Forum posts

Posted 14 years ago2009-06-15 20:01:24 UTC
in The "Official" Competition 27 Post #268285
Well, where exactly are the requirements?

Edit: never mind. Hadn't checked the front page.

Edit2:
You may blow proportions out of scale compared to the picture if you want, but the general floor plan has to be there.
Does this mean that I'm allowed to, say, make the curved hallway wider or narrower if I want to?
Posted 14 years ago2009-06-15 12:28:37 UTC
in Rooms (mini co-op project) Post #268284
Why oh why? I had to move into a new place last week and I'm two weeks late with uni homework, I shouldn't even be reading here. I still have three weeks of this before I can do anything else... :(
Posted 14 years ago2009-06-03 13:06:42 UTC
in Trigger allot of entitys at once Post #267885
Well, you could give them all the same name, and then use a trigger_auto to automatically trigger that name after an amount of time of your choice when the round starts.
Posted 14 years ago2009-06-02 11:09:17 UTC
in Desktops of June Post #267816
Ainsley & Huntey on a fence next to a field. What are the yellow lights, you ask? About 20ft behind the camera is an international Airport runway
They're a dead giveaway if you've ever been near one... they look the same anywhere in the world.
Posted 14 years ago2009-06-02 10:56:10 UTC
in Rooms (mini co-op project) Post #267815
How I wish I had time to finish my damned room. But it's exam season so I won't be able to within the next week or two. If it's officially released without my entry... oh well. I'll have to bear with it and make it faster the next time around. The scale model / intro + end maps idea is still up?
Posted 14 years ago2009-05-30 14:23:39 UTC
in World Record: The Biggest Game Ever! Post #267668
Carmageddon?
Posted 14 years ago2009-05-29 00:23:47 UTC
in World Record: The Biggest Game Ever! Post #267606
There are games with endless worlds. The content is generated randomly.
I saw one of those at a friend's once, can't remember which one. I've always wondered whether you would be able to go back to where you have been already, or just keep walking and wait for that place to reappear in the random generation sequence (that might take a while).
It'd take a good chunk of dedication to make a detailed world that big.
Yeah I can already picture it in the graphics detail of Castle Master!

Rimrook, I like your idea. Where do I sign up?
Posted 14 years ago2009-05-26 22:42:29 UTC
in Looking for a C++ compiler Post #267544
What was first, the compiler or its source? :P
Posted 14 years ago2009-05-25 18:25:55 UTC
in my comp died and won't respawn Post #267492
Check out the RAM sticks. I had this problem with a computer years ago and I just bought a new one. Five years later, I cleaned it up and it turned out to be a very, very, very dirty RAM stick.
Posted 14 years ago2009-05-25 18:22:25 UTC
in Post Your Photos Post #267491
Yeah but I'm still intrigued as to what is around it.
Posted 14 years ago2009-05-25 18:11:48 UTC
in PLEASE HELP! " Warning: Leaf por Post #267489
Yeah that's likely it. It has happened to me before. Try not setting a sky name at all, it'll automatically take the default one.
Posted 14 years ago2009-05-24 19:39:31 UTC
in The test chamber makes NO SENSE Post #267422
Black Mesa likes the human touch that only a guy in a HEV suit can provide.
They're very old-school. It wouldn't have felt the same had it been entirely automated.

Don't forget that technically, this was a decomissioned bunker/missile silo from the cold war times. Perhaps the electrical installation wasn't expansible enough and didn't allow to move the button(s) to a safer location, and it was out of the budget to redo it appropriately.

And they bought Cyrix!
Posted 14 years ago2009-05-24 19:30:52 UTC
in Post Your Photos Post #267421
@Daubster: that's very... texturey. That must be a very surreal place to be in. :P

@Urby: It's really intriguing, but I'd say it's a bullet coming out of someone's back. Am I right? :D
Posted 14 years ago2009-05-24 19:13:32 UTC
in U.S. Army 2030: Things to come Post #267417
Nananana. That uniform is certainly not white. Dismissed.

