Forum posts

Posted 18 years ago2005-09-02 08:26:58 UTC
in Steam Post #131713
The main reason I don't like it is because of those one minute "initialisation" times sometimes when launching, when I am 99% sure that shit is scanning my computer and violating dozens of laws ...

The other reason I don't like is that when steam is down you're totally f#ck#d if you want to play CS, complete your map, play HL2 etc ...

And a last reason : I bought HL2 for Source. Source doesn't run on my comp (while HL2 is ok on). I am f#ck#d to sell it because of that lame "account" lockistration ...

battle.net (Blizzard) and arena.net (Guild Wars) are good internet video games platforms. Steam sux. And I don't need to be a computer freak to think and say it. Valve is killing CS with that shit, releasing numerous "different" versions and splitting the community again and again ...
Posted 18 years ago2005-09-02 06:05:05 UTC
in What Made You a Mapper? Post #131684
When I was "mapping" for Warcraft 3 ( http://www.ideaseed.net/web/TRM/download/maps.htm ), believe me or not, but when I needed to test my work (multiplayer standard maps), I just needed to create an online game (with just some clics, no need to spend 40 euros for a laggy server), people joined my game within some minutes (seriously), and some ones loved it !! give me feedbacks and so on ... next to that, trying to make people test your stuff in CS is da ultimate p41n in d4 a$$ man !! I spent money in web and game servers, and actually only about 10-15 people gave me feedbacks !! I mean wtf is wrong with those l#me #ss#s ??

I played CSS and really don't like it : got sick very quickly of all those barrels that are rolling on the ground, stupidly hampering your moves, while there were actually only one skin for each team, and the maps have not even been redone correctly !!! (modified runtimes, some removed covers ... CSS is a total nub job : using awesomest backgrounds ever to hive the crappy gameplay)
Posted 18 years ago2005-09-01 19:20:20 UTC
in What Made You a Mapper? Post #131622
Everybody is telling this to me :| ...

I totally agree : I know Source would solve most of my "mapping problems", I would be able to set lower textures scales, add more details, make open areas larger, make outside areas more "natural-looking" etc, but there are two important points against that :

_My comp is a bit more than two years old now, and Source really doesn't run on (the display rate is like 1 frame every 6-10 seconds, seriously (I felt like playing a turn-based game while I tried it), and a probability of crash/quit/freeze/blue screen of about 30-45% for each clic/load/alt+tab (I rebooted at least 20 times a day the week I was trying it), which make that editor the most awful one I ever seen ...). And I can't buy a new one as long as I don't have a job ...
_I don't like Counter-Strike : Source : it is just pure crap for me, the fact that Valve never played Counter-Strike, don't give a f#ck about the gamers, and have absolutely no clue about what CS really is ...

for those reasons, and that most CS gamers are the worst braindead people I ever seen (considering themselves "l33t" massively and endlessly doing the same 4-5 strats on the same 4-5 maps with the same 4-5 weapons ...), I am not planning to work on anything "valve-related" after my current CS 1.6 project, surely take a look on what are the other games editors ...
Posted 18 years ago2005-09-01 15:27:34 UTC
in What Made You a Mapper? Post #131583
What made me a mapper?

the CS game and the official maps

What is about to make me tired of being of mapper?

the CS gamers and HLCSG/BSP ...
Posted 18 years ago2005-09-01 15:24:07 UTC
in How you opimize/protect your PC? Post #131581
Why has the edit function just been disabled ? :| ...

EDIT : do you mean you can't edit anymore a post once somebody replied ? ok ...
Posted 18 years ago2005-09-01 15:20:07 UTC
in How you opimize/protect your PC? Post #131576
Anti-virus---: Windows 98 (my comp is full of viruses, but nothing work on)
Firewall-----: me (I am connected only when needed)
Registry----: nothing
Browser-----: IE
Spyware----: Ad-Aware, Spybot S&D
Processes---: eh ?...
Startup-----: MSconfig + me (I delete everything I don't recognize on my comp)
Posted 18 years ago2005-09-01 09:54:52 UTC
in looking for a military vehicles mapper Post #131493
Excuse me, but could somebody tell me where I could get this kind of people ? I thought I could got a Operation Flashpoint mapper (I heard that game was very popular), but all the forums I visited was totally dead, and everybody seems to don't care anymore about HL1 mapping :| ...
Posted 18 years ago2005-08-29 19:29:21 UTC
in Obesity Post #130789
...
oh yeah, I mean, I am an imp ! :lol:

Ok, I though "meters", but written "centimeters" :| ...

