Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - vampirefrog

#151
System Specs / How To Post Here
January 30, 2010, 11:30:09 PM
please make one post for each computer you have
use the computer's name, if any, as the subject
see my example post



Ard-Edit: Capitalized the first letters in the topic name.
#152
System Specs / grigoriada
January 30, 2010, 11:25:20 PM
My machine:

MoBo: Asus P5Q Pro
CPU: Intel cheapo something 2GHz 3GHz, 2 cores
GPU: GeForce 8400 GS
GPU: GeForce GT 240 (512MB @ GDDR5)
RAM: 1GB
RAM: 4GB - HyperX DDR2, 2x2GB (Interleaved), 1066MHz (runs at 800 due to CPU FSB, i guess) (CL5)
HDD: Western Digital 250 GB, IDE
HDD: Hitachi 60GB, with osx86 on it
HDD: Seagate 1TB (this one went into evo)

19" CRT monitor (eats up half the desk)
22" TFT display, Asus VW225N
HP F2180 (printer+scanner)
Plain speakers, kb and mouse
There's a Behringer USB sound card also (UCA222).

This is *not* the server that runs jim dandy. It's just my desktop pc.
#153
Maps / MHQ
November 26, 2009, 05:27:15 PM
I had the idea of starting Mapping HellQuarters, and started by making houses. Here are the houses.
#154
Maps / Maping HellQuarters
September 13, 2009, 04:45:20 PM
Let's make a HQ.
Here are the elements from the old HQ:
<spamela> <AFK|vampirefrog> so there's the houses
<spamela> <AFK|vampirefrog> there's a cathedral
<spamela> <AFK|vampirefrog> aqueducts
<spamela> <slash> apartments
<spamela> <slash> or whatever those are
<spamela> <AFK|vampirefrog> entrance to underground city
<spamela> <slash> moat
<spamela> <AFK|vampirefrog> underground city
<spamela> <AFK|vampirefrog> the moat is around the village
<spamela> <AFK|vampirefrog> it has bridges
<spamela> <slash> yeah
<spamela> <slash> ]
<spamela> <slash> ]
<spamela> <AFK|vampirefrog> i have an idea for a game
<spamela> <slash> what?
<spamela> <AFK|vampirefrog> there's this huge maps
<spamela> <AFK|vampirefrog> and you get missions
<spamela> <AFK|vampirefrog> some of the missions can be 'deathmatch at xxx place'
<spamela> <AFK|vampirefrog> so you have a fight somewhere, where the gates lock
<spamela> <slash> ah
<spamela> <AFK|vampirefrog> and they only open when the fight is over
<spamela> <AFK|vampirefrog> or the mission
<spamela> <AFK|vampirefrog> but this is done in multiplayer
<spamela> <slash> cool
<spamela> <AFK|vampirefrog> hell castle
<spamela> <AFK|vampirefrog> with the flame sword
<spamela> <AFK|vampirefrog> caves
<spamela> <AFK|vampirefrog> hell hole
<spamela> <slash> stadiums
<spamela> <AFK|vampirefrog> hell roster
<spamela> <slash> execution yard?
<spamela> <AFK|vampirefrog> xD
<spamela> <slash> lovin the gallows
<spamela> <slash> should there be a big dedecated junk yard/idea place?
<spamela> <AFK|vampirefrog> there is, yes
<spamela> <AFK|vampirefrog> junk place
<spamela> <AFK|vampirefrog> that's enough
#155
The Mega Archive / frogmod
July 25, 2009, 10:35:23 AM
Hey guys. I need a place to write technical stuff about frogmod and the sauer protocol. This might be interesting, but I'm writing it mostly for me to understand stuff. I'm also thinking of rewriting frogmod from scratch, in such a fashion that it would support both sauer and bloodfrontier (and maybe more).




Server messages and sizes (defined in game.h). Length zero means variable size.

