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Messages - vampirefrog

#1331
Applications / Re: N3xT-Poum
March 25, 2009, 06:25:16 PM
Poum has some nice maps/skills, but he can't upload so I will upload them for him here. First, his DDBP insta ctf map.
#1332
Maps / Re: hl2 map
March 25, 2009, 03:38:42 PM
update: added sewers. they were made by windecker and his friend, whose name we forget, but we'll catch him online and update here.

I also added two more holes in the street, and hollowed out the large background buildings, so we can make rooms in there. There are a lot of other modifications since the last post. Just download and try.

Also, remember: if you've worked on this map and you're not in the authors list, leave me a reply so I can add u.
#1333
The Mega Archive / Re: Lowest settings saur
March 24, 2009, 04:14:49 PM
post as attachments pls... can't access those two.. just takes me to the upload page, with no css...
#1334
Applications / Re: Rejoining
March 24, 2009, 04:12:09 PM
u can post the image as an attachment btw... i can't access that link
#1335
Applications / Re: let me join
March 22, 2009, 03:38:07 PM
no, i'm on about the lack of skill. i think you need more practice, doomsday. it would be a waste of time for the clan if we were to let people in that don't have skill, i hope u understand that.
#1336
Applications / Re: let me join
March 21, 2009, 04:37:36 PM
you're kidding, right?
#1337
The Mega Archive / Re: Hell - I was bored
March 20, 2009, 09:04:46 PM
zomg nice. crop it up and upload it so i can put it as a logo for http://hell.grigoriada.net

at some point we'll also modify the forum theme (and the blog theme) and we'll use it as a logo over there as well.
#1338
Maps / Re: [Template] font :D
March 19, 2009, 05:46:55 PM
I made a copy of a screenshot of my linux terminal ;D
#1339
Maps / [Template] font :D
March 19, 2009, 01:32:12 PM
A font. I think Xyena was making a similar one, and I stole the idea. Anyway, have fun!
#1340
Resources / [Mapping] Making circles of any radius
March 18, 2009, 06:33:40 AM
Intro

Hi all! I'm writing a series of articles about sauerbraten editing.

If you're just starting to build/edit in sauerbraten, i suggest reading the intro here. Eventually we might even write a new, more up-to-date and smoother intro to sauerbraten.

If you have comments/suggestions, feel free to post replies, and I will try to update the tutorial(s) for maximum learning benefit.

Before you start, you might wanna set sauerbraten in windowed mode. To do this, type /fullscreen 0
    right after starting sauerbraten. Then move back and forth between the "sauerbraten engine" window and the browser with
ALT+TAB.

I'm going to describe the techniques I use to make circles in sauerbraten. I call them circles, but in fact they're cylinders, because they're in 3D.

First, let's look at the ways in which you can make a circle:

  • By eye
  • By using a helper texture
  • Using mapmodels
Making circles by eye

To make circles by eye, you need a bit of patience. You only need to make one eigth of the circle, then you copy it around to make a quarter, then you copy that quarter around four times to make the circle. Let's try one out:

Let's start with 3x3 cubes. This will be a quarter of the circle, and later we'll copy it around.



Now select one of the vertical edges by middle-clicking and dragging.



Now turn your mouse wheel up two times:



Now let's select and delete the other cube:



Now let's select the edge of the middle cube:



And turn mouse wheel up to move it all the way:



Now we have an eigth of the circle. All we have to do is copy it around:

Select:



And copy it somewhere away from the original. A few cubes away is fine.



Now be sure the upper face of the selection is selected (right click on it), and then press R+scroll to rotate it 90 degrees:



Now you'll say "yay! the other eigth is done too!". NO!. Remember this rule, it always applies when you're making one eigth of the circle and copying it around: you rotate, then u flip on one of the axes. You have to look carefully to figure out which axis to flip on. In our case, we select the side shown in the image below, then press X to flip it:



And move it in place of the cubes textured blue (on the right):



And NOW we have a quarter of the circle:



Use C and V to copy and paste, and duplicate it once:



Now you have two options: since the selection is square, rotating it will not cause any damage around, so you can use R+scroll until it comes into place, or you can select one of the sides and press X to flip it once. In practice you can use both, but remember that when editing tight places, rotate is dangerous. If you go wrong you can always press U to undo (and I to redo). I'm going to flip it by selecting the side shown below and using X.



Now we have half of the circle:



And we need to copy it:



And flip it (like we did with the quarter). Now we should have a basic circle:



Now what does that look like?



