The Off-Topic Thread
Quote from tile on November 28, 2013, 10:36 pmjust then, the director and his crew were overrun by spam robots as they dug their claws into the camera control unit computers and began replacing everything that was recorded so far with ASCII art versions of it.
just then, the director and his crew were overrun by spam robots as they dug their claws into the camera control unit computers and began replacing everything that was recorded so far with ASCII art versions of it.
Quote from Another Bad Pun on November 30, 2013, 12:18 pmI shall now demonstrate the average Portal map compile
For those who don't understand, everything functional you see here is a combination of at least 6 different entities (excluding the ball launcher and fizzler.)
http://www.youtube.com/watch?v=HyYTfgApR6E&feature=youtu.be
I shall now demonstrate the average Portal map compile
For those who don't understand, everything functional you see here is a combination of at least 6 different entities (excluding the ball launcher and fizzler.)
http://www.youtube.com/watch?v=HyYTfgApR6E&feature=youtu.be
Quote from reepblue on November 30, 2013, 1:11 pmAnother Bad Pun wrote:I shall now demonstrate the average Portal map compile
For those who don't understand, everything functional you see here is a combination of at least 6 different entities (excluding the ball launcher and fizzler.)It's odd that Valve decided to just use I/O logic rather then hard coding most entities. But then again, the simplicity of a game being mostly I/O logic (Minus the things that need to be coded) is what I love about the original game.
For those who don't understand, everything functional you see here is a combination of at least 6 different entities (excluding the ball launcher and fizzler.)
It's odd that Valve decided to just use I/O logic rather then hard coding most entities. But then again, the simplicity of a game being mostly I/O logic (Minus the things that need to be coded) is what I love about the original game.
The more you give, the less appreciated it will be received.
Quote from Another Bad Pun on November 30, 2013, 7:14 pmreepblue wrote:It's odd that Valve decided to just use I/O logic rather then hard coding most entities. But then again, the simplicity of a game being mostly I/O logic (Minus the things that need to be coded) is what I love about the original game.I agree. I tend to enjoy Portal mapping more, and this is probably why
I agree. I tend to enjoy Portal mapping more, and this is probably why
Quote from Arachnaphob on December 1, 2013, 4:51 pmSpeaking of mapping, does anybody know why there can only be 1 projectedtexture casting shadows at a time? I mean, it would get laggy, but why put a limitation on it?
Speaking of mapping, does anybody know why there can only be 1 projectedtexture casting shadows at a time? I mean, it would get laggy, but why put a limitation on it?
Musical website Moddb
Quote from FelixGriffin on December 1, 2013, 6:48 pmIt's far easier to code it that way.
It's far easier to code it that way.
Quote from Dafflewoctor on December 1, 2013, 8:40 pmI believe it's only possible to have multiple enabled simultaneously if you're making a mod.
I believe it's only possible to have multiple enabled simultaneously if you're making a mod.
Quote from TheTestmasterSphere on December 6, 2013, 10:06 pmShould have posted this here -_-
Enjoy, I worked for about two to four hours.
http://www.youtube.com/watch?v=Scy1sBUL5LQ
Should have posted this here -_-
Enjoy, I worked for about two to four hours.
http://www.youtube.com/watch?v=Scy1sBUL5LQ
PLEASE DON'T LOOK AT MY POSTS FROM 2013
THEY ARE UGLY AND HIDEOUS
Quote from User on December 7, 2013, 5:26 amtwo to four hours for that?
Hm, if i cut some downloaded clips together with some voice lines.. i think it doesnt take 2 to 4 hours (Except the rendering)
But anyway, looks not that bad
two to four hours for that?
Hm, if i cut some downloaded clips together with some voice lines.. i think it doesnt take 2 to 4 hours (Except the rendering)
But anyway, looks not that bad