The right answer was "blue" anyway ...
Posted 18 years ago2005-08-28 18:19:52 UTC
in Teleportals! Post #130548
J.C: Balance universe rule? Define...
oh sorry I meant the "universe balance rule" :)

_that if a proton = "+" and an electron = "-", that there are as much protons and electrons in the whole universe, that the "electrical sum" of all those particles always = 0.
_that is antimatter exist, if there are anti-protons, there are as much anti-protons that protons, and that the "matter sum" (if they all collide) always = 0.
_that the heat/size ratio of the whole universe never changed, the universe keep on growing up, and getting cold, and if there will be a "big crunch", the universe will get hotter and hotter.
etc

just my point of view about things I heard and read. I strongly think the overall total of everything (the universe) never changed of a bit, that it cannot change ...
Posted 18 years ago2005-08-28 08:22:20 UTC
in Grand Theft Mapping! Post #130440
with the GNU or Creative Commons licence?
because people are more respectful with licenses ?
You can't stop people ripping off your stuff
You can, you just have to wait that video game developers and editors care about modders, and release modding tools with protection features. You can wait, a long time ...

Or start to make your video games from scratsch ...
Posted 18 years ago2005-08-28 08:17:42 UTC
in Obesity Post #130438
29 years old, male
1.67 cm
67 Kgs

is J.C a fatass ? :)
[_] yes
[_] no
[_] blue
Posted 18 years ago2005-08-27 18:38:29 UTC
in Grand Theft Mapping! Post #130330
Rip your map after you compile it, add a few useless entities like triggers that trigger nothing. Doing so limits the possibility of decompilation. (Decompiling ripped maps usually breaks WINBSP)
I don't get the point of that process : I thought the only thing that could make that bsphack to crash was to have a big map (with high level of clipnodes and faces) :| ...
Posted 18 years ago2005-08-27 17:57:38 UTC
in looking for a military vehicles mapper Post #130321
I am honored about your interest, but I fear we won't need any help that way in our project : Hammer is so limited next to my current modeling skills that I may never need anybody to model anything in this old game editor :) ...

http://www.ideaseed.net/2D/Hive_playboy.gif :nuts:

(I already redid the whole map about two or three times, and almost never got any problem with the vertex tool)

I just need mappers because on an other hand I am a total nub on this part, and the map wouldn't be like that it is now without the help of the two ones who joined this project, the only point now is that everytime I am talking about mapping the vehicles nobody is left on the room but me :| ...
Posted 18 years ago2005-08-27 17:49:25 UTC
in Obesity Post #130320
I actually don't know your measures (ft, lbs ...), so you won't be able to judge my "fatness" :| ...
Posted 18 years ago2005-08-27 17:47:22 UTC
in max => smd => mdl Post #130318
I can manage to do anything in life, I just need somebody to tell me how to do the first step, and some time and luck ...