A circle? WRONG!! Let's look at it at a different angle:



That's not a circle! That's a frickin rounded-off square! We're making a circle by eye here. Sure, what we have so far might work, but the finer eye will notice that it's not a real circle. Of course, you can't have a real circle, since you have to approximate it with polygons. Furthermore, you can't use too many polygons. If you use the same circle over and over, and it has a lot of polygons, the FPS will surely go down. Well, that being said, what's left for us to do in our example? Well, make it more like a circle by fine editing it. Use middle-click to select edges and bring them a bit closer to the center of the circle, until you think it's better. Note that you only have to do this on one quarter of the circle, and then copy it around, just like previously discussed. Let's look at what my results were:



Looks a bit better, but you can still notice that it's a bit square. It's not perfect, but it's alright for now. We're going to learn how to make circles that are more accurate a bit later.

It is time to save your map. Type:[/list]/savemap circles. I recommend working on the same map, so you will know where your circles are. Later on, you can copy the circles from this map, and paste them in the map you're working on.

Now you might ask, ok, what if i want a bigger or a smaller circle? Well, in a similar fashion, use patience and your eye to "carve" it out of a square.

Here's another circle, as a bonus:

Begin with 4x4 cubes:



Next up, select the indicated edge with middle click and drag:


Scroll the mouse wheel twice up, to bevel the selected cubes by two units:



In the same fashion, select the remaining edge and move it all the way:



Now go around and select the indicated edge:


And bevel it by two units, just like you did above:


Now you have a quarter of the circle:


Copy it around:


And there you have it, a very simple circle:


Here are some more example images:



Don't be impressed! These can all be done with patience and refinement of the initial result.

Making circles using a helper texture

When u ask someone in coopedit 'how do u make a circle', the guy will say something like 'with practice and patience'. Well, that might be true, but you also might use a few extra tools.

While trying to make circles that are closer to roundness, I got the idea of using a helper texture -- that is -- if the surface you're working on has a texture which is the image of a circle, then it is possible to shape the cubes along the circle. That proved to be most useful.

Let us now make a circle texture. We can use either Photoshop or GIMP or whatever you wish. I used a php script to generate a 512x512 png image with concentric circles:



Now we're going to be using custom textures, so I recommend you keep them in your own folder. I use a folder called vfrog, and I'll be using that for this tutorial. So right click on the image and Save As <your sauerbraten installation directory>/packages/vfrog/circles01.png.

Now that we have the image in the game directory, we can easily access it from inside sauerbraten. If you're already running sauerbraten, you don't have to restart it.

Type:
/texture 0 "vfrog/circles01.png"

Now press F2 to see the texture list, and go to the last tab, and you should see our new texture:



Now that we have it, we should start using it. First, let's see what the texture looks like in game:



We can use any radius, and any gridsize. Let's try a 5 cube radius (a 10x10 sphere). We begin from the center, and we select a line of 5 cubes:



Now we extend the selection so it's 5x5 cubes:



Now let's raise it. Press 7 to see the grid lines:



Now we don't need the background texture, so let's change it to something else:



Now let's begin shaping around the green circle:

Select the edge shown below, and scroll up until the edge of the cube is nearest to the circle contour. In this case, scroll up once:



Now move on to the next edge. Scroll until the edge of the cube is closest to the edge of the circle (in this case, scroll up three times:



We repeat this action until we have one eighth of the full circle.

Scroll the next edge all the way:



Now remove the two extra cubes:



Now you can scroll the next cube all the way:



And now you have 45� of one circle, or one eighth. Copy it around so you get 90 degrees, like I showed you earlier:





Now copy the quarter circle around, to make a full circle:





Now that's a pretty nice circle:



Okay, now I'll show you another method, which includes quirky cubes. Basically this means you're going to be deforming cubes in such a way that they make a good circle/cylinder, but they leave a hole. This hole can be ignored, if the inside of the circle is never visible. I find this technique to be quite useful. I've been using it for a while, and it allows you to make more perfect shapes, like spheres and donuts and many other shapes, which usually would be impossible to make without using quirky cubes.


To be continued l8r
#1341
Maps / Re: [Templates] Dropship
March 18, 2009, 06:29:16 AM
Attached it too
#1342
Maps / arches2-0011
March 17, 2009, 11:02:00 AM
my biggest and still unfinished map

There were many contributors to this one too.

Some of this stuff could be greatly simplified if sauer had curved surface support....

loadsky socksky/desert

Old videos:
http://www.xfire.com/video/55c28/
http://www.xfire.com/video/4ff17/

Somewhere in the map there are two 45 degree cylinders. There is a lot of nice cubework in this map.

#1343
Maps / hl2 map
March 17, 2009, 10:49:56 AM
I tried to make a Half-Life 2 style map. Not sure how far or how close it is from that.

A lot of people contributed, I'll just list the ones I remember:

Argh!
Daniel
Floppy
Skylax
Snowy
JackOfSpades
Windecker
Spaceoff



There is some extra stuff on the top of the map, and somewhere behind the buildings.

