User talk:Cargo Cult
Say, any chance of Someplace Else working with Steam? --Alph Tech STUART 15:20, 17 Dec 2005 (PST)
- Took me a while, but it's now done. Complete with the detail textures I'd done several years ago... —Cargo Cult (info, talk) 02:52, 6 Apr 2006 (PDT)
Excellent. Say, what's the deal with the "quti" cvar? A little indulgence for your dyslexic side? --Alph Tech STUART
- That ConCommand is a little slipup that Valve left in the engine...maybe they don't even know about it?—ts2do 13:59, 2 May 2006 (PDT)
I just realized that -o-' --Alph Tech STUART
Contents
shadow
Im not a new user
"Nobody can hide from the Apostrophe Alignment Militia... ;-]"
Uhh, scary =D --Bladesinger 16:44, 30 Jul 2005 (GTM +1)
Are you Adam Foster? If so, I just tried Something Else from the link on MINERVA, and I have to say, very well done! --mungo
- Yup, that's mine. And MINERVA's maps will effectively be sequels, and ones which I actually get round to releasing. Anyway, thanks for the comments... :-) -- Cargo Cult 11:00, 4 Jul 2005 (PDT)
Using a different nickname so your adoring fans wouldn't stalk you, Adam Foster? Sneaky sneaky! Well the jig is up! --- Campaignjunkie 16:52, 10 Jul 2005 (PDT)
- "I got teh hammre, i can mkaw teh HL2 maps nwo!" ... Showoff! That's what you are! Good job on getting on the Steam Update thingmajig though. :-P --- Campaignjunkie 09:39, 16 Jul 2005 (PDT)
If you want it to be possessive, it's just I-T-S, but if you want it to be a contraction then it's I-T-apostrophe-S! Scalawag! - Strong Bad is the best. ;) --AndrewNeo (HRWiki) 10:15, 8 Jul 2005 (PDT)
Hi. Are the command codes available for the Minerva Mod? I could not access the sv cheat command. Do we have to go through the Source Engine to add things to the mod?
Thanks, Bill K. - [email protected]
- MINERVA's just HL2 in disguise - there's no new code or anything like that. The console's most definitely available (I use it extensively in development!) but it sounds like you need to enable it. It's in something like Configuration, Keyboard, Advanced or similar. Hope that helps... --Cargo Cult (info, talk) 16:20, 15 Nov 2005 (PST)
sorry, but I believe the quote is Oh, if you want it to be possessive, it's just I-T-S, but if it's supposed to be a contraction, it's I-T-apostrophe-S! Scalawag! and I agree --- InvaderZim 07:55, 06 Aug 2005 (PDT)
- I'm terribly fond of cartoon characters with vendettas on the correct use of apostrophes. If only we could all concentrate on the important things in life... ;-) --Cargo Cult 13:20, 8 Jul 2005 (PDT)
Thanks heaps for the tip! :) - PsychoBrat 19:37, 9 Jul 2005 (PDT)
Hope you don't mind, I uploaded your Prague and Brussels pictures for use in the Eastern Europe entry. --Charron 07:30, 19 Jul 2005 (PDT)
Thank you for the spelling corrections on BM:S. --Kalashnikov
BTW for env_physexplosion, I didnt make the description, just copied it from the fgd - ts2do
Hey, did you ever find a good solution for the moving pendulum problem? Suddenly I find that it would be useful for one of my projects. —Maven (talk) 11:51, 4 Oct 2005 (PDT)
Maybe you should just release minerva as a lost coast mod...lol?—ts2do (Talk | @) 11:04, 23 Nov 2005 (PST)
Look into a filter for incoming email? —Maven (talk) 20:33, 26 Nov 2005 (PST)
The lime sig looks much nicer than the pink. —Maven (talk) 10:17, 28 Nov 2005 (PST)
---
Gimme an 'S', gimme an 'A', gimme an 'M' ... erm... SPAM!
- http://en.wikipedia.org/wiki/Surface-to-air_missile ?! That might help indeed... --Vaarscha 03:41, 21 Mar 2006 (PST)
--- Thanks for that hint re: vconfig, I'm working on a similar type of mod to MINERVA (thanks for the inspiration :)), so the only code that might change is to enable chapter unlocking.- RodeoClown 15:22, 22 Mar 2006 (PST)
Very nice Template you made Adam :) Very usefull for some people around here... --Jurgen Knops 08:05, 27 Mar 2006 (PST)
Where are you going on April 8th? And, more importantly, how long do we have to miss you? :P --Vaarscha 13:35, 5 Apr 2006 (PDT)
Desk
You have quite the messy desk there ... but great taste in movies. :) Giles 00:31, 6 Apr 2006 (PDT)
- Heh. It's not too obvious they were stacked there on purpose, is it? And yes, I do need to clear up all desktops - you can catch a glimpse of the 150-icon-plus desktop on my PC, as well... —Cargo Cult (info, talk) 02:52, 6 Apr 2006 (PDT)
Wah!
