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Topics - Sexy Frog

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31
Support & Help / New Motherboard, no sound...
« on: January 19, 2013, 01:36:23 AM »
Alright, I got my new motherboard and what not and everything works perfect save my sound. I have everything plugged into the motherboard correctly I'm pretty sure but for some reason I don't have sound. I have my headset and speakers plugged in but no sound from either of them. When I go to the sound selection to make sure nothings off I see this.

Speakers:


Microphone:


As you can see my speakers and mic are registered as not even plugged in when in actuality they are. I checked over the plugs like 20 times and read over the manual to make sure. I dunno. Hepl.

32
Social Discussion / Is rewriting time/history murder?
« on: January 15, 2013, 01:55:20 PM »
Okay, here's the sitch.

After obsessively watching 2 seasons of Doctor Who I started thinking. I though that everyone has lived their lives, like everyone else and became what they wanted or what they didn't.  Loved, hated, fought, learned, bore children and more but one instance, one tiny change erases them and everything they did or stood for from the whole of existence. In return they are replaced in their entirety by someone else who may have done totally different things and had totally different ideologies and families and more. All...just...gone. In the blink of an eye.

I asked my Dad, who is another Doctor Who fanboy and he said he thinks it depends on the point of view. If you're being erased then it may. If you aren't then it may not. But in his opinion as a third party, it isn't murder because they wouldn't have existed in the first place. I think it is murder personally because you are destroying everything they once were.

So tell me, what do the people of Catalyst-Gaming think about the matter?

33
Vortigaunts / Vortigaunts: Possible vs Improbable
« on: January 09, 2013, 05:46:54 PM »
Vortigaunts: Probable vs Impossible
This is mega thread guide related to Vortigaunts in order to dispel the belief that think having a Vortigaunt makes them a badass super saiyan on steroids. So please, enjoy.



Vortigaunt General Information

Vortigaunts or Xenotherium subservilia, formerly known as Alien Slaves or Xen Slaves, and affectionately known as "Vorts" by their allies,

They are sapient aliens found throughout the Half-Life series. Long before the events ofHalf-Life occur, the Vortigaunts' homeworld was invaded by theCombine, forcing the entire species (excluding the ones enslaved by the Combine) to flee to Xen. When the Black Mesa Incident occurred, their master Nihilanth viewed the rift that opened as their chance to escape, and directed the Vortigaunts in the invasion of Earth. Following the death of the latter, they have, as a species, chosen to ally themselves with the human-led Resistance in its bid to overthrow the Combine rule of Earth.

The "Vorts" have a special energy which can be used as a weapon and as a healing spell. If it attacks, it uses green-lighting type energy that requires to charge for a short period of time, after its fully charged it unleashes the energy. It sometimes sends the oppenent flying backwards.

It is basically the same for their 'Healing Spell'. As it needs to charge up in order to use it. When they use the healing spell on other people, they begin a ritual where they sing while the healing takes affect.

Vortigaunts are very intelligent and social creatures. In Half-Life, they serve as basic ground units for the Xen forces, often supporting heavier troops fighting the player and the humans in the Black Mesa Research Facility. They are capable of developing intelligent strategies and tactics to take on their enemies. Initially, Vortigaunts are enslaved to the Nihilanth, a large creature on Xen, who, in turn, claims it is a slave to unknown superiors. On Xen, the Vortigaunts are used as factory workers and drones. In Half-Life 2, Vortigaunts indicate that this slavery has lasted for generations. Despite this, Vortigaunts are shown to have developed an intellectual culture, valuing poetry, music and philosophy. In addition, Vortigaunts practise the husbandry of antlions, large insectoids that live in underground hives, as an ancestral tradition. The death of the Nihilanth at the hands of Gordon Freeman at the end of Half-Life frees the Vortigaunts from their slavery; consequently the Vortigaunts see Freeman as a messianic figure.

Vortigaunts possess their own method of vocal communication, "flux shifting", which they can be heard using in Half-Life 2. This method of communication involves both speakers vocalising at the same time and cannot be understood by other species who lack the auditory anatomy to interpret the sounds. In addition to standard conversation, flux shifting can be used by Vortigaunts to communicate over long distances. Vortigaunts use scattered English words in Half-Life to taunt the player, although by Half-Life 2 they have learned to speak at least the English language fluently, albeit using archaic words and grammatical structures. In addition, the Vortigaunts believe in a binding life-force referred to as the "Vortessence". The exact nature of the Vortessence is left unclear, although it is revealed that Vortigaunts believe the Vortessence is the fabric of the universe and connects everything.


