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mookie

GC Alumni
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Everything posted by mookie

  1. well, looks like we're enemies from here on out. *snif* I'm feeling all nostalgic all of the sudden... It's like it's 2008 all over again. I feel like I need to bad mouth Apple or something. For what it's worth, they're trying to sue Samsung out of the US market right now.
  2. Perfectly legal. I'm not sure what the problem would be with this; if he owns the company, the rent it's paying him is coming out of his own money.
  3. I've noticed that when you join a game that doesn't already have players, it sticks on the picture of T or CT. This happens most of the time, and doesn't seem to be related to the server specifically. If you type kill in console, the round will restart and it works normally. Or, it will usually start working once someone else joins.
  4. Is that still going on? This Olympics thing needs to wrap up so we can get on to important issues, like the referee lockout.
  5. It's that time of year again, when Octoberfest beers hit the shelves (and of course the pumpkin beers as well). What are you drinking this year, and how do you like it? So far for me, Sam Adams Octoberfest seems par for the course, or not quite as good as last year and the year before, not quite as smooth and malty. Magic Hat (local to Northeast) Hex is OK, but tastes about halfway between marzen and a good pale ale. Not surprising to me; I haven't had a good Octoberfest from an ale-only brewery yet. Harpoon (local to Northeast?) Pumpkin Cider is a tart, mild, smooth apple cider with some spices. It tastes OK, although if you're used to cider it will taste unusual. The odor is strange (disturbing?); it smells to me mainly like cake frosting. I would recommend avoiding this, unless you (1) like soft (sweet) cider and (2) have desserts like oatmeal cookies, carrot/apple/white/yellow cake, or apple pie that you plan on eating.
  6. I would kick this name until it was changed; this is probably why you're banned.
  7. Canyon The timing on Canyon seems about right, but the layout of the map and some small details make it look very hard to defend (without having played it). A looks very easy to rush and win; if CTs go into the site to defend, they're completely trapped there, and preventing a plant there from outside the site looks difficult because there is a lot of large cover in and around the site, and anywhere you would shoot into it from leaves you in an exposed position (from left and below). B seems balanced, but the area around it seems very easy to overrun (climbing on top of building or running across the ledge in front of the windows) so that supporting A from here will be difficult. In terms of finishing, there are several things that stand out. (1) No NAV file. Because of the displacements on the map, generating the navigation mesh will take a long time; this is more reason to do it yourself once and include the file with the map. This comes with the extra benefit that you can add place names if you want to do so. (2) Clipping. A boost off the generator near B gives access to about a quarter of the perimeter of the map. An area that can only be boosted to would be an interesting addition to a lot of maps if done right, but in this case it looks unintentional since this area is completely unfinished (you can fall off the edge of the map). A player up here could be very difficult to deal with, since the displacement slopes back away from the map in several places. I can't decide if a boost out of T spawn is feasible or not; if it is, a player can walk from here directly onto the dam. Any areas where a player absolutely should not be able to go should be protected by straight-vertical walls made from toolsplayerclip (this material can also be used to block the bomb from going into areas too small for a player). Don't be overzealous, since some servers may want to play a map with low gravity, or spawn players in odd locations (deathmatch), or teleport, so allowing access to areas that are finished enough to be usable may be a good thing, even if normally they'd be impossible to boost. (3) Optimization. Displacement areas that are large enough to block off a large area visually should have a solid brush of toolsnodraw behind them. The engine considers displacements to be non-solid when computing visibility, so they need solid brushes in order to form a real barrier for optimization. It doesn't have to be a tight fit, but they should fill up most of the space below the displacement. This is mainly for walls; floors can just have a flat brush underneath them, and things like archways can't really use anything. Once that's done, you can add ceilings to the walkable areas of the map, textured with toolsskip on the irrelevant sides, and toolshint on the relevant side. The hint face should be below the height of the adjacent walls, and above the maximum height someone could jump. These two should cut down enormously on the time VVIS runs, and make the map run faster. This site may help quite a bit (http://www.optimization.interlopers.net/), if you keep in mind that the principles work vertically as well as horizontally. (4) Texturing. As you mentioned, the textures on the displacements are stretched and too large. You can help yourself out here by using a face that's already closer to the shape you want. This could mean building your rock walls out of brushes very roughly and then turning the visible sides into displacements, or using a combination of vertical and horizontal faces to begin with. Keep in mind that vertical displacements that go straight north-south or east-west may be much easier to work with than slanted, since you only have to move them in one direction. If two faces touched at an edge originally, you should be able to use 'sew' in Hammer to automatically match the edges of their displacements back up once you're done adjusting the vertices. Using blended textures on your displacements may be a lot better than overlapping displacements of different textures, in most situations. Small details in texturing can sometimes get you a meaningful effect with very little effort. One would be to change the x or y offset on each step in a stairway (whichever runs along the stair). (5) Water. Cheap water doesn't look very good. Usually, selectively using expensive water in a few places looks better than using a huge brush of cheap water everywhere. When using water as a puddle, take extra care with the displacement in that area to give it more natural-looking edges. Keep in mind if you use more than one brush of expensive water that, if two are rendered on the screen at the same time, only one will render correctly. Interlopers might be a more worthwhile place to post than CSBanana. You'll get less volume of posts, but they actually know something.
  8. mookie

    Hello

    What is your Steam ID? Should look like STEAM_X:X:XXXXXXXX.
  9. I accidentally copied a space with your Steam ID. It should work now.
  10. All I can tell is that you were banned sometime in late 2004 or early 2005. Unbanned, be good.
  11. Just got a five-dollar bill with a Where's George stamp on it.

  12. You were banned for cheating. I don't think there's anything to be gained by posting the demos here except to give you something to troll with, but they are attached to my admin log, for any admins interested.
  13. Can't do anything with the Steam ID you put down, which I assume is your login name. A GUID in the form STEAM_X:X:XXXXXXXX is the most useful. If you want to change your username in the forums, just let me know what to change it to; if you want to keep it as it is, that shouldn't be a problem.
  14. There is some garbage prepended to all the PHP files on 3/17. It's only in that user directory. The stats/sourcebans system will have to be reinstalled but the database may be fine (I don't know what it should look like). Just deleted the A record. Stats and Sourcebans will stop working soon. TTL is one hour.
  15. Dual-wielding, second dumbest CSS update after DWP.
  16. Is that XP or Vista? I see the number under commit charge is only 6.5GB. You may want to check the system properties to see how much RAM Windows thinks it has. Take another screenshot if you can while L4D2 is running at a time you think this problem is likely to pop up (run in a window or alt-tab out) and/or a screenshot immediately after L4D2 crashes out with a low memory error. Check your AVG settings to make sure it's not trying to do something at that time, and keep an eye on vprot.
  17. I'm not that familiar with NT6 but someone can probably tell/show you how to see what your memory usage is. The error means you're low on free memory, so a lot of it is being used somewhere. There are numbers on the Performance tab of the task manager, but I don't see the Commit Charge section that would show you your memory in use vs. total memory (RAM + page file).
  18. Uninstall the spam bot that is sending out millions of emails in the middle of the night. Seriously though what is your memory situation? This sounds like a system problem; either it is or Valv is just trying to blame it on Windows.
  19. Google says he's been running around getting himself banned for multi-hack this week and for a little while back in January. Also, speedhacking is not usually a judgement call.
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