Thanks for your support : without your advices, I may still be searching right now :)
Posted 18 years ago2005-08-27 17:43:49 UTC
in Teleportals! Post #130317
An atom can't dissapare just like that, and then pop-up in an other space..
I read somewhere ages ago that there is an high probability that what you're talking about is possible : given the balance universe rule, and the fact that anti-matter (don't know it's the right word) exist, it is possible that somewhere in the space, a proton and an anti-proton (for example), merge into ... nothing, and somewhere else in space, spawn from nothing a proton and an anti-proton ...
Posted 18 years ago2005-08-27 17:40:09 UTC
in max => smd => mdl Post #130314
What I was doing until now was to slide the smd file on the exe one, which open a dos window within less than one second, then for some reason, maybe after our MSN chat, I took another look on the documentations files, and read "command line", then I thought "mmh, I should try with a bat file", I did, and let there be light : the dos window opened but didn't closed, and told to me what's wrong, and after some failures I finally succeded to compile a model file that is working on model viewer and HL :) ...
Posted 18 years ago2005-08-27 13:40:04 UTC
in max => smd => mdl Post #130242
yes I know, I just thought it was possible, from a basic single model, to have different versions ingame (larger, smaller, stretched etc) : in this case, I did a basic grid, that is supposed to "fill" some (sewers) holes in my map, but as all holes don't have the same exact size, I thought it was possible to resize and modify the model as I am doing with standard brushes, but finally I realize these are the holes I have to resize :) ...
Posted 18 years ago2005-08-27 10:23:16 UTC
in max => smd => mdl Post #130203
well, now I ... how to say ... ok that's fine I have my own models ingame that's cool but ... well, is there any way to apply a "scale" setting on them, as you can do with standard sprites ? : ...
Posted 18 years ago2005-08-27 10:13:44 UTC
in looking for a military vehicles mapper Post #130202
An other guy released a beta version of his map (a nice cs_assault remake) that was about 12 MB : without any special settings on the game server I rent, most people needed about 20 minutes to download it, but after used the "sv_download" command, that time has been decreased to 3 minutes, then now we know that little trick, I am expecting an average download time of 4-8 minutes max to download our 8-10 MB map :| ...
Posted 18 years ago2005-08-27 08:33:58 UTC
in looking for a military vehicles mapper Post #130194
we are a little team actually working on this project :
http://www.ideaseed.net/maps/CS16/raid/screenshots.html
official website : http://www.de-raid.net/
Posted 18 years ago2005-08-27 08:31:08 UTC
in Obesity Post #130193
100% agree, but keep in mind there are (few) people who are fat because of a disease, or because it's their "being" (fats family, or sometimes strong people looks more fat that they really are, because of physiological dysfunctions, not enough sports, eating crap etc ...) : everybody cannot be slim neither :)

What really piss me off is to see on TV superugly fat women complaining about not having a (young and healthy) man at home, saying "men blablabla not brave blabla us women are so weak blabla all those slim girls are just crap and I am the sexiest ever, but nobody understand because they are stupid blabla" : that's so arrogant and selfish :| ...
Posted 18 years ago2005-08-27 08:01:29 UTC
in max => smd => mdl Post #130189
I DID IT !!!
I DID IT YEAAAAHH !!

OMG WTF I FINALLY SUCCEEDED TO BUILD THAT UBERAWESOME 12 FACES GRID !!!

MUHAHHAAHAHAA !!
:badass:

what did I do ? well, I just ... written a bat file :roll: ...
Posted 18 years ago2005-08-27 07:54:03 UTC
in Grand Theft Mapping! Post #130188
Ever heard about cheaters in the gaming community ? you know, these guys who use softwares to compensate their lack of will to get skills, or just to have fun ruining other people gaming experience ? well, there is the same thing in the mapping community, people who do nothing else but create a 6 walls big room, massively import "internet" textures and prefabs and models and such, and say "look at my hot map !" ...

Welcome into CS, welcome into the biggest online playground ...
Posted 18 years ago2005-08-27 05:04:47 UTC
in looking for a military vehicles mapper Post #130172
Actually it's only a matter of (texture) mapping : these vehicles are already modeled and optimized, and are actually covered of black and purple squares ingame, and as I am planning to release the first beta version of the map soon, I think it could be better to have "real" vehicles :)

I have no definitive needs : the map got a current concept and gameplay, and nothing prevent us to let it going : if you think you could improve these vehicles, you would be free to suggest us changes if you join the team (or work as an "external member" if you don't want to talk with freaking frenchies), but anyway you would have to keep in mind that :