Anatomy

Vortigaunts are remarkably similar to that of the Human physiology in the sense of maintaining an upright posture and having the notable features of the Torso, head, arms and legs. However, while there are similarities, there are also vast differences. The Vortigaunts has third-arm in which is used for the sake of feeding as seen in many instances in Half-Life 1 where they linger over a corpse and appear to be feeding upon it. They also have a single eye ball, however that single eye has several apertures in which its several pupils can gain an equal point of view which no doubt offers a wider field of view than that of a Human being.

Vortigaunts are also known for their back-jointed lower limbs in which in theory would hinder their ability to run at excessive speeds or for long distances however still enables it possible. These creatures also have four nipples, two rectums and a single navel. This leading many to conclude that Vortigaunts do indeed give life births and are in fact mammalian in nature. Finally, their lacking of a teeth on the lower jaw and absence of a tongue also cripples their speech, making it difficult to properly pronounce S's and R's.

Racial Observations

While it is true that all organisms are different in some form or another, Vortigaunts have a few psychological traits in common. Extremely intelligent, Vortigaunts appear to be able to develop detailed plans in order to out-smart a foe and have shown signs of working together to preform near impossible feats. However, many have been seen to be rather timid as a default reaction to most situations they are more than able to defend themselves in dangerous situations. When injured, they seem more keen to retreat and return later to release the remainder of their unbridled fury. While some Vortigaunts observed have shown signs of higher intelligence and wise judgement, not all Vortigaunts are fully capable of this.

Most achieve this due to their seemingly perpetual natural life spans ranging into the hundreds. However, it is well theorized that manipulation of the 'Vortessence' is indeed a learned trained based off a quote driven from a Vortigaunt itself; "We are a tapestry woven of Vortessence. It is the same for you if only you would see it." This quote alone suggests that Vortessence is a learned trait (furthermore suggesting that not all Vortigaunts are natrually wise and mighty) and that even humanity has potential in its manipulation, however it seems impossible for the time being.

Probable vs Impossible

Vortigaunts are known to do many things, ranging from teleportation to even revival of the nearly departed but not all these things are always possible. From what is known, Vortigaunts are incapable of revival and the healing of potentially fatal wounds without aid from natural components, hence why Vortigaunts are known Antlion cultivators. Revival without major risk is something seldom achieved without aid from multiple (presumably no less than 4) Vortigaunts and Antlion Guard Larval Extract. Teleportation is along similar tracks, except the Extract is not needed. Teleportation is something only done with multiple (presumably no less than 4 to 6 depending on the distance and location) Vortigaunts and only with the highest level of concentration. During this process, Vortigaunts have been reported to turn form their usual mottled olive skin pigment to a shade of deep indigo with a Mother of Pearl consistency.

The strength of a physically fit and fully healthy Vortigaunt (which most vortigaunts may be not due to their scarce sources of food and many living just under the radar of the Union for fear of being conscripted), while strong, is only comparable to that of a CCA unit with up to Section Leader Augmentations. However, a single blast of their Vortessence (if not stopped before charging time) can mortally wound even a OverWatch Commander if a direct blow is dealt.

Vortigaunts are capable of pausing time for a very limited duration of time (most likely up to 10-20 seconds) as shown in Half-Life 2 Episode One, however this would require a hefty amount of Vortigaunts (roughly a minimum of 5) for aid and even at that, the power boost of the Larval Extract would most likely be needed. Despite most cases, not all Vortigaunts are good in nature and willing to help. Like Humans, Vortigaunts are capable of having a malevolent side as seen throughout Half-Life 1 and many may even be hostile upon contact or plain cynical. Vortigaunts are also not keen at having threatening weapons around or pointed at them, if this is the case is may provoke...violent repercussions.

Visual Representations

Spoiler for Hiden:

Spoiler for Hiden:

Spoiler for Hiden:

Spoiler for Hiden:

Spoiler for Hiden:

34
Vortigaunts / Vortigaunt Roster
« on: January 09, 2013, 12:07:59 AM »




~ Mek'Vol - Delta1116732 | GMT-8
~ Tekel'Pakem - Sexy Frog | GMT-5
~ Pariah'Guram - Sexy Frog | GMT-5
~ Ke'Lah - raged | GMT+10
~ Pariah'Lok'Raam - Dallas | GMT-0
~ Chal'teek - Reaver | GMT-5
~ Ta'Leek' - Orange | GMT-8
~ Saun Kl'e Roah - Mr. Wafflepiezz | GMT-8
~ Sauk Ka'l Ro - Mr. Wafflepiezz | GMT-8
~ Zun'Oli'Kun - Chillz | GMT-6
~ Tel'Duine - STALKER | GMT-4
~ Sek'upta - Sectus | GMT-5
~ Iel'Kiran - Statua | GMT-6


~ C17.CONSCRIPT.12308 - Sexy Frog | GMT-5
~ C17.CONSCRIPT.00012 - Dallas | GMT-0
~ C17.CONSCRIPT.85270 - swag master spiderman | GMT+0
~ C17.CONSCRIPT.83724 - Reaver | GMT-5
~ C17.CONSCRIPT.12105 - Mr. Twinkletoes | GMT-5




Vortigaunt not on the roster? Use the below format.

