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Forum: SiN, SiN Steam & Wages of Sin 07-09-1999, 09:24 AM
Replies: 4
Views: 597
Posted By BlindTypist
Re: Textures question

IMO, the quake textures are lame by definition. But they use an entirely different format (WAL) than Sin does (SWL). Sin has to utilize a different format to make use of the new texture...
Forum: SiN, SiN Steam & Wages of Sin 07-08-1999, 11:45 PM
Replies: 7
Views: 760
Posted By BlindTypist
Re: WHERE DO U GET GENSURF????

David, I'm sorry to hear that. I can't think of one thing that is wrong with, or that I would change in GenSurf. It is a remarkably effective tool, and so damn simple to use.

I'll have to give you...
Forum: SiN, SiN Steam & Wages of Sin 07-03-1999, 12:25 AM
Replies: 3
Views: 631
Posted By BlindTypist
Re: how to make a mod?

You don't need necessarily need SinEd to make a Mod, except to make sure new entities can be placed during editing. You do need to know Visual C++ (not sure the version).

Although I have no prior...
Forum: SiN, SiN Steam & Wages of Sin 07-02-1999, 02:35 PM
Replies: 3
Views: 631
Posted By BlindTypist
Re: how to make a mod?

Yeah, I read about the RA Mod, it sounds great. The RA map Bass made/ported recieved a pretty good response, even without a Mod. So it seems the timing was perfect. About how long does it take to...
Forum: SiN, SiN Steam & Wages of Sin 07-02-1999, 01:07 PM
Replies: 18
Views: 1,428
Posted By BlindTypist
Re: Joker: TNT2 - Preliminary feeback & results

Yeah, I have a couple desktop machines too, I just haven't been able to convince my wife that a 3D card will make Microsoft Word run faster (j/k). I almost convinced her we needed a 13 gig HD... man...
Forum: SiN, SiN Steam & Wages of Sin 07-01-1999, 10:23 AM
Replies: 4
Views: 584
Posted By BlindTypist
Re: Claudec- scripting

See? It's amazing what cool things can be made with such a simple script. Especially with your programming background, scipting will be easy for you.

re-executing the "time" doesn't hurt anything....
Forum: SiN, SiN Steam & Wages of Sin 07-01-1999, 12:00 AM
Replies: 3
Views: 629
Posted By BlindTypist
Re: Problems with trigger_speaker

Also, make sure the path and file name are absolutely correct. Remember, the sound files start at Sin\base\sounds, so it isn't necessary to enter the FULL path. Otherwise the game will be searching...
Forum: SiN, SiN Steam & Wages of Sin 06-30-1999, 11:52 AM
Replies: 3
Views: 629
Posted By BlindTypist
Re: Problems with trigger_speaker

Try setting the "ABMBIENT_ON" flag in the Entity Window. This will make the sound start "ON". By default, the trigger_speaker is off and can be toggled on and off by triggering it.

Wickets waterfall...
Forum: SiN, SiN Steam & Wages of Sin 06-30-1999, 09:46 AM
Replies: 18
Views: 1,428
Posted By BlindTypist
Re: Joker: TNT2 - Preliminary feeback & results

Yes indeed, I bet you are one happy man. I would be too!

The apartment building I live in has a Virgin records store, Circuit City and 12 screen Movie theatre right downstairs. Needless to say I am...
Forum: SiN, SiN Steam & Wages of Sin 06-29-1999, 10:39 PM
Replies: 4
Views: 584
Posted By BlindTypist
Claudec- scripting

I decided to add to your extensive analysis of mapping in a different thread. Especially since we were getting off the subject a bit. This post is enough to throw any thread into an uncontrollable...
Forum: SiN, SiN Steam & Wages of Sin 06-29-1999, 07:48 PM
Replies: 7
Views: 721
Posted By BlindTypist
Re: Liquids... couple of questions.

I haven't noticed if it increases poly count (it shouldn't), but it does cause a slight performance hit since the algorithm has to warp the texture. Its very minimal and shouldn't even cause any...
Forum: SiN, SiN Steam & Wages of Sin 06-29-1999, 05:47 PM
Replies: 7
Views: 721
Posted By BlindTypist
Re: Liquids... couple of questions.

