Forum posts

Posted 10 years ago2013-07-26 12:09:08 UTC
in Windows 8 Post #314471
Educate the masses so they aren't complete retards that only know to "Duuuuh its an icon, me clixorz!".
Windows is a god damn operating system not an application for multimedia.

Start shipping basic system with multiple GUI and than you will be on the right track M$.
Stojke StojkeUnreal
Posted 10 years ago2013-07-26 05:06:12 UTC
in TWHL Planet! Post #314462
lol.
On the mc server, that massive diamond cavern was located under Sinteria.
Bomb there more.
So you're telling me that there is an huge ass cave filled with the rarest thing in the game under my country and i dont have minecraft? God damn it.
So the Sinterian Council doesn't care if the people of it's mainland coastal region get bombed?
That region of Sinteria is filled with many many scholars from all around the world who wish to enter Sinteria and study about life and advanced technology. Bombing that region would mean not only war to Sinteria, but war to the entire planet.
It is true that that area is designed with many shelters and smaller Unpenatretium shields, but it is also well protected by the highest in technology Unobtanium energy cannons.

Sintera has deployed its shields to protect its lands from attacks, since it does not want to engage into war. We have some... Mining to do.
Stojke StojkeUnreal
Posted 10 years ago2013-07-25 13:00:20 UTC
in TWHL Planet! Post #314435
User posted image
Using their advanced technology and a vast amount of Unobtainium provided by Synergy, Sintera has activated its Unpenatretium shield dome.
Sinteras council of understanding has started.
Stojke StojkeUnreal
Posted 10 years ago2013-07-23 20:36:07 UTC
in TWHL Planet! Post #314408
u mad?
Stojke StojkeUnreal
Posted 10 years ago2013-07-23 19:55:00 UTC
in TWHL Planet! Post #314404
But thanks to the Dimbarkian crater the world is saved once more!
User posted image
Stojke StojkeUnreal
Posted 10 years ago2013-07-23 19:37:31 UTC
in TWHL Planet! Post #314401
Since the world has entered a state of war in the second time line, the peaceful land of Sintera has used its ahead of its time advanced technology to shift it self to an alternate dimension of Peaceria. From there it shall continue to enjoy life and solve worlds mysteries.

Unfortunately because of high amount of universe energy dispersion, Dimbarkia has imploded. Leaving nothing but a crater, yet again.
User posted image
Stojke StojkeUnreal
Posted 10 years ago2013-07-21 21:03:49 UTC
in TWHL Planet! Post #314352
Dimbarkia has been terminated for being unnecessary.
User posted image
Stojke StojkeUnreal
Posted 10 years ago2013-07-21 19:56:43 UTC
in TWHL Planet! Post #314344
You're terminated from the game, you can not contribute any more.
Stojke StojkeUnreal
Posted 10 years ago2013-07-21 19:18:23 UTC
in TWHL Planet! Post #314342
Since the world has entered a state of war, the peaceful land of Sintera has used its ahead of its time advanced technology to shift it self to an alternate dimension of Peaceria. From there it shall continue to enjoy life and solve worlds mysteries.

Unfortunately because of high amount of universe energy dispersion, Dimbarkia has imploded. Leaving nothing but a crater.
User posted image
Stojke StojkeUnreal
Posted 10 years ago2013-07-20 15:55:41 UTC
in TWHL Planet! Post #314294
Learn some patience son.
Stojke StojkeUnreal
Posted 10 years ago2013-07-18 12:59:29 UTC
in Engine limits Post #314264
Yeah i know for clip texture . ok i will try chart function.
Stojke StojkeUnreal
Posted 10 years ago2013-07-17 21:43:21 UTC
in TWHL Planet! Post #314259
How about no :D
Sinteria is the second herb importer on the Planet TWHL.
Stojke StojkeUnreal
Posted 10 years ago2013-07-17 17:10:26 UTC
in Engine limits Post #314256
I am curious as to what is the MAX_NODE_SIZE limit?
Is an NODE every surface that the player can touch, aka 1 poly?
As i raised that question i also asked what exactly are ALL other limits?

I know most of them, as well as introduction of maximum 1800 entities.
Does any one know various engine limits so he can share?
Stojke StojkeUnreal
Posted 10 years ago2013-07-17 13:35:27 UTC
in TWHL Planet! Post #314253
Guess thats where Rimoria gets its "herbs". - If you know what i mean.
Stojke StojkeUnreal
Posted 10 years ago2013-07-17 08:00:24 UTC
in Sven co-op big update Post #314242
Sounds awesome :o
Stojke StojkeUnreal
Posted 10 years ago2013-07-17 06:12:08 UTC
in light.rad Post #314238
Give us the content of lights.rad and also what textures did you use (transparent / decal / normal texture)?
Stojke StojkeUnreal
Posted 10 years ago2013-07-17 06:01:53 UTC
in TWHL Planet! Post #314237
Ghost do you by any chance make/download such fan art?:
https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-prn1/q71/s720x720/1012179_4450292154002_1550507712_n.jpg