Ok seriously. Where is our world going to? :(
Posted 14 years ago2009-05-24 19:11:04 UTC
in Blocking player movement Post #267416
Aha, interesting... Does it prevent the player from crouching? And perhaps it can be removed as a func_wall_toggle? Gotta try that...
Posted 14 years ago2009-05-24 19:08:15 UTC
in PLEASE HELP! " Warning: Leaf por Post #267414
How on earth do you make an "edge without opposite face"?
Posted 14 years ago2009-05-24 19:05:34 UTC
in Need a modeler-Hgrunt Post #267413
Are there moderators here? I haven't seen anyone labeled as such.
Posted 14 years ago2009-05-23 23:01:53 UTC
in Blocking player movement Post #267371
But I don't want to set an entity's position or velocity... and I don't think even the camera trick would work as it would have a fixed point of view, and the whole point was to keep the player in one place while allowing to freely look around.

And no, I'm not using Spirit.
Posted 14 years ago2009-05-23 17:18:38 UTC
in Blocking player movement Post #267362
Hm, I see. Thanks for the input.
Posted 14 years ago2009-05-22 23:55:26 UTC
in Blocking player movement Post #267345
I was wondering if it is possible to block a player's movement in HL1. Like it's done in the beginning of Opposing Force, where you are stuck there but can look around. I feel placing the player inside a clip brush wouldn't quite do it. I haven't tested it actually, but I thought maybe someone else already did.
Posted 14 years ago2009-05-22 23:49:04 UTC
in The Sims 3 has been leaked. Post #267343
I don't mind. Because I probably don't have enough computer power to run it anyway!

The other day I heard of someone who got the Wolverine movie before its release, and it turned out all the scenes were pre-cgi. Must have been awesome :P
Posted 14 years ago2009-05-18 23:41:02 UTC
in Activating an Elevator with func_breakab Post #267211
Explain in more detail what isn't working, please.

There are a few bugs in CS, such as when an entity is being triggered (like with a multi_manager) just as the round is restarting, the trigger entity gets triggered instead of staying, and that sometimes screw up complex setups. Hence certain complex setups should be avoided in CS. But I'm not sure whether this I'm saying is relevant or not.
Posted 14 years ago2009-05-18 01:48:33 UTC
in Obsolete connector identification Post #267178
It has USB?? Are you sure? Maybe you should try 24p Serial, or if supported Parallel :P
Posted 14 years ago2009-05-17 17:59:04 UTC
in Obsolete connector identification Post #267159
Never seen such a thing... the distance between rows seems smaller, is it?
Posted 14 years ago2009-05-17 03:19:47 UTC
in Scenario Post #267126
I would slow my breathing and go into self-hypnosis(yes I can do that), so I still be able to think about what the hell to do, whilst only taking up as much oxygen as if I were sleeping.
No cheating into power saving mode.
Posted 14 years ago2009-05-16 19:00:47 UTC
in Scenario Post #267113
I'd just kill the other family and eat them, especially if they're ugly.
I'd say let the 21 year old daughter live, and when you find out there's not enough oxygen left, you can use team up with her to consume all what's left of it in seconds :nuts:
Posted 14 years ago2009-05-16 00:53:13 UTC
in Hostages and ladders - CS Post #267062
I'm almost certain I've seen them jump great heights.
Posted 14 years ago2009-05-16 00:51:41 UTC
in 3D Simulation of Space Shuttle Mission Post #267061
"Help"?
This post was made on a thread that has been deleted.
Posted 14 years ago2009-05-16 00:21:05 UTC
in Back into the swing of things... Post #267059
Who the heck are you? :P

