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  3. Mr. Happy

Posts by Mr. Happy

  • Anne Diamond blah blah violent games blah blah photoshop lol

    • Mr. Happy
    • March 31, 2008 at 7:26 AM
    Quote from Hourences

    ...outside on their own....

    Holy shit. That is really dangerous.

    Yeah indeed. That single line just blew any credibility she might have had left for me. There is nothing damn wrong with playing outside on your own, it is actually because of the over concern in the last decade, with parents trying to protect their children at all times, that keeping your child indoors is kind of promoted, in turn actually promoting video games. I wonder if she figured that out already.

    Problem with parents these days is they grew up in the 60's, took too much acid (I know it's hard to believe there's such a thing as too much acid), and when they finnally came down 40 years later they said "oh shit. wtf just happened" and are afraid their kids will do the same. They never grew up fully.

  • Man, what is it with bad endings?

    • Mr. Happy
    • March 29, 2008 at 5:28 AM

    I really liked uncharted's ending, made me smile and definitely left the door open. As for HL2 having a bad ending, I don't know about that. It was really abrupt but made me jump around in my chair waiting for more. And Ep2's ending was epic.

    But i wholeheartedly agree with the original post, GoW's ending was just lame. After such a short game with basically no story at all, it would have been nice to have something...epic (hahahaa sigh...).

    I think alot of old adventure games, like Quest for Glory and Monkey Island, though I barely remember them, had great endings. Great games with great endings...thinking about it, it seems like the ending is an indicator of what's been happening in the industry, stagnation wise.

  • Funky displacements

    • Mr. Happy
    • March 27, 2008 at 10:55 PM

    haha well smart people do dumb thigns i know i do. but really there isn't any other cause of that except maybe a failed vis scrwing with rad, but thats unlikely

  • Looking to collaborate with a programmer

    • Mr. Happy
    • March 27, 2008 at 5:33 PM

    Dude that sounds so awesome, best of luck to ya

    Quote from killertomato

    sorry but thats a long shot. why dont you post some thumbs of what youve done instead of taking 15 mintutes of our time to convince us of your skills?

    Why don't you already have Fortress Forever and know what dropdown is like!

  • Source SDK Update (March 24th, 2008)

    • Mr. Happy
    • March 27, 2008 at 5:27 PM

    But if you use UnrealUd it looks like plastic and if you use cryengine only 3 people will play it

  • Funky displacements

    • Mr. Happy
    • March 27, 2008 at 5:25 PM

    Sounds like your using a model texture on the displacement, since it's turning black based on angle. Don't use textures that start with /models/ !

    Try using an overlay instead of a decal.

  • WIP in WIP, post your level screenshots!

    • Mr. Happy
    • March 2, 2008 at 5:41 PM

    [Blocked Image: http://i136.photobucket.com/albums/q192/MrHappy_photos/gear_happy_mappy_2c0001-1.jpg]

    Click for bigger.

  • Compiling models for Orange box content

    • Mr. Happy
    • February 25, 2008 at 1:38 PM

    Your not using the beta source sdk. Adding -beta srcsdk0122 to the Start in: line of your steam shortcut does nothing, it needs to go in the Target: field.

    You need to make a new shortcut from scratch (as the default shortcut doesn't let you edit the Target: field)

    • 1. Close Steam
      2, Right click on your desktop and choose New>Shortcut
      3. Click Browse and navigate to your steam installation directory (typically C:\Program Files\Steam)
      4. Choose the second, capitalized, Steam listing. (You will see steam and Steam. steam is an icon, Steam is the exe)
      5. Click Ok, Next, and Finish
      6. Right click on the new shortcut and choose "properties"
      7. In the "Target" field type -beta srcsdk0122 AFTER the quotes.
      8. Restart Steam and the Source SDK will update.

    Also, don't add the app launch 211. The shortcut needs you be for steam, rather than the SDK. Once you've restarted steam and the SDK updates the standard Source sDK shortcut without any extra switches will launch the beta.

  • TF2: CP_REDSTONE

    • Mr. Happy
    • February 25, 2008 at 1:27 PM

    The angle is different so I don't think he ripped the brushwork directly from the map, more a case of using the texture's as they are intended.

  • TF2: CP Map (but not named yet)

    • Mr. Happy
    • February 25, 2008 at 1:18 PM

    Flaaaagrun!

    Your certainly doing it justice, keep up the good work

    The ground/floor in the final cp rooms looks a bit odd at that distance. Blue one looks like you haven't put any time on it in though, so I guess that's just the nature of a wip.

    I hope your fiddling around with entities so you can make a version with the same gameplay as the original..maybe you'll make an FF version that follows the original gameplay if it's not possible in TF2? <_<

  • Multiple $surfaceprop in Source

    • Mr. Happy
    • February 24, 2008 at 10:28 AM

    Nope.

  • game devs you really hate!