#1344
Maps / Re: Credulity
March 17, 2009, 10:07:45 AM
you can attach it here, i think it's below the attachment limit.

skylax please add ambient lighting to the map, it's horrible like this, can't see a thing.
#1345
Maps / Re: Credulity
March 16, 2009, 08:49:47 AM
why did u upload to hellfiles instead of attachment?
#1346
Yea... the main guy IS an alien android after all  :o

Also, maybe later we can find someone to actually make a proper model.
And also, maybe at some point BF will support multiple player models, so we can have a personalized model, one for each.
#1347
it seems it is also possible to set player movement speed in BF. Player height is fixed (to avoid cheating), but it's about 1.875 cubes.
#1348
Maps / -[HELL]-HQ
March 11, 2009, 10:20:26 PM
latest on my hdd
#1349
The Mega Archive / sandbox default.cfg
March 11, 2009, 11:19:52 AM
This might be useful for making cfg files, especially the @shiftkeybind, @ctrlkeybind and such, you can basically bind CTRL+F11 and stuff like that:

Hirato gave it to me:

// these default settings get executed whenever "config.cfg" is not available
// do not modify anything below, instead change settings in game, or add to autoexec.cfg

if (strstr (getname) "ssandboxer unnamed") [name "Sandboxer"]
team "PAS"

//set hud theme here.. this is just for colours really...
exec hud/2.3.cfg

mapcomplete = [ complete $arg1 packages/base ogz ]
mapcomplete map

complete importcube packages/cube cgz
complete demo . dmo

//////////////////////////////////
// universal scrollwheel + modifier commands:

defaultmodifier = 0
modifier = $defaultmodifier
domodifier = [ modifier = $arg1; onrelease [ modifier = $defaultmodifier ] ]

universaldelta = [
  do [delta_@(if $editing [ result edit ] [ result game ])_@modifier @arg1]
]

bind G [ domodifier 1 ]

// commands below are used with scroll wheel (and universaldelta).
// if you have no scroll wheel or don't want to use it,
// you can either change the binds of universaldelta
// ex:  bind MOUSE4 [ universaldelta 1 ]
//      bind MOUSE5 [ universaldelta -1 ]
// can be changed to:
//      bind INSERT [ universaldelta 1 ]
//      bind DELETE [ universaldelta -1 ]
// so that the INSERT and DELETE key act just like a scroll wheel
//
// or you can rebind all the commands to seperate keys
// ex:  bind T [ domodifier 6 ]
// can be changed to:
//      bind HOME [ edittex 1 ]
//      bind END [ edittex -1 ]

delta_edit_0 = [ if $blendpaintmode [ nextblendbrush $arg1; echo (getblendbrushname (curblendbrush)) ] [ editfacewentpush $arg1 1 ] ] // Fill and Empty cube, or switch brushes when blendpaintmode
delta_edit_1 = [ gridpower (+ $arg1 $gridpower) ]
delta_edit_2 = [ editfacewentpush $arg1 0 ] // push face/corners selected
delta_edit_3 = [ editfacewentpush $arg1 2 ] // push corner pointed at by cursor
delta_edit_4 = [ editrotate $arg1 ] // rotate 90 degrees
delta_edit_5 = [ entproperty 0 $arg1 ]  // and the others
delta_edit_6 = [ edittex $arg1 ] // change textures
delta_edit_9 = [ selectbrush $arg1 ] // change heightmap brushes
delta_edit_10 = [ entautoview $arg1 ]
delta_edit_11 = [ entproperty 0 (* $arg1 $multiplier) ]
delta_edit_12 = [ entproperty 1 (* $arg1 $multiplier) ]
delta_edit_13 = [ entproperty 2 (* $arg1 $multiplier) ]
delta_edit_14 = [ entproperty 3 (* $arg1 $multiplier) ]
delta_edit_15 = [ entproperty 4 (* $arg1 $multiplier) ]

multiplier = 1

VARoutlinecolours = ["0xFF0000" "0x00FF00" "0x0000FF" "0x000001" "0xFFFF00" "0xFF00FF" "0x00FFFF" "0xFFFFFF" "0x00FF7F" "0xFF7F00" "0x7F00FF" "0xFF007F" "0x007FFF" "0x000000"]

changeoutline = [
    VARoutlinestatus = (mod (+ $arg1 $VARoutlinestatus) (listlen $VARoutlinecolours))
    if (> 0 $VARoutlinestatus) [
        VARoutlinestatus = (+ (listlen $VARoutlinecolours) $VARoutlinestatus ) //just making sure it'll fit
    ]
   
    if (= (+ $VARoutlinestatus 1) (listlen $VARoutlinecolours)) [
        echo "Outline 0"
        outline 0
    ] [
        echo (concatword "Outline " (+ $VARoutlinestatus 1))
        outline (at $VARoutlinecolours $VARoutlinestatus)
    ]
]

togglemessage = [
    if (> $numargs 1) [
        if (= $arg1 0) [
            echo (concatword $arg2 " off")
        ] [
            echo (concatword $arg2 " on")
        ]
    ]
]
//blendpaintmode
paintmodes = ["off" "overwrite blendmap" "merge blendmap" "max opacity to brush's" "inverted merge" "opacity multiplier (erasing)"]

