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ColdEndeavour

Friend of xG
  • Content Count

    181
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Everything posted by ColdEndeavour

  1. Scootaloo's First Promo Demo 2016 (GONE SEXUAL!) (DIDN'T EVEN DO A REACH-AROUND?!) (DINKLEBERG'D FOR TREE FIDDY) #fear_the_scootagoo «don't tell my dad I sold my hot-pockets for autism»
  2. Don't trust this guy, He will corner you in a Starbucks restroom.
  3. Hnnng I remember the Argle Pargle. I also remember when your profile pic (around 2013) on Steam reminded me of the Debian logo.
  4. Labia in a desk-fan, BananaShoes. Never forget....
    1. shwash

      shwash

      It never left me, and never will
    2. ColdEndeavour

      ColdEndeavour

      Dedication is what rewards you with a pad on the back.
  5. @metalslug53 Congratulations! I knew from the day you got Moderator that you would eventually reach the top. I also noticed you jumped from Mod to CL almost as fast as @Nomulous did. @Rejects I didn't know Scottish factored in delaying your promotion, but hey, you finally got it. Best of luck! @Moosty I didn't expect you to be demo'd, but your choice to go back to being you is prosperous in itself. It's better to have a good time. @The rest of TF2 div Who r u?
  6. For a community that centres its user base around the Source engine, I thought I should get a discussion thread going, as well as, establishing a sort of repertoire for others to share and exchange ideas amongst one-another. Source SDK:: You can download an SDK by selecting the "Library" tab and the "Tools" subset. However, you only need to download an SDK if you plan to do some experimenting with the Source engine (i.e. a Sourcemod). The majority of the more popular and commonplace tools are generally bundled with Valve's Source-based titles in the game's bin folder: e.g. C:\..\Steam\SteamApps\common\TeamFortress 2\bin\ In this folder, you will find useful tools like: hammer vpk vtex vtf2tga ... and so on. If you intend to use Hammer or any other toolset for CS:GO, Left 4 Dead, or Half Life (GoldSrc) - you will need to download the Authoring Tools provided in the Tools Library. References:: [community-driven wiki containing well-documented information about the development processes for creating content for the Source engine; horse's mouth] Valve Developer Wiki: Valve Developer Community [well recognised youtuber -provides insightful hammer editing tips] 3kliksphilip: 3kliksphilip [another youtuber, same stance] TopHATTwaffle: TopHATTwaffle Hoogland Tools & Miscellaneous:: [GUI for converting image files to the Valve Texture Format] VTFEdit: Nem's Tools [VTFLib - Download - VTFEdit v1.2.5 Full] [GUI for editing the contents of a Binary Space Partition map file (requires the Java Runtime Environment)] Pakrat: Pakrat [Tool used for decompiling bsp files (be warned that decompiled maps are imperfect - meaning warped texture mappings with the possibility of invalid geometrical calculations resulting in broken world brushes. Makes a great tool if you're wanting to reference something. Also requires the JRE.)] BSPSrc: BSPSource - A VMEX-based Source Engine Map Decompiler
  7. - Repositioned the sign in front of the bike shop. - Removed the sentry clusters. Also, I gave out the source files. Have fun.
  8. If you can, could you be more specific about that? I am to assume it is because of the idling sounds.... If it is because of that, it's quite a shítter. They're supposed to ward off campers. :( Got it.
  9. Blu Spawn is easily camped This is undoubtedly true. However, this is another one of those kinds of maps that make implementations of spawn points trivial/difficult. Having both spawns in the city would be chaos; the layout just doesn't allow it. If I were to go with even more trigger_teleport & info_teleport_destination entities, it would swallow up even more entdata (currently around 90%). Not to mention, it may even be the same kind of clusterfúck that the Minecraft Realms map went through before the map creator decided to opt for traditional spawn rooms (at least I believe the map was called that. It's made by TrollX). I'll think of something when I get around to it. Radio Tower (interior) is really small It is but it isn't, I shall explain. When recreating things from older games that use tile sets, map makers will often utilise a simple formula when bringing something to scale. Example: 1x1 (16x16 pixels) Tile = 128x128 Hammer Units. The reason that Frewie's work on the internal aspects of Goldenrod differs from mine in this respect is that he factored in every visible tile. I only factored in the tiles you were able to walk on in the games because logic. As a result, the rooms he built are 1 unit larger in reference. Ground Floor of the Radio Tower Frewie (l x w) 512 x 1152 Me (l x w) 448 x 1152 The formula we both use (for the interior) is 1 walkable unit is equal to 64 x 64 Hammer Units. For whatever reason, Frewie included the wall. If you play Gold, Silver, or Crystal and enter the Radio Tower (or anywhere for that matter) and count how many steps you are able to take in a room and convert it using the information from above, it will make more sense to you on why this is the case. Gaps between buildings are too small True. I'll think on it. I would have to resize every brush and re-work the textures to scale properly. Music Buttons Well, that's the way it is.
