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Topics - S.T.A.L.K.E.R.

Pages: [1] 2
1
Ripples / surf_network_2013
« on: May 14, 2012, 02:59:26 AM »
Give feedback, I guess, it doesn't really matter to me!

DOWNLOAD IT HERE
Password for rar is network
























2
Questions / Horrid Shadows
« on: May 05, 2012, 02:41:33 PM »
Can someone lend me a solution to get rid of these shadows?
Lightmap scale is currently 32 for compiling purposes.


3
Surf Shack / Kepler-22 / Kepler-22b thread.
« on: December 08, 2011, 10:06:19 PM »
This is a thread for any other spacefags out there, I might be the only one, but fuck it.

On December 5th, 2011, NASA's Keplar telescope/satellite discovered a planet in a solar system that has a star similar to our own.  A twin star to the Sun, as they call it.

This planet is 2.4 times the size of earth, it has an atmosphere, it has rock and water on it's surface, it has a 290 day year, and today it's temperature was 72 degree Fahrenheit.  The perfect requirements for single celled organisms to flourish.

At our current state of technology, it would take approximately 22 million years to arrive there, traveling at 196 billion miles a second.

This is pretty awesome, in my opinion.  Something along the lines of Pandorum comes to mind

Post your thoughts/ideas/theories/whatever.

Or don't post at all, just read it.

EDIT: Does this prove all religion wrong?




4
Questions / Help with models conversion
« on: December 03, 2011, 02:12:17 AM »
I would like to change my Terrorist and Counter-Terrorist models from the default to this:

TERRORIST (four different rebel skins obviously) -


COUNTER-TERRORIST (two or three different skins) -


I cannot find anywhere that has these models available.
I'm an not good with computer so I cannot figure out how to convert them HALF-LIFE 2, to COUNTER-STRIKE: SOURCE.
Could someone give me a step by step list, or fucking do it for me?

5
Other Works / ZE_Stalker *WIP*
« on: November 02, 2011, 11:22:51 PM »
Something that I've been working on for a day or so now, I've decided that I wanted to create a ze_ map, and what better theme to use than STALKER?
The part I decided to create was the ending of Shadow of Chernobyl, where you enter reactor 6 and the sarcophagus, then you meet the wish granter.

Here is part 1/6 (I started making the end first, then I'm going to work backwards.):











What you see in the screen shots is the sarcophagus, or Reactor 6 of Chernobyl. In this room, you will be presented with destroyed architecture and you need to find your way up the floors and around the pit while keeping the zombies (controllers) one step behind you.  Anyone who falls into the pit will be teleported to a room that you can only get in, and not out of, until the humans get to a certain point.

I'll be posting more screen shots of other parts soon.

6
Questions / Cool problems with the cool update.
« on: October 22, 2011, 05:04:40 PM »
Whenever I open CSS to test a map, and then I exit the map I'm on and just leave CSS at the main screen, my computer lags like a bitch - my mouse looks like it's running at 3 fps, my music stops mid song and only plays little bursts every few seconds, everything is generally turned to shit.  Has anyone else experienced this problem?  It's only with CSS.

I have a feeling it has something to do with this faggot ass update.

7
Wipeouts / Re: Surf_Chess
« on: June 18, 2011, 11:24:24 AM »
I'm pretty sure he's going to do things his own way (which is totally fine).  From day one he's mapped with the kind of surf he's best at (close quarters, tight turns, etc.).  I warned him the public may not be so fond of it but he's stuck with it.  More power to him.
>stuck with an unfortunate skill
>more power to him
>no

But whatever man.  Why even come to a surf forum if you aren't going to to take the advice of people with experience.  If you're just going to defy everyone who is trying to give legit advice, then don't even bother making an account here.  God damn.

8
Surf Shack / Want to play a game?
« on: April 06, 2011, 10:25:15 PM »
Okay, so I just sat down and got on Firefox, and for some reason I decided to check how many times I've visited this site, along with other sites.  So here's the game, I'm going to list a few sites and you post how many times you've visited it and we can make assumptions about each other on our viewing habits.

If you don't know how to view your site visits, follow these steps (Firefox users only, I don't know if it's the same for other browsers or not but if it is, feel free to join in!): Right click the front page of the website, go to View Page Info, and then go to the security tab, post results for each site here.

