Forum posts

Posted 13 years ago2010-06-01 09:32:46 UTC
in Now Playing: ... Post #281489
The Avalanches - Etoh
Elliott Smith
Nice.
Strider StriderTuned to a dead channel.
Posted 13 years ago2010-05-19 04:31:19 UTC
in TWHL Halo party! Post #281346
I'm lucky enough to have almost every console in my house. Between us we have a Gamecube, Wii, PS2, PS3, Xbox 360, DS and two Lynx II's (Scrapyard Dog, anyone?).

Not to mention a PC, and two laptops (only one I'd consider gaming-worthy).

I'm the ultimate brick-head. And I call my mate insane for owning 5 guitars while looking for another!
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Posted 13 years ago2010-05-17 07:22:35 UTC
in Post your screenshots! WIP thread Post #281298
Use the point_spotlight for the glow, but disable the dynamic light in the flags and use a light_spot to actually light the world.

It's prettier, and there's no point and adding unnecessary slowdown (those dynamic lights are ridiculously taxing for how shitty they look).
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Posted 13 years ago2010-05-13 05:30:49 UTC
in Vertices are off grid when I load my map Post #281225
I've noticed Source does this with some rare shapes, even if they're completely valid and on-grid. Try splitting the shape up into more triangle brushes wherever the vertices go wonky... if you can, anyway. That shape looks troublesome.
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Posted 13 years ago2010-05-13 05:28:07 UTC
in Presence sensor Post #281223
Use a filter with your trigger_multiple.

You could name the buggy and use filter_activator_name so just that one buggy activates the sensors, or use a filter_activator_class so any prop_vehicle activates it.

Switch to Source 2007 in the SDK, it's stable. Some of (or all of) the Source 2009 games are still buggy from Valve's awesome updating skills.
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Posted 13 years ago2010-05-11 08:53:43 UTC
in Video reviews of your maps Post #281155
I can honestly say I don't see how a video review by random unprofessional vloggers is in any way a boon to one's mapping 'career'. Especially when you're really using it as an opportunity to prove how witty you can be on YouTube. I'm sorry, that's just the way I see it.

A kind word or recommendation from someone who is widely recognised in the industry or modding community, maybe, just. In most cases I'd say the work would need to speak for itself, correct?

That being said, if people want it, let them have it. It's not my place to stop them. I just don't understand why it needs to be offered to us wedged tightly between more Scotch 'N Coffee adverts, it's becoming annoying and baring little difference to a spambot at this stage.

If it isn't clear yet, I hate vlogging. ;>
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Posted 13 years ago2010-05-09 09:13:15 UTC
in Post your screenshots! WIP thread Post #281094
Deving out a new multiplayer map. All brush and lighting work so far, no models except for batteries as item placeholders. Floating lights are to mark lighting positions.
User posted image
User posted image
User posted image
User posted image
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Posted 13 years ago2010-05-09 09:01:02 UTC
in Desktops of May Post #281093
User posted image
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Posted 13 years ago2010-05-07 00:51:58 UTC
in Post your screenshots! WIP thread Post #281033
It would be much better for performance if they were decals. They'd look nicer, too, with no hard edge.
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Posted 13 years ago2010-05-06 03:12:19 UTC
in Post your screenshots! WIP thread Post #281011
Prop work is nice, but... yellow lighting = icky.

Go for contrasting colours (like very faint blue and orange) for common light sources, they'll add a bit of hostility to the scene.

Then use more intense coloured lighting on rare feature lights, like fires, spotlights etc.
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Posted 13 years ago2010-05-04 22:55:21 UTC
in Post your screenshots! WIP thread Post #280979
Solid mapping. The only thing I'd suggest is more rubbish/damage props and some colour in your lighting.
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Posted 14 years ago2010-05-03 00:41:23 UTC
in SDK gone wild Post #280955
Create a shortcut to Hammer and add -dxlevel 80 to the target path. Solved the glitchy views for me, but it still crashes often.