Well, the bubble info is explained at the Node under fx_bubbles. Most of the fx are very simple and straight forward and don't really need further explanation (which is probably why this hasn't been...
Forum: SiN, SiN Steam & Wages of Sin 06-29-1999, 11:04 AM
Replies: 2
Views: 625
Posted By BlindTypist
Re: Request opinions on new beta level.

Although I can't test you're level, I'd like to say I liked your website. It's simple, clean and to the point.

But most of all, I enjoyed the commentary about Nukesville II. Kind of a Post-mortem...
Forum: SiN, SiN Steam & Wages of Sin 06-28-1999, 07:47 PM
Replies: 5
Views: 787
Posted By BlindTypist
Re: Sigh

LOL
Forum: SiN, SiN Steam & Wages of Sin 06-28-1999, 01:26 PM
Replies: 7
Views: 830
Posted By BlindTypist
Re: Why SinEd won\'t run for some - might have something.

If a SED file isn't specified, SinEd searches for the default Sin.Sed in the Bin/Scripts path. I didn't make up the file name, nor I did I make up the path. That procedure is hard coded into...
Forum: SiN, SiN Steam & Wages of Sin 06-28-1999, 08:52 AM
Replies: 7
Views: 830
Posted By BlindTypist
Re: Why SinEd won\'t run for some - might have something.

This doesn't have anything to do with OpenGL or 3D cards, but I was wondering why the SED file location and name were changed?

By default, SinEd searches for a Sin.SED file located in...
Forum: SiN, SiN Steam & Wages of Sin 06-27-1999, 10:46 PM
Replies: 1
Views: 737
Posted By BlindTypist
Re: enemies

nice try seismic... I know who you are. http://www.ritualistic.com/ubb/images/icons/smile.gif
Forum: SiN, SiN Steam & Wages of Sin 06-27-1999, 10:42 PM
Replies: 8
Views: 918
Posted By BlindTypist
Re: How does one compile a map made with QuArK?

They are similar in coordinate data, but the surface properties are completely different. Quake uses flags and Sin uses strings.

How to fix the problem? I didn't think it was possible to import...
Forum: SiN, SiN Steam & Wages of Sin 06-27-1999, 08:11 PM
Replies: 5
Views: 787
Posted By BlindTypist
Re: Sigh

It appears Ranger made the same mistake. http://www.ritualistic.com/ubb/images/icons/smile.gif
Forum: SiN, SiN Steam & Wages of Sin 06-27-1999, 08:08 PM
Replies: 11
Views: 771
Posted By BlindTypist
Re: Bloodsin

In a word: Yes.

Although problems could arise if there was alot of rocket launchers going off. But that would mainly affect the high VIS areas like the upper rim (1000+ wpoly). On the floor level,...
Forum: SiN, SiN Steam & Wages of Sin 06-27-1999, 03:22 PM
Replies: 5
Views: 787
Posted By BlindTypist
Re: Sigh

Usually, func_remove is for surface lighting (I think). The func_remove brush entity is removed from the game, but the lighting remains.

I doubt they were a func_remove with a hint texture applied....
Forum: SiN, SiN Steam & Wages of Sin 06-27-1999, 03:07 PM
Replies: 11
Views: 771
Posted By BlindTypist
Re: Bloodsin

Yeah, it seemed Claudec learned the hard way, which isn't necessarily a BAD thing. We learn from our mistakes and it makes us a better mapper, scriptor...

We can also learn from Claudec, especially...
Forum: SiN, SiN Steam & Wages of Sin 06-26-1999, 06:59 PM
Replies: 11
Views: 658
Posted By BlindTypist
Re: Anyone know haw to use .msf file in WOS? It seems to allow the placement of decals.

I rather enjoyed this thread myself. Quite entertaining to watch someone ask questions and then answer themselves.

Thanks for the info.
Forum: SiN, SiN Steam & Wages of Sin 06-26-1999, 01:39 PM
Replies: 17
Views: 878
Posted By BlindTypist
Re: De-compile

I don't recall any arguments in this thread. Nobody needs to justify their reasons for doing ANYTHING. I just wanted people to think before they started messing ith someones work.

BTW, just for art...
Forum: SiN, SiN Steam & Wages of Sin 06-26-1999, 11:14 AM
Replies: 11
Views: 873
Posted By BlindTypist
Re: Hint / Detail brushes

hint brushes are VERY different than areaportals. An areaportal is an actual existing entity that will block VIS (whereas no other entity does this).Func_areaportal functions like a wall in that...
Showing results 1 to 25 of 317

 
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