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  3. Evert

Posts by Evert

  • [Ep2] Mission Improbable

    • Evert
    • May 24, 2009 at 11:34 AM

    cool works!

  • [TF2]Arena Coalmine

    • Evert
    • May 20, 2009 at 9:07 AM

    Great work barsky!!!

    That's the best "My first level" (?) I have seen

  • Duke Nukem Developer 3D Realms Shuts Down (??)

    • Evert
    • May 7, 2009 at 10:11 AM

    Haha ok fair enough

    That makes it awesome

  • Duke Nukem Developer 3D Realms Shuts Down (??)

    • Evert
    • May 7, 2009 at 10:07 AM

    weird stuff..

    http://gamingisstupid.com/2009/05/06/th ... y-revival/

  • What have you purchased recently?

    • Evert
    • April 28, 2009 at 9:55 AM

    Ok Minos, this better not be shit...

  • Lunar Dreams: 40 Classic Moon Exploration Paintings

    • Evert
    • April 27, 2009 at 8:24 AM

    Some cool stuff.

    There are some of Robert McCall on there, that you can find on http://www.fabiofeminofantascience.org/ ... CALL1.html , like 11 pages or something of his stuff there.

  • Source: Animated/fading texture as an screenoverlay?

    • Evert
    • April 23, 2009 at 2:28 PM

    Yes I looked briefly on that actually, but didn't go far with it. It looks like something that could be useful for this actually.

  • Source: Animated/fading texture as an screenoverlay?

    • Evert
    • April 23, 2009 at 9:47 AM

    I have been looking around the internets for a good solution to fade in a partly translucent texture that is visible through the env_screenoverlay.

    This is supposed to be triggered quite often, and I am not really sure on how to go ahead.

    I guess it's possible to make it an animated texture for fade in/fade out, and then time that in the actual screenoverlay, but the best solution would ofcourse to have a masked texture with parameters that sets the alpha on the mask through the material.

    How would you guys go ahead doing this?

    Full screen --> 2 second fade in black letterbox bars --> keep letterbox for 5 seconds --> 2 secound fade out

  • What have you purchased recently?

    • Evert
    • April 3, 2009 at 3:07 PM

    Awesome, gonna check the first one out! Do you have it minos; if yes, is it a lot of late sci fi in it? Im only interested in the old shiat.

  • What have you purchased recently?

    • Evert
    • April 3, 2009 at 8:25 AM

    [Blocked Image: http://www.mafakka.se/anders/posterbook.jpg]

    And finally bought this

    [Blocked Image: http://www.mafakka.se/anders/gta_cover.jpg]

  • What have you purchased recently?

    • Evert
    • February 27, 2009 at 6:51 PM

    What's up with all the next gen colored shoes

  • Source: OnUse inside trigger areas

    • Evert
    • February 14, 2009 at 4:19 PM

    Yeah that crossed my mind as well, that is probably possible, I will do that if all else fails.

    Interlopers mentioned the game_ui entity, might be able to hack something together with that.

  • Source: OnUse inside trigger areas

    • Evert
    • February 14, 2009 at 4:04 PM

    Hmm closer

    No NPC's to worry about, so this could have worked.

    I can walk in and out of the button, and Use works, BUT only from the outside standing next to it and not when inside it =(

  • God of War III

    • Evert
    • February 14, 2009 at 11:56 AM

    Yes! Awesome.

  • Source: OnUse inside trigger areas

    • Evert
    • February 14, 2009 at 11:46 AM

    Yeah, that would still require the player to walk up and press use on the actual rock. The best (or what I want) would be to have an area, say 10 meters in every direction, and as soon as the player enters this area he is able to press Use in order to get the information about it.

  • Source: OnUse inside trigger areas

    • Evert
    • February 13, 2009 at 1:01 PM
    Quote from Evert

    I can make it work with invisible buttons and logic and filter entities, but I want the "Use" to work everywhere inside a non-solid area.

    =)

  • Source: OnUse inside trigger areas

    • Evert
    • February 13, 2009 at 8:41 AM

    Yes it's a mod based on Source/Ep2.

    That seems rather...

    The entity system so far has proven very powerful. You can do all sorts of super-advanced stuff, there MUST be a way to hack this in with the current ones

    Otherwise, programming skills Assemble!

  • Source: OnUse inside trigger areas

    • Evert
    • February 12, 2009 at 10:28 PM

    I have been trying to set up a case where I use a trigger_look, with an assigned target which works fine.

    What I want is to have the the player to enter that area, look in the correct direction and ALSO have to press Use in order to 'investigate.

    I can make it work with invisible buttons and logic and filter entities, but I want the "Use" to work everywhere inside a non-solid area.

    Is there a simple way that anyone more familair with Source SP scripting know of?

    What I have

    Player sees green rock

    Player walks up to green rock

    Look at rock = "You found a green rock"

    What I need

    Player sees green rock.

    Player walks up to green rock.

    Message on screen: Investigate Rock

    Look at rock+press Use = "You found a green rock"

  • Call of Juarez: Bound of Blood

    • Evert
    • February 4, 2009 at 3:37 PM
    Quote from Mazy

    I want GTA with horses, and lots of different landscape, lots of sidequests, interesting stuff to explore...

    Maybe this sequel to that red dead game you were talking about can be more of that

    ??

    http://www.shacknews.com/onearticle.x/57084

    Edit*

    Realized I sort of fucked up posting this here, sorry for hijacking, removed screen hotlink.

    *Leaves in shame*

  • new site design

    • Evert
    • January 2, 2009 at 11:45 AM

    I liked the pink one more, but I guess most people might like this one better from reading the comments.

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