Code: [Select]
Steam Name:
Vortigaunt Name(s):
Time Zone: [GMT]

35
Vortigaunts / Vortigaunt Activity Check V2
« on: January 08, 2013, 08:42:46 PM »
I just want to go ahead and make a new roster of current Vortigaunts that already exist within the servers in both City and Outlands, so go ahead and use the format below to be accounted for.

Steam Name:
Time Zone: [GMT]
Vortigaunt Characters:
Most played Server: City/Outlands

Code: [Select]
[color=brown][b]Steam Name:[/b][/color]
[color=brown][b]Time Zone:[/b][/color] [GMT]
[color=brown][b]Vortigaunt Characters:[/b][/color]
[color=brown][b]Most played Server:[/b][/color] City/Outlands

36
Vortigaunts / Vortigaunt Faction Leader
« on: January 08, 2013, 08:38:48 PM »
Hello there, it's me Sexy Frog!

I just wanted to point out to those of you who don't already know that I am the Leader of Vortigaunt Faction so I will be checking future applications from here until whenever the fuck. So I just want to go ahead and say that I will do my best to check all applications with an air of unbias and as fairly as humanly possible. I will like to note though that I will be checking rather harshly as naturally, Vortigaunts should be a hard faction to gain to prevent there from being like 50,000 of them and having them all be lolwebuls which will not happen. Ever. So, as I said before, I just wanted to make this post to put it out there and if anyone has any concerns regarding Vortigaunts, whether it be help for applications, information or just a simple 'how to' for Vortigaunt RP don't hesitate to PM me.

Sexy Frog out!

37
Vortigaunts / Vortigaunt Applications
« on: January 08, 2013, 05:59:27 PM »
Post your Vortigaunt applications in this thread!
If you haven't already read the Vortigaunt Application Information thread, do so here- http://www.catalyst-gaming.net/index.php?topic=9243.0

Please note: If applying for more than one Vortigaunt in the same application, you must make two answers for the questions in "Character Information" and numbers 5 and 6 in "Tasks".





Player Information
Steam name:
Steam ID:
How long have you been roleplaying (any game)?
How long have you been playing serious Gmod RP?


Questions
Why do you want a Vortigaunt character? (1 paragraph minimum)
What do you envision yourself doing on your Vortigaunt character? (1 paragraph minimum)
Using your Vortigaunt character, how will you enhance the roleplay of those immediately around you? (1 paragraph minimum)
Using your Vortigaunt character, how will you enhance the roleplay of the server as a whole? (1 paragraph minimum)
Have you played a Vortigaunt character before? If so, state the community, length of time you had the character, and a description of roleplay situation that your character was involved in.
Will your Vortigaunt character take priority over your other hl2rp characters?


Character Information
Name:
Age:
Gender:
Height:
Weight:
Description of physique:
Description of intellectual traits:
Description of personality:
Miscellaneous information:


Tasks
1.  Summarize the history of the Vortigaunt species (2 paragraphs minimum).
2.  Detail the advantages and limitations of Vortigaunt physical structure (2 paragraphs minimum).
3.  State what is known about Vortigaunt culture (1 paragraph minimum).
4.  In your own words, define the Vortessence and describe the nature of its relationship with Vortigaunts. (2 paragraphs minimum).
5.  Detail from a third-person standpoint how your Vortigaunt character would resolve the following scenario: Three angry rebels with weapons have cornered you inside the S6 XCCR and demand that you help them kill a loyalist citizen (2 paragraphs minimum).
6.  Detail from a third-person standpoint how your Vortigaunt character would resolve the following scenario: You have just observed a refugee trick a fellow refugee in a vastly unfair trading deal. The conman is about to escape with the unjustly-obtained goods.
7.  Create an original piece of writing which involves at least one Vortigaunt and at least two citizens. The scenario must include at least 30 lines of dialogue, of which at least 15 must be spoken by a Vortigaunt.