// Initial messages
SV_SERVINFO, 5
    this is the first message that occurs. it's sent from server to client:
    sendf(ci->clientnum, 1, "ri5", SV_SERVINFO, ci->clientnum, PROTOCOL_VERSION, ci->sessionid, serverpass[0] ? 1 : 0);
    the parameters are:
        client number
        protocol version
        session id
        whether or not the server requires password (methinks)


SV_CONNECT, 0
SV_WELCOME, 2
SV_INITCLIENT, 0

SV_POS, 0,
    player position gets updated

SV_TEXT, 0,
    player chat

SV_SOUND, 2,
SV_CDIS, 2,
SV_SHOOT, 0,
SV_EXPLODE, 0,
SV_SUICIDE, 1,
SV_DIED, 4,
SV_DAMAGE, 6,
SV_HITPUSH, 7
SV_SHOTFX, 9,
SV_TRYSPAWN, 1,
SV_SPAWNSTATE, 14,
SV_SPAWN, 3,
SV_FORCEDEATH, 2,
SV_GUNSELECT, 2,
SV_TAUNT, 1,
SV_MAPCHANGE, 0,
SV_MAPVOTE, 0,
SV_ITEMSPAWN, 2,
SV_ITEMPICKUP, 2,
SV_ITEMACC, 3,

//pinging
SV_PING, 2,
SV_PONG, 2,
SV_CLIENTPING, 2,

SV_TIMEUP, 2,
SV_MAPRELOAD, 1,
SV_FORCEINTERMISSION, 1,

SV_SERVMSG, 0,
    a server text message (gets displayed in the clients' console)

SV_ITEMLIST, 0,
SV_RESUME, 0,

// editing commands
SV_EDITMODE, 2,
SV_EDITENT, 11,
SV_EDITF, 16,
SV_EDITT, 16,
SV_EDITM, 16,
SV_FLIP, 14,
SV_COPY, 14,
SV_PASTE, 14,
SV_ROTATE, 15,
SV_REPLACE, 16,
SV_DELCUBE, 14,

SV_REMIP, 1,
SV_NEWMAP, 2,
SV_GETMAP, 1,
SV_SENDMAP, 0,
SV_EDITVAR, 0,
SV_MASTERMODE, 2,
SV_KICK, 2,
SV_CLEARBANS, 1,
SV_CURRENTMASTER, 3,
SV_SPECTATOR, 3,
SV_SETMASTER, 0,
SV_SETTEAM, 0,
SV_BASES, 0,
SV_BASEINFO, 0,
SV_BASESCORE, 0,
SV_REPAMMO, 1,
SV_BASEREGEN, 6,
SV_ANNOUNCE, 2,

// demos
SV_LISTDEMOS, 1,
SV_SENDDEMOLIST, 0,
SV_GETDEMO, 2,
SV_SENDDEMO, 0,
SV_DEMOPLAYBACK, 3,
SV_RECORDDEMO, 2,
SV_STOPDEMO, 1,
SV_CLEARDEMOS, 2,

// flag
SV_TAKEFLAG, 2,
SV_RETURNFLAG, 3,
SV_RESETFLAG, 4,
SV_INVISFLAG, 3,
SV_TRYDROPFLAG, 1,
SV_DROPFLAG, 6,
SV_SCOREFLAG, 6,
SV_INITFLAGS, 6,

// team speak
SV_SAYTEAM, 0,

SV_CLIENT, 0,

// auth
SV_AUTHTRY, 0,
SV_AUTHCHAL, 0,
SV_AUTHANS, 0,
SV_REQAUTH, 0,

SV_PAUSEGAME, 2,

// bots
SV_ADDBOT, 2,
SV_DELBOT, 1,
SV_INITAI, 0,
SV_FROMAI, 2,
SV_BOTLIMIT, 2,
SV_BOTBALANCE, 2,

SV_MAPCRC, 0,
SV_CHECKMAPS, 1,
SV_SWITCHNAME, 0,
SV_SWITCHMODEL, 2,
SV_SWITCHTEAM, 0,[/][/color]
#156
The Mega Archive / new website
July 16, 2009, 11:02:04 PM
I'm planning on making a new website for mappinghell.net, I could use some suggestions, and more importantly, a html template (a theme). maybe you know someone who can provide an original hell-themed template. maybe a top banner that reminds of hell, but also reminds of mapping (maybe display polygon outline or whatever).

