Forum posts

Posted 13 years ago2010-05-10 17:54:27 UTC
in Video reviews of your maps Post #281138
Yeah, this does sound awesome Huntey :)

I'll have to submit my next project to you when I finish it.
Posted 13 years ago2010-05-06 23:26:20 UTC
in Now Playing: ... Post #281032
89.mp3

Ragnarok Online game music.
Posted 13 years ago2010-05-06 21:36:04 UTC
in Post your screenshots! WIP thread Post #281030
"Turn the brushwork paint lines into decals"

I'm not exactly sure what you mean by this. Can you elaborate?

EDIT: Never mind, that was for Terror xD
Posted 13 years ago2010-05-06 21:14:09 UTC
in Post your screenshots! WIP thread Post #281028
I want to post some screens of what I'm working on, but I can't get those giant yellow boxes that enclose props to go away /sigh.

Here's a pic anyway.
User posted image
Posted 13 years ago2010-05-06 18:45:51 UTC
in Post your screenshots! WIP thread Post #281026
Looks good Terror! The lot looks very blank though, but I assume that'll change in time.
Posted 13 years ago2010-05-05 23:44:53 UTC
in Post your screenshots! WIP thread Post #281009
I'll scan the scribbles I showed you tomorrow probably :)
Posted 13 years ago2010-04-29 15:22:13 UTC
in TWHL Halo party! Post #280878
Oh cool, send a message to my GT then. Krytical Stryke

I've got some CE stuff I have to work on, but I should be good after I get it done.
Posted 13 years ago2010-04-28 23:15:32 UTC
in TWHL Halo party! Post #280856
So from what I hear I'm flying solo May 3rd.

Eh, thought I'd ask. Thanks guys :)
Posted 13 years ago2010-04-28 15:37:07 UTC
in TWHL Halo party! Post #280838
Sicne the arrival of Halo: Reach beta is imminent; I propose that anyone with plans to play this game post their gamertag and we all get together and play until the sun comes up 8)
Posted 13 years ago2010-04-27 16:01:44 UTC
in Handwriting of TWHL Post #280823
Now you're just giving everyone ideas Daub xD
Posted 13 years ago2010-04-25 01:06:36 UTC
in Handwriting of TWHL Post #280765
Hawt.

C'mon people, let's see some more handwriting!
Posted 13 years ago2010-04-24 00:34:03 UTC
in Handwriting of TWHL Post #280750
I don't think they'll take "Nightlinks" as my signiature ;)
Posted 13 years ago2010-04-24 00:18:06 UTC
in Handwriting of TWHL Post #280748
User posted image
Here's my scratch.
Posted 13 years ago2010-04-23 23:53:51 UTC
in Handwriting of TWHL Post #280746
Is there a way to upload cell phone pictures online? Then I'd totally be down, since I don't have a scanner.
Posted 13 years ago2010-04-23 15:26:37 UTC
in Selected text and BBCode-buttons Post #280729
Can i stick my two cents in?

As a new member, these forums really catch on to me and are attractive because of the lack of features that can be spammed. I came from another modding site where there were a billion and a half things you could do outside of simple BBCode, and sure enough about 75% of the posts were completely filled with color, useless images and .mp3 embeds. Making it very hard to actually talk about why you were there in the first place.

Keep it simple.
Posted 13 years ago2010-04-22 19:41:24 UTC
in Sequel Wishlist Post #280712
I really want them to make another cover-based war shooter.

Oh wait...
Posted 13 years ago2010-04-20 15:48:14 UTC
in func_breakable is not breaking? Post #280658
I'm still working on my metroid map/mod, but I've run into another problem.
(This is the Source engine, by the way)

I have a section of the map where the player walks through a series of hallways and enemies bust out of the walls to attack. First from the side, then above, and then even below. Everything works fine except I cannot for the life of me get the walls to break using func_breakable.

Here's my setup.

trigger_once called h_break1 tied to a func_breakable with the output Break OnTrigger. I have the flags set to clients only and nothing else. Yet when I test it I pass through the invisible triger and the wall does not break.

Anybody know what I've done wrong?
Posted 14 years ago2010-04-19 16:03:04 UTC
in Now Playing: ... Post #280641
Tragedy - Celldweller
Posted 14 years ago2010-04-19 15:41:48 UTC
in SuperCars II Mod (Atari, Amiga conversio Post #280638
Agreed with kdunivan. It's great fun :)

I don't think I've played the original but this is fun on it's own for sure. More tracks! :D
Posted 14 years ago2010-04-02 15:20:23 UTC
in The "Metroid Effect" Post #280207
Yep! Tested with damage numbers and it seems to work just fine. Thanks! If it's possible to lock this, go ahead.
Posted 14 years ago2010-03-31 15:22:48 UTC
in The "Metroid Effect" Post #280143
Could I use func_breakable that would send an output it the door when broken? I'm not on my home PC but I believe there's a variable you can stick in func_breakable that makes it only break when a certain damage or higher hits it.
Posted 14 years ago2010-03-29 15:58:58 UTC
in The "Metroid Effect" Post #280103
Hey, I'm working on a map that is roughly based on what the player did in the Metroid series. (Find weapons, open doors with new weapon that leads to another weapon.)

I figured out how to make a door open when shot at, but is there any way to make a door open only when shot with a particular weapon? Like, door A would only open if shot with a weapon_smg1 but door B only opens if shot with weapon_rpg.

Is this possible?
Posted 14 years ago2010-03-29 15:29:21 UTC
in Last movie you saw? Post #280102
Just saw Hurt Locker finally. It wasn't bad, I can see why it won so many awards.
Posted 14 years ago2010-03-19 16:04:34 UTC
in Now Playing: ... Post #279822
I Can't Decide - Scissor Sisters