Forum posts

Posted 11 years ago2012-10-20 18:02:32 UTC
in A question regarding catwalks in Half-Li Post #310489
looks like you want a catwalk that people can walk thru as well as shoot thru.

It looks like your clipping method might work, but since it apparently isn't, I can tell you this:

I'm pretty sure I've seen this done in mods, where grunts can shoot at you thru the floor from a catwalk above. Make sure it's wide enough that they can at least walk thru comfortably.

On the other hand, it's a pretty annoying thing to see. Some grunts, shooting at you from faux cover and it's very difficult to see them thru the grating texture. I'm not trying to limit your creativity, but personally I think it's a really annoying idea so I'd suggest you just stick with func_wall (non-shot-thru) catwalk floors.
Posted 11 years ago2012-10-19 05:18:09 UTC
in Your Username Post #310445
Guess what i was doing when i thought up this name
Posted 11 years ago2012-10-17 00:44:49 UTC
in A New Real-Time Strategy Game! Post #310397
So guys, I came across this new Real time Strategy (RTS) game and figured you guys might be interested!

3 Races
Xen - Emphasis on numbers: Has a large variety of units, and encourages mixed group strategies.
HECU - Emphasis on power: Has strong infantry backed by air support, as well as stealth.
Black Mesa - Emphasis on adaptability: healing, defense, and the best infantry unit in the game.

Some basics:
  • Most attacks have a bonus that can be obtained by upgrading that particular unit.
  • Most units have just one upgrade, but some may have more. Upgrades can be very useful for increasing any individual unit's effectiveness in combat.
Attack type explanations:
Normal - Melee attack, or generic ranged attack.
Bullet - Hitscan ranged attack.
Explosive - Impact blast damage
Shock - Electricity-based attack.
Fire - Fire-based attack.
Sonic - Ground-based sound attack.
Acid - No one uses this yet, so don't bother.
Xen Units
Headcrab
Cost: $50
Armor: 0 (Immune to Acid damage)
HP: 10 (+10)
Move Speed: Slow
Attack - Bite: 5 (+5)
 Range: Short
 Type: Normal
 Cooldown: Long
Skill - Infect Human Host (Become a zombie with a human enemy)
Size: Small

Headcrabs are small and weak, but also cheap to build and effective in numbers. Their small size means that they can be hidden literally anywhere, but they are very popularly placed in air ducts to get a cheap guaranteed hit off the enemy. Its jumping bite attack is fast, but because of the headcrab's slow speed it takes a long time to attack again, which only makes it more necessary that an effective headcrab force be quite numerous.

Be careful when using the Infect ability: it takes a while for the headcrab
to become a zombie, and while in this state the headcrab is vulnerable to
damage.

Zombie
Cost: N/A (Headcrab infects a host human)
Armor: Mutant Skin (70% resistance to bullet damage)
HP: 50 (+50)
Move Speed: Slow
Attack - One Slash: 10 (+10)
Attack - Both Slash 25 (+15)
 Range: Melee
 Type: Normal
 Cooldown: Medium
Size: Medium

The Infect Host ability allows headcrabs to infect enemy humans, turning them into zombies. Zombies have decent armor and are very durable against bullets (taking only 30% of the damage), but they are slow and must move into melee range to attack. If they do get in range, however, they deal very high damage quickly and can easily overrun most enemies. Like headcrabs, zombies are only effective in large groups due to their melee attack range.

Houndeye
Cost: $100
Armor: 0 (Immune to Sonic Blast)
HP: 20 (+10)
Move Speed: Medium
Attack - Sonic Blast: 10 (+5) (x110% per houndeye with Squad Harmonics upgrade)
Range: Short
 Attack Type: Sonic
 Charge Time: Long
Size: Small-Medium

Houndeyes are extremely fragile individually, but operate much better in groups. More importantly, houndeye attacks have a HUGE splash radius, which can easily clear groups of enemies, especially if their attacks are well-coordinated. Immune to their own attacks, houndeyes can move quickly and blast enemies while suffering minimal casualties themselves. In addition, getting the Squad Harmonics upgrade will allow each blast to gain an 110% bonus FOR EACH houndeye near the attacking one. Attack en masse for stacked damage!

Bullsquid
Cost: $150
Armor: 0
HP: 40 (+80)
Move Speed: Fast
Attack - Bite: 15 (+10)
Attack - Whip: 25 (+10)
 Range: Melee
 Type: Normal
 Cooldown: Short
Attack - Spit: 10 (+5)
 Range: Medium
 Type: Normal
 Cooldown: Medium
Size: Medium-Large

Attacks other bullsquids and headcrabs
Bullsquids have average stats, but look at that upgraded HP: A whopping 120 hit points! Bullsquids are a cheap alternative to grunts when a damage sponge is needed. Bullsquids also have a ranged attack (albeit a very inaccurate one) when they cannot move into melee range. Unfortunately, bullsquids are ineffective for several reasons. They attack each other, and any headcrabs nearby, meaning that you cannothave groups consisting of more than one bullsquid, or even a bullsquid and a headcrab! Bullsquids are also easily distracted by smells, so they can be unreliable at times.