//binds without mutators
editbind SPACE  [ cancelsel; hmapedit 0; passthroughsel 0 ] // meh.. will need to make better fix
editbind MOUSE1 [ if $blendpaintmode paintblendmap editdrag ]
editbind MOUSE3 [ selcorners ]
editbind MOUSE2 [ if $blendpaintmode rotateblendbrush editextend ]
editbindmod LALT    [ passthrough ]
editbindmod RALT    [ passthrough ] //purposely not used for mutators, known to do some funny things on different OS'
bind SPACE "jump"
bind MOUSE2 "jump"
specbind MOUSE1 "nextfollow"
specbind MOUSE2 "nextfollow -1"
specbind MOUSE3 "follow"
specbind SPACE "follow"
//mutators
shiftkey = 0
bind RSHIFT [shiftkey = 1; onrelease [shiftkey = 0]]
bind LSHIFT (getbind RSHIFT) //future proofing :D
ctrlkey = 0
bind RCTRL [ctrlkey = 1; onrelease [ctrlkey = 0]]
bind LCTRL (getbind RCTRL)

//bind making made easier
nokeybind = [if (&& (= $shiftkey 0) (= $ctrlkey 0))]
shiftkeybind = [if (&& (= $shiftkey 1) (= $ctrlkey 0))]
ctrlkeybind = [if (&& (= $shiftkey 0) (= $ctrlkey 1))]
bothkeybind = [if (&& (= $shiftkey 1) (= $ctrlkey 1))]
//alphabetical arrangement
editbind A [
    @nokeybind [/font][left][font=courier]
    @shiftkeybind [air]
    @ctrlkeybind [entselect insel]
]
editbind B [
    @nokeybind [domodifier 9; brushcopy = 0]
]
editbind C [
    @nokeybind [editcopy]
    @ctrlkeybind [editcopy]
    @shiftkeybind [clip]
]
editbind D [
    @nokeybind
]
//E reserved for toggle
editbind F [
    @nokeybind [domodifier 2]
]
editbind G [
    @nokeybind [domodifier 1]
    @shiftkeybind [glass]
]
editbind H [
    @nokeybind [hmapedit (if ($hmapedit) 0 1); blendpaintmode 0]
]
//editbind I [redo] //think, is I really screaming redo...
editbind J [
    @nokeybind [domodifier 9; brushcopy = 0]
]
editbind K [
    @nokeybind [calclight 3]
    @shiftkeybind [calclight 2]
    @ctrlkeybind [calclight 0]
    @bothkeybind [calclight -2]
]//meh, might want to try something original
editbind L [
    @nokeybind [fullbright (= $fullbright 0); togglemessage $fullbright "full bright geometry"]
    @shiftkeybind [lava]
]
editbind M [
    @nokeybind [showmat (= $showmat 0); togglemessage $showmat "show material volumes"]
]
editbind N [
    @nokeybind [entselect insel]
    @ctrlkeybind [showgui newmap]
    @shiftkeybind [noclip]
]
//O
editbind P [
    @nokeybind [
        hmapedit 0;
        blendpaintmode (if (= $blendpaintmode 5) 0 (+ $blendpaintmode 1));
        echo (at $paintmodes $blendpaintmode)
    ]
    @ctrlkeybind [ blendpaintmode 0; echo "blendpaintoff" ]
]
editbind Q [
    @nokeybind [domodifier 3]
]
editbind R [
    @nokeybind [domodifier 4]
    @shiftkeybind [editmat respawn]
]
editbind S [
    @nokeybind [backward]
    @ctrlkeybind [showgui savemap]
]
editbind T [
    @nokeybind [saycommand]
]
editbind U [
    @nokeybind [undo; passthroughsel 0]
]
editbind V [
    @nokeybind [editpaste]
    @ctrlkeybind [editpaste]
]
editbind W [
    @nokeybind [forward]
    @shiftkeybind [water]
]
editbind X [
    @keybind [editcut]
    @ctrlkeybind [editflip]
]