Extra notes:








Code: [Select]
[size=12pt][b][u]Player Information[/u][/b][/size]
[b]Steam name:[/b]
[b]Steam ID:[/b]
[b]How long have you been roleplaying (any game)?[/b]
[b]How long have you been playing serious Gmod RP?[/b]


[size=12pt][b][u]Questions[/u][/b][/size]
[b]Why do you want a Vortigaunt character? (1 paragraph minimum)[/b]
[b]What do you envision yourself doing on your Vortigaunt character? (1 paragraph minimum)[/b]
[b]Using your Vortigaunt character, how will you enhance the roleplay of those immediately around you? (1 paragraph minimum)[/b]
[b]Using your Vortigaunt character, how will you enhance the roleplay of the server as a whole? (1 paragraph minimum)[/b]
[b]Have you played as Vortigaunt character before? If so, state the community, length of time you had the character, and a description of roleplay situation that your character was involved in.[/b]
[b]Will your Vortigaunt character take priority over your other hl2rp characters?[/b]


[size=12pt][b][u]Character Information[/u][/b][/size]
[b]Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Height:[/b]
[b]Weight:[/b]
[b]Description of physique:[/b]
[b]Description of intellectual traits:[/b]
[b]Description of personality:[/b]
[b]Miscellaneous information:[/b]


[size=12pt][b][u]Tasks[/u][/b][/size]
[b]1.  Summarize the history of the Vortigaunt species (2 paragraphs minimum).[/b]
[b]2.  Detail the advantages and limitations of Vortigaunt physical structure (2 paragraphs minimum).[/b]
[b]3.  State what is known about Vortigaunt culture (1 paragraph minimum).[/b]
[b]4.  In your own words, define the Vortessence and describe the nature of its relationship with Vortigaunts. (3 paragraphs minimum).[/b]
[b]5.  Detail from a third-person standpoint how your Vortigaunt character would resolve the following scenario: Three angry rebels with weapons have cornered you inside the S6 XCCR and demand that you help them kill a loyalist citizen (2 paragraphs minimum).[/b]
[b]6.  Detail from a third-person standpoint how your Vortigaunt character would resolve the following scenario: You have just observed a refugee trick a fellow refugee in a vastly unfair trading deal. The conman is about to escape with the unjustly-obtained goods.
[b]7.  Create an original piece of writing which involves at least one Vortigaunt and at least two citizens. The scenario must include at least 30 lines of dialogue, of which at least 15 must be spoken by a Vortigaunt.

[b]Extra notes:[/b]


Special Thanks to YankeeSamurai for original application format.

38
IC Chat / The Church of Ralph
« on: January 06, 2013, 12:32:13 PM »
The Church of Ralph
"He who is within our own visage is our salvation, for he is Ralph..."


Good day, brothers and sisters. We are the Church of Ralph, the followers of our great lord and bastions of his mighty name. To many who stumble across us we seem no more than grizzled sods, clinging to what no longer exists but there is much they do not see. For we are the girth that binds Ralph to our plane of existence. He lingers only to offer us comfort and peace of mind, dear children, he who guides us through the darkest of times, he who is our light in the shadows of dismay -- this is who Ralph truly is.

Who is Ralph?
Ralph is the lamp that lights our way in the planes of uncertainty to the road to eternal salvation, steering us from the pits of damnation. Though he is our Shepard, he comes in many forms, each representing a level of enlightenment to each of his children. The basic most form he chooses to reveal himself as to even the most sin drenched follower is that of a simple can. While to many, this may seem an ordinary tin container, do not be fooled my children; his eyes are always upon us.

What is the Church of Ralph's goal?
The Church of Ralph seeks only to guide those strewn along the path of evil and blasphemy and begin them anew in the warmth of our lord. We seek no violent confrontation and wish to expand and offer guidance to not only human kind. The reach of Ralph has no limit, children for he whom is our savior offers judgement to all races and factions. Ralph followers, or for lack of a better term 'Ralphers', would avidly accept foreign races such as Vortigaunts admits our family and even members of the Union. If time and Ralph permits, our influence will reach across the entire city and bathe the populace in our holy light.

The Four Truths of Ralph
  • He who follows Ralph shall be enlightened until the end of their days...
  • He who follows Carl shall be forever damned...
  • He who stares upon Ralph's form need only praise him...
  • He who commits blasphemy is to be punished...

39
Mapping / TTT_Jungala
« on: December 09, 2012, 06:35:28 PM »
Hey there peeps,

It's me, Sexy Frog. Some of you know me some of you don't whatever. Point is, I've been working on a new TTT map. For those of you who play TTT often, you may (or may not) have seen my previous map TTT_Gaint_Daycare which I was proud of upon release. Unfortunately I broke is because I am a moron in V2 and I have been too lazy to fix it and get V3 out. However, I had been working on a map called TTT_Poorland but sadly that broke as well because god knows why. And now I bring you TTT_Jungala. It's very near completion, if I had to give an estimation, I'd say roughly 97% done. Only real thing I'm have some trouble with is the traitor tester. For those of you interested, I will post a video in this thread so you can check it out. I apologize in advance for the weird camera wobbling shit, for some reason YouTube derped my video, it was perfectly straight but me not paying attention I agreed to the auto fix and they made it like that and I dunno how to change it back.