Vortigaunt (Alien Slave)
Cost: $200
Armor: 0 (Immune to Shock)
HP: 30 (+30)
Move Speed: Medium
Attack - Claw: 8 (+2)
 Clawrake: 25
 Range: Melee
 Type: Normal
 Cooldown: Short
Attack - Zap Beam: 10 (+5)
 Range: Long
 Type: Shock
 Charge Time: Long
 Charge Time (Focus Collar Upgrade): Short
Size: Medium

Vortigaunts are the mainstay of any Xen attack force, providing supporting fire from behind a wall of Grunts. Their Zap Beams are deadly accurate, but have a long charge up time. Fortunately, the charge time can be drastically reduced with the Focus Collar Upgrade. Vortigaunts have high damage potential, but at shorter ranges they fare poorly
against tougher, melee-oriented opponents. Always have frontline support if you are planning to mass vortigaunts.

Alien Grunt
Cost: $250
Armor: Chrome Exoskeleton (-20 normal/bullet damage)
HP: 60 (+30 per upgrade)
Move Speed: Medium
Attack - Punch: 10 (+10)
 Range: Melee
 Type: Normal
 Cooldown: Medium
Attack - Hornetgun: 5 (+3)
 Range: Medium
 Type: Normal
 Cooldown: Short
Size: Medium-Large

Xen Grunts are the bread-and-butter of any invading Xen army. Imbued with heavy body armor, ample health, and a weapon with a fast rate of fire, grunts are very effective against just about any other enemy. One important downside of the hornetgun is that it cannot detect inorganic enemies, such as HECU sentries or helicopters, meaning that Xen grunts are virtually defenceless against these types of foes. Nevertheless, the most effective
strategy of Xen players is using a combined Grunt/Slave force, where the vorts can easily counter the grunt's weaknesses and vice versa. Grunts can absorb damage from the front while vorts deal high damage from the rear; this combined force can easily overwhelm most enemy formations, and it has proven effective in a variety of different scenarios.

Alien Controller
Cost: $300
Armor: 0
HP: 60 (+40)
Move Speed: Slow (Air unit, Can attack while moving)
Attack - Energy Ball: 3 (+1 per upgrade)
 Range: Long
 Type: Normal
 Cooldown: Short
Attack - Zap Ball: 15 (+10 per upgrade)
 Range: Short (Homing)
 Type: Shock
 Charge Time: Medium
Size: Medium

Controllers are one of the best units the Xen race has to offer. As air units, they are completely immune from melee and most short-range attacks. They don't appear to do much damage, but they have a ridiculously high rate of fire, meaning each attack consists of around ten 3-dmg balls or so. At shorter ranges, the controller can attack with a homing ball with added shock damage! Controllers move slowly, but they can attack while moving too,
making them very difficult to hit by anything short of auto-aiming turrets. With many strengths and few weaknesses, controllers make for a very effective element in a Xen attack force.

Gargantua
Cost: $2500
Armor: Armored Carapace (Only take damage from explosives)
HP: 800 (+200)
Move Speed: Medium
Attack - Slash: 10 (+20)
 Range: Melee
 Type: Normal
 Cooldown: Long
Attack - Flamethrower: 3 per tick (+2)
 Range: Short
 Type: Fire
 Cooldown: None
Attack - Blood Stomp: 50 (+50)
 Range: Medium
 Type: Sonic
 Cooldown: Long
Size: Large

The ultimate Xen unit, Gargantuas are big blue hulks of mass destruction. Immune to normal and bullet damage, a single gargantua can trample attacking forces with ease. Its flamethrower attack racks up damage very quickly, and any unit caught in the fire zone will drop dead in a matter of seconds. Due to its large size, Gargs cannot pursue most enemies into smaller areas, but its Blood Stomp will instantly frag any unit trying to attack from cover. The stomp can even climb walls to reach targets attacking from above. The only weakness of the Gargantua is the lack of
answers to air units.
HECU Units
HECU Human Grunt
Cost: $200
Armor: PCV
Gasmask Helmet (-20 normal/bullet/explosive damage)
HP: 50 (+30)
Move Speed: Medium
Attack - Kick: 5 (+5)
 Range: Melee
 Type: Normal
 Cooldown: Medium
Attack - 9mmAR: 5 (+1)
Attack - Shotgun: 5 (+1)
 Range: Medium
 Attack Type: Bullet
 Reload Time: Medium
Attack - Handgrenade - 100
Attack - Contact Grenade - 100
 Range: Medium
 Type: Explosive
 Charge Time: Medium
Size: Medium

HECU soldiers excel in all kinds of situations and against all kinds of opponents. They can keep a steady rate of damage as well as deal high splash damage using explosive weaponry. It's not uncommon to see HECU players mass about 2-3 dozen HECU grunts and proceed to wipe out the opposing player without much difficulty. However, don't forget that the HECU isn't just about the grunts; though they are usually quite versatile, the HECU has much more at their disposal, and people tend to forget that.

