTC
in TWHL's Classic DM Server Post #270702
My brother has steam HL, yet he lost his retail HL's CD key, which means, he probably found mine, used it, and it worked. I'll ask him later if he gets his sleepy ass out of bed.

Also, Jeffmod, if the person who owned this WON HL didn't put the key into steam, then it wouldn't be used anyway, so everything considered, there is a pretty good chance that it will work.

Which brings us back to: no excuse buddy, get steam, go go go!
Posted 14 years ago2009-07-22 13:40:16 UTC
in TWHL's Classic DM Server Post #270699
I may be a cheapskate, but with no credit card, Steam games are a bit expensive in stores where I live.
I got steam half-life by putting my WON Cd key into steam. no paying involved. No excuse buddy. Get steam. Go go go!
Posted 14 years ago2009-07-19 13:41:39 UTC
in Who the Hell are you again? Post #270528
No one is allowed to see his face.
Posted 14 years ago2009-07-19 11:00:43 UTC
in The "Official" Competition 27 Post #270521
9 hours from due, and my map is 50% done, w00t!

No really, I sucked it up as far as time management goes on this compo. Epic fail is me.
Posted 14 years ago2009-07-19 10:59:19 UTC
in Events triggered by the player's death. Post #270520
I've done some experimenting, and yeah, there seems to be no way for me to kill the player, yet revive them somehow. I'll just have to go with my secondary choice. Oh well, at least I know it will work.
Posted 14 years ago2009-07-19 03:09:44 UTC
in Who the Hell are you again? Post #270501
5 Things that piss you off: Alex (see user ATDestroy)
You suck.

BTW: OMG a car!!!
Posted 14 years ago2009-07-18 19:17:50 UTC
in Who the Hell are you again? Post #270471
What, another one of these threads? OK you creepers, I'll oblige

Name: Alex
Age: 16
Nationality: American (IDK the particulars.)
Birthday: 29th January
Occupation: I don't have one :(

Ailments: Is being more awesome than everyone else considered an ailment?.....

Favourite Meal: Steak, with mushrooms and onions <3 :biggrin:
Favourite Snack: Oreo Cookies and potato chips.
Favourite Drink: Mountain Dew
Favourite Band: I can't really say that I have a favorite...
Favourite Animal: Dogs

5 Things that make you happy: My friends. Music. Staying up late, sleeping all day.

5 Things that piss you off: Hypocrites, arrogant people, assholes, attention whores, etc.

Optional Photo (no photo for you, bitches)

BTW: I think I see urby outside my window. :o
Posted 14 years ago2009-07-17 21:23:59 UTC
in Events triggered by the player's death. Post #270403
yeah so it is completely possible to do what I'm thinking of, its just a matter of reviving the player after they have died. To my knowledge, there is no way to do this.
Posted 14 years ago2009-07-17 19:07:37 UTC
in Events triggered by the player's death. Post #270384
What do you mean am I spying on you?

And also, I would like there to be a brief moment where the player believes they have failed, before the dream is over. I would preferably have it so that the player has to fight enemies, but is eventually overwhelmed. Although a secondary idea I have is to make them miss an impossible jump, and fall and wake up when they hit the ground. (not really but I will create the illusion that they hit the ground.)
Posted 14 years ago2009-07-17 18:28:20 UTC
in Events triggered by the player's death. Post #270382
Perhaps I'll have to make a compromise, and make it a fall death, or something like that. That way I could just have a trigger area at the bottom, and play the fall death sound and etc. I'll do some experimenting in hammer, and I'll let you know what I come up with.
Posted 14 years ago2009-07-17 18:11:06 UTC
in Events triggered by the player's death. Post #270378
Is it possible to trigger an event using the players own death as the trigger condition?

I'm experimenting with a dream-like sequence, I want the player to be eventually faced with an impossible to win situation, and when they die, they wake up in the real world.

Is there any way to do that? and if not, any suggestions to maybe..fake it?
Posted 14 years ago2009-07-17 02:09:13 UTC
in The origin of life Post #270346
Life's only purpose is life itself.
Posted 14 years ago2009-07-16 21:30:57 UTC
in The origin of life Post #270331
ACLU are a bunch of morons.

Michael Moore needs to disappear from the planet.
Posted 14 years ago2009-07-16 20:57:22 UTC
in The origin of life Post #270325
Strangely enough, I agree. Also, I think that as long as the government isn't biased, then whats on the currency or buildings, are just words, and people should stop whining.
Posted 14 years ago2009-07-16 20:52:06 UTC
in Half-life: Guard Duty Post #270324
?But Professor Baker?s becoming a tad violent, yelling something about making it to the? citadel on hard?? Pierce sighed.
I see what you did there.

Anyway, I like how you inserted the aliens into the story, I was worried it was going to be extremely cheesy, but once I got there I see that you did a pretty good job of it.
Posted 14 years ago2009-07-16 15:24:57 UTC
in The origin of life Post #270308
damnit luke,
why you gotta be such a cunt about everything.
How long before you learn not to be surprised by this. :P
Posted 14 years ago2009-07-15 20:39:11 UTC
in TWHL3: The Buglist Post #270252
Well spammers can put anything they want on the map vault too.

Edit: and journals, and forums...
Posted 14 years ago2009-07-15 20:30:05 UTC
in TWHL3: The Buglist Post #270249
Hmm I think I recall that suggested at some point. I think it was shot down due to the work needed to implement it, and the fact that this is a mapping site.