editbind Y [
    @nokeybind [domodifier 6]
    @ctrlkeybind [redo]
    @shiftkeybind [showtexgui]
]
editbind Z [
    @nokeybind [undo; passthroughsel 0]
    @ctrlkeybind [undo; passthroughsel 0]
    @bothkeybind [redo]
]
//alternative movement keys.. though I may wish to do them seperately to avoid materials and stuff
editbind LEFT (geteditbind A)
editbind RIGHT (geteditbind D)
editbind DOWN (geteditbind S)
editbind UP (geteditbind W)
editbind 1 [
    @nokeybind [domodifier 11]
    @shiftkeybind [showdynlights (= $showdynlights 0); togglemessage $showdynlights "preview dynlights in editmode"]   
]
editbind 2 [
    @nokeybind [domodifier 12]
    @shiftkeybind [dtoutline (= $dtoutline 0); togglemessage $dtoutline "outline depth testing"]
]
editbind 3 [
    @nokeybind [domodifier 13]
    @shiftkeybind [showlighting (= $showlighting 0); togglemessage $showlighting "preview lights"]
]
editbind 4 [
    @nokeybind [domodifier 14]
    @shiftkeybind [hidehud (= $hidehud 0); togglemessage $hidehud "hidden HUD"]
]
editbind 5 [
    @nokeybind [domodifier 15]
    @shiftkeybind [editingparticles (= $editingparticles 0); togglemessage $editingparticles "show particles in edit mode"]
]
editbind 6 [
    @shiftkeybind [entselsnap (= $entselsnap 0); togglemessage $entselsnap "entity snap"]
]
editbind 7 [
    @shiftkeybind [changeoutline 1]
]
editbind 8 [
    @shiftkeybind [wireframe (= $wireframe 0); togglemessage $wireframe "wire frame"]
]
//9 reserved for thirdperson
editbind 0 [
    @shiftkeybind [allfaces (= $allfaces 0); togglemessage $allfaces "texture all faces"]
]
editbind F2 [
    @nokeybind [showtexgui]
]
editbind F3 [
    @nokeybind [cleargui; showentgui]
]
editbind F4 [
    @nokeybind [showgui skies]
]
editbind F5 [
    @nokeybind [showgui entfind]
]
editbind F6 [
    @nokeybind [notepad (mapcfgname)]
]
editbind F7 [
    @nokeybind [showgui editopts]
]

editbind COMMA  [
    @nokeybind [domodifier 10; onrelease entautoview]
]
editbind PERIOD [
    @nokeybind [selentedit]
]
editbind KP_ENTER [
    @nokeybind [entselect insel]
]

editbind BACKSPACE  [
    @nokeybind [editdel]
    @ctrlkeybind [entselect insel; editdel]
]
editbind DELETE [
    @nokeybind [editdel]
    @ctrlkeybind [entselect insel; editdel]
]

editbind EQUALS [
    @nokeybind [floatspeed (if (> $floatspeed 950) 1000 (+ $floatspeed 50))]
    @ctrlkeybind [floatspeed (if (> $floatspeed 900) 1000 (+ $floatspeed 100))]
    @shiftkeybind [floatspeed (if (> $floatspeed 990) 1000 (+ $floatspeed 10))]
    @bothkeybind [floatspeed 1000]
    echo (format "floating speed = %1" $floatspeed)
]
editbind MINUS [
    @nokeybind [floatspeed (if (< $floatspeed 50) 10 (- $floatspeed 50))]
    @ctrlkeybind [floatspeed (if (< $floatspeed 110) 10 (- $floatspeed 100))]
    @shiftkeybind [floatspeed (if (< $floatspeed 20) 10 (- $floatspeed 10))]
    @bothkeybind [floatspeed 10]
    echo (format "floating speed = %1" $floatspeed)
]

entcomplete = [ listcomplete $arg1 $enttypelist@(getgame) ]
entcomplete newent
entcomplete entfind

listcomplete editmat "air water clip glass noclip lava respawn"
air = [ editmat air ]
water = [ editmat water ]
clip = [ editmat clip ]
glass = [ editmat glass ]
noclip = [ editmat noclip ]
lava = [ editmat lava ]

//For peeps like calimer :P

exit = [quit]


//mostly universal gamemode stuff
bind MOUSE4 [ universaldelta 1 ]
bind MOUSE5 [ universaldelta -1 ]

delta_game_0 = [ if (= $zoom $arg1) [] [zoom $arg1 ]]
delta_game_1 = [if (= $arg1 1) [if (= $fov 150) [] [fov (+ $fov 5)]] [if (= $fov 10) [] [fov (- $fov 5)]]]

bind W forward
bind A left
bind S backward
bind D right
bind T [
    @nokeybind [saycommand]
]
bind BACKQUOTE [
    @nokeybind [saycommand "/"]
]
bind SLASH [
    @nokeybind [saycommand "/"]
]
bind E [
    @nokeybind [edittoggle]//mostly universal :P
    @ctrlkeybind [if $editing showentgui]
    @shiftkeybind [showtexgui] //won't show unless $editing
    @bothkeybind [notepad (mapcfgname)]
]
bind KP_MINUS [
    @nokeybind [conskip 1]
    @shiftkeybind [conskip 5]
    @ctrlkeybind [conskip 20]
    @bothkeybind [conskip 1000]
]
bind KP_PLUS [
    @nokeybind [conskip -1]
    @shiftkeybind [conskip -5]
    @ctrlkeybind [conskip -20]
    @bothkeybind [conskip -1000]
]
bind F1 [
    @nokeybind [paused (= $paused 0); togglemessage $paused "paused"]
]
bind F11 [
    @nokeybind [toggleconsole]
]
bind F12 [
    @nokeybind [screenshot]
    @ctrlkeybind [hidehud 1; sleep 100 [screenshot; hidehud 0]]
]