Also, post how long you've been using your browser on your current computer.

I'll start, use my list a template:

Solidsurf: 11,614 times
Facebook: 21,113 times
Google: 3,478 times
Youtube: 8,357 times
4chan: 13,167 times
The Pirate Bay: 7 times
Tinypic: 524 times

Time using browser: 16 months

Your turn!


Template:
Code: [Select]
[b]Solidsurf:[/b]
[b]Facebook:[/b]
[b]Google:[/b]
[b]Youtube:[/b]
[b]4chan:[/b]
[b]The Pirate Bay:[/b]
[b]Tinypic:[/b]

[b]Time using browser:[/b]

9
Surf Shack / Can someone tell me...
« on: April 04, 2011, 06:46:46 PM »
...what kind of "pack" the girl on the left is wearing?


10
Surf Shack / Happy birthday!
« on: March 30, 2011, 01:02:47 AM »
This day, March 29th, 100 years ago is when the U.S. Military adopted the 1911 as it's standard issue sidearm. Pay some fucking respect to the gun that formed this country.


11
Questions / HOW DO YOU..
« on: January 27, 2011, 02:20:59 AM »
I go on the KSF server a lot and watch people surf and every map has a record held by this faggot named Habitat.. obviously everyone is trying to beat this things record... but how do you kill something.. that... has... NO LIFE...?
Need answers ASAP.  Is this some form of loser faggot that does nothing but SURF CSS all day?  I am severely confuse, help me father.

12
Surf Shack / ‡ Lets talk about war.
« on: November 23, 2010, 07:24:37 PM »
If Best Korea and South Korea go to war, do you think America will get involved? Do you think there will be a draft, because North Korea has the biggest ground force on the face of the planet? If there is a draft, are you going to go or are you going to be flee the country?

Lets talk about war.

13
Other Works / Coop_resistance_part1 (hl2dm)
« on: September 27, 2010, 12:42:01 AM »
http://www.fpsbanana.com/maps/145885

This is part 1 of 3 for the series of this map.
In this map, you play as a rebel. You and your team are trying to escape from your hideout that has been invaded by outlandish creatures and an alien race that terrorizes you constantly. The end of this map is where the 2nd part will start.
Some places in the map will require you to use your mind instead of just killing enemies. So put on your thinking caps, at some points things will be pretty obvious. Don't take anything you notice with ease, think how you can overcome or surpass it.
Enjoy!

(this is my first hl2dm map)







14
The Beach / Ghouls 101
« on: September 04, 2010, 06:57:49 PM »



Right click, save image as, fill out sheet, re-post here!

15
The Beach / Solidsurf mapping contest hosted by Goose and Ryan
« on: June 27, 2010, 11:30:28 PM »
Solidsurf Mapping Contest
Hosted by Goose and Ryan

-This mapping contest will be open to the public.
-You can make any type of surf map you wish.
-There can only be ONE mapper per map.
-The deadline for the entries will be September 29th. No exceptions.
-All maps will be judged by the general public of Solidsurf.info ± pure unbiased judgement.

If you think you've got what it takes to be a winner, put up or shut up!
Post in this thread so I can mark your name down for the contest
if you have not posted in this thread saying you're going to make a map
then your entry will not be accepted on due date!
You can enter the contest at any time, even on the last day.
If an entry is not given by due date, well you missed out.
You may have multiple entries if you wish.
Think of this as a mapping stimulus.

Cash rewards may follow (don't get your hopes up)

Participants:
Ryan_S
The-Goose
Roosta
Arroba
Spoz (maybe)
Knife
Electric™
Paper-cut (maybe)
TILT
Exither.
Helix
Slasher (Computer broke)
Bravesurf
THAY-imagine-
PAUL (maybe)
silverlol
SintaxError (if he gets a new computer)
TIMAE
chaoz
sali_92
RazerSurf
Hellraisedsurfer
Godowner
FAJ
Daaniel
Jon.../
Chefkochmaps
Egan
DESE
Mr. Epic Rawr
SmOoth
Sangfroid
Rscar
-[Element]-
Buck Nasty
Jesuswashomeless