<a href="https://www.youtube.com/watch?v=e4Y_LcKwrlI" target="_blank">https://www.youtube.com/watch?v=e4Y_LcKwrlI</a>

Feel free to give any kind of feed back, good or bad that I can use to edit this map before release. Hopefully, I can get this map out this month since I've been working on it for about a month or two on and off of course.

Thanks,
Sexy Frog

40
IC Chat / APEX-DvL.211 Full Description
« on: October 30, 2012, 07:46:11 PM »
Character name: C45.CCA.APEX-DvL.211
Name before joining Union: Kimberly Shwartz
Occupation before Union invasion: Prostitute

--------------------------------------------

Gender: Female
Age: 23
Height: 5 foot 6 inches
Weight: 140
Sexuality: Heterosexual
Country originated from: Brasov, Romania
Current location: City 45
Accent: Romanian

--------------------------------------------

Hair color: Light Brown
Eye color: Emerald Green
Face marks: A hardly noticeable scar on her upper lip and a small beauty mark near her nose.
Hair design: Loose, but very short. Roughly half way down her neck, just cutting under her ears.

--------------------------------------------

Personality: Easy going and good humored, 211 loves to enjoy the little things. Her slight tinge of insanity that usually seems to surround her is primarily due to her highly unorthodox methods of handling certain situations. Her light personality, believe it or not is more a defense mechanism more than anything. Her attitude enabled units and citizens alike to feel more trusting and friendly towards her, and in unfortunate situations, underestimate her. She can in turn use this to her advantage in different ways. It doesn't take much to anger 211, however. Simple comments or tones she takes offensive can set her off and usually result in violent fits or heavy verbal usage depending on who it's directed at.

Relationships: 211 isn't interested in relationships in particular, friendly or romantically. However her behavior has given her them regardless. She tends to associate more within APEX, seeing as it is her division and tends to talk to her High Commanding officers but also enjoys the company of the other High Command units. But among the lower units the ones she notably considers 'friends' would be: 777, 017, 911, 060, and 101.

Notable Feature(s): Unaugmented

--------------------------------------------

Mental Strong points:
~ Cunning
~ Realistic
~ Good humored
~ Easy going
~ Fair

Mental Flaws:
~ Cynical
~ Possibly bi-polar?
~ Quirky
~ Poor Time management

--------------------------------------------

Physical Strong points:
~ Experienced
~ Well toned
~ Well fed
~ Decent endurance

Physical Flaws:
~ Short
~ Innocent & Vulnerable looking unmasked
~ Low stamina

--------------------------------------------

Character look-a-like image:



--------------------------------------------

Clothing and/or protective armour:
Head: DvL issue faceplate and helmet
Torso: DvL issue uniform and heavy grade Kevlar
Arms:  APEX DvL armband
Hands: Union issue gloves
Legs: Union issued CCA denim pants, 9mm holster, combat knife holster
Feet: Steel-toed combat boots

Weaponry: AR2, Shotgun, MP7, 9mm, Stuntick and a Combat Knife
Equipment: Datapad, duty belt, biosignal, etc

41
Support & Help / Map crashes hl2.exe
« on: October 28, 2012, 08:57:05 PM »
Oh herro der, bic bois n gurls.

I'm having a bit of a mapping issue that has been tearing my soul out of the bowels of my very being and blending it in a mixture of bleach and Tabasco sauce for many, many moons now and it's been pissing me off so much.When I compile my map, everything is perfectly fine, compiles smooth. I had some problems with area portals but I have fixed those after much tinkering. But when I load it in Garrysmod, I get the error: "Hl2.exe has stopped working..." and it crashed gmod all together. I have checked for every possible error. There are no leaks, there are no mishaps, nothing at all.

For anyone willing to help, this is the compile log.
Spoiler for Hiden:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\abenito206\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\abenito206\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland.vmf"

Valve Software - vbsp.exe (Sep  5 2012)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\abenito206\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland.vmf
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_1, using default
Can't find surfaceprop door for material DE_TIDES/TIDES_STORAGEDOOR, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\abenito206\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/ttt_poorland/nature/blendproddirtgrass_wvt_patch
Patching WVT material: maps/ttt_poorland/nature/blendgrassgrass001a_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...WARNING: areaportal entity 1280 (brush 328191) touches > 2 areas
WARNING: areaportal entity 1279 (brush 328190) touches > 2 areas
done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 450 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_09*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_09*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (828459 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 2951 texinfos to 2040
Reduced 245 texdatas to 223 (5871 bytes to 5053)
Writing C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland.bsp
5 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\abenito206\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\abenito206\counter-strike source\cstrike" -fast "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland"

Valve Software - vvis.exe (Sep  5 2012)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland.bsp
reading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland.prt
1917 portalclusters
5256 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 88885 visible clusters (2.90%)
Total clusters visible: 3069442
Average clusters visible: 1601
Building PAS...
Average clusters audible: 1916
visdatasize:916021  compressed from 920160
writing c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\abenito206\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\abenito206\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland"

