Forum posts

Posted 14 years ago2009-11-07 16:05:04 UTC
in Defraggler Issues Post #275244
I believe there is a console(DOS) startup defragger in the Windows setup CD.
Posted 14 years ago2009-11-04 23:47:29 UTC
in Swine Flu threat and conspirations Post #275165
THE WHO is a BAND. They're musicians, not doctors.
Posted 14 years ago2009-11-01 18:06:19 UTC
in TWHL3: The Buglist Post #275084
I don't know. Now TWHL times are back in sync with my computer clock, which hasn't changed at all.
Posted 14 years ago2009-11-01 18:04:47 UTC
in Desktops of November Post #275083
Strider, you might want to check your monitor, some of your icons appear blurry.
Posted 14 years ago2009-11-01 17:41:44 UTC
in Coastline Sky texture ? Post #275082
@psilous, those images look trippy.
Posted 14 years ago2009-11-01 03:04:43 UTC
in Desktops of November Post #275058
@38_98's: Me likes!
Posted 14 years ago2009-11-01 01:08:57 UTC
in TWHL3: The Buglist Post #275055
The times I see are an hour off, and I have neither changed user settings in TWHL nor any clocks I have. Is that related?
Posted 14 years ago2009-11-01 01:06:26 UTC
in Half-Life: Static Friction Post #275054
Maybe it depends on the type of texture being shot? Of course, you'd then need a way to flag all textures with a material type...
Posted 14 years ago2009-10-31 18:53:21 UTC
in Do I need anything else? (hardware) Post #275039
Well my computer cost about $300 (or was it closer to $400?) not counting monitor. That was in 2003. I used the old monitor I had until it started to get the picture f'd up. I got a 19" LCD a couple of months ago so add about $150. Where was I going? oh right. The point was that you can pretty much have a full box for about $400 or even less.
Posted 14 years ago2009-10-31 01:25:27 UTC
in monster trigger monstermaker Post #275009
Maybe a dynamically generated monster won't trigger triggers despite the monsters flag. I assume you haven't set both the pushables and monsters flags (you shouldn't).
Posted 14 years ago2009-10-30 18:16:13 UTC
in Do I need anything else? (hardware) Post #274994
Go for Nvidia. Remember you can't use Hammer in ATI! :P
Posted 14 years ago2009-10-30 14:50:36 UTC
in Half-Life: Static Friction Post #274983
That is very, very evil.
Posted 14 years ago2009-10-29 20:07:25 UTC
in There seems to have been an error initia Post #274974
I have a principle too: don't buy anything from Steam.

Right now I spare 150 ? of which not a single cent will be spent in Steam. I'd rather buy a new camera, my current one is not working properly lately.

On a second thought, maybe I would spend 2? on TF2.
Posted 14 years ago2009-10-29 19:56:32 UTC
in Post your screenshots! WIP thread Post #274971
Eh... what?

translates

You evil bastard.
Posted 14 years ago2009-10-27 23:37:43 UTC
in Html help, Advanced Post #274890
Seriously, password protect anything [b]client side AND by JavaScript[/b]??

You really should consider something else. There are much more effective and easier ways to do this. Pretty much every hosting service allows PHP, ASP, or whatever other thing allows you to do this server-side.
Posted 14 years ago2009-10-21 22:50:26 UTC
in Rooms (mini co-op project) Post #274728
Alrighty then, I shall do my best to come up with a good mix for the room... tomorrow? Hm, not sure I'll have it, but I'll try.
Posted 14 years ago2009-10-21 15:05:53 UTC
in Odd email devivery failure! Post #274721
I think that only once or twice happened to me. I guess I'm lucky.

I do get spam (of any kind), it has "waves" in my inbox. Sometimes I don't get any for a while, then a crapload every day for months... right now I'm getting 4-5 each hour.