I'm not entirely certain though, so don't quote me on that.
Posted 14 years ago2009-07-15 20:18:36 UTC
in TWHL3: The Buglist Post #270245
Something like that would be better used like the track thread feature. In fact, perhaps a future feature? Track thread ability for map comment pages?
Posted 14 years ago2009-07-15 17:54:39 UTC
in TWHL3: The Buglist Post #270238
Yep, easter egg background.
Posted 14 years ago2009-07-15 17:14:36 UTC
in The origin of life Post #270235
Correct me if I'm wrong, but Christians are supposed to avoid stuff that is negative or something like that?

In which case, there shouldn't be any Christians on the internet.
Posted 14 years ago2009-07-15 16:04:32 UTC
in The origin of life Post #270229
a good point, although there are a lot more atheists on TWHL than Christians (at least it appears that way) so perhaps they are a bit intimidated to respond?
Posted 14 years ago2009-07-15 15:50:55 UTC
in The origin of life Post #270227
even though you can do little to convince (convert, even?) strangers over the internet.
Agreed, and that's usually how flame threads are started, when some arrogant asshole tries to convert another arrogant asshole. It all goes downhill from there.
Posted 14 years ago2009-07-15 14:26:43 UTC
in new here + Q: actions sentences? Post #270222
Bah. Im in the learning phase of C++. Not me. :nya:
Posted 14 years ago2009-07-15 14:14:13 UTC
in The origin of life Post #270221
Its not too bad....yet.

Everyone seems to be maintaining civility. Give it time though. ;)
Posted 14 years ago2009-07-15 13:54:03 UTC
in The origin of life Post #270210
I agree, I didn't believe that story, and I don't think it was very relevant to the debate in the first place.
Posted 14 years ago2009-07-15 13:42:58 UTC
in Life Achievements Post #270208
Oh trust me, Yodalman doesn't come close to this kind of fail. Its something you have to see for yourself. :P
Posted 14 years ago2009-07-14 20:29:46 UTC
in The origin of life Post #270147
I saw half the first Harry potter movie, please don't ruin it for me!

No wait, I'm not going to watch any of the Harry Potter movies anyway. Oh well, carry on.
Posted 14 years ago2009-07-14 16:15:24 UTC
in Need a Tram Prefab Post #270124
Tram prefab?

Try this!

let me know if that helps you!
Posted 14 years ago2009-07-14 16:06:56 UTC
in Life Achievements Post #270070
Achievment!
User posted image
I made that for the heck of it, but then posted it because she thought it'd be funny.
Posted 14 years ago2009-07-14 00:52:46 UTC
in The origin of life Post #270077
Yeah. You say that and the thread is closed within the week.
Posted 14 years ago2009-07-13 19:21:26 UTC
in My palm is too small !!! Post #270054
Correct Luke is correct.

Striker, STFU.
Posted 14 years ago2009-07-13 01:46:31 UTC
in The origin of life Post #269993
The answer is 42.
Posted 14 years ago2009-07-11 18:50:48 UTC
in Life Achievements Post #269922
So the threads old, sue me, but after seeing this in the news, I think this qualifies as a good achievment.

Achievent: Epic Fail.

Description: Attempt suicide three times, but fail.

Might have some more later.
Posted 14 years ago2009-06-28 13:12:20 UTC
in Billy Mays.. Is dead Post #269044
Fox news is awesome.

Those other news channels are too busy kissing Obama's ass to say anything about Billy Mays.
Posted 14 years ago2009-06-28 13:10:07 UTC
in Urby's HL2 text RPG Post #269043
Y.

This is why I said don't help that guy getting beat up. Look where it got us. Such a quick end. at least it was painless.
Posted 14 years ago2009-06-26 06:33:13 UTC
in Urby's HL2 text RPG Post #268947
A. Sounds like the best option for survival.

Just running sounds like a good way to get shot. Fighting barehanded is stupid, come on. And I don't think going with them is a good idea either.

Here's hoping the guy lives, whatever choice is made. :crowbar:
Posted 14 years ago2009-06-24 06:32:36 UTC
in Urby's HL2 text RPG Post #268770
I would like to say I'd do B, but alas,

I choose A.
Posted 14 years ago2009-06-23 23:09:14 UTC
in Urby's HL2 text RPG Post #268758
Posted 14 years ago2009-06-16 18:52:28 UTC
in The "Official" Competition 27 Post #268315
Striker. You suck.

Give me a real answer or don't say anything.
Posted 14 years ago2009-06-16 17:52:24 UTC
in The "Official" Competition 27 Post #268312
Whats your policy on dynamic changes in the layout ingame? The main two types I want to incorporate, are various types of rubble falling from the ceiling, if the player can still maneuver over this rubble, but perhaps more slowly, but still preserving the original layout, is that fine?

Second change, is I want to make it so that when, and explosive reaction is triggered in this one area, I want to make certain ares on fire, or superheated. I wont make them completely Impassable, just discouraging players from going there. (like those two block things in the organic area, I want those to be mining tunnels, but later in the game they could wind up getting superheated, thereby discouraging players from going in that dead-end area.
Posted 14 years ago2009-06-16 13:23:13 UTC
in The "Official" Competition 27 Post #268307
A TWHL T-shirt sounds pretty nice. I might actually try this competion just because of that. :P

I was thinking of entering anyway, I'm having visions of a map based off of the peragus mining facility in Star wars: KOTOR 2.

That organic looking part of the layout would make a nice mining tunnel.