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Messages - Matti

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1
General Discussion / Re: Can you make displacement illusionary?
« on: July 21, 2013, 03:32:23 PM »
There are 3 check boxes on the displacement tab for "No ray collisions", "No hull collisions" and "No physics collisions". As a starting point nades/stickies are physics objects, rockets are rays and players are hulls.

2
General Discussion / Re: Everything you never wanted to know about bounces!
« on: December 29, 2012, 05:09:17 PM »
Very interesting. So glad bounces are finally getting the love they deserve.

3
Whatever / Re: Spill Thread?
« on: December 28, 2012, 11:04:25 AM »


Have you ever been wrong Rooskie?
What do you mean?

Ignore that, I was pretty drunk when I wrote it  :). What I was getting at though is that, from that post, you don't seem to have any self-doubt and I was wondering whether that was true or not.

4
Whatever / Re: Spill Thread?
« on: December 26, 2012, 08:33:04 PM »
Well, since Yami said something about a girl, I will do the same.

Just recently, my girlfriend broke up with me. By recently, I mean barely 30 minutes ago.

Here is our story:

She made me happy, she made me feel like I was the greatest person there ever was. She loved me with all her heart, she would drop everything just to talk to me. She actually loved me, not that fake love that every middle schooler/high schooler has for a person. It was a matured emotion. She constantly was talking to me, she never stopped. She would fall asleep talking to me, and that is something special to me. I have never done anything with another girl like this. We would talk a ton at school, kinda cuddle at lunch when we were both done eating, and we would tell one another bye by giving a kiss on the cheek. I never had my first kiss, and she hasn't neither. I was planning on doing it at the school dance we were going to about 2 weeks after break. My life felt complete with her and I actually loved her back. We would always be the couple that everyone says "GET A ROOM" to. We constantly would be loving each other and expressing it physically. We were all happy and merry, but then Xmas break came along. It was the most depressing thing ever. I reminded her of her ex, her Mr. Perfect. She started thinking about him and she started falling in love with him again, and what really killed me was her saying that to me. Then also at the beginning of Xmas break, a girl committed suicide over me because she loved me and she couldn't have me at that time, and then some other reasons she told her parents, but I know those were fake. She was my closest friend, from the age of 4. I got depressed over that, but I didn't want to tell my girlfriend. So, I tried to act happy with her. And then she realized I wasn't good enough and that I am full of imperfections. Then, we got into an argument, and 2 days later, she broke up with me. I was then told by her that she knew what I was doing to myself and that I have new burn marks. Yes, I hurt myself by using a lighter. I love fire, fire loves me.

I was going to post more about this, but I forgot it after crying my eyes out again.

Have you ever been wrong Rooskie?

5
Whatever / Re: Spill Thread?
« on: December 24, 2012, 11:44:44 AM »
People are beating the times I set but I don't have the time anymore to try and beat them.

6
Jump Videos / Re: Run of the week
« on: November 17, 2012, 08:02:06 AM »
Really nice run :)

7
General Discussion / Re: Your favorite jump map?
« on: October 30, 2012, 03:49:14 AM »
soldier: jump_vendetta
demo: jump_drexen2/ring

pretty hard to decide for soldier, so many good maps out there  :).

8
General Discussion / Re: Fake Speedrun Times
« on: September 09, 2012, 01:08:21 PM »
Thanks redwine.

EDIT: MIKE's time on Vendetta main (1:09) also used the hidden bonus.

9
General Discussion / Re: Fake Speedrun Times
« on: September 08, 2012, 12:38:41 PM »
So far no one of any significance regarding the timers has posted in this thread. Could one of you comment, even if it is just to say you're not going to fix this.

10
General Discussion / Re: PRETTY JUMPS 'N STUFF | a movie by dellort
« on: August 11, 2012, 05:15:44 AM »
Great edit and awesome jumps from everyone.

Also, are you planning on posting about how to perform your new glitch, Wonder, cause I'm really interested to know how it's done.

11
~2500 hours on soldier, give or take 100. And for demo, I'd say 40 hours though I'm less sure of this one.

12
General Discussion / Re: TF2 Jump Movie Democall (#BYP Movie Contest)
« on: July 05, 2012, 08:18:54 PM »
Seeing as how tf2jump is a public group I don't even understand why that is a question.

I really need to start receiving submissions, if I don't have a reasonable number by Sunday I'll just cancel the project and start on something else.

Cranck, 11, quba, scotteh, someone else (sorry) X_DIAS and I were in a server today trying to get some jumps. We didn't get anything yet but people are definitely interested and it's not looking as bleak as yesterday.

13
General Discussion / Re: Vote - jump_collab
« on: May 09, 2012, 10:53:36 AM »
a) Eleven (1)
b) Wolny (1)
c) X_Dias (1)

I may edit with a 4th later.

14
New Maps / Re: jump_glow
« on: April 28, 2012, 03:23:03 PM »

- Are jump 5 & 6 rly that hard? And yea you're not meant to jump out to the first platform on jump 5 (you rj on the floor standing up w/o jumping). I was under the impression that they were ezpz, but I'll put them in later in the jump ordering anyways. I don't think I'll change the block sizes or the jumps themselves tbh, since if I make them easier, they'll simply be way too easy. As it is I can do them on my first try every single time.


Hmm, I wouldn't suggest moving them later in the jumping order as I think the following jumps are either as or more difficult (8 excluded). What I was getting at is that I think the leap in difficulty from 4 to 5 is quite significant. And, if you do choose to change them, the very least I would suggest is moving 5's end 16-32 units closer so that the speedpogo doesn't have to be as good.

15
New Maps / Re: jump_glow
« on: April 28, 2012, 09:48:31 AM »
Also another thing, how do you prevent the game from ending when you capture the cap point?

On your team_control_point_master, 6th option down "Restrict team from winning".

Just played that map and it was pretty fun. A couple of issues though:

- The tunnel that jump 12 starts with is pretty dark. Not sure if that's intentional seeing as the rest of the map is fairly liberally lit but, even if it is, I'd still suggest raising the lights' brightnesses (4th value of the lights colour property) somewhat.
- Jump 10 can be beaten by just jumping up to the top platform then rocket jumping off the wall and doing a decent skip to the end.
- Jump 5 seems out of place difficulty wise. The first pogo platform is almost too far to just jump to (without rockets) and the end of the jump seems too far away.
- On a similar note, I'd say jump 6 is a bit too hard for where it is (though not as bad as 5). Here I'd suggest just increasing the size of the pogo burshes uniformly by around 8-16 units. I also failed the jump once because of hitting the roofclip/skybox so that might be worth raiseing.

Aside from these technical issue, I didn't think 8 was a good jump. Kinda boring, with a large punishment for failure which I can imagine causeing fustration if someone gets stuck here. That or they'll just bypass this issue with the teleport plug-in.

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