bind 9 [
    @nokeybind [thirdperson (= $thirdperson 0); togglemessage $thirdperson "third person"]
    @ctrlkeybind [thirdperson 0; echo "first person"]
    @shiftkeybind [thirdperson 1; echo "third person"]
    @bothkeybind [thirdperson 2; echo "free rotation"] //strangely, it isn't a bool :p
]
bind ESCAPE [
    @nokeybind [if (cleargui 1) [] [showgui main]]
    @ctrlkeybind [cleargui]
]

showquickgui = [
    if ($hmapedit) [
        showgui heightfield
    ] [
        if (enthavesel) [
            showgui (et)
            initentgui
        ] [
            showgui quickedit
        ]
    ]
]



//game specific stuff
if (strcmp (getgame) "movie") [
    showquickgui = [
        if ($hmapedit) [
            showgui heightfield
        ] [
            if (enthavesel) [
                if (strcmp (et) "actor") [addcue (entgetinfo)] [
                    showgui (et)
                    initentgui
                ]
            ] [
                showgui quickedit
            ]
        ]
    ]
    editbind 9 newactor
    bind 0 "showgui playerprops"
    bind Q "animate" //for custom animations assigned to the player
    edithudtoggle = [ edittoggle; hidehud (= $editing 0) ]
    bind E [
        @nokeybind [edithudtoggle]
        @ctrlkeybind [if $editing showentgui]
        @shiftkeybind [showtexgui]
        @bothkeybind [notepad (mapcfgname)]
    ]
    bind UP "pitchup"
    bind DOWN "pitchdown"
    bind RIGHT "turnright"
    bind LEFT "turnleft"
]

if (strcmp (getgame) "fps") [
    maxplayermodels = 6
    bind 0 [playermodel (* (+ $playermodel 1) (< $playermodel $maxplayermodels)); echo (format "Using Playermodel %1" $playermodel)]
    freerun = [mode 0; map $arg1]
    coop = [mode 1; map $arg1]
    bananarelay = [mode 2; map $arg1]
    sp = [mode -2; map $arg1]
    demo = [ stopdemo; mode -1; map $arg1 ]
    mapcomplete coop
    mapcomplete freerun
    mapcomplete bananarelay
    mapcomplete sp
    bind I taunt
    bind TAB "showscores"
]

if (strcmp (getgame) "ssp") [
    bind D [if $editing right moveright]
    bind A [if $editing left moveleft]
    bind W [if $editing forward jump]
    bind S [if $editing backward switchaxis]
]
bind UP (getbind W)
bind DOWN (getbind S)
bind RIGHT (getbind D)
bind LEFT (getbind A)

   

[/font][/left]
#1350
The Mega Archive / Re: Welcome to SMF!
March 10, 2009, 11:45:12 PM
BISH!
#1351
The Mega Archive / Re: convo
March 10, 2009, 11:00:50 PM
Hostname: 71.236.219.151
Country code: US
Country name: United States
Region: WA
Region name: Washington
City: Vancouver
Latitude: 45.6676
Longitude: -122.6063
ISP: Comcast Cable
Organization: Comcast Cable
Metro code: 820
Area code: 360

http://www.maxmind.com/app/lookup_city

:D
#1352
The Mega Archive / convo
March 10, 2009, 10:34:59 PM
connected: ATTGYA!!!!
connected: ikesaito
Axis: wjhat?
Axis: what?
Axis: err
Axis: urm
player ikesaito disconnected
-[Hell]Vanpi-: dis the vent?
-[Hell]Vanpi-: door
Axis: nah
-[Hell]Vanpi-: whre is it?
Axis: i didn't make it
-[Hell]Vanpi-: o
Axis: damm
ATTGYA!!!! is now known as Cube2@Fourms
Axis: where is snowy..
player Axis disconnected
Cube2@Fourms: ok guys?
-[Hell]SkyLaX-: ?
Cube2@Fourms: we got complaints
connected: Bert
-[Hell]SkyLaX-: Good.
Cube2@Fourms: you have been abusing admin
-[Hell]Vanpi-: lol
Cube2@Fourms: no not good
-[Hell]Vanpi-: and?
-[Hell]SkyLaX-: So what?
-[Hell]Vanpi-: XD
-[Hell]SkyLaX-: I can do it right now too
-[Hell]Vanpi-: and you want the admin password?
-[Hell]SkyLaX- claimed admin
mastermode is now locked (2)
Cube2@Fourms: ok looks like u want your ip banned forever
player Cube2@Fourms disconnected
client (71.236.219.151) disconnected because: kicked/banned