If it doesn't really help, the only thing we can really do is wait for Valve to fix it, that's never happened before!
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Posted 14 years ago2010-05-03 00:35:12 UTC
in Post your screenshots! WIP thread Post #280954
Check the General tab in the options menu, it should list a default folder for autosaves. I think they save every 15 minutes by default(?).
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Posted 14 years ago2010-05-02 19:11:36 UTC
in Post your screenshots! WIP thread Post #280948
Have you checked the Hammer autosaves?
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Posted 14 years ago2010-05-01 23:43:25 UTC
in Last movie you saw? Post #280936
Ah, Clash of the Titans. I'll spare you a rant on that film.

Iron Man 2
Fun movie with a fair chunk of sequelitus. The first film didn't really set any precedent of realism, and this one does nothing to change that, but I don't mind that. I enjoyed it, for what it is.
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Posted 14 years ago2010-05-01 02:44:06 UTC
in no access on this site? Post #280920
It's an empty tutorial, nothing to see here.

I'm guessing it showed up in a search.
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Posted 14 years ago2010-04-30 03:09:13 UTC
in DirectX 11 Post #280898
I think the biggest problem is just how important polygon tech is in the industry right now, and how efficient people are getting with it. I don't pretend to understand how much effort it would take, but I can't see any company just making the switch to this technology any time soon.

Devs have spent who knows how long optimising all this up to the level it is now (trying get the most of stagnant console power), if this Unlimited Detail thing means starting from scratch, or significant rewrites... nobody is going to want to that.
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Posted 14 years ago2010-04-29 03:44:14 UTC
in New Steam Post #280864
Look around these boards, some people have been working on skins since the beta.

I've been using this one for a month or so now, it's not much, but it feels more complete.
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Posted 14 years ago2010-04-29 03:11:09 UTC
in New Steam Post #280861
Valve have made a heap of changes to this UI since first rolling out the beta. All the major things people have complained about, too. The original lack of a mini-mode, ugly gradients and so forth.

If enough people complain (seems likely), I think we'll get the same mini-mode for tools and media. It also needs a button on the main interface for switching modes, I miss that.

I like this UI though, much more than the last. Though I am using a custom skin that neatens a lot of the interface up.
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Posted 14 years ago2010-04-27 21:45:26 UTC
in Handwriting of TWHL Post #280829
Well, now I feel like I have an obligation to draw doodles next to my handwriting.
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Posted 14 years ago2010-04-20 09:54:41 UTC
in Last movie you saw? Post #280651
Oh lord.

Great film though.

Last film was the old live-action Teenage Mutant Ninja Turtles... I liked it. >_>
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Posted 14 years ago2010-04-13 08:22:30 UTC
in Post Your Photos Post #280459
Haven't posted anything here in a while.
User posted image
User posted image
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Posted 14 years ago2010-04-11 10:10:59 UTC
in Sequel Wishlist Post #280431
Hmm, all the games I can think of are already getting sequels, so I guess my wish is for them to hurry up!

Beyond Good & Evil 2,
Mass Effect 3,
Thief 4 (I refuse to call it Thi4f),
Deus Ex 3,
Metal Gear Solid: Rising.

Oh, I suppose I want a Psychonauts 2, a proper Wii sequel to Wind Waker and Timesplitters 4 to be back under construction and have absolutely nothing to do with Crytek.
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Posted 14 years ago2010-04-02 22:48:04 UTC
in DirectX 11 Post #280219
Farewell normal maps, don't let the door hit you on the way out.
It's going to be a long time before normal maps are considered obsolete.
So it builds an incredibly high poly-mesh based on a height map. Isn't the whole purpose of height maps to avoid unnecessarily high-poly meshes?
Overdependance on normal/ss/height maps can be ugly. I think Bioshock is a good example of that. A lot of the textures are fairly low-res with deep normals and it makes a lot of things look plastic.

Tesselation is exciting (well I think so, anyway) because developers can put a lot more actual 3D detail into geometry/characters, and it will all behave like a much more effective, huge LOD system. Your card won't be rendering these smaller details at a distance where you can't even pick up on them yourself.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-04-02 00:16:14 UTC
in twisted tunnel? Post #280190
Does ye olde Hammer have the torus tool? I can't remember, but I'm guessing no. And there's no easy way of porting Source maps back into Goldsource that I know of.