Apache Attack Helicopter
Cost: $2000
Armor: Aircraft Plating (Halves normal and bullet damage, but takes 100% extra damage from explosives)
HP: 150 (+100 first upgrade, +150 second upgrade)
Move Speed: Slow (Machine, Air unit, can attack while moving)
Attack - 12mm Turret: 8 (+2)
 Range: Long
 Type: Bullet
Attack - HV Missiles: 150 (Upgrade)
 Range: Medium
 Type: Explosive
Size: Gigantic

It costs $2000 to build an Apache attack helicopter...
Trust me, this is money well spent. The Apache attack helicopter has heavy armor to deflect most small arms fire, and it can naturally avoid melee attacks as an airborne unit. It is also a machine-type, meaning that Alien Hornets cannot damage it at all. On the other hand, the Apache has a vulnerability: it will take twice the damage from explosives. Fortunately, few units have have explosive attacks capable of hitting air units. The 12mm Turret can target anything within range of the Apache, and if that doesn't work, research the Hypervelocity Missiles and they will finish the job. If you can build about 12 of these babies quickly, the enemy will be all but finished.

Osprey Transport Helicopter
Cost: $3500
Armor: Aircraft Plating
HP: 400
Move Speed: Slow (Machine, Air unit)
Attack - Air Strike (300-500)
 Range: Extreme
 Type: Explosive
 Cooldown: Long
Skill - Deploy Grunts (Deploys 2-4 HECU grunts)
Size: Gigantic

Osprey helicopters have no direct way to attack, but they have two very useful abilities. First, they can load and carry HECU grunts and quickly deploy them into the heat of battle, allowing the HECU player to sustain an attacking army with frequent reinforcements. The Osprey can also deploy tactical airstrikes at enemy bases for large amounts of damage, but in most
cases, air strikes are used for suppression rather than for destruction.
Unlike Apaches, Ospreys have no damage-reduction armor and are vulnerable to small arms fire (except for hornets), but as a tradeoff, there's no explosive weakness either. Ospreys are best used as a supporting aircraft that can bring reinforcements to keep up the offensive on an enemy base as well as airstrikes to minimize enemy resistance.

Human Assassin
Cost: $300
Armor: 0
HP: 30 (+20)
Move Speed: Fast
Attack - Kick: 5 (+5)
 Range: Melee
 Type: Normal
 Cooldown: Short
Attack - Glock SD: 5 (+3)
 Range: Medium
 Attack Type: Bullet
 Reload Time: None
Attack - Handgrenade: 100
 Range: Medium
 Type: Explosive
 Charge Time: Short
Skill - Jump (can move over obstacles or small terrain)
Skill - Cloak and Dagger (Upgrade)
 Cloaks user while stationary
Size: Medium

Despite having lower HP than an average human grunt, assassins have many
abilities in their skillset that's perfect for micro-happy players. Foremost
among these is the Cloak upgrade. With it, assassins can ambush enemies without giving any warning. From there, the player can pull off all sorts of
micromanaged ambushes. One of which I remember fondly is when you are facing a typical Xen Grunt/Vortigaunt army marching on your base. All you need to do to take them out (or at least reduce it to a few stragglers) is to cloak a few assassins on their path and have them all simultaneously throw grenades at the aliens. After the fireworks, their attacking army will be swiftly transformed into a pile of organs strewn about on the floor.
Black Mesa Units
Scientist
Cost: $100
Armor: 0
HP: 20
Move Speed: Medium
No Attacks
Skill - Heal (25 HP)
Range: Melee
Cooldown: Very Long
Size: Medium

Scientists scare easily and will run all over the place and get themselves
killed. However, with some micromanaging, scientists can become mobile
healing pools that take some time to recharge. They are very weak, so its
necessary to keep them well away from the front where a even a few stray
bullets can kill them.

Barney
Cost: $150
Armor: Kevlar Vest (Halves normal/bullet damage)
Kevlar Helmet (-20 normal/bullet damage)
HP: 35
Move Speed: Medium
Attack - Glock Pistol: 5 (+3)
 Range: Medium
 Attack Type: Bullet
 Reload Time: None
Size: Medium

Barneys are essential to an attacking Black Mesa force. They have excellent accuracy and do not need to reload, allowing them to outgun the opposition that do have to stop and reload. Barneys have good, but not great, defence that can give them a little more survivability than anything else with 35 HP.

HEV Scientist
Cost: $800
Armor: HEV Mark IV
HP: 100
Move Speed: Medium
Attack - .357 Revolver: 40
 Range: Long
 Attack Type: Bullet
 Reload Time: Medium
Attack - 9mmAR: 5
 Range: Medium
 Attack Type: Bullet
 Reload Time: Medium
Attack - Shotgun: 5
 Range: Short
 Attack Type: Bullet
 Reload Time: Medium
Attack - RPG: 100
 Range: Long
 Attack Type: Explosive
 Reload Time: Long
Attack - Tau Cannon: 20
 Range: Long
 Attack Type: Energy
 Reload Time: None
Size: Medium

HEV-wearing scientists are the strongest infantry units in the entire game. They won't fare too well in 1v1 matches against the Xen Gargantuas or the HECU Apaches, but their strength lies in numbers: the cost of 1 Apache can be used to train 3 HEV scientists, and 3 RPG's can easily take down a single Apache. The variety of weapons carried by HEVsci's allow for clever micromanagement as well, from harassing enemies at long range with RPG's, to quickly taking out approaching enemies with a revolver. The sheer number
of weapons available to HEVsci's allow a small group of them to deal with virtually any other unit group in either of the other two races.