Valve Software - vrad.exe SSE (Sep  5 2012)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland.bsp
Setting up ray-trace acceleration structure... Done (2.50 seconds)
10010 faces
754131 square feet [108594864.00 square inches]
40 Displacements
36694 Square Feet [5284014.50 Square Inches]
10010 patches before subdivision
zero area child patch
zero area child patch
62634 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
64 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (23)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (40)
transfers 7634496, max 1374
transfer lists:  58.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #1 added RGB(321743, 297415, 252724)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #2 added RGB(107279, 90812, 66865)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #3 added RGB(39265, 30899, 20741)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #4 added RGB(15234, 11266, 7179)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #5 added RGB(6251, 4387, 2735)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #6 added RGB(2682, 1802, 1121)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #7 added RGB(1199, 777, 488)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #8 added RGB(555, 350, 223)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #9 added RGB(265, 164, 106)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #10 added RGB(130, 79, 52)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #11 added RGB(65, 39, 26)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #12 added RGB(34, 20, 13)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #13 added RGB(18, 10, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #14 added RGB(9, 5, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #15 added RGB(5, 3, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #16 added RGB(3, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #17 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0293 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (16)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                 192/1024         9216/49152    (18.8%)
brushes               2357/8192        28284/98304    (28.8%)
brushsides           15456/65536      123648/524288   (23.6%)
planes                6546/65536      130920/1310720  (10.0%)
vertexes             17621/65536      211452/786432   (26.9%)
nodes                 4825/65536      154400/2097152  ( 7.4%)
texinfos              2040/12288      146880/884736   (16.6%)
texdata                223/2048         7136/65536    (10.9%)
dispinfos               40/0            7040/0        ( 0.0%)
disp_verts            3240/0           64800/0        ( 0.0%)
disp_tris             5120/0           10240/0        ( 0.0%)
disp_lmsamples       56520/0           56520/0        ( 0.0%)
faces                10010/65536      560560/3670016  (15.3%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             6522/65536      365232/3670016  (10.0%)
leaves                5018/65536      160576/2097152  ( 7.7%)
leaffaces            12378/65536       24756/131072   (18.9%)
leafbrushes           4034/65536        8068/131072   ( 6.2%)
areas                   19/256           152/2048     ( 7.4%)
surfedges            74683/512000     298732/2048000  (14.6%)
edges                45724/256000     182896/1024000  (17.9%)
LDR worldlights         62/8192         5456/720896   ( 0.8%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips            945/32768        9450/327680   ( 2.9%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         18423/65536       36846/131072   (28.1%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays               162/512         57024/180224   (31.6%)
LDR lightdata         [variable]     3090544/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      916021/16777216 ( 5.5%)
entdata               [variable]      237644/393216   (60.4%)
LDR ambient table     5018/65536       20072/262144   ( 7.7%)
HDR ambient table     5018/65536       20072/262144   ( 7.7%)
LDR leaf ambient     13182/65536      369096/1835008  (20.1%)
HDR leaf ambient      5018/65536      140504/1835008  ( 7.7%)
occluders                0/0               0/0        ( 0.0%)
occluder polygons        0/0               0/0        ( 0.0%)
occluder vert ind        0/0               0/0        ( 0.0%)
detail props          [variable]           1/12       ( 8.3%)
static props          [variable]           1/25916    ( 0.0%)
pakfile               [variable]      177046/0        ( 0.0%)
physics               [variable]      828459/4194304  (19.8%)
physics terrain       [variable]        4950/1048576  ( 0.5%)

Level flags = 0

Total triangle count: 28554
Writing c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland.bsp
1 minute, 38 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland.bsp" "c:\program files (x86)\steam\steamapps\abenito206\garrysmod\garrysmod\maps\ttt_poorland.bsp"

I really need some help, anybody who has any answers as to fixing this. I've been working on this damn thing for like a year already and I want to get it done. According to Interlopers.net, the only thing that is detectable in the entire compilation process is this: "warning: areaportal entity 1280 (brush 328191) touches > 2 areas"

I know what brush it is and I've separated the two areaportals that were touching and it stays there. I figured it was the trigger entity that was intersecting with them, so I tinkered with it so that it didn't actually touch the areaportal, but the error is still there. Despite this, I really don't think that it's responsible for the crashing. Hepl.

42
Suggestions / Epidemic Roleplay (Zombierp)
« on: September 03, 2012, 12:40:35 AM »
This suggestion was already essentially brought up by SirTai in his thread about Zombie Roleplay but then again for the sake of necro posting and creating a more descriptive post I am making this. Yes, people, zombie roleplay. However, I'm not talking something like one of the comment on that post said:

It must be a SERIOUS rp server. No dark rp just kill zombies all day.