You could do this in about a minute with that tool. Use that, paste special and a lot of clipping... easy detailed tunnels.
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Posted 14 years ago2010-04-01 11:03:10 UTC
in Desktops of April Post #280165
User posted image
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Posted 14 years ago2010-04-01 05:42:09 UTC
in Last movie you saw? Post #280155
It being overrated is debatable. Same goes for why it needed about 50 billion different versions.

Still a good movie.
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Posted 14 years ago2010-03-31 02:16:59 UTC
in Last movie you saw? Post #280135
Quantum was bad, but not the worst. That title belongs to Live & Let Die. You know, the one with the inflating bad guy?
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Posted 14 years ago2010-03-31 00:38:26 UTC
in Last movie you saw? Post #280131
:| indeed.

Campy-cult-sci-fi-awesome-sauce.
I thought it was the worst Bond Movie I had ever seen, personally. Of course, I haven't seen the latest one.
Why's that?
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Posted 14 years ago2010-03-29 05:26:35 UTC
in Last movie you saw? Post #280080
Public Enemies (good) and Angels & Demons (not so good). Picked up Inglorious Basterds on DVD, too. Shall enjoy watching that again.
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Posted 14 years ago2010-03-25 10:37:54 UTC
in Favorite Band? Post #279990
Not sure about favourite band, but chillout/downtempo/ambient stuff is definitely my flavour of the moment.

Bonobo, Nightmares on Wax, Amorphous Androgynous' terribly named compilations, a little Nujabes, some Thievery Corporation I've have for a while now, and other bits & pieces.

Thanks to ZL I have a lot more to look into now. ;]
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Posted 14 years ago2010-03-22 03:10:42 UTC
in Last movie you saw? Post #279891
I mean, who's in charge of approving these scripts?!
Possibly the same people who just hired Jamie Foxx to play a 50-something balding white guy in the film treatment of Kane & Lynch.
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Posted 14 years ago2010-03-21 19:24:09 UTC
in Last movie you saw? Post #279879
Nuking the fridge, CGI gophers, Mutt's trained attack monkeys... and let's not forget the big reveal at the end.

So much wrong with that film, it causes me pain!
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Posted 14 years ago2010-03-15 06:27:24 UTC
in Now Playing: ... Post #279708
Now:
Kenji Yamamoto & Kouichi Kyuma - [Metroid Prime #36] - Samus vs. Meta Ridley

Soon:
Zelda Reorchestrated - [Ocarina of Time #68] - Gerudo Valley

The game OST-fest has begun.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-03-09 00:54:09 UTC
in Portal 2 Post #279574
Or iSDK, complete with iHammer, iModelViewer, iFacePoser and iNeedABetterJoke.

I hope this is a sign of a much smoother engine and toolkit, though.
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Posted 14 years ago2010-03-08 09:48:23 UTC
in Portal 2 Post #279554
I had a look at those today when I should've been working.

If those shots are accurate, as in not bullshots, then I'll be very impressed with Valve. I see self-shadowing models and seemingly dynamic lighting.

The story sounds great, I think Portal really should distance itself from Half-Life. The new Apeture design too, is very awesome. So retro-futuristic and slick.
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Posted 14 years ago2010-03-03 20:31:34 UTC
in Transmission Received Post #279444
I thought the 3.11 was in reference to March 11th, when Gabe is getting his GDC award (and hopefully announcing something!).
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Posted 14 years ago2010-03-02 20:37:15 UTC
in Transmission Received Post #279423
The thing I don't get with this pic:
User posted image
Why is everyone saying that pic bottom-left-centre is Vortigaunts holding hands? Looks nothing like them. Could they be Portal's unseen military androids?

Their design seems silly enough to fit into the Portal universe. Don't know if I'd want them turning up on the Borealis in Episode Three, though.
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Posted 14 years ago2010-02-27 23:43:17 UTC
in HL2 RPG (cont) Post #279343
Developers code AI entirely around the type of gameplay they have in mind. It would be a waste of time and money for them to do a heap of unnecessary work. Your ideas about sight/darkness are present in games like Deus Ex and Thief because those games either rely on, or give you the option of stealth. Half-Life 2 doesn't.