Coming soon: Bigmomma, Nihilanth, Baby headcrab, Leech, snark, ichthy, sentry turret, barnacle, gman, tentacle
Expansions: Opposing Force, (Vote a mod here!)
Posted 11 years ago2012-10-14 16:36:05 UTC
in Adding models. Post #310373
it might not be in CS. If not, try cycler_sprite.
Posted 11 years ago2012-10-07 14:10:46 UTC
in Best program for recording Half-Life vid Post #310266
Those SD models are higher quality, but they kinda border on cartoonish, don't you think?
Posted 11 years ago2012-10-06 17:13:36 UTC
in Level change problem Post #310260
are landmarks the same name in both maps? are the landmark names referred to in the trigger_changelevels? Being 'dead' between transitions means that the changelevel is not set up correctly. Check the tutorial (http://twhl.info/tutorial.php?id=62) if you need help.
Posted 11 years ago2012-10-02 22:09:32 UTC
in Best program for recording Half-Life vid Post #310206
there's already several mods featuring HL2 areas in HL1, like Invasion 105 (here on twhl) and SWAT mod alpha. However time's end will have been the first real mod to do it Well. Because invasion 105 is a single-map mod, and swat mod alpha... well, maybe the name itself might tell you something about that mod.
Posted 11 years ago2012-09-25 23:28:58 UTC
in Review everything! Post #310066
Dogs

I dont really like Canis familiaris and associated subspecies. They are really annoying because they bark the daylights out of you when ur trying to sleep at night. Also they bark when any random dude walks near your house, like a motion-detector alarm. Smaller subspecies are also known for taking liberal potty breaks around the house, and when you step on what you think was spilled tea, guess what? It wasn't really spilled, and definitely not tea.

Water bears
Posted 11 years ago2012-09-24 02:14:47 UTC
in Problem with save files. Post #310018
people pirate FREE mods, let alone 5 dollar games. Anyone trying to convince ppl not to pirate is a wasting their time.
Posted 11 years ago2012-09-23 17:26:30 UTC
in Desktops of September Post #310011
From Wikipedia
Origin's Terms of Service agreement allows EA to suspend or terminate a user's account, resulting in the inability to install or play any games that are associated with it, with no prior warning and without refund or reimbursement for any purchased content.[26] There have been several instances of EA enforcing such bans for what critics argue are comparatively minor infractions, such as making rude comments in EA or BioWare's official forums or in chat.[27][28]

An early example of this practice occurred in March 2011. A user named "Arno" made the comment "Have you sold your souls to the EA devil?" in the BioWare forums.[29] For this post Arno's account was banned for 72 hours which prevented him from installing any of his purchased Origin games, including the just-released Dragon Age II.[30] When he protested the ban on BioWare's forum under a different username, a moderator responded that the appropriate punishment had been applied and subsequently locked the thread. Other threads that made reference to the issue were also locked by moderators. After reporting on the details of the incident, website Rock, Paper, Shotgun received a statement from EA saying that Arno's account ban was a mistake, and that future violations on the forums would not interfere with Origin users' access to their games.[31]

Despite EA's assurances, several more account bans were again reported in November and December 2011, at least three of which were for infractions that did not violate the Terms of Service. In one case, a user named "Rob" received a 72-hour account suspension for posting a link to a network troubleshooting guide in the EA forums. EA interpreted this as a "commercial" link, even though the same link had been posted elsewhere in the forums for several years prior, and EA's own corporate support site and FAQ contained exactly the same link.[32] A different user named "James" had his entire account permanently deleted for quoting another forum user's use of the term "e-peen." When James contacted EA support for an explanation, he was told that the deletion was "necessary due to the repeated nature of the offense on the account" and that no further communication regarding the issue would be available.[32]

Another account belonging to a user named "Aaron" was first suspended and then permanently deleted after a Battlefield 3 user insulted him in EA's forums. The offending post included coarse language, and because it contained Aaron's name EA's content filter automatically applied the ban to his account, but not to the user who actually wrote the post.[33] EA has not made any further comment regarding specific account bans.