Funny, because when I first got my email account (I was 12-13 at the time) I wanted to receive something in it, so I signed up for everything that had any kind of email newsletter or daily crap on their website. That might have had an effect in the amount of spam I got later on. Now I don't want anything in my inbox that I'm not expecting... 9 years later, I still receive some of those occasionally.
Posted 14 years ago2009-10-21 00:28:26 UTC
in Halloween Decorations Post #274705
At least you can use it later on, after you move out for pranks.
FTFY
Posted 14 years ago2009-10-21 00:26:25 UTC
in c++ again Post #274704
For some reason, only now I notice the extension of that is .swf. I first read .pdf and I was pondering how utterly complicated was what Adobe was doing to the pdf format.
Posted 14 years ago2009-10-21 00:20:50 UTC
in Rooms (mini co-op project) Post #274703
I have to work all night tonight, but soon as i get out i'm going to try my best to complete all the changes and send it to muzz for a final compile.
I hope I get to send you my beta 2 room before you do! I can smell my final compile closer and closer...
I don't want to hear no stupid computer voice crap just because people are too lame to speak into their microphone.
Rest assured that I will record my own voice commentary as soon as I can speak like Hugh Grant.
Posted 14 years ago2009-10-20 15:47:22 UTC
in c++ again Post #274690
Yeah, it's no wonder it took so long.
.Net sucks, it's platform specific (Windows only). Avoid it. I would look into GTK+ if I were you.
Mono?
Posted 14 years ago2009-10-20 14:30:44 UTC
in Halloween Decorations Post #274685
The first one is really disturbing. Note to self: don't eat live grenades.
Posted 14 years ago2009-10-20 14:26:52 UTC
in c++ again Post #274683
No, just port it over to .Net. Or just make it a .dll and make the UI in .Net.
Posted 14 years ago2009-10-20 14:24:16 UTC
in blinking func_illusionaries? Post #274682
You can't cancel the env_render by activating it again. If you look, you don't set the env_render to "settings A and settings B" and toggle between those, it just sets the render mode to the only one you've set. If you want to toggle between two render configs, you'll need two env_renders one for each state and two trigger_changetarget one for each env_render. Here's what I'd do:

1. Have your multimanagers and all that you already set.
2. Have the multimanager target a trigger_relay instead of the env_render.
3. Have the trigger_relay target the "off" env_render and a trigger_changetarget of the same name to change the target of the trigger_relay to the "on" env_render.
4. Have a trigger_changetarget with the same name as the "on" env_render, to change the target of the trigger_relay back to the "off" env_render.

There. Hope it helps.
Posted 14 years ago2009-10-20 01:28:44 UTC
in Searchlight Post #274653
Ahaaa that's very interesting! I have never ever used env_beam or env_laser. I'm sure it's worth trying, thanks!

Edit: Yep, that's indeed the effect I was trying to achieve, although it doesn't look as cool as a func_illusionary would for what I'm trying to achieve. Although this does open a door to other possibilities...

Edit2: I just realised it does work great, for the beam. Not so for the artifact and lamp emitting it. Back to func_rotating and/or func_door rotating...
Posted 14 years ago2009-10-20 01:26:27 UTC
in Halloween Decorations Post #274665
I hope you return that head to its owner before the feds track you.
Posted 14 years ago2009-10-20 00:17:25 UTC
in c++ again Post #274662
Oh, right. 900 ms?? Isn't that a bit too slow? That's pretty bad for long words.

I tend to be skeptical about running random .exes downloaded from teh internetz. Especially when I don't know Romanian :P
Posted 14 years ago2009-10-20 00:08:20 UTC
in The "Official" Competition 27 Post #274661
I always wanted to do this: A battery and two red LEDs, spaced about 4cm. Staring at you in the dark.