Eh.. welcome back? I don't map Source, but I thought I'd say hi. So hi.
Posted 14 years ago2009-05-16 00:20:03 UTC
in The worst competition idea ever! Post #267058
I must be doing something wrong. All my voids are fullbright!
Posted 14 years ago2009-05-16 00:18:57 UTC
in Competition 27 Post #267057
Map a smooth surface.
Can it be flat? :D
Create a dark void.
How about a black block as floor and open so it's actually dark and void?
Map a smooth hard surface.
See item #1
Map your room is a cool idea..
Depends on what your room looks like or how roomy it is. Mine would be comfortable without all the furniture and stuff. I have too much junk which I don't intend to brush-map any time soon.
Posted 14 years ago2009-05-14 22:27:15 UTC
in Hostages and ladders - CS Post #266952
If I don't remember wrong, when you climb a ladder, the hostages jump up the whole distance (or jump down if down is where you were going). And they couldn't crawl for their lives :P
Posted 14 years ago2009-05-14 22:25:08 UTC
in counterstrike 1.6 model and sprite quest Post #266951
How about env_spark + some other sprite + ambient_generic + multi_manager?
Posted 14 years ago2009-05-14 14:29:57 UTC
in Desktops of May Post #266935
Is Windows 7 any good or is it just like Vista with a few aesthetic changes here and there? Note: The latter wouldn't surprise me.
Posted 14 years ago2009-05-14 00:02:43 UTC
in Desktops of May Post #266919
What were you expecting? We all know from movies that that is what the 21st century has to look like.
Posted 14 years ago2009-05-12 22:17:56 UTC
in Rooms (mini co-op project) Post #266861
I don't remember seeing those deeeeep shadows...
Posted 14 years ago2009-05-12 01:03:36 UTC
in Rooms (mini co-op project) Post #266830
Well yeah but I supposed they're not there for a reason. But I know there IS one I've seen, near the beginning... heh heh heh.
Posted 14 years ago2009-05-10 22:22:37 UTC
in Rooms (mini co-op project) Post #266789
Well something's wrong with it, And if you jump into the pool and fire a gun, half the time the gun impact effects will happen right in front of you, like you're in the void of a full compiled map.
I haven't seen any guns that you can pick up...

That room is really buggy somehow. The lighting is particularly odd.
Posted 14 years ago2009-05-06 18:12:34 UTC
in Desktops of May Post #266570
I was bored at uni so I took a couple of pics of the view from the second floor while in between classes. Here it is... it looked better than the Windows default grassy hill.

User posted image
Posted 14 years ago2009-05-06 00:38:30 UTC
in Swine Flu Post #266501
Aww I wanted to turn into a donut!
Posted 14 years ago2009-05-06 00:32:18 UTC
in glass problem Post #266500
Damn, and I used to put 2 very thin func_breakables (1 solid+invisible and 1 transparent) tightly together so any shot would hit both... I think Jeff's method might work better!
Posted 14 years ago2009-05-04 23:48:11 UTC
in Competition 27 Post #266449
Disco Stu likes where this is going!
Posted 14 years ago2009-05-04 12:46:51 UTC
in Competition 27 Post #266410
Vanilla HL map for GoldSource Disco Stu likes!

But, what is deconstructification/reconstructification?
Posted 14 years ago2009-05-04 12:10:10 UTC
in cs_labyrinth - CS map Post #266408
Yay someone looked at it! :D

I'm aware of its non-greatness. Maybe I'll post something a bit better soon!

By the way, I just noticed I posted this in the wrong area. Sorry. May a moderator move it to where it should be?
Posted 14 years ago2009-05-03 19:32:25 UTC
in Return of a dead game console? Post #266379
It comes with a cable that's pretty easy to install. No user configuration required!
This post was made on a thread that has been deleted.
Posted 14 years ago2009-05-03 18:14:06 UTC
in Return of a dead game console? Post #266375
I'm happy with my SNES and Super Mario World.
Posted 14 years ago2009-05-03 18:12:02 UTC
in cs_labyrinth - CS map Post #266374
I thought I'd upload some maps I made, but I realised this is the only one that isn't shamelessly stealing textures from other maps/authors.

I made this map when I was about 14 years old. It's a hedge maze for Counter Strike, and a "fun" (I thought it was awesome at the time) part is that there is a tower in the centre from where you can see the whole thing. Even then I noticed this was too much and everyone would go straight in there instead of wandering around trying to find anyone else, so I kinda hid the entrances. First one to get in gets a cookie.

I don't want to call it "unfinished" because it's exactly as I envisioned it (when I was 14, I remind you), but I don't want to call it "finished" either as it has a few obviously wrong details.

Just to leave these two main issues out, here they are: Everything aligns to the 64 grid, so if you come across someone, one of you will have to crouch so the other one walks over the first one's head. Also I think I set the skylight to 90? instead of -90? because there are no bright lit parts in the whole map.

Maybe someday I'll re-make it so it's a bit more playable, I don't know. Or not, maybe it wouldn't ever be playable simply because of the original concept. I just wanted to show something. If anyone cares...

http://twhl.co.za/vault.php?map=5279
Posted 14 years ago2009-05-02 18:11:01 UTC
in Rooms (mini co-op project) Post #266350
I haven't ever played online. Only on LAN.