player Bert disconnected
cleared all bans
-[Hell]Vanpi-: aw
-[Hell]Vanpi-: u should have let him
-[Hell]SkyLaX-: :P
-[Hell]SkyLaX-: Nooo !
-[Hell]Vanpi-: we would have had some fun
-[Hell]Vanpi- claimed admin
mastermode is now locked (2)
cleared all bans
-[Hell]SkyLaX-: I already cleared bans
-[Hell]Vanpi-: :P
-[Hell]Daniel-: yeah that would have been fun XD
connected: Cube2@Fourms
-[Hell]SkyLaX-: Bah this noob isn't coming back
-[Hell]SkyLaX-: Oh, he came :)
-[Hell]Vanpi-: what's wrong? Cube2@Fourms?
-[Hell]Daniel-: XD
Cube2@Fourms: i dont think you get it
-[Hell]SkyLaX-: ORLY?
-[Hell]Vanpi-: please explain
Cube2@Fourms: you have been abusing admin
Cube2@Fourms: not letting people in
-[Hell]SkyLaX-: So what?
-[Hell]Vanpi-: and?
-[Hell]SkyLaX-: Should we let noob like you destroy maps?
-[Hell]SkyLaX-: That good player like us made?
Cube2@Fourms: THIS IS NOT YOUR PERSONAL SERVOR
-[Hell]Daniel-: ROTFL
-[Hell]SkyLaX-: This is
-[Hell]Vanpi-: whose is it then?
-[Hell]SkyLaX-: Noob
-[Hell]Daniel-: this is XD
entselsnap ON
-[Hell]SkyLaX-: Stfu go learn how this game is made
-[Hell]Daniel-: and the game being opensource we can do what we want
-[Hell]SkyLaX-: Then you can came fake admin
-[Hell]SkyLaX-: Btw
Cube2@Fourms: looks like we got 4 more peoples ip's to ban
-[Hell]SkyLaX-: Thanks for you're ip
-[Hell]SkyLaX-: your*
Cube2@Fourms: your welcome sir
-[Hell]SkyLaX-: I can change my ip in 3 min
Cube2@Fourms: and thanks for yours
-[Hell]SkyLaX-: You should know that :P
Cube2@Fourms: better hurry son
-[Hell]Daniel-: his is our server, you don't have control over it, you really think we believe your crap
Cube2@Fourms: dont
-[Hell]SkyLaX-: I don't care of what a noob can say me
-[Hell]Vanpi-: Daniel, let him continue :D
Cube2@Fourms: you want to risk it
Cube2@Fourms: go ahead
-[Hell]Vanpi-: cube2@fourms
-[Hell]Vanpi-: what's the problem?
-[Hell]Daniel-: come on little guy i'm IT engineer, i know my stuff
-[Hell]SkyLaX-: He don't even know what the dev name.
Cube2@Fourms: that may be,
Cube2@Fourms: this is public server
-[Hell]SkyLaX-: Who are you?
Cube2@Fourms: all are
-[Hell]SkyLaX-: Aard?
-[Hell]Vanpi-: lol
-[Hell]SkyLaX-: LAWL
Cube2@Fourms: you need to let people in
-[Hell]Daniel-: the server is ours, the game is opensource, you can't arm us
-[Hell]Vanpi-: this is public server AND?
connected: 007
Cube2@Fourms: if they cheat, mess up your game
-[Hell]SkyLaX-: That's why there is HELL  as server name !
Cube2@Fourms: you can ban them
player 007 disconnected
-[Hell]Daniel-: we won't wait till people do shit to act
Cube2@Fourms: yes i can see that
-[Hell]SkyLaX-: Mean it's our server
Cube2@Fourms: i under stand
-[Hell]SkyLaX-: So stfu, and go suicide now plz
Cube2@Fourms: thats why we have the save feture
Cube2@Fourms: tits nifty
-[Hell]Vanpi-: tits are nifty
Cube2@Fourms: its
-[Hell]Vanpi-: no, tits
-[Hell]SkyLaX-: x)
Cube2@Fourms: yes
Cube2@Fourms: well
-[Hell]SkyLaX-: Dude, you must play this game since , what... 2 weeks?
Cube2@Fourms: im just warning
-[Hell]Vanpi-: at least we know u're straight
-[Hell]SkyLaX-: And you want to fear someone who play since 2 years and half?
-[Hell]SkyLaX-: (even more now...)
-[Hell]SkyLaX-: Choose better target for your stupid game
Cube2@Fourms: if someone be ten name CubeMasterServer
-[Hell]Daniel-: tvampi, you should send a copy of that conversation to the BF devs, they'll have a good laugh
Cube2@Fourms: you need to watch it