_the main objective of this map is to be released, to be played, then as in business, the last people to command is the "last user", the customer, the average CS gamer ... Believe me or not, but the first versions of the map got interactive lightings (all lights in the level were either breakable or switchable), but the first testers to post reports about the map didn't like at all the fact to have to deal with totally dark areas, and I finally decided to turn the map into a "0% interactivity 100% lighten" (while I worked so much on these lightings ...). The point is that you aren't the boss here : this map got an objective beyond you and me : the gamers. Believe me or not, but we redid the whole map about 3 or 4 times, but people got less and less (negative) comments about the map, and there are more and more "cannot wait to play it !", which could mean we could be about to reach our goal now :) ... for these reasons, the textures used for these vehicles shouldn't exceed 2 Mos : the map files are already about 8 MB actually, and the map mustn't exceed 10 MB (for some reasons, CS gamers have no problem downloading during 5 minutes crappy server custom sounds, but they cannot deal with a 3-5 minutes map download :| ...)

_these vehicles got fixed "shapes", fixed collisions boxes : they are that way because of a lot of gameplay details, like the possibility to enter in the middle of the base from under the truck, the possibility to camp in the truck, the possibility to climb the truck to enter in the (old) "control room" over it (there were buttons and cameras screens in this room, but because of those players who don't like any other interactivity that to buy AK and to shot CTs, I finally removed all of them, and that room, that was a very strategical point, is now just "another" room :(
, but we are planning several versions of the map : included one with "high interactiviy" (night natural lighting, and all artificial lightings (from lights) interactive, like in original versions :) ).

for these reasons, don't expect a wide range of creativity in this project : this project is not about creativity (I have map concepts in mind much more original than that), this project is only about release a map that could be a serious online competitor against those fucking old and ugly and boring dust, militia and aztec "official" maps : I am sick beyond imagination about those lame "maps", and am planning to kill them, but for that purpose we have to please players, not our creativity, then this project is a bit of originality, and a lot of optimization and gameplay ...

if you want to have a more private discussion about that :
http://www.de-raid.net/forum/ (the public forum, but actually desert :) )
or one of my emails :
jc-ideaseed-net ("-" = "@"/".")

did you already do this kind of job by the way ? could you show me some maps or prefabs or models or textures or I-don't-know-what you already did for HL1 / CS 1.6 ?
Posted 18 years ago2005-08-27 04:42:47 UTC
in max => smd => mdl Post #130170
i always use milkshape to compile, saves me creating the qc file.
I tried milkshape (again) and it needed the qc file to compile ...
Your smd files call for a texture named null.bmp, not bleugris.bmp.
the exporter always change the original texture used for this one, and the compilation always fail no matter I edit the smd file or not ...
Except for the wrong texture name, the smd file looks okay.
it keeps on endlessly doing the same empty 0.348 kb file ...
Omg is there still left on earth an only guy or webpage to teach me how to make a freaking cube model ? I don't find anybody on forums to tell me what's wrong with my process, and all my google search lead to that f#ck#ng HL2 that doesn't run on my comp or on old HL1 dead links. I CANNOT believe it's so complicated to do a f#ck#ng 6 faces basic model !! I need ==> two <== seconds to do it in 3DSmax, and am actually about a week now to compile it into a ##### HL1 model :nervous: ...

those Valve coders are real nubs seriously : I cannot believe there is no "preset" or "compile helper" or something for non-animated basic models, I just need a grid, two pipes, a barrel and two or three plants, I could be able able to make them within two or three hours in 3DSmax,but won't be able to do them just because those exporters/converters are total shit ...

the mdl file is still the same : please tell me what I am supposed to do with all these files, do you have 5 minutes free time to test these files yourself and tell me what's wrong ? Is there somebody here who already did HL1 models from 3DSmax ? even a ###### cube !!

EDIT : why it's not possible to open smd files in the model viewer by the way ? the reference file is supposed to contains all 3D datas all the same ...
Posted 18 years ago2005-08-26 19:33:20 UTC
in Teleportals! Post #130099
I don't find where you read that : ...
Posted 18 years ago2005-08-26 18:20:56 UTC
in max => smd => mdl Post #130082
what about that ?