16
Waves / SURF_ELEMENTS_BETA1
« on: April 02, 2010, 05:24:35 AM »
Surf_elements_beta1

http://www.mediafire.com/?zy2ntqqdehl

http://www.fpsbanana.com/maps/130903


Okay where to start...
You spawn in a "start room" with 500 health, once you enter the element portal a 4 minute timer is activated.
You are then presented with 6 teleporters, each a different color, or if you will, element. The elements are:
Water, Fire, Leaf, Light, Shadow, Mechanical.
Each element has it's own "style".
The Water temple consists of water skipping.
The Fire temple consists of upward boosts.
The Leaf temple consists of bunny hopping.
The Light temple consists of tele hopping/speed gaining.
The Shadow temple consists of illusion/deception.
The Mechanical Temple consists of moving obstacles.
When you start the map, you are given 500 hp (server with spawn protection, you might want to sit in spawn for the extra 6 seconds before you run off).
If at any given time you notice that you are running low on health, you can go back to spawn and re-up. This of course will cost you time, but if you're desperate enough you will be willing to sacrifice.
The "systems" of the map. There is no specific order for the temples to be beaten in. Any order that pleases you will do. The map is team oriented, if a team gains a check for ALL temples they are sent to an arena to eliminate the opposing team.
If the teams don't gather enough checks within the 4 minutes given, the temple with the most falls is found and a jail corresponding to that temple will be activated.
You will also notice a Triforce on the floor where you warp back at, through out the map there are 1/6 Triforce pieces on each level. Collect all the pieces and create a full Triforce at the element selection zone. The rest is for you to find out.
Once you've reached bonus, everyone will be teleported to a room that is approximately 2 seconds behind you, you will then have to race through obstacles from each element and the winner is brought to a box where they can choose an element. Depending on which element they choose, they losers will be faced with a mini-game of that element.

(shit quality pics for some reason.. 1024x768 windowed mode must make the quality suck?)














17
Surf Shack / Funny story.
« on: April 02, 2010, 02:07:30 AM »
I'll try to sum up a funny story that happened a few years ago:

I got a vasectomy.

I met a girl soon afterward. She was nice and attractive but with a selfish streak that raised a big red flag. She was 32 at the time and I could practically HEAR her biological clock ticking. Regardless, she was a good lay, easy on the eyes, and reasonably good company.

I did NOT tell her about my vasectomy and I always used a condom with her to protect against STDs. She assumed, obviously, that the condom was only used for birth control. Silly girl.

We date for a few months. I never made any move towards commitment but she brought it up ocassionally. For me, this was a casual but pleasant relationship. For her - as I was to find out - it was part of life-changing series of events that she was planning very carefully.

Four months into dating, I get the "I'm pregnant" talk. She's going on and on about how the condom must have broke and now we really need to think about getting married "for the baby". She's positively giddy. She has a baby in her and she thinks she's gonna have a good meal ticket (me) to go along with her new 7lb annuity.

At this point, I'm just as giddy. I get to pull the reverse "oops" on her. I figured that she slept with some bad boy and got knocked up. Good thing I was using condoms! Better still that I have a serious mistrust of women who can't think beyond their own uteri.

So I wait a couple of days to "think about all this." I meet her again. I say I don't want kids and that she should have an abortion. I know where this is going and sure enough it goes there. She goes completely batshit insane on me. There were the usual insults about my manhood. There were threats of legal action. It was all very ugly and I was loving every minute of it.

Well, I let her stew for a few days. She leaves me nasty messages on my phone. She sends awful emails. I'm laughing hysterically.

It was time to drop the hammer. While she was stewing I was busy. First I get a notarized copy from the urologist who performed the vasectomy. Next I get a notarized copy of the TWO test results indicating a "negative test result for sperm" to show I'm sterile and shooting blanks. Finally, I get a letter from a shark attorney stating he has seen the other documents and is prepared to litigate against this woman if she continues to communicate with me in such an unpleasant manner. Also, the letter states that we will insist on DNA testing to show that the baby is not mine. I'm ready.

I meet with this woman at her place. I bring flowers and a small bit of jewelry to show I am willing to reconcile and assume my responsibilities as a new father. I also have stuck in my pocket the documents I have prepared.

She's all giddy again. Her plan is going perfectly - or so she thinks. We talk about our future. We have some pretty good sex. Then, as I am about to walk out the door, I ask her the $64,000 question. "Are you sure that this baby is mine?"

