The Off-Topic Thread

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FelixGriffin
2,680 Posts
Posted Nov 09, 2013
Replied 1 hour later

Lpfreaky90 wrote:
EDIT: this was post 99971...

Wait, I'm confused now. How do you see the post number? I'm looking in the query string of the URL as I type this and it says ?mode=quote&p=101118.

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Lpfreaky90
2,842 Posts
Posted Nov 09, 2013
Replied 28 minutes later

FelixGriffin wrote:
Lpfreaky90 wrote:

EDIT: this was post 99971...

Wait, I'm confused now. How do you see the post number? I'm looking in the query string of the URL as I type this and it says ?mode=quote&p=101118.

moderator powerrrrrrr
ps: 99976

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srs bsnss
552 Posts
Posted Nov 09, 2013
Replied 1 hour later

Lpfreaky90 wrote:
FelixGriffin wrote:

Lpfreaky90 wrote:

EDIT: this was post 99971...

Wait, I'm confused now. How do you see the post number? I'm looking in the query string of the URL as I type this and it says ?mode=quote&p=101118.

moderator powerrrrrrr
ps: 99976

Maybe the person who gets #100,000 should get moderator status? (would probably lead to a lot of spam posts, but still!)

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Gemarakup
1,183 Posts
Posted Nov 09, 2013
Replied 2 hours later
Moderators also need to be trusted people.
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FelixGriffin
2,680 Posts
Posted Nov 09, 2013
Replied 8 hours later
So then what's the number in the query string? Maybe it isn't decremented for deleted posts? But then I'd expect it to be higher...
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Gemarakup
1,183 Posts
Posted Nov 10, 2013
Replied 7 hours later
Speaking of moderators, last night, I had this weird dream that me and quite a few other people on this forum suddenly became senior stalemate associates (in other words, moderators). When I remembered this morning, my first thought was "bloody hell!".
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Another Bad Pun
516 Posts
Posted Nov 17, 2013
Replied 7 days later
so i wonder if this is the 100000th post or not
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Lpfreaky90
2,842 Posts
Posted Nov 17, 2013
Replied 5 hours later
A very good tutorial on how to catch some nice fish!
http://www.youtube.com/watch?v=rVjIOnoTBxg
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tile
380 Posts
Posted Nov 24, 2013
Replied 6 days later

Another Bad Pun wrote:
zekiZYSVdeQ

hate to quote an old post, but at least we know what the stanley parable narrator looks like now.

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Gemarakup
1,183 Posts
Posted Nov 25, 2013
Replied 15 hours later
Bloody hell... This website is under attack by spambots. (He's posting the entire time over and over and over)...
EDIT: SPAM ATTACK, SPAM ATTACK, SPAM ATTACK.

EDIT: STOP IT, STOP IT, NOW! WE'RE STILL FILMING! STOPEEEH!!!!

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tile
380 Posts
Posted Nov 28, 2013
Replied 3 days later
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.
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Another Bad Pun
516 Posts
Posted Nov 30, 2013
Replied 1 day later
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
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reepblue
894 Posts
Posted Nov 30, 2013
Replied 53 minutes later

Another 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.

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Gemarakup
1,183 Posts
Posted Nov 30, 2013
Replied 18 minutes later
Maybe the coded entities are more expensive.
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Another Bad Pun
516 Posts
Posted Nov 30, 2013
Replied 5 hours later

reepblue 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

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Arachnaphob
412 Posts
Posted Dec 01, 2013
Replied 21 hours later
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?
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FelixGriffin
2,680 Posts
Posted Dec 01, 2013
Replied 1 hour later
It's far easier to code it that way.
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Dafflewoctor
415 Posts
Posted Dec 01, 2013
Replied 1 hour later
I believe it's only possible to have multiple enabled simultaneously if you're making a mod.
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TheTestmasterSphere
79 Posts
Posted Dec 06, 2013
Replied 5 days later
Should have posted this here -_-
Enjoy, I worked for about two to four hours.
http://www.youtube.com/watch?v=Scy1sBUL5LQ
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User
630 Posts
Posted Dec 07, 2013
Replied 7 hours later
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