On March 8, 2012, EA issued an updated "Suspension Policy" via their support site. The update states that users whose accounts have been disabled would be able to play single-player games through Origin's offline mode.[34] However, the update leaves open the question of whether users with disabled accounts would still be able to download their games that are not already installed on their computers. In addition, the availability of online play has not been addressed, and the relevant clause in the Terms of Service regarding account suspension and termination remains unchanged.
Looks a bit autocratic, doesn't it?
Posted 11 years ago2012-09-02 15:18:00 UTC
in MvM: Your Thoughts Post #309565
valve is obviously over their head for this, but they are looking at purchases of a 100 dollar rings every day or so, so they thought that peeeps wouldn't complain about 1 dollar tickets.

mvm is pretty fun though, but I dont think it's worth buying tickets (essentially the same as buying cosmetic items)
Posted 11 years ago2012-08-31 02:15:23 UTC
in Adding Weapons to Goldsrc Post #309486
do u have a coding software? (like visual studio) and the HL SDK?

You need these to be able to modify code and create new weapons.
Posted 11 years ago2012-08-31 02:12:04 UTC
in Best program for recording Half-Life vid Post #309485
bandicam is decent, and doesnt have problems. However there is a lower quality in videos from bandicam than from fraps.

Anyway u recording a trailer for time's end? just kidding heh heh
Posted 11 years ago2012-08-26 04:39:32 UTC
in I hate standardized Reading tests Post #309386
I learned something new.

It appears that 'possibly' and 'probably' mean two completely different things. On a typical forum, however, it appears that the difference between these two vary considerably from individual to individual. Basically, when you have a question where both words are among the choices, your score is bascially down to whether you were wearing your lucky underwear.
Posted 11 years ago2012-08-17 01:11:29 UTC
in TF2 mvm update Post #309117
the queue thing is really bad, it looks like it's still in beta (which it is). Just find your own servers and watch for ppl that leave.
Posted 11 years ago2012-08-16 04:11:46 UTC
in TF2 mvm update Post #309103
the mvm mode is currently highly congested. You wait about half an hour to be able to join a game.
Posted 11 years ago2012-08-16 00:26:47 UTC
in TF2 mvm update Post #309099
http://www.teamfortress.com/mvm/faq/

So this thing is ready to go, and here are the highlights:

It's free to play these missions, however, to be able to earn items and rewards from these coop missions, you must buy an admission ticket for $1 US dollars (or equivalent).

As a free player, I am glad instead of sad. Why? Because I barely have enough backpack space most of the time and there are these vouchers that force you to get like 6 items at once! No thank you.

So basically all f2p's can do is play the coop mode, but with no rewards and badges. The rest of you still need to pay $1.00 to play the 'official' mode that has the rewards and stuff.
Posted 11 years ago2012-08-14 05:52:42 UTC
in NPC opening a door Post #309034
make a door and name it, then have the scripted sequence target the name of the door. Once the sequence completes, the door will open. If you need help on basic NPC scripting check out the tutorials.
Posted 11 years ago2012-08-14 05:14:46 UTC
in The Core Post #309032
It's too bad you're getting so fed up with the gold source engine, nevertheless we're all supporting you guys for this highly anticipated mod! For me personally though, I never look at promotional material and whatnot; I'd much prefer playing through a mod without having any fore-knowledge whatsoever. From the glimpses of screenshots, though, the mod has what appears to be a very smooth-looking design and graphics. And that large department-store looking area is very, very memorable. You prolly already know what I'm referring to.
Posted 11 years ago2012-08-13 19:29:53 UTC
in I hate standardized Reading tests Post #309011
Check this out (I'm not in here though)

This is from an apparently popular standardized practice test question. From the thread above it's apparent that people agree that the answer is A. However, the actual answer was B for some reason.

This is what I really hate about standardized reading tests, that subjective questions like these have only one objective answer. The interpretation and analysis of English is NOT open-ended. One person's interpretation goes, and everyone else is either completely right or completely off. Now it's your turn to discuss.
Posted 11 years ago2012-08-12 19:01:53 UTC
in Map TWHL - minicompo Post #308980
I highly suggest looking thru joebama's tribute map and (maybe use the wad in it) for a suitable twhl map (maybe this project can be TWHL mix?)
Posted 11 years ago2012-07-30 20:51:24 UTC
in Coding hl.dll Problems Post #308646
is it this part? (in player.cpp?)
[quote]void CBasePlayer::TabulateAmmo()
{
ammo_9mm = AmmoInventory( GetAmmoIndex( "9mm" ) );
ammo_357 = AmmoInventory( GetAmmoIndex( "357" ) );
ammo_argrens = AmmoInventory( GetAmmoIndex( "ARgrenades" ) );
ammo_bolts = AmmoInventory( GetAmmoIndex( "bolts" ) );
ammo_buckshot = AmmoInventory( GetAmmoIndex( "buckshot" ) );
ammo_rockets = AmmoInventory( GetAmmoIndex( "rockets" ) );
ammo_uranium = AmmoInventory( GetAmmoIndex( "uranium" ) );
ammo_hornets = AmmoInventory( GetAmmoIndex( "Hornets" ) );
}
[/quote]

What version of SDK u using? In my SDK this section is commented out already. I think u may do so if it isn't
Posted 11 years ago2012-07-30 20:18:18 UTC
in Coding hl.dll Problems Post #308643
Posted 11 years ago2012-07-30 20:16:05 UTC
in Coding hl.dll Problems Post #308641
the moddb 2008 fix may resolve the issue, I dunno for sure because i didn't use code blocks.
Posted 11 years ago2012-07-30 19:58:36 UTC
in Coding hl.dll Problems Post #308639
You are using VC++ 2008, which requires some 'fixing' to be compatible with Half-life's code. You must either get an older version of VC++ studio, or else find the '2008 fixed dll' on moddb. You can try to fix it urself, but it's alot of work (I know, I tried)
Posted 11 years ago2012-07-27 21:51:01 UTC
in Steam Virus? Post #308517
eset NOD, join the brotherhood nao
Posted 11 years ago2012-07-27 02:35:04 UTC
in Even more statistics from Wikipedia Post #308449
DO NOT discuss religion and/or politics.