As for Sinteria, a country that focuses on high end technology and improved living standards while being in close connection with nature and highly controlled antipollution standards.
Where you can have anytrhing as much as you need it. Very strict immigrant control.
Official music is Reggae.
Stojke StojkeUnreal
Posted 10 years ago2013-07-16 19:03:25 UTC
in TWHL Planet! Post #314222
How the hell did atoms image end up 3MB?
Stojke StojkeUnreal
Posted 10 years ago2013-07-16 06:28:52 UTC
in TWHL Planet! Post #314201
User posted image
The islands are mine hisss hisss
Stojke StojkeUnreal
Posted 10 years ago2013-07-15 13:26:56 UTC
in Pipeline Post #314192
I think its an OK idea, but needs to be more serious. This looks like a joke.
Stojke StojkeUnreal
Posted 10 years ago2013-07-15 08:17:47 UTC
in Things you can't stop listening/watching Post #314190
Interesting song video. Would be nice if they don't turn out to be like the average boy band today.
Stojke StojkeUnreal
Posted 10 years ago2013-07-14 12:56:51 UTC
in Need help for making scrolling backgroun Post #314187
Better use scrolling textures. And a single train, not multiple. Revise your scene.
Stojke StojkeUnreal
Posted 10 years ago2013-07-11 13:33:22 UTC
in Post your screenshots! WIP thread Post #314171
@ Pengy

The way Half life handles movement and aiming, and shooting too, is far better than UT99 will ever have.
UT 99 has a lot of great features, but compare the two original versions. I certainly did.

And soon i will compare them with GLide.
Stojke StojkeUnreal
Posted 10 years ago2013-07-08 18:44:00 UTC
in Post your screenshots! WIP thread Post #314157
Some things were good in their era. Nobody uses Windows 98 anymore : .
I still use it every day, as well as countless retro activists.

Old =/= bad.

Half life engine is an amazing retro engine that really shows the light and might of pre 2000 era.
Not as sophisticated as UT engine, but still having better handling and physics, Half life engine will always be remembered as one of the turning stones in gaming history.
Stojke StojkeUnreal
Posted 10 years ago2013-07-05 17:33:15 UTC
in Post your screenshots! WIP thread Post #314129
I don't agree with you. If something is good there is no reason for it to stop being used.
Stojke StojkeUnreal
Posted 10 years ago2013-07-02 10:03:41 UTC
in Crafty map viewer missing textures Post #314094
Probably.
Thats why i am searching for how were the past directories formed.
Cant find examples.
Stojke StojkeUnreal
Posted 10 years ago2013-07-02 07:34:03 UTC
in Crafty map viewer missing textures Post #314092
Seems like it. At least i couldn't get mine to work.

It needs the same folder structure as steam used to have.
Stojke StojkeUnreal
Posted 10 years ago2013-07-01 05:40:59 UTC
in Crafty map viewer missing textures Post #314086
You need to set paths to data.
But since crafty is retarded and MUST ONLY have your steam directory, which is now changed, you cant get textures.
Stojke StojkeUnreal
Posted 10 years ago2013-06-18 06:27:59 UTC
in Competition 33 Post #313996
Seems like it. But i think you can still submit.
Stojke StojkeUnreal
Posted 10 years ago2013-06-15 04:56:55 UTC
in Practice map in counter-strike Post #313982
You can move targets in one direction and loop. But you cant randomize movement easily.
Also, for the love of god, don't use JPEG compression and paint.

Try Paint.NET.
Stojke StojkeUnreal
Posted 10 years ago2013-06-14 21:00:57 UTC
in Need quick help about creating rocky wal Post #313978
Sky wont penetrate the frontal texture.
Stojke StojkeUnreal
Posted 10 years ago2013-06-14 18:52:58 UTC
in Need quick help about creating rocky wal Post #313976
Just use SKY texture, it functions exactly like BEVEL in this case, even with compile time, but wont cause bugs.
Stojke StojkeUnreal
Posted 10 years ago2013-06-14 15:13:59 UTC
in Need quick help about creating rocky wal Post #313973
It causes you to fall trough the terrain on non even terrain (remember). Don't use it.
Stojke StojkeUnreal
Posted 10 years ago2013-06-11 10:14:09 UTC
in Troll Theory Post #313949
Nah son, u just got troll'd.
Stojke StojkeUnreal
Posted 10 years ago2013-06-11 06:11:38 UTC
in mtv cribs, of your room Post #313944
Heh, this just had to pop up when my room is an absolute mess :)
I'm in!

Not the best of quality camera, but i will try.
Stojke StojkeUnreal
Posted 10 years ago2013-06-10 10:45:50 UTC
in How does one Source? Post #313930
Start with Source. Its easier not to complicate.
There isn't much interface difference.