    • Mr. Happy
    • February 24, 2008 at 12:12 AM

    Well I dunno, I certainly see why they had to split the SDK tools in half, and it caused problems for some people, but really all the problems and issues and fixes are out there on the mailing lists, VDC, and forums. I don't think I've ever had an error that wasn't my fault, and if you keep up with what's going on, then you shouldn't have any problems.

    It would be nice if they would release some more of their in-house tools, like the act busy editor, or in-game material editor, and distributed compiling tools, but alot of their stuff is built on top of third party code so I guess they can't. Still, theres alot of wonderfull third party wrappers, things like nem's photoshop plugin and batch compiling gui, wunderboy's guistudiomodel, that make everything alot more easier

    As for Hammer, I think it's the best editor I've ever used. Maybe it doesn't have thousands of advanced thing you can do, but that's more a limit of source. You gotta look at it on how well it does what it's trying to do. For example, UnrealEd's brush construction and editing is completely retarded, the editor is really messy and the workflow isn't at all streamlined in anyway. Sure, you can do alot more with it, but that's because of the unreal engine, not the unreal editor.

    Everytime I've shot an email off to someone at valve I've gotten a nice, long, helpful, and nice response.

    But I don't tottally disagree that their support and involvment in the mod community has been dwindling. it has, and it's a shame.

  • Hammer beta released

    • Mr. Happy
    • January 25, 2008 at 8:42 PM

    Having everything in one launcher is nice, having the source 2007 code is nice. The 3D lighting preview has some major problems, only light from light_spot's renders, the quality is low, but I'd say it's usefullness is comparable to Ued4's lighting stuff. In Hammer, in both you get only a rough idea of how it will look, in Hammer you have to do a compile, in Ued4 you have to do a bake, and both take equally long I find.

    Hammer seems more stable as well.

    You can do chorepgraphy for ep2 now, which is nice.

  • HL1 mapper, new to source. Need some guidance.

    • Mr. Happy
    • January 15, 2008 at 3:37 PM

    A few things to help ease the transition would be to read about and fully understand things like:

    -shaders and materials

    -the entire list of entities

    -displacements

    -prop types

    -areaportals and occluders

    Look around on the VDC: http://developer.valvesoftware.com

    The func_wall has now been replaced with func_detail, which is basically the same, but is often used more more liberally.

    func_illusionary should still be functional, but has been replaced with func_brush (set solidity to never solid or toggle)

    Simply converting your textures has two issues,

    1. They aren't going to be as high resolution as people expect and source can handle.

    2. The VMT's (material scripts) generated probably aren't going to be very good. For example, I believe even texture lights defined in your rad file need the UnlitGeneric shader to glow.

    And texture lights are generally used alot less these days btw (though not really for any good reason imo)

    There's alot of little things like these where it would probably be better for you to make some brand new source maps, experiment with different stuff, ease into adn learn the materials system, get comfortable with source. Then, once you are comfortable with source go and convert your map.

    And remake the textures at 4x size

  • Eye candy from Microsoft (Multitouch tablet)

    • Mr. Happy
    • January 9, 2008 at 3:15 PM

    Apple might have released similar software first, but Mircosoft has been working on (and showing) Surface for long before Apple ever got a chance to steal, I mean um, "develop" the idea.

    And ya, Surface rocks

  • Trying to install new RAM (aka 'D3ads is an idiot part 3')

    • Mr. Happy
    • January 9, 2008 at 3:13 PM

    Problem was that it's Corsair, their ram is absolute overpriced shite. I've had so many issues with their sticks, including one just like this.

    Hell, they once sent me 3 dead sticks (out of four).

    Only brand I've never had trouble with is G.Skill

    Oh, and if they clock speeds etc. are the same between the 512 and the 1gb, running 4x512mb is faster than 2x1gb, because the entire bus is being used, so you got double lucky!

  • More TF2 griefing

    • Mr. Happy
    • January 5, 2008 at 11:35 AM

    Some of it's funny, some of it isn't, but not because it's lame, just because it's not funny.

    If I ran into that, I'd probably laugh, unless it's on one of my favorite servers during a time I have only a few minutes to play.

  • new tf2 ctf map

    • Mr. Happy
    • January 3, 2008 at 8:43 AM

    Look promising

    I would probably change the horizontal ceiling supports in the first screenshot to another texture, perhaps the whitish one your already using, to make them stand out more against the walls and impression of depth.

  • de_mistymountain

    • Mr. Happy
    • January 3, 2008 at 8:36 AM

    Looks much better but it's still missing that visual oomph. More textures please But you are getting closer, keep working at it and you will get there.

    are

    Also, here something design wise for you: make the borders of the map not a big square.

    Could do well with some striking contrasts.

    Are there interiors? How do they look?

    Wait a minutes, wait just a minute...de_mistymountain_beta...89?

  • Uncharted: Drake's Fortune

    • Mr. Happy
    • December 30, 2007 at 1:58 AM

    I also bought this for my brother, for Xmas. Sounds like I made the right choice.

    I may just buy a ps3 for this and resistance

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