The sections I plan are:

Forum
News
Members (of the clan)
Users (regular users, includes members)
Maps (these will also be uploaded via frogmod later)
Games (results of games, submitted at intermission by frogmod servers)
Admin

The forum will be a regular forum.
News will be a regular news section. maybe we'll put it in the sidebar or something.
Members will be the clan roster.
Users will be a plain userlist
Maps will be editable/replaceable. Users will be able to update their maps, add images and whatnot. This will be further combined with in-game user authentication and permissions.
The games section will have the results of games (frags, team scores etc), and a list of players and maybe more info, if someone suggests it.
The admin part will be used to administer these. That includes giving permissions to users/members.

Please suggest more (useful) sections, and keep in mind that the site can be improved in time, so it won't just be a one-go thing. I'll also be making it from scratch, using a PHP framework.

Cheers!
#157
News & Discussions / Removing news blog
July 16, 2009, 10:15:25 PM
Since the news blog isn't used much (no posts), i'll remove it and we'll just post news in here.
#158
The Mega Archive / password connect
June 21, 2009, 02:21:43 PM
ah man i just found out that you can connect to a server with a FRICKIN PASSWORD, especially when it's in mm3...

this is news for me. just try /connect hell.grigoriada.net 28785 password (replace with real password)
#159
The Mega Archive / coopedit spam
June 14, 2009, 09:39:45 AM
Hello. As some of you know, i've implemented the coopedit spam detection thing. Recently I modified frogmod so the warnings only reach the master/admin (not everybody, less bothersome). Anyway, There are 4 possible messages: large grid size, large selection size, fast scrolling, fast texture scrolling. I've noticed that 'large grid size' and 'fast texture scrolling' are usually valid for warning the player or the master for kicking/spec. However, 'large selection size' and 'fast scrolling' do not work so well, because usually players select a large area with small cubes, and it's perfectly valid (the current limit is 10 cubes on any axis). So i was thinking of improving these, but I need some suggestions from you guys. So when you have time, please take master/admin on hell server or jake's server, spec yourself and watch the players that generate warnings. Some will be valid, some will be mapwreckers.

My current idea is to replace 'large selection size' checking by checking the actual measure of the selection instead of the number of cubes. That means that you can have 20 small cubes and still be in limit, but if you have 20 big cubes, you're over the limit. By actual measure i mean check in world coordinates instead of number of cubes. That means number of cubes * grid size. As for 'fast scrolling', I'm thinking of multiplying the detection interval (currently 300ms) by the grid size. So this way, it detects the damage done.

If this works out, at some point I'll implement autokick/autospec. I'm also going to add a /newmap protection that either kicks or specs the player that does it.

...Oh and mapmodel spam detection, and I think there are some other places where we can add some spam detection... please suggest.
#160
The Mega Archive / Merging with mX
June 03, 2009, 09:20:53 PM
Please post your ideas on the possible [Hell] + mX merging.

Personally, I'm all for it, since they are skilled and so are we, and there's no reason to keep the clans separated.

My idea is: if we DO merge, we should find a new name. One that also allows shorter tags. Because -[Hell]- takes up 8 characters. The maximum name length is 15 characters. That leaves us with 7 characters for the name. mX| takes only 3 characters.
#161
Here's a patch that improves the texture browser by adding some extra info at the bottom:


Index: octaedit.cpp
===================================================================
--- octaedit.cpp (revision 954)
+++ octaedit.cpp (working copy)
-1664,13 +1664,16 @@

COMMAND(editmat, "ss");

-#define TEXGUI_WIDTH 10
-#define TEXGUI_HEIGHT 7
+//originally 10, increased for "convenience"
+#define TEXGUI_WIDTH 12
+//originally 7, reduced to host improvement test
+#define TEXGUI_HEIGHT 5
extern int menudistance, menuautoclose;

VARP(thumbtime, 0, 50, 1000);

static int lastthumbnail = 0;
+static int texhoveridx = 0;

