Every time I see people on various forums praise a killbox map with intensive coloured lights and compile errors out the ass, I like this community even more.
Posts by insta
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Haha, that looks pretty horrible.
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A World of Starcraft MMO would probably be what makes me start playing those kind of games.
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Does anybody know how fast the player moves in singleplayer (in HL2)? As in, how many units per second? I know I've seen it all written down at some webpage, but I'm unable to find the site

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Thanks, these will come in handy for whenever I sit down and finally learn how to make textures

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Quote from Zacker
I dunno about you others and the mods here, but I somehow feel that that post was completely offtopic...
Agreed. I wish mods could start giving out probation for idiots (no offense mike-o
), it would cut down on completely off-topic stuff in the "regular" forums. Keep stuff like that in EOT, or else 
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Wish I could go, I love Pink Floyd

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Looking sweet. How are you liking UnrealEd compared to Hammer?
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Sweet, good work

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Well best of luck to you

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First a dead bird, and now a dead mouse. Try to find something larger that has died next time, like a cow or perhaps dinosaur.
Great pics!
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Quote from Smokey
Where should I go to find coders?..
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Aren't you deathly afraid of Forgotten Hope, an already established WW2 mod , which are also moving over to BF2?
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Quote from Tequila
It probably will eventually, but for now you're got to do some fiddling, opening .map files in notepad. I think I'll just give it some time to mature before embracing it.
Yeah, it outputs a whole lot of numbers, which you have to manually put into the .vmf file. And I'm on the same boat as you, I'll wait a few more release candidates until I try it out.
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Saw this over at the Valve-Erc forums :
QuoteLike others, I've been frustrated by the limited ability to edit displacements. So I've started on a tool to create displacement curves/bends/arches etc. in a similar manner to the patch meshes of the Q3 engine. Displacements are a lot more powerful as you can edit each vertex independently. The maths was a bit tricky to work out but I've managed to create curved bends so far -
Like it says, it's a third-party tool used to create more exotic shapes with displacement maps. I think it looks very interesting, and I look forward to future versions of it. There's already an early version released, click the link at top to check it out (midway down the thread).
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Nice, I like them! Especially the stone-wall texture.
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Argh, a crate! Three, actually!
What about replacing them with some sandbags or somesuch? And like reno said, spend a few more wpoly on that fountain.
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