Well, she goes batshit insane again. Hell, she ought to. Her plan could completely unravel if there is ANY question about my paternity. Oh, she's really screaming now. How dare I question her morals. Do I think she's a slut. I'm just trying to weasel out of my responsibilities... blah, blah, blah, yadda, yadda, yadda.

I'm not really mad. I'm kind of embarrassed for her. But since she won't shut up and the neighbors can hear all of this, I ask her to step back inside and sit down. She sits on the sofa and calms down a bit. She is glaring at me with all the moral self-righteousness that only a woman can muster up. She thinks she has me trapped. She is 100% convinced her plan has worked. Oh, the tangled web of lies and deceit she has wrought around herself and I am about to hack through them with a few pieces of paper.

I reach into my pocket slowly. I extract the three pieces of paper and unfold them slowly and deliberately.

I tell her simply, "You're screwed".

Her look doesn't change. There is no way she can fathom what I have prepared.

I continue. "I am sterile"

Her look changes just a bit. Something is beginning to sink in. Naturally, she reverts to women's logic. "You're full of shit. You're trapped and you know it."

I hold up the letter and the test results. "Three months before we met, I had a vasectomy. Here is a notarized letter from him stating what I had done. Here are two test results showing that I tested negative for the presence of sperm. Blanks. I am shooting blanks. That baby inside you is simply not mine."

This woman is not to be swayed by logic and clear documentation. "Bullshit, those are fakes."

I was ready for that. "No, they are real. This last piece of paper is from my attorney. It's a simple letter to you that states if you pursue any kind of legal action against me for child support that I will insist on a DNA test to prove paternity, that is, to prove that your baby is not mine."

I give the woman all the documents. She reads them slowly, deliberately. With each passing second she can feel in her soul that she has made a very bad mistake. With denial swept away, she started to cry. It's a small cry at first. Then it becomes deeper and more painful. By the time she gets to the letter from the lawyer she is sobbing.

I had no sympathy for her. I turned and walked out the door. Even after I closed the door I could still hear her sobbing.

Epilogue -

I never heard directly from this woman again. I did hear through my friends that she did indeed have the baby. I also heard that the real father was some guy in a band she had met. I assumed that after 30, women stopped going after musicians, bikers, criminals, and thugs. Silly me for thinking the best of American women.

The Moral of the Story -

Get a vasectomy but keep it a secret.

18
Questions / Advanced entity help.
« on: March 31, 2010, 01:34:40 AM »
I'm working on a map, there's 6 "temples" and if you fail on a temple you are teleported back, sounds pretty normal, right? Well here's where I need help... after X amount of minutes, I need the fails to be counted up and compared and which ever temple had the most fails, a "jail" will be chosen that corresponds with that temple.
I've gotten as far as 6 math_counters and 3 logic_compares, but that's about it. I have 5+ years experience with hammer, but this is just mind-boggling.
Any help at all will be greatly appreciated, and you will be properly thanked in the credits!
Cheers

19
Waves / surf_plaguelands_beta7a
« on: March 10, 2010, 12:17:34 AM »
**Updated Version** beta7a
PlagueLands


http://www.fpsbanana.com/maps/128633


**SURF_PLAGUELANDS_BETA5i**
»This map has 6 stages, 1 bonus, a no-win
jail and a win jail.

»The no-win system is set up so when the 6
minute timer fires, it separates the people
in each stage to a corresponding box, once
in the box you are presented with two buttons
that are covered with glass. Stage 1 box has
no buttons. Once the people in box 2 press
a 1 of the 2 buttons the people in box one
will either be spared, or dropped to their
death. This process continues on to box 6.
Once the process finishes, you are teleported
to a mini jail where you are given weapons
depending on the stage you were on.

»When you beat the map you are given an XM1014
(see autoshotty) with infinite ammo, which
means no reloading. The people who have "failed"
have their speed reduced to 75% of normal
run/walk speed. You can either kill them with
the XM1014 or you can kill them with Nuclear
Sanitation... just make sure you stay behind
the blast doors or you will be vaporized!

»The bonus is rather difficult, which is a good
thing for a number of reasons. Upon completion
of bonus you are given a knife, when you push
"E" while holding the knife you are brought to
a room with 6 doors, a door for each stage.
Once you go to a stage, you can return to the
room by pushing "E" again. Go crazy.

»You are also given the option to kill yourself
at anytime with the easy suicide doors in every
stage.