So I noticed how the girl from the Twilight movies is having some kind of liaison with some dude other than her 'vampire' boyfriend. And then these stats just wrote themselves.
It is estimated that roughly 30 to 60% of all married individuals (in the United States) will engage in infidelity at some point during their marriage. Some authorities observe infidelity is involved in 90% of first time divorces.
A 1997 study with Kristina Gordon found "more than half of the marriages that experience infidelity ended in divorce".

27% of people who reported being happy in marriage admitted to having an affair.
In a recent survey of 16,000 university students in 53 countries, 20% of long term relationships began when one or both partners were involved with someone else.[5] Studies suggest around 30–40% of unmarried relationships and 18–20% of marriages are marked by at least one incident of sexual infidelity. Men are more likely than women to have a sexual affair, regardless of whether or not they are in a married or unmarried relationship.
Fifty United Kingdom divorce lawyers were asked to name the most common causes of their cases in 2003. Of those who cited extramarital affairs, 55% said it was a cheating husband that precipitated divorce while 45% it was a wife's cheating.
The trend is that the rates have been increasing.
Rates among older women tripled from 5% in 1991 to 15% in 2006; rates among men rose from 20–28%. About 20% of younger men and 15% of younger women say they cheated, up from about 15% and 12%, respectively. Infidelity studies show that extramarital sex occurs in up to 25% of heterosexual marriages in the USA. Many experts believe this increase in cheating is due to greater opportunity (time spent away from a spouse) and young people developing the habit of having multiple sexual partners before they get married.
Between 2–4% of children are conceived as a result of an affair. A 2005 scientific review of international published studies of paternal discrepancy found a range in incidence from 0.8% to 30% (median 3.7%), suggesting that the widely quoted figure of 10% of non-paternal events is an overestimate.
From an evolutionary perspective, men are theorized to maximize their fitness by investing as little as possible in their offspring and producing as many offspring as possible, due to the risk of males investing in children that are not theirs. Women, who do not face the risk of cuckoldry, are theorized to maximize their fitness by investing as much as possible in their offspring because they invest at least nine months of resources towards their offspring in pregnancy.
According to the authors of "The State of Affairs", there exists a common belief that a fundamental purpose of marriage is to control sexual partnering. However, the problem lies in the fact that marriage cannot control sexual desires, and the messages our culture provides suggest it can’t satisfy them. The belief is that it's natural for humans to have sexual desires but they cannot be acted on if humans live together and engage in marriage.
David Atkins, a research associate professor at the University of Washington in Seattle, outlined the problems researchers face in getting accurate information on the subject. Responses to the survey question "Have you ever had sex with someone other than your spouse while you were married?" aren't clear-cut, he said. "The first thing we have to grapple with is honesty. We know that is a significant issue," he said, explaining that research published last year found that some won't admit infidelity in person but will anonymously. Also, some people interpret sex as intercourse and others don't, he said. The most reliable data, researchers say, comes from that question posed in the nationally representative General Social Survey, a face-to-face interview. Atkins' new study of trends over a 15-year period (1991–2006) in which 19,065 people participated found that infidelity rates were climbing among certain age groups: those 60 and older and those 35 and younger.
American biologist Alfred Kinsey found in his 1950-era studies that 50% of American males and 26% of females had extramarital sex. [1] Depending on studies, it was estimated that 26-50% of men and 21-38% of women,[2] or 22.7% of men and 11.6% of women had extramarital sex.[3] Other authors say that between 20% and 25% Americans had sex with someone other than their spouse.[4] Durex's Global Sex Survey has found that 44% of adults worldwide have had one-night extramarital sex and 22% have had an affair.
Could be illegal too:
In some East Asian countries or regions, including North Korea, South Korea and Taiwan, adultery continues to be a crime. In the Philippines, adultery (defined as consensual sexual intercourse between a married woman and a man who is not her husband) and a related act of concubinage (a man cohabiting with a woman who is not his wife), are considered crimes under the Revised Penal Code of the Philippines.

In Pakistan, adultery is a crime under the Hudood Ordinance. The Ordinance sets a maximum penalty of death, although only imprisonment and corporal punishment have ever actually been imposed.

In Indian law, adultery is defined as sex between a man and a woman without the consent of the woman's husband. The man is prosecutable and can be sentenced for up to five years (even if he himself was unmarried) whereas the married woman cannot be jailed.