Lucky! :) (You know what I'm talking about!) --AndrewNeo 16:51, 10 May 2006 (PDT)
blarg! compiling!
This is a random question, out of curiosity, when you compiled metestasis 1, how long did vvis and vrad take, seperatly?
I ask this because I've recently been trying to convert Minerva to the mod Collaborate (You've already said you were waiting for someone to convert it to co-op, well, this mod is a bit different now but, well you've seen it.) Anyway, as a little 'experiment', I decided to compile the map with vbsp and vvis only, just to see how long it would take, and it took... well.... 4 HOURS! surely something has gone wrong?? I had every thing turned on (hint brushes and so on) and wondering how on earth it could take this long? --Starbug
- 4 hours isn't really that out of the ordinary for a full-size map (especially when it's outdoors, giving vvis plenty of extra work to do). My biggest bsp at the moment takes just over 3 hours, fully optimised. --Giles 15:09, 9 Sep 2006 (PDT)
- (That's why the Cordon Tool exists. Don't leave home without it.) --Andreasen 15:14, 9 Sep 2006 (PDT)
Gosh.. I'm happy that compiling of code never takes more then 15min :P --dutchmega 02:02, 10 Sep 2006 (PDT)
- The current, fully-HDR'ed Metastasis 1 takes about 2 hours 30 minutes for a full compile - albeit without
-final
lighting, and when run on a firebreathing dual-core MacBook Pro in the background when doing other stuff. It's the VVIS that takes the time - it's something about the massively interconnected outdoors nature that the compile tools don't like. Metastasis 2 is far, far faster for VVIS, but conversely takes a fair bit longer on VRAD. Lots of complicated shadows and higher-detail lightmaps? Maybe. But still, don't let the compile times put you off. For Half-Life, I used to have maps take 6 hours or more to compile on my PC of the time! —Cargo Cult (info, talk) 14:09, 10 Sep 2006 (PDT)
It alo really depends on the amount of lighting and complex geometry in your map. Also don't forget that Hint brushes can durasticly change hte compile time. Currently City 17 the MOD im working on takes a while to compile the first map being about 10,462 units long (top to bottom in 2d view) and about 6,192 units wide (left to right) all of that filled up takes about 48 minutes with HDR. Ive just properly used Hint brushes the right way. Accuatly there is no right way just how they are placed is what counts and also area portals and how many you have hpwever i have no area portals/windows in my level at all but quite alot of Occluders.--Gear 14:37, 22 Oct 2006 (PDT)
Ep1 content
Hey there Adamn. Well aparrently im getting no content working on my mod so far from the episodic side. Skys act funny and sounds like ep1 music dont work. Is there perhaps something else i have to do and will players need ep1 in order to play this mod? Ive already edited the gameinfo.txt yet nothing happens.
"GameInfo" { game "City 17|EP1" title "City 17|EP1"
title2 "EP:1"
type singleplayer_only
developer "GEAR" developer_url "blank" icon "city"
FileSystem { SteamAppId 380 ToolsAppId 211
SearchPaths { Game hl2
Game episodic
} } }
As well as stangly the Half Life 2 logo appears rather than the actual name of my mod. Just thought i ask you as your really the only one with episodic content along side me.--Gear 05:28, 10 Jul 2007 (PDT)
Shall the spamming ever end!?!
Apparently not at this rate is there any way to truly stop them? I have a bit of a theory to the fact but thats mainly that one person may have multiple accounts using them to spam all over the VDC. When one gets banned he has another. Someone is behind it. Its a bit too much for just this week so far so there must be connections between most of it.--Gear 17:36, 25 Jul 2007 (PDT)
Canals dxlevel difference images
Hey man, this is a shot in the dark, but would you happen to have the save somewhere on your computer of the different parts of the canal where you took screenshots for the dxlevel differences page? Planning on adding screenshots for dx11 but I want the images to remain similar. --Equalizer5118 (talk) 4:02, 7 Apr 2023
- Right now the user hasn't been active for very long time, currently I almost remade all of the DirectX versions screenshot in new engine, but it would have been better if he had the original "setpos + setang" so I can position the FOV/camera itself very close to the original. Also in this case with HL2, theres no differences between DX9, DX10 or DX11 at all (by forcing it with dxlevel command), and the engine doesnt support DX10/11/12 (unless if its was third-party branch). --leonidakarlach (talk) 05:24, 24 June 2024 (PDT)