»Don't let the map discourage you :]

I would also like to thank: Junior for his crazy hard bonus!
All the people making extremely hard skill maps, they inspired
me to make this map. It was supposed to be the hardest map ever
but it turned into something much different.
Also thank you ChaoZ for your sexy toxic textures!

EDIT: thank you PAUL for beta testing :]
















20
Questions / What the fuck.
« on: January 26, 2010, 06:42:58 PM »
Alright, so I get this weird ass problem when compiling a map. Everything was going smoothly til suddenly one compile everything started getting funky and the map had reverted to an earlier version.

thing such as this are happening:






Also here is compile log.
Code: [Select]

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\srq_rich\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\srq_rich\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\surf_DeathMarch"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\srq_rich\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\surf_DeathMarch.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 588 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\surf_DeathMarch.prt...done (0)
HashVec: point outside valid range

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\srq_rich\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\srq_rich\counter-strike source\cstrike" -fast "C:\Program Files (x86)\Steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\surf_DeathMarch"

Valve Software - vvis.exe (Nov  8 2007)
fastvis = true
2 threads
reading c:\program files (x86)\steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\surf_DeathMarch.bsp
reading c:\program files (x86)\steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\surf_DeathMarch.prt
 656 portalclusters
2008 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 10286 visible clusters (0.00%)
Total clusters visible: 399604
Average clusters visible: 609
Building PAS...
Average clusters audible: 656
visdatasize:112111  compressed from 115456
writing c:\program files (x86)\steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\surf_DeathMarch.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\srq_rich\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\srq_rich\counter-strike source\cstrike" -noextra "C:\Program Files (x86)\Steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\surf_DeathMarch"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\surf_DeathMarch.bsp
2627 faces
38 degenerate faces
1986386 square feet [286039616.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2589 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
13303 patches after subdivision
30 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (12)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 1209603, max 754
transfer lists:   9.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(23234, 25734, 27358)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(645, 780, 856)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(18, 23, 27)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0075 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  14/1024          672/49152    ( 1.4%)
brushes                460/8192         5520/98304    ( 5.6%)
brushsides            4174/65536       33392/524288   ( 6.4%)
planes                3630/65536       72600/1310720  ( 5.5%)
vertexes              4541/65536       54492/786432   ( 6.9%)
nodes                 1087/65536       34784/2097152  ( 1.7%)
texinfos                57/12288        4104/884736   ( 0.5%)
texdata                 18/2048          576/65536    ( 0.9%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                 2627/65536      147112/3670016  ( 4.0%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             1711/65536       95816/3670016  ( 2.6%)
leaves                1102/65536       35264/2097152  ( 1.7%)
leaffaces             3528/65536        7056/131072   ( 5.4%)
leafbrushes           1212/65536        2424/131072   ( 1.8%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            20214/512000      80856/2048000  ( 3.9%)
edges                11926/256000      47704/1024000  ( 4.7%)
LDR worldlights         30/8192         2640/720896   ( 0.4%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
waterstrips            340/32768        3400/327680   ( 1.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          6066/65536       12132/131072   ( 9.3%)
cubemapsamples           1/1024           16/16384    ( 0.1%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      769108/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      112111/16777216 ( 0.7%)
entdata               [variable]       18779/393216   ( 4.8%)
LDR leaf ambient      1102/65536       26448/1572864  ( 1.7%)
HDR leaf ambient         0/65536           0/1572864  ( 0.0%)
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]           1/920      ( 0.1%)
pakfile               [variable]       23726/0        ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics               [variable]      171118/4194304  ( 4.1%)
==== Total Win32 BSP file data space used: 1761868 bytes ====

Total triangle count: 8135
Writing c:\program files (x86)\steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\surf_DeathMarch.bsp
24 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\surf_DeathMarch.bsp" "c:\program files (x86)\steam\steamapps\srq_rich\counter-strike source\cstrike\maps\surf_DeathMarch.bsp"



Any help would be appreciated.