VARP(texgui2d, 0, 1, 1);

-1691,6 +1694,8 @@
         {
             g.tab(!i ? "Textures" : NULL, 0xAAFFAA);
             if(i+1 != origtab) continue; //don't load textures on non-visible tabs!
+
+ Texture *prevtex = notexture, *prevglowtex = NULL, *prevlayertex = NULL;
             loopj(TEXGUI_HEIGHT)
             {
                 g.pushlist();
-1714,15 +1719,59 @@
                         }
                         else if(slot.thumbnail) tex = slot.thumbnail;
                         else if(totalmillis-lastthumbnail>=thumbtime) { tex = loadthumbnail(slot); lastthumbnail = totalmillis; }
-                        if(g.texture(tex, 1.0, slot.rotation, slot.xoffset, slot.yoffset, glowtex, slot.glowcolor, layertex)&G3D_UP && (slot.loaded || tex!=notexture))
+
+ int test = g.texture(tex, 1.0, slot.rotation, slot.xoffset, slot.yoffset, glowtex, slot.glowcolor, layertex);
+                        if(test&G3D_UP && (slot.loaded || tex!=notexture))
                             edittex(ti);
+ if(test&G3D_ROLLOVER)
+ {
+ texhoveridx = ti;
+ prevtex = tex;
+ prevglowtex = glowtex;
+ prevlayertex = layertex;
                     }
+                    }
                     else
                         g.texture(notexture, 1.0); //create an empty space
                 }
                 g.poplist();
             }
+
+     Slot &prev = lookuptexture(texhoveridx, false);
+ if(!prev.loaded && !prev.thumbnail) prevtex = loadthumbnail(prev); //load thumbnail if not loaded
+
+ g.pushlist();
+ g.texture(prevtex, 2.0, prev.rotation, prev.xoffset, prev.yoffset, prevglowtex, prev.glowcolor, prevlayertex);
+
+ extern int guitextcolour;
+ g.pushlist();
+ defformatstring(ds)("Texture: %s", prev.sts[0].name);
+ if(ds[45]) //shorten strings, to avoid a jittery interface
+ {
+ ds[45] = '\0';
+ ds[44] = ds[43] = ds[42] = '.';
         }
+ g.text(ds, guitextcolour, "info");
+
+ formatstring(ds)("layer: %i\tShader: %s", prev.layer, prev.shader->name);
+ if(ds[45])
+ {
+ ds[45] = '\0';
+ ds[44] = ds[43] = ds[42] = '.';
+ }
+ g.text(ds, guitextcolour, "info");
+
+ formatstring(ds)("Size: %ix%i\tScale: %.2f (%ix%i)",
+ prevtex->xs, prevtex->ys, prev.scale, (int) (prevtex->xs * prev.scale), (int) (prevtex->ys * prev.scale)); //w and h corresponds to the current scale
+ g.text(ds, guitextcolour, "info");
+
+ formatstring(ds)("Scroll: %.2f %.2f\toffset %i(%i%%) %i(%i%%)", prev.scrollS * 1000.0f, prev.scrollT * 1000.0f,
+ prev.xoffset, abs(100*prev.xoffset/prevtex->xs)%100, prev.yoffset, abs(100*prev.yoffset/prevtex->ys)%100);
+ g.text(ds, guitextcolour, "info");
+
+ g.poplist();
+ g.poplist();
+        }
         g.end();
     }



Apply with:
patch -p1 -u < diff
#162
Maps / vsforts2
May 09, 2009, 10:56:33 PM
vsforts maps 1 and 2.

sorry, the server's been having trouble
#163
Maps / Elephant Temple
April 13, 2009, 10:19:00 AM
Elephant temple, [almost] finished up.

See here: http://www.quadropolis.us/node/1874

Cheers!
#164
The Mega Archive / Resource pack
April 09, 2009, 10:11:40 AM
Let's make our own texture pack. The idea has been around for a while, but now is time to start work on it.

Here is my starting idea. We first make a list of texture categories. We can use the existing sauer and BF textures for ideas, and then gather the textures from texture sites (we can make a list of those as well).