I see a lot of random, unrelated ideas being thrown into this thread, but still no solid plan for story and setting - how can you tell if something is suited to it? Seems like a great way to set something up for failure, to be brutally honest.
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Posted 14 years ago2010-02-26 22:56:07 UTC
in How would you like your Zombie Game serv Post #279322
Sounds like a scary game. I'll have to try it on my XP laptop. D:

I played The Thing game recently, it's still awesome. The trust/fear system is great. Having a team member "turn" on you in the middle of a fight, or when you're both alone... great stuff. Bit of a shame about the boss.
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Posted 14 years ago2010-02-26 11:33:53 UTC
in How would you like your Zombie Game serv Post #279300
FEAR isn't scary at all. :P

The repetitive corridors and combat take all the atmosphere away from it.

Apparently this game is genuinely scary, but it doesn't seem to want to work on 64 bit Windows 7. :[

But yeah, slightly more back on topic, I'd love to see something that's purely psychological horror. No gimmicks, no horror movie cliches... especially no little girls. Something really unsettling, like House of Leaves: The Game.
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Posted 14 years ago2010-02-26 01:38:17 UTC
in Wuhzuh? Post #279291
1) Because it's called "Friends".
2) Waste of a thread.
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Posted 14 years ago2010-02-26 01:32:59 UTC
in How would you like your Zombie Game serv Post #279290
Seeing and hearing something dangerous but having no idea what it is, or not having a way of fighting it.
This. Fear of the unknown is one of the biggest and most misused aspect of horror, I believe.

The best horror is very psychological, it shouldn't rely on gore and shock scares. It should mess with your head, make you feel like you're in a situation completely out of your control, and make you deal with something completely alien to you (zombies aren't alien to us anymore, they're a tired cliche). It's just very, very hard to pull this off.

That's 1 and 2 covered.

3) It's entire routine is old and stale already, and it's been ruined by dorky design.

4) Only played it briefly, but it's rough quality really made it hard to get involved in.

5) Obviously no, but it all depends on how great the actions you repeat are, I suppose.

EDIT:
1) Nothing. Movies and games aren't scary.
Ooh, big man Urby. :P

There's still some classics out there, probably better known for being more unsettling and a class above slasher/zombie/splatter shite. I'm thinking The Thing, Jacob's Ladder, An American Werewolf In London, films like that, and games like Eternal Darkness.
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Posted 14 years ago2010-02-19 01:40:52 UTC
in A Message for WMG Post #279086
Every crappy fan music video that gets pulled gains them +1 respect from me, even if it shows gross disrespect of the doctrine.
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Posted 14 years ago2010-02-16 22:02:41 UTC
in Super Sleuths? Post #278983
I think I have the answer, but I'm too lazy to PM Huntey and check. It lines up with what Pb and DicsoStu have suggested.
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Posted 14 years ago2010-02-10 20:28:34 UTC
in HL2 RPG (cont) Post #278826
I like the idea of a beach-side utopian-paradise City 17. Perhaps you could throw a little Beyond Good & Evil in there, have a group of underground "spies" who believe something just isn't right, and start investigating the Combine.

I'll dig my old concepts out for this.
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Posted 14 years ago2010-02-10 09:44:09 UTC
in Propper - Don't work - Help Post #278809
I can load the fdg with the same small error, but the models still compile fine. I used it for a few bits of geometry in my survival map, good stuff for performance.
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Posted 14 years ago2010-02-10 09:42:54 UTC
in HL2 RPG (cont) Post #278808
If we can get some kind of coherent plan, instead of a mess of ideas, I'll still pitch in.
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Posted 14 years ago2010-02-09 00:27:15 UTC
in Post your screenshots! WIP thread Post #278791
Well I laughed.

It's a cool looking portal thingymabob (technical term), though I think it needs something extra on the centre platform.
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Posted 14 years ago2010-02-08 06:35:29 UTC
in Brick Reflection Error Post #278775
Odd. Does the checkered cubemap reflection show up straight away after a fresh compile, as in, before you've even built the new cubemaps?
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