21
Wipeouts / Re: Discount Designer Clothing Store Invites
« on: December 19, 2009, 05:06:37 AM »
Ḭ̭̱̙̘͙̠̇̆̋̀̽̚ ̡̲̱͓̳̫͇̫̩͂͆̏̔l̐ͫ͑ͤ͛̾̒͆͏̨̰͓̘̱̥͚ǒ͍͎̇̓̒͆ͮv̟̠̜̹͎̞̞̟͛̒é
̵͔̘ͧ͟ ͂͒̔̔̆̍̾̿̽͏̰̜̙̤͇́͡ͅư̛͋͏̞̜n̢̲̲̼̱̠̘͇̰̅ͫ̂̑ͭ̽ͭ̎dͣ̌͊̿̏͊̏̓

̭̱̝͙͝e̡̗͎̫͙̰͔͓͑̅̓ͥ̃r̳̙̩̖̼͙̤̦ͣ̐ͩ͆̚̚a̛̛̗̙̻̭̙͌͌̎̈́̌̃͗͂̀
g̶̣̲͖̝̟̳͒̾̑ͩẹ̵̘ͯ͋̑̂̄ͣ̇ͣ ͊͗͏̬̗̖͓̖͚͙̱p̡̭̩͚͎̝̯̈́ͭ́̊͐u̶̦͚̗̰̅͑͛̊̔͝s̸̰̙̱̠͆̓̅̿́͘s͒̈̊
͇̦̩̳͓͂̓͡y̢̲̫̟̟̾͌̊́͌͟ͅy̷̥͎̥̘̎̆͌ͥ͒̽y̨̹̜ͤͨ̒͡y̢̝̱̣̹̺̍̀yͦ̉

̖̯̩̖̱͔͋͛̐͐ͫ́ͅy̢̢͙͓̦̹̘̺̱̻͎ͮ̏́ỵ̡̨̰̙̪̙̗̅ͭ̽̾͗ͅy̵̻̼͖͆ͦ͘
͕̫͎͈ͅy͕̗̠͉̘̼̺̪͌̍͝ẙ̨͈̼̟͈͍͌͛̐ͥ͋͡y̶̨̖̬̝̬̔̓͗̊ͪ̔y͆ͨ̉ͪ͂̇͂
̡̲̥̰̗̩̥͎͙͎́y̶͂̀͏͏̼y͉̖͎̺͐̐̓̋͂

22
Questions / calling all texture makers...
« on: November 19, 2009, 05:51:33 PM »
If someone could please make me a texture to fit these walls:



I would be extremely grateful, it needs to be like an egyptian block kind of looking texture... like big blocks not like the normal css lookin ones.

23
Surf Shack / So.. what would you do in a zombie apocalypse situation?
« on: October 23, 2009, 07:39:10 PM »
If this seriously happened, you JUST saw it on the news, an infection breaks out 10 miles from your town. What would you do?
What weapons would you have (you only have enough room to carry a primary and a secondary)?
You can only have 4-8 people in your group, who would they be?
You have the option to be in a sheltered building with a 4 months supply of food and water, or you have the option to have an armored truck with 4 months supply of gas. Which would you take?
Would you kill as many zombies as needed, or would you kill more than needed for the fun of it? Ammo is not an issue.
What part of the world are you located in and where would you try to go if you thought it was secluded?

edit: Oh I thought of something else, you need to choose between rage zombies (28 days later) or walkers with mutation (resident evil).
also rage zombies die with any vital organ being punctured, whereas walkers need to have their spinal column severed to die.

I'll start.

Weapon(s): Mp5 with machete in secondary.
5 people: whoever is nearest to me that I know.
Mobile or stationary: Definitely mobile, you could raid as many food marts that you wanted to and be set with canned goods.
Mindless zombie killing or not: Definitely kill as many zombies as I possibly could, I've been planning this and wishing it would happen my entire conscious life.
Ideal location: Somewhere in Nevada, head up into the mountains where it's secluded.
Rage zombies or walkers: Definitely rage zombies they die quicker if they don't feed, unlike walkers which could live for decades without feeding.



If anyone can think of anything to add, just add it!

24
Waves / surf_missing_no
« on: October 17, 2009, 07:06:19 PM »
http://www.youtube.com/watch?v=gi1V7gXyVeo

Surf_missing_no - new-wave medium skill linear surf.

Finally it's done after 4 days!
This is a pretty simple map, it has a jail and you can only be let out by someone letting you out, after you leave jail you are brought to a room where you can either "gamble" or start from spawn. The gamble option consists of 4 check points throughout the map and a death point, you have a 1/5 chance of dying.
The map has: m3s, aks, m4s, awps, sg550s, g3sg1s and an m249 and you start with scouts/knives.
There is a kill option that can only be accessed through activating a secret door.