Please contribute to this list:


  • Brick textures
  • Plain color textures
  • Wood textures
  • Rock textures
  • Earth textures
  • Grass textures
  • Shiny (clean) metal textures
  • Rusty metal textures
  • Painted metal textures
  • Old painted (exfoliated) metal textures
  • Decorative patterns
  • Guide textures (for example the circles texture for making good circles)

Each of these can be placed and subdivided into subcategories.

We have some textures at http://hell.grigoriada.net/files/textures

Please contribute to this list!

Cheers!
Vampi
#165
Maps / Temple 1
April 01, 2009, 12:17:23 AM
Almost finished:



Someone suggested I scale the textures down.

I'm thinking of using some of these custom textures:

http://hell.grigoriada.net/files/textures/0512/

Any tips?

Also, somewhere outside the map is Snowy's cat thing. Basically i wanted a little animal to place on a shrine inside the temple, but i don't like the cat's shape...
#166
The Mega Archive / customizing forum look
March 28, 2009, 03:24:22 AM
if you guys can find custom smileys or anything else that we can customize the forum with, go ahead and post here, and I'll try to include them.
#167
Welcome to our recruiting section. You probably got here cause you want to be in our clan, or because we asked you to be in our clan.

To join, please read the rules below and then post in the recruiting section, so we can see your work. Post some info about yourself, and screenshots of your maps, or just your maps. You can upload attachments, so use that feature.

You need to have a good attitude, and at least one of the following skills. Note that your proficiency must be above average (i.e. not only not a noob, but you better be good at it):

Mapping skills:

  • Lighting - either realistic (sunlight, lamp light) or surreal (weird colours). Subtlety is the word here.
  • Making good map layouts
  • Adding details to an existing layout
  • Adding tiny details to an existing object
  • Making furniture, and other objects that are placed either at the interior of a room, or the outside.
  • Making caves and stones
  • Knowledge of existing architectural styles
  • Knowledge of architectural structures (like brick layout, beams, pillars, stuff that goes on the inside of a wall, window shapes etc).
  • General creativity

Texture skills:

  • Making new textures
  • Inserting them into sauer/BF
  • Tweaking them from sauer/BF cfg file (scrolling, rotation, scale and other effects)

Modeling skills:

  • Making custom models (furniture, trees, other objects)
  • Making new player models (ie like ironsnout and mr. fixit)
  • Importing them into sauer/BF

Audio skills:

  • Making ambient sounds
  • Making other sounds (for example, to replace the default sauer/BF sounds)

Tutorial skills:

  • Use your existing knowledge to write good tutorials

Programming skills:

  • CubeScript-ing
  • C/C++ programming, to modify either the client or the server, or whatever might help.

Other skills:

  • Please leave a reply here with skills to add to this list. Maybe we forgot some.

If you don't have any of these skills, but you'd like to be in the clan anyway, there is one more thing that might get you in:

  • A good learning attitude. The desire to learn new things. Anybody can learn new things, you just need some patience. You can either learn by yourself (either in coopedit, or offline), or just ask one of us and we will teach you something or other, perhaps something you saw on one of our maps and you liked. We've met people that had this good learning attitude, and taught them new things. We've also met people that learned by themselves and increased their skill in time. We're also increasing our skill in time. There is no 'maximum skill', you'll always be learning something new.

We don't have any rules, just "have fun". There is no leader, but Skylax is the founder of the clan.

To join, please read the rules above and then post in the recruiting section, so we can see your work. Post some info about yourself, and screenshots of your maps, or just your maps. You can upload attachments, so use that feature.
#168
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!
#169
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
#170
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.

#171
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.

#172
Maps / -[HELL]-HQ
March 11, 2009, 10:20:26 PM
latest on my hdd
#173
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]
#174
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
#175
The Mega Archive / SUBJECTO!
February 25, 2009, 02:54:04 PM
HOLA FRIENDIDOS!!! LALALGLAGLAGLAGAhttp://[b][/b]L
:-\ :-*  :'( :-[