$modelname "test.mdl"

$cd "./sequence.smd"
$cd "./reference.smd"

$cdtexture "./bleugris.bmp"
$cliptotextures

$scale 1.0

$bodygroup body
{
studio "reference"
}

$sequence seq-name "idle" loop fps 30 ACT_IDLE 1


it keeps on endlessly doing the same empty 0.348 kb file ...
Posted 18 years ago2005-08-26 18:06:40 UTC
in Teleportals! Post #130075
fission yeah I remember know :

we are able to perform fission effects, that generate about 1% of the Idontknowwhat matter energy, and the sun is doing the fusion, which use 10 or 20% of that same energy ...

and meanwhile, we are still using prehistorical fuel cars that only use about 0.001% of that energy, and release so nice pollution clouds :| ...

EDIT : http://www.energyquest.ca.gov/story/chapter13.html
Posted 18 years ago2005-08-26 18:03:20 UTC
in max => smd => mdl Post #130073
I am sorry, maybe I am not good at all for mapping and modeling and such, but I don't clearly understand what you are suggesting to me :|

do you want to have this :

// sequences: all sequences are in $cd
$sequence seq-name "reference.smd" loop fps 30 ACT_IDLE 1


or that

// sequences: all sequences are in $cd
studio "reference.smd"


or that ?

$sequence seq-name "sequence" loop fps 30 ACT_IDLE 1
studio "reference.smd"
Posted 18 years ago2005-08-26 17:48:03 UTC
in max => smd => mdl Post #130064
everything is here :)

http://www.ideaseed.net/public/HLmodel/

EDIT : by the way, is "mdldec.exe" essential to compile models ? I don't have it actually ...
Posted 18 years ago2005-08-26 17:45:03 UTC
in max => smd => mdl Post #130062
omg I cannot believe it is so complicated to export a simple cube :| ...

is the .qc supposed to have a specifical name ?

I am trying that.

(I added you on my MSN by the way :) )

EDIT : what am I supposed to do with all those files now ?
Posted 18 years ago2005-08-26 17:42:17 UTC
in max => smd => mdl Post #130060
I ... I don't get it : what's the point of saving and compiling twice the same file ? I think I missed something :| ...
Posted 18 years ago2005-08-26 17:39:04 UTC
in max => smd => mdl Post #130057
Do you mean I really need to create a model with bones (which I already tried), even if I am not planning to animate it (I just would like to model grids, pipes and rocks), and name the smd file "reference" and nothing else ?

Ok I am trying that right now ...

EDIT : how well lol, what am I supposed to include in that "reference" file ? how am I supposed to do it ?...
Posted 18 years ago2005-08-26 17:34:44 UTC
in Teleportals! Post #130054
Inside the sun for example, atoms don't exist ...

You can break an atom, this is how are working atomic bombs and plants if I understood well :) ...
Posted 18 years ago2005-08-26 17:24:12 UTC
in max => smd => mdl Post #130049
why "back" ? I never went :| ...
Do you have a reference, and a idle.smd?
this is a good question :)

well, no ... I mean, how to make a "reference" idle.smd ? :confused: I know when I am about to export, I have the choice between "skeletal animation" and "reference frame", but as I am not planning to make any animated models (I would already be really happy to make a f#ck#ng cube model ingame), I only used "reference frame" :| ...

EDIT : thanks for these first replies.
here is my current process :
http://www.ideaseed.net/public/HLmodel/
(from max file to mdl file)

I never used this converter, I never succeeded to make a model for HL1, but as I am using 3DSmax (5.0) for years, and as my current CS 1.6 map project could need some home-made models, I decided to make them, but never expected it could be so ##### ####### to make some packs of boxes ingame :| ...
Posted 18 years ago2005-08-26 17:01:56 UTC
in max => smd => mdl Post #130038
oh yeah I forgot : it's kb or something, well what I mean is that the final file can not contains the datas it is supposed to.

and yes I tried with 256 colors bitmaps, and no I never got any error message : everything is fine, until I am checking ingame ...
Posted 18 years ago2005-08-26 16:23:13 UTC
in max => smd => mdl Post #130027
did somebody here already made HL1 models using 3DSmax ?