Cube2@Fourms: he can ban ip
-[Hell]Daniel-: no he can't XD
Cube2@Fourms: perm
Cube2@Fourms: even if u change
-[Hell]Vanpi-: we have a range of IP's to use
Cube2@Fourms: hmmm
-[Hell]SkyLaX-: You can modify the source if he do that
-[Hell]Daniel-: he has no control over our server, so he can't
Cube2@Fourms: creator of game..
-[Hell]SkyLaX-: And you can change ip
Cube2@Fourms: admin
-[Hell]Vanpi-: we can also use a proxy
Cube2@Fourms: sounds like he can
-[Hell]SkyLaX-: He don't control server bitch
-[Hell]Daniel-: we could also set up our own masterserver
Cube2@Fourms: yes he can change my ip
-[Hell]SkyLaX-: He can't
-[Hell]SkyLaX-: But you can
-[Hell]Vanpi-: he can take you anal, too
Cube2@Fourms: i am admin of the foums
-[Hell]SkyLaX-: If you were less stupid
-[Hell]Daniel-: you must have very low security onb your comp XD
-[Hell]Vanpi-: ohhhh
Cube2@Fourms: all right sir
-[Hell]Vanpi-: it's mister big guy
Cube2@Fourms: you are waisting my time
-[Hell]Daniel-: lol
-[Hell]Vanpi-: lol
-[Hell]SkyLaX-: HAHA
Cube2@Fourms: i will inform david
-[Hell]Vanpi-: david
Cube2@Fourms: goodbye
-[Hell]Vanpi-:  /me shakes
-[Hell]SkyLaX-: Gg !
-[Hell]SkyLaX-: See you soon
wrote map file packages/base/hl2.ogz
-[Hell]SkyLaX-: Wait !m
-[Hell]SkyLaX-: Please
-[Hell]SkyLaX-: What's the name you use to have?
-[Hell]SkyLaX-: (IG)
-[Hell]SkyLaX-: Oh nevermind
-[Hell]SkyLaX-: I'll read on the console
-[Hell]SkyLaX-: You changed name here :)
-[Hell]SkyLaX-: Stupid boy you are
player Cube2@Fourms disconnected
-[Hell]SkyLaX-: Okay
-[Hell]Vanpi-: next time, let's have more organic fun
-[Hell]SkyLaX-: Going to write down the log :P
-[Hell]Vanpi-: of course he was talking shit
-[Hell]Vanpi-: but we can have fun with him
-[Hell]SkyLaX-: Real name : ATTGYA!!!
-[Hell]SkyLaX-: Ip :
-[Hell]SkyLaX-: 71.236.219.151
-[Hell]Vanpi-: shit these vents are everywhere XD
-[Hell]Vanpi-: find his country too
-[Hell]SkyLaX-: Lets try to find the other name he use
-[Hell]Vanpi-: do you guys have a spare computer?
-[Hell]Vanpi-: one that can run as server?
-[Hell]SkyLaX-: What that mean?
-[Hell]Vanpi-: an extra computer
-[Hell]SkyLaX-: I have my father and my sister ones
-[Hell]Vanpi-: and they don't use them?
-[Hell]Daniel- remipped
-[Hell]Vanpi-: or at least, they run all the time?
-[Hell]SkyLaX-: My father isn't here before 20h
-[Hell]SkyLaX-: No...
-[Hell]Vanpi-: hm, no, we need a computer to setup as server
-[Hell]Vanpi-: so we can have more control
-[Hell]SkyLaX-: I can't with this one
-[Hell]Vanpi-: then i might buy one, and make a webserver in it too
-[Hell]SkyLaX-: O.o
-[Hell]Vanpi-: a cheap one ;)
-[Hell]SkyLaX-: ^^{
-[Hell]SkyLaX-: ^^'*
-[Hell]SkyLaX-: There is a way to save the console?
-[Hell]Vanpi-: i will save it


Edit: syntax highlight XD
#1353
The Mega Archive / Re: SUBJECTO!
March 10, 2009, 09:21:22 AM
 :) ;) :D ;D >:( :( :o 8) ??? ::) :P :-[ :-X :-\ :-* :'(

YO MAMA

HARR HARR HARR
#1354
The Mega Archive / Re: SUBJECTO!
March 10, 2009, 09:01:40 AM
horsecock  :D
#1355
The Mega Archive / Re: SUBJECTO!
March 10, 2009, 08:49:40 AM
testing attachements
#1356
The Mega Archive / Re: SUBJECTO!
March 10, 2009, 07:49:58 AM
PRESS THE RED A AT THE RIGHT FOR THE WYSIWYG EDITORRRRRR

YARRRRRR

grarrrr :o 8) :-[ :-* dadeaeaefefeafaeadeaeadeadefeafeafeafedeadaedaeefaeae aef ae feaf ea
#1357
The Mega Archive / SUBJECTO!
February 25, 2009, 02:54:04 PM
HOLA FRIENDIDOS!!! LALALGLAGLAGLAGAhttp://[b][/b]L
:-\ :-*  :'( :-[