Don't know about SDK versions, but i had all 3 when i tried mapping in Source.
Stojke StojkeUnreal
Posted 10 years ago2013-06-10 06:17:09 UTC
in How does one Source? Post #313927
You just need the SDK.
There are custom compilers, but if i remember correctly tools are from Valve.

Mapping is fairly similar where in Source engine you rely more on models for details. You also have an powerful displacement tool you can use to make uneven terrain.

Entities are more powerful, where you can link a few entities into one function, previously not possible in GS (moving tank that shoots).

Its not hard, but you will need some time to get to know it all.
Stojke StojkeUnreal
Posted 10 years ago2013-06-10 05:13:21 UTC
in Troll Theory Post #313925
Scotch drama queen.
Stojke StojkeUnreal
Posted 10 years ago2013-06-08 09:21:54 UTC
in Skyscraper Co-op Project Post #313883
You don't really want models in your map other than plants and small props.
Stojke StojkeUnreal
Posted 10 years ago2013-06-07 15:30:32 UTC
in MAX_MAP_CLIPNODES Post #313863
Yes, any side that wont be seen in normal situations should be removed from the map.
Underneath the boxes, behind walls, opposite sides not normally seen, etc.

Also, get VHLT, it will fix the problems (i assume). You shouldn't mix anything with !water textures. You can use optimization textures though.
Stojke StojkeUnreal
Posted 10 years ago2013-06-07 15:28:16 UTC
in File read failure - Batch Compiler Post #313862
Thats probably why. Thanks for the info.
Stojke StojkeUnreal
Posted 10 years ago2013-06-07 12:04:53 UTC
in Post your screenshots! WIP thread Post #313854
Santa! :o
Does this mean?
Stojke StojkeUnreal
Posted 10 years ago2013-06-07 06:52:30 UTC
in MAX_MAP_CLIPNODES Post #313850
From the error guide:

mixed face contents
Example:
Entity 0, Brush 12: mixed face contents
Texture ROCK_X1 and SKY
Entity 0, Brush 37: mixed face contents
Texture STEEL_9 and WATER7
In Halflife, brushes are required to have all faces be of the same type (solid, water, slime, sky, origin). Fortunately almost all textures are solid. If you put a water texture on one side of a brush which has dirt or steel textures for example, that would generate the error. The engine needs to know what is inside the brush, and it would be real confusing if different types could be put onto the same brush.

The fix is relatively simple. Simply find the offending brush, and then the faces with the inappropriate texture and change it. If a brush uses SKY, all sides must be sky. The same is true for CLIP, and ORIGIN textures as well. If you are careful it is possible to mix water textures (provided you don't accidently use a slime texture on the brush)
Bevel is located inside of ZHLT.wad file.
It is an texture whos purpose is to be read by the compiler and perform a special function.
Bevel removes the side on which it is applied from game. If you apply bevel to one side of a box, that side will no longer be visible/exist.

You have ZHLT.wad with ZHLT compile tools. Also, use the newest VHLT tools:
https://sites.google.com/site/gshltools/compiler-tools
Stojke StojkeUnreal
Posted 10 years ago2013-06-06 16:42:30 UTC
in MAX_MAP_CLIPNODES Post #313842
There is no way to by pass this.
You must reduce clip nodes by using optimization techniques.

You can use Bevel to texture all invisible sides of your map.
Please post the compile log.
Stojke StojkeUnreal
Posted 10 years ago2013-06-06 14:34:16 UTC
in File read failure - Batch Compiler Post #313840
Just to have it as info if any one else needs it, can you write down these:

1. How many WADs did you use, how big are they
2. How much textures were used in the map (you can see this in map properties)
Stojke StojkeUnreal
Posted 10 years ago2013-06-05 20:25:34 UTC
in Post your screenshots! WIP thread Post #313834
Rule is : Conserve resources
Stojke StojkeUnreal
Posted 10 years ago2013-06-05 16:41:32 UTC
in File read failure - Batch Compiler Post #313832
64MB texture data?!
Why so much?
Stojke StojkeUnreal
Posted 10 years ago2013-06-04 16:12:40 UTC
in File read failure - Batch Compiler Post #313823
Error File read failure can be any file you're using in this compilation.
Try the more spammy console write out.

Set the Developer Compilation Console to Warning level.
Stojke StojkeUnreal
Posted 10 years ago2013-06-04 13:48:38 UTC
in Valve Hammer Editor 3.5.2 Post #313821
Found that a long time ago on a Russian forum, but its not really much so i didn't bother.
Also, i found undownloadable file named VHE 3.6 on VulzaCNs site.
Stojke StojkeUnreal
Posted 10 years ago2013-06-03 05:19:16 UTC
in Skyscraper Co-op Project Post #313813
As i remember HL is compatible with SoHL. If some one makes a map for HL alone it should work with SoHL.
From my stand i agree on any Gold Source modification.

Some people are too edgy, this should be for fun.
User posted image
Stojke StojkeUnreal