Although that's still unrelated to comp. 27.
Posted 14 years ago2009-10-19 23:40:13 UTC
in c++ again Post #274656
Wasn't your question answered already?
Posted 14 years ago2009-10-19 23:35:40 UTC
in Large Hadron Collider: New Crazy Theory Post #274655
What's not dangerous about a proton with 3.5 trillion elections strapped to it?
It's already bad enough once every couple of years...
Posted 14 years ago2009-10-19 14:09:49 UTC
in TWHL Brain Age Post #274606
Posted 14 years ago2009-10-19 13:52:38 UTC
in c++ again Post #274605
I don't know if c++/C# work this way too, but I remember seeing this structure abomination in VB6 at my last job:

<long SQL statement>
Select Case True
[blue]Case[/blue] name="John Smith"
    <do stuff>
[blue]Case[/blue] name="Frank Jones"
    <do stuff>
[blue]Case[/blue] name="pjackson"
    <do stuff>
[blue]Case[/blue] account="2545456"
    <do stuff>
[blue]Case Else[/blue]
    <do stuff>
End Select

The bad part is, I did learn something from it.
Posted 14 years ago2009-10-19 13:38:24 UTC
in Searchlight Post #274604
Thanks for your comments. What I actually meant when I said "light" was "func_illusionary simulating beam", I didn't notice at the moment of posting, sorry.

The idea is that the func_illusionary should "follow" the func_train whose sole function is to provide a path for the search light. Hence I had thought of a func_tank (a funk tank?) but then I found out it a) doesn't have a target, and b) it doesn't have a Not Solid flag.

It seems like a func_rotating or a func_door_rotating are still the only way to do this...
Posted 14 years ago2009-10-18 19:15:54 UTC
in Hammer path tool Post #274573
I'm sure I didn't. I could upload the test map if you want to take a look.
Posted 14 years ago2009-10-18 19:06:41 UTC
in Searchlight Post #274570
I intend to make a sort of searchlight that follows a defined path.

Now that I have my path sorted out with a func_train, I want to make a light that "follows" it. I first thought of a func_tank, but then I realised the func_tank doesn't have a "target". I can't imagine any other way to pull this off.

Of course, I could just use a func_rotating or func_door_rotating but it would be much better if the movement wasn't so monotone. Of course, I'll still do that if there's no way to make one with a special path...
Posted 14 years ago2009-10-18 18:43:59 UTC
in Ares. NASA's new rocket Post #274568
Very interesting. I've already waited over 21 years to see a new mission to the moon. Hopefully it'll be less than 30. And with any luck, the video will be a higher quality than the last time around :P

But wait.. I don't have NASA TV! :(
Posted 14 years ago2009-10-18 18:36:21 UTC
in Hammer path tool Post #274566
It does work, just not well enough. I guess it's time to go back to placing path_corners then.

Edit: Just tested and works perfectly with individual path_corners. Also, I find that when the map loads, the func_train is already at about the 3rd path node. What is this?
Posted 14 years ago2009-10-18 17:33:52 UTC
in Hammer path tool Post #274564
Does anyone ever use it? I never quite got the hang of it and now I've decided to experiment with it.

I made an test map with a func_train following a path of path_corners set to "circular", however when the func_train gets to the last node before starting over it just stops.

Am I doing something wrong, or there is no way to make a func_train continuously run around the path without stopping?
Posted 14 years ago2009-10-17 16:57:06 UTC
in Half-Life: Static Friction Post #274510
Ditto @Darkie's, both points.
Posted 14 years ago2009-10-17 15:50:00 UTC
in Half-Life: Static Friction Post #274504
TWHL4 could really use an "email on pm" feature.
Posted 14 years ago2009-10-17 05:27:18 UTC
in Grog XD: How NOT to check your sources Post #274494
Yeah it's pretty much the same. That's the original footage. The one I had posted is this one, which includes the original game segments for extra fun, but with subtitles (see only if you know spanish, as this one doesn't have subtitles):

http://www.youtube.com/watch?v=Od08zcBcPVI
Posted 14 years ago2009-10-16 17:42:53 UTC
in Half-Life: Static Friction Post #274480
Blueprints that are actually blue tend to make my eyes suffer.
Posted 14 years ago2009-10-16 16:07:56 UTC
in Half-Life: Static Friction Post #274476
Yeah well that's an option. I'm just happier with pencil and paper.
Posted 14 years ago2009-10-16 13:42:08 UTC
in Half-Life: Static Friction Post #274472
I'd like to volunteer for it, but I don't have a scanner or know anyone that does. And it's likely that taking a photo of it just wouldn't do it justice...
Posted 14 years ago2009-10-15 23:49:49 UTC
in Rooms (mini co-op project) Post #274452
Oh, then I suppose it'll be taken care of in the official Rooms compile. Thanks.

