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Messages - Nastybutler

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1
Surf iT / SuSurf iT / Re: New surf server discussion
« on: Today at 12:43:05 AM »
I find it humorous how everybody ran to Rob about the surftimer and how much it costs (I'm guilty as well), but all that aside

You know I'm down. As I've already told Zay (we've been collaborating), it'd take a bit of time, but it'll eventually happen.


As far as sql...I have no clue how that works other than using it for php based forums. Throwing $$$ down for me wouldn't be much of a problem other than the surf timer, which I would also be willing to help with. $20 a month for a server wouldn't be a hinder on me at all.

And to be brutally honest, I can safely assume the current surf admins you have now would be more than willing to come back (well, the active ones at least, which would be plenty fine).


We'll keep in touch.

2
Jump IT / JuJump iT / Re: Changes to iT! Servers
« on: December 02, 2013, 07:15:46 AM »
Damn, that is heartbreaking. And with me only being here about a year n a half or so, it's a total shot to the feels.

About the only thing I can say is best of luck to you Klanananananananana....in all of your endeavors.


EDIT:

Zayannah and I have been talking. Formulating, if you will. More info TBA.

3
Surf iT / SuSurf iT / Re: map fixes
« on: November 24, 2013, 07:27:51 PM »
Got to it before I did.

As well as posting it up here, you should also give a copy to tord/kelao so they can test it out and throw it up if it passes.

4
Mapping Tutorials / Re: Carefully placed vertices spontaneously shifting?
« on: November 15, 2013, 07:37:51 AM »
One thing about making surf ramps in hammer: don't use vertex edit to shape your ramps. You're better off clipping instead, because of the odd angles surf ramps are placed. Easier that way too. You can use the vertex edit tool to move your ramps, snap them into place onto the grid or zoom all the way in and alt+drag to disable snap and perfectly line them up, but when it comes to shaping and brush torture, hammer won't understand what you're trying to do and render it with a primitive algorithm. Probably the easiest way to make surf ramps is deciding how much of a curve you want to your ramp; and depending on how loose or tight it is, determines how wide or narrow you'd want each section. Rotate each section 5 degrees, then just shift+drag to make a copy. Take your copy then line up the outer most vertexes with the one you made the copy of. Magic.

Moral of the story: vertex editing isn't reliable in hammer...because judging from your 2D graphs in your 'before compiling' picture, none of your ramps are straight.


If you're plenty interested, there's literally hundreds of tutorials on youtube on how to make surf ramps.

Or even more so, you can check this out:

http://wiki.solidsurf.info/index.php?title=Basic_Surf_Ramps

Solidsurf.info has anything and everything you'd need to make a surf. These guys been around for years; they know how to make a decent surf.

Pretty much saying, the more sections you have, the smoother your ramps will be.

5
Mapping Tutorials / Re: Drexen's timer
« on: November 10, 2013, 12:01:24 PM »
Didn't really watch the video but did Drexen find some voodoo way to make this work with multiple people, showing different times to different players? Because if not it's useless for maps played on a server.

inb4 he said 'it only really works with one person'

6
Jump Help / Bit of a texture problem...
« on: November 07, 2013, 04:29:23 AM »
So. Hammer in general. Needs an update. It crashes a lot. I can live with that. It doesn't compile right, get vbct/VIDE, I can live with that. But the fucking bane of my existence is getting textures to work. Especially in ported maps from CSS.

Yeah. GCFScape, yada yada yada. I know the drill. But VTHISV muthafucka, I can't live with.


How in the ever loving <insert preferred Deity here> do you get this sumbitch to work in tf2 properly (along with its translucent values and the effects folder being disabled by default in tf2's hammer)?

Any help would be appreciated.

P.S., in case you're wondering, that's called 'comshieldwall', and was ripped from HL2. Most CSS mappers use it quite often, and a bunch of ported surf maps have it in as well, yet when I ask people how to get it working in tf2, I'm met with silence.

Any ideas?

7
Surf iT / SuSurf iT / New map converted 10.22.13
« on: October 22, 2013, 03:21:37 AM »
surf_placid


Was watching surf vids on youtube the other day, and just randomly chanced upon this one. I took another look at it, got a few ideas, did some work, boom. It's fucking magical.

Never knew it existed until a couple days ago. But now, we have it.

Compiled, re-sized, compressed, optimized and cube-mapped.

Um. I'm gonna take a wild guess and say it's either a t3-4, although there's a buttload of criticism about how maps are tiered, so I'm just gonna say 'It's hard. Not as hard as elysium or nightmare, but not as easy as a combat map'. A decent linear surf.


Fine fine. The download already. Shit. Get off my back:

bsp.bz2: https://www.dropbox.com/s/x05ln1xx97cdm2z/surf_placid.bsp.bz2

for those of you whom once again, are too lazy to unzip a .bz2: https://www.dropbox.com/s/nsi0464xyirie75/surf_placid.bsp

And of course, a vid for y'all to check out:

CS:S Surf Timer | surf_placid | Trofle WR



Enjoy.


Yeah. I know. It's a really green map.

8
Surf iT / SuSurf iT / Re: SO...
« on: October 20, 2013, 06:30:19 PM »
I found a sourcemod plugin at one point that claims to replicate cs:s bhop functionality without the auto-bhop like we have on surf iT. Haven't tried it myself.

https://forums.alliedmods.net/showthread.php?p=1776179

But the bad thing about that is starting and re-starting the server trying to figure out what to set the cvars to.

9
Surf iT / SuSurf iT / Re: SO...
« on: October 20, 2013, 06:28:58 PM »
While we're on the subject (and before I forget), I've been hearing a lot about 'bouncing' lately....wtf is that? Bhopping, airstrafing, yada yada yada...know how all that works...but bouncing? I haven't the foggiest...

10
Surf iT / SuSurf iT / SO...
« on: October 20, 2013, 07:05:30 AM »
...tried my hand at porting over a few bhop maps from CSS.

Needless to say, it's shit.


Fun to play around with, but crap at actually speed/skill running.

I'll pay a million dollars (sic) to whomever can figure out how to unlock the bhop code in the tf2 engine.  :(

11
Feedback / IRC down?
« on: October 20, 2013, 06:57:58 AM »
Idk if it's just me or if it goes for everybody here...but the IRC is acting a bit on the wonky side

susurfit won't connect and neither do third party applications.


Either that, or I'm just losing my damn mind.

12
Surf iT / SuSurf iT / Re: Surf movies
« on: October 20, 2013, 06:42:05 AM »
Oh. ha. So it was.

13
Whatever / Re: What other games do you guys play? :D
« on: October 19, 2013, 04:23:13 AM »
Been getting back into Rift again.

Rockin out with a Nightblade. Wicked sickness.

14
Surf iT / SuSurf iT / Re: Surf movies
« on: October 19, 2013, 04:14:43 AM »
skill8 I think was me. I've got so many vmf's I can't remember anymore.

15
Surf iT / SuSurf iT / Re: Surf iT / SuSurf iT Update - Medic is ENABLED
« on: October 16, 2013, 05:29:06 AM »
The reason I disabled medic in the first place was because of his walkspeed of 112% (http://wiki.teamfortress.com/wiki/Classes#Speed).
I don't really care if you don't think it's enough of a reason anymore, seeing as TF2 has too many exploits that ruin speedrunning, just wanted to throw it out there.


I honestly wouldn't think the walkspeed would ever effect the overall speed on a ramp.


I could be wrong though.


It doesn't, but it gives you slightly faster stage transition times.



I guess that makes sense.

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