In Southwest Asia, adultery has attracted severe sanctions, including death penalty. In some places, such as Saudi Arabia,[45] the method of punishment for adultery is stoning to death.

In the U.S. Military, adultery is a potential court-martial offense.
Check out this cat-based infectious disease:
Researchers estimate that anywhere from one-third to half of the world's human population is estimated to carry a Toxoplasma infection.

...infection might increase the number of accidents by as much as one million crashes per year.

In a 2012 study of 45,000 women in Denmark, researchers found that women infected with T. gondii are at twice the risk of committing suicide compared to non-infected women, and this risk increases as levels of IgG antibody against T. gondii increase. Infected women also had a 1.8 relative risk of attempting violent suicide compared with non-infected women.
Posted 11 years ago2012-07-27 02:02:20 UTC
in The Voice Acting Thread Post #308448
i already told u the actual voice actor for COF is available and will do work if you ask. Also, if you are really going for this make sure u dont just give up on it after like a week, again.
Posted 11 years ago2012-07-24 16:43:49 UTC
in Interactive Story Post #308356
"WARNING! Unidentified biological substance detected in Sector 4. Military Androids deployed."

or alternatively:

"Test Subject #103 identified. Welcome to Urbanebula Laboratories. Please proceed to the next chamber."
Posted 11 years ago2012-07-21 05:28:22 UTC
in Colorado Shooting Post #308151
Why is politics being argued with a 12 year old kid? I dont think he even learned about US history in school yet lol
Posted 11 years ago2012-07-21 00:16:52 UTC
in Colorado Shooting Post #308133
According to wikipedia, it says that this guy James dropped out of phD due to 'poor academic performance'. Dunno if that's true or not.

Any individual (or individuals) who have a latent mental illness cannot be readily identified until they act out in a rampage or something similar. The mental health system of this country (or any country) can do nothing to prevent such tragedies should they occur. Would it be justfied to detain any individual 'suspected to have some mental illness' be constitutional? Prolly not. After reading about a bunch of mental illnesses and shooter rampages on wikipedia recently, I have generally concluded that a good number of people have some type of mental illness or another, to varying degrees.

It's true that a number of murders or tragedies are caused by people with mental disorders. Since it's virtually impossible to identify these individuals prior to adverse behavior, it's necessary that, in order to better preclude these horrific events that we turn to figure out what causes these mental disorders. I'm no doctor, but I'm guessing stuff like 'pregnant woman drinks alcohol/does drugs' or something along those lines are well-linked to individuals with abnormal mentalities. Ultimately, we cannot have laws that prevent pregnant women from doing what they want anyway, so it would seem these problems are, in the end, unpreventable. The only thing to be done, as we are currently doing, is to heed the warning signs if and when they appear, and act accordingly.
Posted 11 years ago2012-07-20 17:30:38 UTC
in Mist of Stagnation - Modeling Contest Post #308125
Yeah, on all the other forums ppl were confused why all the votes went to 'a blade with half a gear slapped on to it'
Posted 11 years ago2012-07-19 23:17:17 UTC
in another potential HL1 mod Post #308119
That's what makes coded mod so interesting! New types of gameplay can be introduced, while standard HL gameplay can be retained or mixed with it. This all depends on the mapper. We could have something like one entire chapter dependent entirely on the player's stock of carried medikits (which will prolly not be medikits in the viewmodel, I have plenty of replacements), while other chapters require that the player rely on health pickups/chargers, a la vanilla.
Posted 11 years ago2012-07-18 06:06:03 UTC
in setsize vs setobjectcollisionbox Post #308000
a func_wall_toggle where the door would be at those angles?
Posted 11 years ago2012-07-17 03:45:09 UTC
in another potential HL1 mod Post #307945
some kid wants me to add these weapons:

self-heal medikit
minigun
flamethrower
burst fire M16

anyone agree to any of these? If so, I will attempt to find resources for them, but it's not guaranteed that I will find something suitable.
Posted 11 years ago2012-07-16 22:26:47 UTC
in Now Gaming: ... Post #307921
just playing donkey kong country diablo 2 yoshi's island a mod of HL called aztec's bane. Fighting 2 nihilanths is really hard!
Posted 11 years ago2012-07-12 01:40:50 UTC
in another potential HL1 mod Post #307821
I havent, but since they are exact clones they are very easy to add
Posted 11 years ago2012-07-11 21:51:04 UTC
in another potential HL1 mod Post #307814
Weapons are still being added, so it's kinda a hassle to send every weapon model as they get added. The mod currently need maps because otherwise with all these models that dont have maps to go with is kinda pointless, you know. However if you still have ideas and models for monsters, I can add those as well.
Posted 11 years ago2012-07-11 17:05:38 UTC
in another potential HL1 mod Post #307788
you'd have to hack every weapon's model to have barney hands, and there's almost 30 weapons now. Lol. The 'blue shift armor system' is, from what I'm guessing, just 2 types of batteries. As for player backstory... how they get the hev suit is completely up to the mappers.
Posted 11 years ago2012-07-11 16:58:45 UTC
in How do you TF2? Post #307787
I'd love to play tf2 with u all, hit me up on steam and lets go crazy

P.S stand still so i can backstab u for achievement
Posted 11 years ago2012-07-11 02:19:41 UTC
in another potential HL1 mod Post #307774
ok, now, preliminaries off the top of my head:

The player starts off in black mesa (either predisaster or in the middle of it) - Each of the below sections can include multiple chapters, depending on how many maps of those particular settings the mod can get.