It's all going pretty well. I'm so lazy to make the last few textures I need... kinda hate making textures really.
Posted 14 years ago2009-10-15 23:11:27 UTC
in Simcity 4 Deluxe Post #274449
I've read somewhere that in some systems there's a compatibility issue with the startup video, you could try and disable it...
Posted 14 years ago2009-10-15 22:30:16 UTC
in Simcity 4 Deluxe Post #274447
Windmills are beautiful for low power requirements, each one of them produces 250 MW/h and costs $50. But build 6 and you're spending $300 for just 1500 MW/h, and for the same monthly cost you can get a gas plant which produces 6000/7000 MW/h. You can always adjust its budget to regulate the power output if that's too much, and then it'll cost you much less. Of course, if you wait enough, you can be awarded the nuclear plant or the solar power plant, but by then you'll have several gas plants already.

All this is without mentioning vehicle missions in Deluxe, those are very helpful in acquiring award/blocked buildings way earlier than they would be offered otherwise. But I won't spoil the fun and you'll have to find out on your own which one gets you what.

By the way, besides police, also don't adjust the water budget, even if your pumps produce too much water. Pipes will start to burst almost as soon as you do. You're probably better off keeping the excess water, maybe try selling it to neighbouring cities.
Posted 14 years ago2009-10-15 22:19:01 UTC
in On the rocks Post #274445
Disco Stu doesn't drink alcohol.
Posted 14 years ago2009-10-15 20:09:11 UTC
in Simcity 4 Deluxe Post #274432
@Atom: Back in SC3k, my cities invariably went bankrupt after a few game months, just the same as you I was never able to balance my expenses and income.

What I do to keep my expenses and income balanced, is to not include certain things until I really need them, and try not to place them until I can afford them. As a personal rule, I try not to let my expenses be more than $1000 over income. Of course, you'll find what works best for you as you play.

When you just start, ask yourself what do you need the most. If you want any development, you need power. Without it, nobody will move in. So assign some small zones and build a windmill or two (they're cheap for low power reqs). As the city grows you'll need to add more windmills, but once you have 4 or 5, that's costing you about the same as a gas plant which produces a lot more power, so you should change over.

Then you need to take a look at your taxes. Higher taxes will discourage development, and lower taxes will encourage it. Think of which population/commercial/industrial types you want the most in your city, and adjust taxes accordingly. Normally (this is from the SC official guide, but actually it varies with the overall desirability of your city), taxes from about 12% upwards will make that population segment start to leave.

I don't like dirty industry, it's the least you want in your city as it decreases desirability for all other development types. Sometimes I let it in and then raise the taxes, and sometimes I just raise the taxes so they don't come at all. Also, the ordinance for clean air discourages dirty industry as well as encourages high-tech industry. Use it if you can afford it.

I usually don't add anything else for a little while. Then add a fire station, some time later a small hospital and later schools as needed, but only when income is above expense in about the amount I need for what I'm about to add. I usually don't need police until way later.

Always keep your power, health and educational funding just enough for their capacity to be just above actual use. Fire department funding just changes coverage area, so adjust it as needed. I don't like to change police funding, it doesn't significantly affect coverage but it does affect performance - and you will see that soon.

I could go on and on, but I better let you get used to all this I said before cramming more down your throat. Just let me know how do you do after this.

Edit: Wow, I didn't expect this post to be this long.
Posted 14 years ago2009-10-14 22:13:04 UTC
in Simcity 4 Deluxe Post #274392
I have it and I love it. I still play it when I'm not doing homework or trying to finish my Rooms entry :P

I think I'm pretty good at it.