And not run under the shitty OA script or anything but rather, the script of an old gamemode which was by far, in my opinion the best gamemode ever made hosted by an old community called Necropolis RP which consequently is now dead. I realize this script will be broken in Gmod13 but then again, this is more a suggesting as far as "if it were to be done" kind of thing. That being said, the gamemode was called Epidemic(I think this is the script here: http://www.garrysmod.org/downloads/?a=view&id=82350). The map they ran if I am not mistaken was a scary night version of downtown: http://www.garrysmod.org/downloads/?a=view&id=87574 and they had their own custom thing of canon. I managed to find an old detailed facepunch thread by one of the original owners. http://www.facepunch.com/showthread.php?t=876675

That being said, it's basically a zombie survival gamemode consisting of four factions.

1. The Red Dawn (or something of that nature, it's been a few years)

This was essentially a bandit group that was infamous for mugging/killing people (within reason) and they often held events such as cage matches and zombie pit fights for supply rewards such as food, weapons, tools, etc. Joining among them was usually difficult and they were pretty much rolling stones so they were hard to find.

2. The Military

This faction was the remnants of military survivors who still kept to their directives and still worked to keep the public safe to some degree. They were usually all armed and held up in for the most part secure locations as survivor safe houses and such.

3. The Refugee

These were basically your apocalyptic equivalent to HL2rp citizens. Normal people who happened to survive the Epidemic and were trying to survive by any means, either by military, red dawn or themselves.

4. The Infected

This is where things got interesting. These were infected citizens that essentially turned into zombies and in special cases, were largely based of left 4 dead.  There were zombies with witch skins which were very dangerous, there were zombies with the hunter model which were also dangerous however, the more powerful zombies were trusted to the more trusted role players similar to how our HL2rp hierarchy works. However, there were simple normal zombies that had a skin that wasn't the HL2 zombie model but actually a custom model that looked like a bloodied up citizen and at a certain distance could be confused as a live player. There was one point that I recall where I was with a friend and we called up an elevator and there was a player who had a Tank model. I kinda pissed myself a little, but s'all good. However, there is a catch. If I recall correctly, the zombies did tend to stay within the confines of the subway and underground. The subway was a lot like the HL2rp Nexus. A kill in there was a PK.

I can give multiple situations I had with a friend of mine on that server and by far, they were the best. I think that CG can replicate and maybe even make that experience better. It's something different and would be enjoyable for everyone. Again, I am fully aware of it breaking in Gmod13, however if it could be fixed I think it would be amazing to have and bring in more members. That's just my thoughts anyhow.


Please enjoy these videos and pictures of past game play.

<a href="https://www.youtube.com/watch?v=V8OK_BOLcFM" target="_blank">https://www.youtube.com/watch?v=V8OK_BOLcFM</a>

<a href="https://www.youtube.com/watch?v=YiygWzs6ypc" target="_blank">https://www.youtube.com/watch?v=YiygWzs6ypc</a>








43
"Ask Me Anything" / Ask Sexy Frog Everything!!! >:D
« on: August 14, 2012, 07:29:00 PM »
I'm so lonely, everyone has a ask me thread and I don't. So like, ask me stuff. Serious or not I don't mind. If you play Half Life two RP a lot then you probably know me. APEX-DvL.211 as well as Tekel'Pakem and Fire Heart. My most used characters in City and Outlands.

Ask away my friends, ask away!

44
Events / [Suggestion] Arson...
« on: August 13, 2012, 01:42:15 AM »
Arson


My idea is quite simple and not over complicated at all. Basically, the idea is arson; obviously. Now, I'm not talking something predictable like a UCH burning or faggots throwing Molotov's at P1 shops or the Nexus as that is just dumb. But this would actually take place in Precinct 3. What happens is an event character or whatever goes and lights a fire that quickly begins to rage in that precinct and for whatever reason burning debris falls into the P3 tunnel (The kinks can be straightened out later, I'm just trying to get my point across) that blocks both entrance and exit from P3. That way citizens can't get out and units can't get in. After a while the fire begins to grow worse and worse and citizens that are trapped in the precinct can either:

A. Cooperate to survive.
B. Be a selfish jerk and screw everyone over to save themselves...
C. Die.
D. Wait for help?
E. Alternative custom choice that I can't think of.

This would be good because it gives an actual citizen based event and not something that the citizens get locked up in the UCH while the CCA have their fun. Obviously this would have to be done when there are a substantial amount of citizens in P3 and on the server in general.  But then that's not even the end of it. This event can then go so far as to even include CCA and even CWU. Medial treatment obviously as the citizens that do manage to escape would surely be suffering from first to third degree burns and can be dealt with accordingly. I'd even be willing to make a character specifically for this event to just die to add some flare to it. Burn alive, crushed by debris, killed by other citizens in panic, etc.

