• First thread on Facepunch.
    49 replies, posted
[QUOTE=TrulliLulli;17810930]Also nobody better have an idea of bumping all of these dead threads[/QUOTE] Cruisn' for a bruisin'. [sp]I dunno, I was really drunk at the time.[/sp]
[url]http://www.facepunch.com/showthread.php?t=34655[/url] My first thread was terrible. It was a shop thingy (images are gone now :argh: Imageshack). It's surprising because back then they considered it fairly decent, but if I posted that now I'd probably get banned for trolling or 5 second shit or something (but it did take me kind of a while). But it's the next thread I created that I love the most. I posted 7 consecutive times: [url]http://www.facepunch.com/showthread.php?t=34447[/url] It's surprising how a perma ban and two years of this forum has matured me beyond my piers.
[url]http://www.facepunch.com/showthread.php?t=435758[/url] Not as lame as I seemed to recall.
[quote]Sorry - no matches. Please try some different terms.[/quote] :saddowns:
[url]http://www.facepunch.com/showthread.php?t=312817[/url] Fuck, I hate myself.
[url]http://www.facepunch.com/showthread.php?t=634347[/url] [quote=acds]Since a lot of people say that one of the biggest letdowns farcry 2 was the weapon damage,i think that a hardcore mode (yes,i know it is very similar to CoD4) would be great,obviously released as a DLC. I think that,with some modifications,multiplayer could really shine. For example it could change: -200% or more weapon damage (3-4 ak bullets in the chest should be deadly) -Larger damage radius for explosives (sometimes a grande launcher shot at someones feet will not kill him,that's really irritating) -Higher chance that a weapon jams or a rocket misfires (weapons jam but it's really rare,maybe the weather could influence this) -Higher penetration for heavy weapons (right now the AS-50 does not penetrate a wooden box,it should penatrate and still be deadly on one shot) -Less chance of being wounded,instead you would die (when you get shot 30 times with a assault rifle,you should not be lying on the ground waiting for a teammate to come and save you) Any more ideas? [/quote] Meh, could have been worse I guess.
[quote]Hi, you guys might think it's a piece of flying crap, I don't really care, I just want to know what you think of it, although I really hope you enjoy:D[/quote] I made a plane out of containers. It went pretty slow, making it good for learning how to fly. It was not really appreciated. :saddowns:
On my previous alt, which was permbanned: Oh shit. [quote]I have problem Team Fortress 2. When I try to connect ANY server, i get message like this: "Disconnect: This Steam account does not own this game. Please login to the correct Steam account." I searched Google for answers, and deleted ClientRegistry.blob. What should I do?[/quote] All right, I downloaded pirated TF2. It weren't working so I bought The Orange Box for $6. One of the best things I've ever bought this year.
My first one was in the wrong Forum: [url]http://www.facepunch.com/showthread.php?t=714003[/url]
[url]http://www.facepunch.com/showthread.php?t=782712[/url] Saturnus, woo.
[QUOTE=Nautsabes;2490998]This is my first attempt at 'comics' I know that will not protect me from flamers and 'you suckers' but since it really is I thought I'd just tell you. I got the idea of the guy with the keyboard from the first episode of "Attack of the Show" on G4. I hope you enjoy. [URL=http://img91.imageshack.us/my.php?image=csoffice0002wo8.jpg][IMG]http://img91.imageshack.us/img91/1676/csoffice0002wo8.th.jpg[/IMG][/URL] [URL=http://img223.imageshack.us/my.php?image=csoffice0009ip0.jpg][IMG]http://img223.imageshack.us/img223/8748/csoffice0009ip0.th.jpg[/IMG][/URL] [URL=http://img240.imageshack.us/my.php?image=csoffice0011sz9.jpg][IMG]http://img240.imageshack.us/img240/5978/csoffice0011sz9.th.jpg[/IMG][/URL][/QUOTE] That was back when I was rocking it with a 1.3GHz Celeron, 512mb of DDR, and a 512mb GeForce 5500. Good times.
[quote]I was wondering if anyone could make a personal skin for me. I would like it to be one of two skins (though I would prefer to be both). First skin: I would like it to have Inca/Aztec ancient style and have the name 'Inra' on it somewhere. Second skin: I would like it to have a futuristic style and have the name 'Omolong' on a card somewhere. I don't mind what it's face looks like as long as it male character but I would like the maker to show it to me before releasing it. I would like them to be hexed though![/quote] Not bad.