Section 1: player tries to escape Black Mesa. Upon exit, blue shift textures are highly encouraged.

section 2: desert section. Doesn't have to be too long, but should 'seem' long.

section 3: a city. By this time the soldiers have occupied the city and are fighting on an extended war with either aliens, black ops, terrorists, depends on the map. Lots of scripts like in surface tension would be cool.

section 4: One possible idea, is that the player leaves the city on a ship (maybe the one in my 'dying at sea' map). There will be a battle with some kind of boss on the ship.

section 5: the ship goes to (mystery location to be revealed in Episode 3 the near future.

How's that?
Posted 11 years ago2012-07-10 17:36:04 UTC
in another potential HL1 mod Post #307757
looks like the engine could not find the dll. I have no idea what OS your computer is, but this may be involved with the pathing of the dll file as indicated by the mod's liblist.gam

On some computers it fails to recognize the pathing used by forward slash and/or backward slashes. I would try changing the liblist.gam in this manner:
gamedll "dlls\home.dll"
change into:
gamedll "dlls/home.dll"
Sorry for the inconvenience, but you know I only have 1 type of computer and couldn't test on other ones :|
Posted 11 years ago2012-07-10 16:25:20 UTC
in another potential HL1 mod Post #307753
FGD is now available! Click the 'download this file'. Sorry Jeff for not waiting for u but this new update brought some more interested peeps and I prolly should have made this earlier since I have the code anyway.

And as always, mappers who'd like to help out is appreciated. Some screenshots are available in a link at the top
Posted 11 years ago2012-07-10 16:19:58 UTC
in PlanetPhilip suddenly closed Post #307752
Looking for reviews? Go on hangar 16! A site that no longer exists, but can be found. I used to love some of their reviews back in the day.
Posted 11 years ago2012-07-10 16:16:33 UTC
in Steam Greenlight Post #307751
THE FUTURE OF GAMING IS STEAM, A MONOCHROMATIC CONTENT DELIVERY PLATFORM. IT IS NOT SOME GUY AND HIS PSEUDO GIRLFRIEND TREKKING ACROSS SOME FROZEN TUNDRA SEARCHING FOR A NICE BOAT. YOU KNOW. I KNOW. GABE KNOWS. WE ALL KNOW.
Posted 11 years ago2012-07-09 16:46:31 UTC
in Cry Of Fear SDK Post #307707
Cry of fear could indeed use some mappers. No offence to the Cof community, but the first two custom campaigns so far were none too spectacular. 'Random' would be a good word to describe it. I'm guessing the community mappers didn't have too much experience in mapping, but that's ok. Anyway I have said this before but look at this thread: CLICK

Cry of Fear has a big problem that I suspect could not be solved. That is the memory issue that most computers will run into which will crash the game. However, if anyone is interested, I would love to try out your maps and give u feedback as well. I remember the SDK including a bunch of sample maps from the actual game so that can help ppl get started quickly. Lookin' forward to a campaign that:
  • Doesn't put an obvious pile of ammo before a boss that is the same one in every campaign
  • Has something other than rectangular rooms occasionally decorated with props
  • Has an actual storyline
  • Is actually scary
etc, etc.
Posted 11 years ago2012-07-09 04:37:37 UTC
in Last movie you saw? Post #307694
I watched that awhile back. It was pretty good, and time travel is the 'in' thing right now (watched steins;gate?)
Posted 11 years ago2012-07-09 04:35:47 UTC
in PlanetPhilip suddenly closed Post #307693
I spit over my toothpaste when i saw this.

Anyway, it is very sudden and unexpected. However I suspect that it had something to do with
Tired of dealing with content thieves, idiots and the general hassle that goes with such a comprehensive site.
I think somebody may have done something to make Phillip rage or something. No idea what since nothing is explaned, and the above post seems largely like a rage post. Do hope he comes around in October or so, because, as mentioned, there is indeed a large dedicated fanbase, not to mention he's one of the biggest provider of mod downloads as well.

Even if it does recover, the community would have suffered a hit as well, since nobody will know when it will come back again (hoping it does make a comeback though.) A moment of silence for the HL community. :(

Anyway, the good news is that, if any TWHL member is in the mood for some HL1 mods, you know who to call!
Posted 11 years ago2012-07-07 04:56:38 UTC
in setsize vs setobjectcollisionbox Post #307666
maybe the generic can run a scripted sequence
Posted 11 years ago2012-07-07 02:28:59 UTC
in setsize vs setobjectcollisionbox Post #307664
ur making a model based door that opens and closes? Couldn't u just use func_wall_toggles and two env renders for two monster generics?