45
Accepted CWU Applications / Viorica Amanar's Civil Worker Application
« on: August 08, 2012, 01:22:35 AM »
~IC PART~

Full Name: Viorica Amanar
Citizen identification(CID): 30430
Last Assigned Apartment Number: B2
Total Loyalist Points: 1
Sex: Female
Age: 21

How long have you been in City45:
Three weeks or so...

Why do you want to join the CWU?:
It's my belief that all things at one point or another need help. Ever since my times as a little girl in Romania I was always shy but my mother always told me I had a 'inima mare', Which in my old homeland meant, big heart. I have always taken interest in helping others and I wish to pursue the medical field and give those in the city a helping hand.

Have you ever been detained before?(If so why):
I would never dream of this happening to me. I am not what one would exactly call an extroverted person so I don't exactly communicate well so I tend to stay away from trouble and people.

Past experience with work/labor:
In my homeland of Sibiu, Romania I worked as a veterinary assistant who worked mainly with the local horses, though all I really did was pass him necessary tools.

Name 4 things the CWU Can possess, and 4 things we cant. Also state why.:
1. Medication if in the medical division.
2. Radios for communication
3. Union books for trading and reading
4. Union food for trading and eating

Tell us about what you can do.:
I would plan to enroll in the medical division and put my full effort into helping those who need it. While my social skills may be somewhat lacking, I am more than able to treat the wounded and if necessary provide information about certain things.

If a citizen asks for help and is new to the city, what would you do?:
While I am not the best with people I would to be my best to illistrate how city forty five works as well as tell them of all of our laws and expectations. Try to help them register for appropriate housing if possible and give them pointers of proper conduct. I would also tell them about how the Combine Civil Authority are here for our own good and that we should listen to them. I would also proceed to warn them about going into Precinct three.


~OOC Section~

Name: Sexy Frog
Timezone: GMT-5
SteamID: STEAM_0:0:31998299
Roleplay Experience: Three years
Serious Roleplay Experience: Two years
Detail a regular day as a worker of the CWU?:
As a medical worker, wake up and check into the CWU HQ and doing anything of importance or asked of me. Then setting up a small medical station in a shop that is available to support one and then treat citizens as necessary with infections and sicknesses.

As a vendor, check into the CWU HQ and what is need to be done or asked of me and then set up shop in an available establishment in order to sell goods to citizens interested in buying them.

Character Backstory:
The night wind whistled daintily as she trudged through the eerie dirt paths with not but a lantern in her hand as the bats of the night, infamous for being the transformed embodiments of the Romanian vampire though she took a deep breath and kept her nerve as she trotted along. Her silvery blonde hair in pig tails which were held taunt by the blood red ribbons bounced with the momentum of each forced step. Under her arm she held fast a leather satchel filled to the brim with necessary tools as she went along. She had always been a timid soul, afraid of nearly her own shadow but always with the desire to help others.

“Viorica,” her mother had always told her. “Copilul meu, e?ti o floare care înflore?te str?lucitoare, cu o inim? mare.”

She continued on towards her master, as she was his apprentice in veterinary practices to deliver the tools for the birthing of the new foal at the village stables, a sight she had been dying to see since the announcement of the pregnancy as she adored animals. As she climbed the grassy hill, her steps becoming more struggled as the pull of gravity threatened to pull her back down though she resisted until finally reaching the top where the stables would have been a straight shot until she paused, her eyes widened in horror as tears began to well and finally pour over the brim of her eyes as everything she held dear was torn asunder.

The rage and heat of the flame was able to be felt from there as the shrieks of the villagers panged against her ear drums like the screeching of metal. She balled her hand into a fist and pressed it against her chest in a vain attempt to still her racing heart as the fear engulfed her. She turned abruptly, running down hill in panic before bumping into something tall and bulk that seemed to move within the night as she let out a shrill yelp and falling onto her butt. The figure said nothing as it advanced towards her, she responded with only quickened breathing as she kicked at the ground to push herself backwards. The figured continued at its menacing gait until finally it paused as she continued backwards only to feel a second bulks figure as it halted her attempts at escape and then all went black.

“Welcome to City forty five, it’s safer here.” echoed the cold tone of the dispatcher as she walked out of her train cart and onto the platform, hugging her suitcase against her chest tightly. She didn’t know exactly what to do as she skittered over and past the ominous white masked men, waving the people out of the train station with their faintly buzzing batons. With a heavy sigh she whimpered to herself as she stared down at her shoes as she pulled on her uncomfortable blue jumpsuit. “I suppose this is home now…”

Translation:  “My child, you are a bright flower who blooms with such a big heart.”

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