[quote]Well I made a map tad while ago and finally got a computer that can compile it within minutes instead of days. The entire problem is in the thread title. The map does not even try to load in Ep2. Compile Log [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\13lackm35a\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\13lackm35a\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\13lackm35a\garrysmod\garrysmod\maps\tracktack" Valve Software - vbsp.exe (Mar 11 2008) 4 threads materialPath: c:\program files (x86)\steam\steamapps\13lackm35a\half-life 2 episode two\ep2\materials Loading C:\Program Files (x86)\Steam\steamapps\13lackm35a\garrysmod\garrysmod\maps\tracktack.vmf Patching WVT material: maps/tracktack/nature/blendgrassgrass001a_wvt_patch Patching WVT material: maps/tracktack/nature/blendmuddirt001e_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) **** leaked **** Entity func_button (-24.00 908.00 -10350.00) leaked! Processing areas... Brush 25169: areaportal brush doesn't touch two areas done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (248886 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! .10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 631 texinfos to 423 Reduced 55 texdatas to 43 (1637 bytes to 1147) Writing C:\Program Files (x86)\Steam\steamapps\13lackm35a\garrysmod\garrysmod\maps\tracktack.bsp 4 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\13lackm35a\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\13lackm35a\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\13lackm35a\garrysmod\garrysmod\maps\tracktack" Valve Software - vvis.exe (Mar 11 2008) 4 threads reading c:\program files (x86)\steam\steamapps\13lackm35a\garrysmod\garrysmod\maps\tracktack.bsp reading c:\program files (x86)\steam\steamapps\13lackm35a\garrysmod\garrysmod\maps\tracktack.prt LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\13lackm35a\garrysmod\garrysmod\maps\tracktack.prt ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\13lackm35a\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\13lackm35a\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\13lackm35a\garrysmod\garrysmod\maps\tracktack" Valve Software - vrad.exe SSE (Mar 11 2008) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\13lackm35a\garrysmod\garrysmod\maps\tracktack.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (1.24 seconds) 15958 faces 2 degenerate faces 56649635 square feet [8157547520.00 square inches] 23 Displacements 198368 Square Feet [28565066.00 Square Inches] sun extent from map=0.087156 7 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (153) Build Patch/Sample Hash Table(s).....Done<0.7258 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (89) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 104/1024 4992/49152 (10.2%) brushes 629/8192 7548/98304 ( 7.7%) brushsides 4852/65536 38816/524288 ( 7.4%) planes 3950/65536 79000/1310720 ( 6.0%) vertexes 18793/65536 225516/786432 (28.7%) nodes 7553/65536 241696/2097152 (11.5%) texinfos 423/12288 30456/884736 ( 3.4%) texdata 43/2048 1376/65536 ( 2.1%) dispinfos 23/0 4048/0 ( 0.0%) disp_verts 6647/0 132940/0 ( 0.0%) disp_tris 11776/0 23552/0 ( 0.0%) disp_lmsamples 529041/0 529041/0 ( 0.0%) faces 15958/65536 893648/3670016 (24.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2554/65536 143024/3670016 ( 3.9%) leaves 7658/65536 245056/2097152 (11.7%) leaffaces 16647/65536 33294/131072 (25.4%) leafbrushes 3834/65536 7668/131072 ( 5.9%) areas 2/256 16/2048 ( 0.8%) surfedges 78614/512000 314456/2048000 (15.4%) edges 40700/256000 162800/1024000 (15.9%) LDR worldlights 7/8192 616/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 340/32768 3400/327680 ( 1.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 5157/65536 10314/131072 ( 7.9%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 24566512/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 45876/393216 (11.7%) LDR ambient table 7658/65536 30632/262144 (11.7%) HDR ambient table 7658/65536 30632/262144 (11.7%) LDR leaf ambient 25816/65536 722848/1835008 (39.4%) HDR leaf ambient 7658/65536 214424/1835008 (11.7%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/1504 ( 0.1%) pakfile [variable] 214986/0 ( 0.0%) physics [variable] 248886/4194304 ( 5.9%) physics terrain [variable] 20488/1048576 ( 2.0%) Level flags = 0 Total triangle count: 36443 Writing c:\program files (x86)\steam\steamapps\13lackm35a\garrysmod\garrysmod\maps\tracktack.bsp 4 minutes, 17 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\13lackm35a\garrysmod\garrysmod\maps\tracktack.bsp" "c:\program files (x86)\steam\steamapps\13lackm35a\half-life 2 episode two\ep2\maps\tracktack.bsp" ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\13lackm35a\half-life 2 episode two\hl2.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\13lackm35a\half-life 2 episode two\ep2" +map "tracktack" [/code][/quote] Woo.
How do I put HL:Ep 2 in hammer... :downs:
[QUOTE=Nautsabes;17814461]That was back when I was rocking it with a 1.3GHz Celeron, 512mb of DDR, and a 512mb GeForce 5500. Good times.[/QUOTE] I think I remember that thread.
Here's my propostition, go on Omegle and say "I LIEK CHOCOLATE MILK" and see what they say, Here's mine: [quote]You: I LIEK CHOCOLATE MILK Stranger: I LIEK CHOCOLATE MILK TOO! Stranger: YAY! You: WOOTZ Stranger: DO YOU LIKE NACHOES? You: NUH I LIEK CHOCOLATE MILK Stranger: BUT WHAT IF WE PUT THE NACHOES, IN THE CHOCOLATE MILK? You: brb postin thread on fp telling them to do this[/quote] [highlight](User was banned for this post ("Wrong icon, crap thread" - Gurant))[/highlight] Exact replica of the first post :downs:
What actually is the firs thread on whole facepunch?
[QUOTE=Anzonix;17814745]What actually is the firs thread on whole facepunch?[/QUOTE] I believe it was created by your mother. You'll have to ask her.
[url]http://www.facepunch.com/showthread.php?t=827469[/url] Woo
[QUOTE=IceCKryss;10095981]I have played Garry's Mod since last year, and it worked fine. When Garry updated to the Half-Life 2 Episode 2 base, I couldn't play anymore because of my un-upgradable graphics card and its drivers. That was fine for me, but recently I've been feeling like making screenshots and scenes in-game. Previously, this was no problem. Recently, though, when I try to make a scene, any props or ragdolls that are too far away from my viewing window fade away and vanish with distance. This also happened when I tried Garry's Mod 9, and I have no idea whatever the problem may be. If there are any console commands that I am missing, please let me know. Thanks! EDIT: I found the answer after looking a little more desperately through the help section. You have to set r_screenfademaxsize to a low number. Thanks anyway![/QUOTE] I've made a total of: [B]2[/B] threads since joining Facepunch two years ago.
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