I am trying for some days, but keep on failing no matter how I am doing ...
1?) I am doing a basic brush on 3DS : the .max file size = 130 Kos
2?) I am exporting it into "Valve SMD" : the .smd file size = 20 Kos
3?) I am doing a basic texture : the .bmp file size = 5 Kos
4?) I am compiling the smd file with "studiomdl.exe", and the mdl file size is ... 384 bytes :| ...

> I tried with 256x256 and 64x64 textures,

> I tried with bmp and tga formats,

> I tried with basic mapping or with UV settings,

> I tried editing the .qc and .smd files ...

that f#####g converter keeps on don't giving a fuck about all changes I try and releasing null files ...

Would there be somebody here experienced and nice enough to tell me what is wrong in this process ? :)

I cannot even make the simpliest box as a model, that's really frustrating :| ...
Posted 18 years ago2005-08-26 13:37:51 UTC
in Teleportals! Post #129989
So when you say teleport, you don't really mean teleport, but a cannon that shoots the matter in the speed of light?
teleportation = you are here and suddenly you are there, it's a typical spell or ability in fantasy worlds, but is just impossible, in my 21th century guy's opinion, in our physical one ...

I don't believe in teleportation, for "entities" like us I mean, atoms and stuff like that ok, maybe, but for us, organic people, no : we are much too heavy for that, we would simply be disingrated if such effect, that would only exist, would be applied on us ... as I don't believe in the "speed of light" too : only photons can perform such "action", because their weight is almost zero, but I don't think so for us ...
Posted 18 years ago2005-08-26 11:32:39 UTC
in Teleportals! Post #129950
well, I don't know if the story I heard years ago and this one (teleportals) are the same, but it looks like, and I will tell you my version :

maybe 10 years ago, scientists succeeded to throw an atom with a speed near the light one.

the experience was fine.

One of the guy then said "mmh, ok that looks fine, but how do we really know this is the same atom we got at the "finish" point ?". "fine" said another, "lets make a checkpoint !", and they installed a sensor middle-way to check the atom is really going from point A to point B.

That was ok : the atom really went from A to B.

I don't know how nor why, but somebody decided to install an other check point after this experience, first in a line maybe (start => check 01 => check 02 => finish), and finally in a kinda crossover (start => check 01 => finish or start => check 02 => finish).

the atom went through both holes. :nuts:

"bah" somebody said, "something might be wrong in your system !".
then they checked the whole system :
"maybe your sensors are broken ?" the sensors were 100% operational.
"maybe you are throwing two atoms dumbass !!" no no no, only one atom was thrown each time ...
"hey, maybe that atom, for some reason, take a check, then the other !" mmh, no : both checkpoints were checked exactly at the same time ...

what do you think about that ? this is something I heard from a guy who read something etc, but that sounds amazing ! :) ...
Posted 18 years ago2005-08-26 10:45:02 UTC
in Teleportals! Post #129941
do you know that atom goes through two holes in the same time while being "teleported" ? :)
Posted 18 years ago2005-08-26 09:42:51 UTC
in looking for a military vehicles mapper Post #129924
this is just a CS map, there is just a basic military atmosphere, but no real story : I let people think what they want about destroying an objective that looks like something between a SR-71 and a Y-wing : CS players aren't very interested about to think you know, they just want cover points, real weapons, and guys to kill : the first versions of this map got lights buttons (and dark areas) but that was already too much complicated for them you know :| ...

about heavy I mean what is the size of the file : how heavy (large) are the textures, the modeling etc, just to know if you know what "optimization" means :) ...
Posted 18 years ago2005-08-26 09:29:36 UTC
in looking for a military vehicles mapper Post #129922
does this stuff really existed ?

if you don't want to join the team, you can just map the stuff you know : the matter is not to join a team or not, but to make this project completed :) ...