  10. Well... The tree models themselves do not have any physics data; however, the trees are encapsulated by clipping brushes. Example: A tree that covers a 128x128x256 volume will not have any physics data, yet the clipping brush that was placed in the exact same volume will server as a collision instead. What the clipping brush does is that it will deny player movement through the specified volume; however, anything else can pass through the volume (ragdolls, bullets, rockets, stickybombs, etc). It's an improvement over the appalling setup I had with Ecruteak where nothing could pass through, yet a step back from pkmn_goldenrodcity_b3 which allows almost everything to pass through. In essence, the new cheap trees do not obstruct anything - the clipping brush only negates navigation through a specified volume. I opted for the cheap trees because, 1.) It's easier. 2.) It's cheaper than a 3D model that has far more polygons being rendered at all times within the scene + all faces being rendered. 3.) It doesn't tax the memory limit during compile time as much as a world brush-based tree/func_detail/func_lod/whathaveyou.
  11. Well, About 1 year ago, around the holidays, I had planned to give you guys a Christmas present before I left. However, things didn't work out that way, and the map just got put off to the side for a long time. Over the past few months I have been working on it bit-by-bit, whenever I could get around to doing something with Hammer, to bring this map up to a publishable standard - to share with everyone. Why? It's because when I got back into TF2 in 2012, I started looking into playing on custom servers. Nintendo themed maps were the most interesting to me at the time, so I searched for servers using maps based on a Pokemon game. I typed <<Pokemon>> into the filter dialogue, and I scrolled down the list looking at the player count. Most of the servers were empty or had too little a number of people on it; however, near the bottom of the list, there it was, [xG] Pokemon Trade Centre 30/32. Upon joining this server, I was met with interesting people whom were regulars, and over time I kept coming back because it was an exciting experience being able to play something that was something other than vanilla - this also introduced me to the trading aspects of the game that brought me interesting amounts of profit. Needless to say, this server is also what introduced me to xG as a whole - eventually using the /servers command that led me to Nintendo64tress/TGH where I encountered even more interesting people. I made this re-touch of a map as a personal -thank you- to this community, but, most importantly, it is a gift. The original map that was done by Frewie was cut off in Beta 3 as "finished", yet there were a number of things that needed to be addressed/fixed; therefor, I thought this was a good idea (back in October of 2014). **There is a 'readme' in the .zip archive that will list the details of what is different or the same with this map from the other map** -Screenshots- -Download Link- If something goes wrong, just say something. I tried to make this a smooth and simple presentation, but; then again, I'm just a person that's capable of mistakes like everyone else. Version 1 trade_goldenrodcity_v1.zip Version 1 - B trade_goldenrodcity_v1b.zip
  12. Can't do a formal vouch, but I'm dumbfounded by the lack of support. [dated information] I remember Luceh being on the rotation server a lot and would go on TGH. Never caused any issues, isn't a turkey. It seems that this is still accurate. Other members appear to share some cognisance of this; however, not many are willing to give Luceh a chance. :с
  13. Children, please. You use a straight-edge to shave yer snatch. Not for adolescent retorts to funposting. (•д•) Couldn't milk a goat even if you you'd.
  14. Uhh... There's: trade_gebunkerii_r3 [04/05/2014] & xg_bunker_v6f [24/08/2014] (or the edited public posting) trade_goldeneyebunker_v1 [23/11/2014] Whatever floats your boat, I guess. I'm more than certain that anyone who has been on TGH from July 2014 - October 2015 and hasn't deleted/cleared their HDD or Steam/TF2 repositories should have any of these two maps in their: "Team Fortress 2\tf\download\maps" folder.
  15. Okay, thank you for pointing that out. I appreciate the input. I'll look into it. I would have liked if that statement was more specific about how you look at it "the right way", but no worries, I might just make them separate rooms in the next release. Also, for future reference, there's already a thread posted for bug reports regarding this map that the staff have been so kind as to make it a part of the other stickied threads in the TF2 discussion forum. Just pointing that out so that every time someone finds a bug, there isn't a dozen of threads being made for individual reasons.
  16. If I were to do anything with Ecruteak ever again, I would prefer to start over from scratch. Considering I made this over a year ago, from then until now is an extra year of experience with Hammer. What I'm getting at was that this build was shite (as some may be doubtlessly aware and/or agree). Come to think of it, I'm pretty sure I gave the all-clear for anyone that wants to decompile, edit, and redistribute the map. Anyway, if I ever get around to it, I may think about it.
  17. Sorry mate, I was drunk when I typed that. I don't even know what it was that compelled me to....
  18. Боже чёрт When some never considers your possibilities, never ask why. It's the way it is hombre.
  19. Hell, he's got a point. I probably would have never found this community if it weren't for me searching "Pokemon" in the server browser - then seeing [xG] Pokemon Trade Centre :: 32/32. Afterwards, I stumbled upon the Nintendo64tress server (now known as TGH) via !servers.
  20. See kids, this is the kind of behaviour that gets you fingered. On a more formal note; Is it really that difficult for people to get along? It's a gaming community, not a drama theatre.
  21. Yes, It grants you the power of wet-dreams that result in you waking up in the morning with your groin glued to the mattress.