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Messages - duppy

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31
General Discussion / Re: Main page error
« on: April 20, 2013, 05:42:48 PM »
Something wrong with their database I'm guessing.  The problem's on their end though, so nothing you can fix.  I also see this in the footer of the forum (Buzz column):

Code: [Select]
Notice: Undefined index: db in /home/arcticlo/public_html/tf2jump.com/application/registry.class.php on line 14

Fatal error: Call to a member function query_row() on a non-object in /home/arcticlo/public_html/tf2jump.com/model/blog.class.php on line 195

32
I just wanted to share a little mod I put together that makes stickies easier to see, especially in dark areas.  It's basically a combination of two mods I found on GameBanana, with some small tweaks by myself.  Picture here showing the stickies in the light and in dark shadow:





Download link

To install it, copy sticky-bombs-glow-in-the-dark.vpk to your tf/custom/ folder, which should be something like:

Code: [Select]
c:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\sticky-bombs-glow-in-the-dark.vpk
To uninstall, just delete the files above.

BTW, these texture replacements will only work on server that allow customizations, like the Jump iT servers.

33
Mapping Tutorials / Re: Drexen's detailing timelapse
« on: April 14, 2013, 12:46:39 AM »
Really interesting to watch, thanks.

BTW, when I was first watching, at the beginning it seemed like when you did the "displacement paint geometry" you were using the drop down menu to pick the X, Y and Z axis.  If you set it to "Face Normal" you can just alt-right click on the displacement to quickly set the axis...it's based on the surface normals of the original brush you converted to a displacement though.  Maybe you knew that already, I dunno, but thought I'd share that tip just in case.

34
Whatever / Re: 50fps or 60fps
« on: April 13, 2013, 11:48:02 PM »
50 to 60 fps on super low settings?  Are you playing on a really old laptop or something?  Seems kinda of sad considering how old the Source engine is.

35
Jump Videos / Re: Heinz Jumps
« on: April 13, 2013, 11:29:57 PM »
So that's what jump_twist looks like without pink checkerboard textures...looks rather nice :)   Cool jump too Heinz.  I always enjoy seeing alternative ways to finish a jump.

BTW, if someone's interested in fixing the textures on that map, I found the texture pack that's used, which can download here
Extract to "team fortress 2\tf\materials\" folder.

36
Jump Help / Re: New Inf ammo and health script
« on: April 09, 2013, 12:57:38 AM »
Uhm, just type 'ent_fire func_regenerate disable' in the developer console to turn it off.  I didn't think I'd need to explain that part.  If you don't understand the suggestion of making an alias, you can read up on it in a tutorial like this or this.

37
Jump Help / Re: New Inf ammo and health script
« on: April 08, 2013, 02:28:23 PM »
On the servers, to turn regen on/off, I just type /regen on or /regen off.  How do I turn off the regen script when I'm running my own map?

Code: [Select]
ent_fire func_regenerate disable
and if you use the version I modified that adds a trigger_hurt, do this as well:

Code: [Select]
ent_fire trigger_hurt disable
Obviously set them to "enable" to turn it back on, or you could probably exec that regen.cfg again.  And to make it maybe a little more easy to remember, make an alias for everything (put them in autoexec.cfg)...

Code: [Select]
alias regen "exec regen.cfg"
alias regen_off "ent_fire func_regenerate disable"
alias regen_on "ent_fire func_regenerate enable"


38
Jump Help / Re: Help me with movie!
« on: April 07, 2013, 02:32:17 PM »
The "no pain" sounds are kind of buried in the New Inf ammo and health script post, so it might be a little hard to find.  Wolsk put them together in a download link here:

http://www.mediafire.com/?tte0551kt79mdmh


39
Jump Videos / Re: Jump of the week
« on: April 05, 2013, 08:12:48 PM »
Jump of the week #21 is on reddit, but not here?  Kinda thought this forum would be higher priority :(

40
Jump Videos / Re: Soldier jump videos
« on: April 05, 2013, 02:19:00 PM »
Amazing jump_sync run Quba...grats on finishing!  Was that a perfect run?  I don't think I noticed any editing cuts.  Also, why no taunt at the end?...that's like obligatory for jump videos ;)

41
Jump Videos / Re: Heinz Jumps
« on: March 31, 2013, 03:03:15 PM »
What map is that on Heinz Jump #1?  I don't remember seeing that before.

42
Jump Help / conc offline?
« on: March 28, 2013, 10:06:46 PM »
Quick question...is it possible to conc jump offline, or do you have to set up your own server with a conc mod?

43
Jump Videos / Re: Triple Cannonjump
« on: March 28, 2013, 02:54:10 PM »
Seems kinda similar to conc jumping where you throw one next to you, then one further out, and the 3rd one you hold until it explodes.

44
Mapping Tutorials / Re: Jump map video tutorial
« on: March 26, 2013, 06:48:25 PM »
I agree, optimizing is usually not worth it, especially on jump maps that are usually small enclosed rooms connected by teleports.  I guess it's just part of my personality, being somewhat of a perfectionist.  I tend to over think things, focus on small details and optimization too early, which always bites me in the ass, 'cause I can never finish anything.  Oh well, I hope I didn't sound like too much of an ass for critiquing you on something your video wasn't even about anyway...if so, I apologize.

45
Mapping Tutorials / Re: Jump map video tutorial
« on: March 26, 2013, 04:37:50 PM »
Another great vid, and excellent vid quality (recorded at 960fps?...lol, kidding)!

Hate to be negative, but one thing that kinda bothered me is that you didn't use func_detail on that cylinder...actually everything on that jump except the walls, floors and ceiling could be func_detail because they really don't contribute to blocking visibility of anything.  Without func_detail, your map is gonna be chopped up into so many bsp leaves, it'll make compiles take longer and possibly slow down the game rendering a bit.

I'm also not too fond of how you merged the two overlapping rooms because of how it makes texturing more difficult as you mentioned in the video, but also because the extra clipping can end up in the game as extra polygons.

Anyway, I know the video wasn't about optimization and I'm just nit-picking, but really, I do appreciate these vids you made.  I hope the result is more jump maps, 'cause it's getting a bit stagnant :/

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