the truck would be perfect with a similar look ... how heavy is this prefab by the way ?
Posted 18 years ago2005-08-26 09:03:45 UTC
in looking for a military vehicles mapper Post #129915
I thought I posted it in the right section : isn't the "maps n mods" section only dedicated to completed and released stuff ? :| ...
Posted 18 years ago2005-08-26 08:59:42 UTC
in Obesity Post #129914
No one likes to be told they're fat.
people got the body that fits with their mind ...
You rarely go to a Doctor and recieve good news
Wrong : some days ago I went to the vet, and he told me :
_there is a high probability I got a kind of virus totally incurable (in french "streptocoque dor?"),
_there is a high probability I am actually resistant about it (I should "have" it, but am actually 100% healthy :) )
Posted 18 years ago2005-08-26 08:51:11 UTC
in looking for a military vehicles mapper Post #129911
hi,

we are a little team actually working on this project :

http://www.ideaseed.net/maps/CS16/raid/screenshots.html
(the screenshots are out-of-date)

official website :
http://www.de-raid.net/

and we need a "military vehicle mapper" to map ... military vehicles ...

this one :
http://www.ideaseed.net/public/avion.gif
and this one actually :
http://www.ideaseed.net/public/camion.gif

this truck and this plane are brushes, won't be models, and already have been optimized, but actually there is nobody in the team available and with enough skills to do this job, then I do a little post here in case there could be a guy here interested, available, and skilled enough :)

how would work the job ?
well, I send you a rmf file with just the vehicles inside (kinda prefab), you do not modify them in any kind (not move them, not use vertex tool on them etc), you map them and you send me the completed job.

what could I earn from such work ?
your nick in the map credits :)

will there be other stuff to do too ?
there will probably be an helicopter too in the map, added later ...

why don't you use models for this stuff ?
because :
_I don't want to spend weeks to find exactly what we need,
_I don't want to spend a week to build good collisions boxes, for both players and weapons,
_these brushes are lighter than models, and the map need to be very optimized from this point of view,
_the map is actually optimized enough to deal with the extra wpolys these vehicles are generating,
_these are my works, and I am proud of it :)
_I don't wanna use the same models everybody already did in the last 7896541321 maps ...
Posted 18 years ago2005-08-10 17:42:34 UTC
in Your Favourite Game Thru All Time Post #127047
the level I remember the most are "sever the wicked" and "limbo" : these levels were so great, I never got why the doom3 developers team never did some levels like those ones : the whole doom3 happens in tight station corridors, that's soooo boring ...
Posted 18 years ago2005-08-09 19:34:13 UTC
in Your Favourite Game Thru All Time Post #126897
I never played wolfenstein, but from what I got, it haven't the same display features (were there lightings in wolfenstein ?) nor the same popularity than doom, but sure anything is never the real start ...

and my opinion about mortal kombat :

Street fighter > killer instinct > samourai showdown > SNK > Mortal Kombat

Mortal Kombat had an original atmosphere, but the gameplay was not fine enough : it looked like an horror movies fans version for "Street fighter" nubs ...
Posted 18 years ago2005-08-09 15:49:46 UTC
in Your Favourite Game Thru All Time Post #126875
I was talking from a technology and commercial points of view : doom, in my opinion I mean, "created" the FPS, not in that that was the first 3D first person view ever (there already was sorta FPS on the amstrad), but showed to the masses "hey you can have fun with that kind of game !!", improved some stuff (especially the textures and the lighting), and the job was done ...

Without doom, I mean that forum itself wouldn't probably ever exist too, so please don't compare it with shit like Riven or Mortal kombat ...
Posted 18 years ago2005-08-08 11:00:44 UTC
in [CS 1.6] the de_raid project Post #126735
A screensaver webpage has been added : :)
http://www.de-raid.net/enterthecs.html
(feel free to report any bugs or problems here or on our forum)

We are actually working on a "100% lighten 0% interactivity" version, after many "OMG it's too dark, I cannot see anything !!" reports of ... "roxors", who look like to never heard about NVG :| ...