Download HERE:
http://www.fpsbanana.com/maps/114634
http://download149.mediafire.com/mad4nyoij3qg/wmg0wjmy1qo/missing%23fix.zip

I would like to thank Shadow for his "kill" idea, and everyone else who played it and gave me feedback.
Pics:



















25
Waves / MOVED: surf_oomf [MODERATOR MOVE TO RIPPLES]
« on: September 26, 2009, 01:40:23 PM »

26
Waves / MOVED: aim_deagle_potty
« on: July 29, 2009, 07:26:50 PM »

27
Ripples / MOVED: Need a skilled surfer
« on: May 31, 2009, 08:20:24 PM »

28
Wipeouts / Re: surf_coma?
« on: May 09, 2009, 07:27:51 PM »
why.. I released two combat maps on fpsb, but I was encouraged there to make a skill map. Then I come here, and I get encouraged again to make a combat map.  \
Lesson #1: FPSBanana is the biggest faggot-harboring site on the internet.
Lesson #2: Combat surf > Skill Surf.

You make the choice... you can make a difference, or you can be considered one of the those people who just wants to release a map to get their name out there.

29
Surf Shack / The faces behind the maps.
« on: March 17, 2009, 11:09:18 PM »
We post ourselves here. I'll start.

30
Questions / Vbsp.exe crashes before compile evern starts.
« on: March 04, 2009, 05:19:24 AM »
Alright... So just recently (after my last pc reboot, like 30 minutes ago) my vbsp.exe crashes on the start of a compile. It's not just the map it's every map, I tried refreshing content and re-copying the files, nothing works. Here's my log...

Code: [Select]

** Executing...
** Command: "c:\program files\steam\steamapps\srq_rich\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\srq_rich\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\de_death_awaits"
( HAMMER CRASHES RIGHT HERE)

** Executing...
** Command: "c:\program files\steam\steamapps\srq_rich\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\srq_rich\counter-strike source\cstrike" -fast "C:\Program Files\Steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\de_death_awaits"

Valve Software - vvis.exe (Nov  8 2007)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\de_death_awaits.bsp
reading c:\program files\steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\de_death_awaits.prt
 454 portalclusters
1306 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 10219 visible clusters (0.00%)
Total clusters visible: 127111
Average clusters visible: 279
Building PAS...
Average clusters audible: 420
visdatasize:50273  compressed from 58112
writing c:\program files\steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\de_death_awaits.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\srq_rich\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\srq_rich\counter-strike source\cstrike" -noextra "C:\Program Files\Steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\de_death_awaits"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\de_death_awaits.bsp
1521 faces
377044 square feet [54294460.00 square inches]
128 displacements
71188 square feet [10251090.00 square inches]
1521 patches before subdivision
59268 patches after subdivision
76 direct lights
BuildFacelights:     0...1.
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\de_death_awaits.bsp" "c:\program files\steam\steamapps\srq_rich\counter-strike source\cstrike\maps\de_death_awaits.bsp"


This is just where it got to before I ended vrad.exe. The map compiles fine, except it doesn't create a BSP.

31
Other Works / de_DeathAwaits *WIP*
« on: March 04, 2009, 01:57:27 AM »
This is a map I started this morning, it's going to be a map using Doom 3 style of textures and structures.
(Still waiting on custom props)

I am aware it's lacking detail ATM \

T Spawn (will have an alt route through that back wall):


Middle Steps #1:


Bombsite B:


Area at Ct spawn at Bombsite B:


Looking up to CT spawn:


Hallway out of CT spawn:

32
Questions / Sound problem
« on: February 11, 2009, 10:06:23 AM »
This might sound stupid as shit but.... Recently my weapon sounds have been disappearing, my mac10 makes no noise, my usp makes no noise, my scout makes no noise... I tired deleting the sounds folder so the default sounds would take effect but.... nothing...
Any ideas?

33
Waves / Surf_TOTRS-b2
« on: February 11, 2009, 08:17:43 AM »
(TOTRS = Tyrants Of The Rising Sun)

Before I type this epic paragraph I just want to say, I need some people to download the map and try it out for me, since I don't really have time to hold an open beta!

Anyway, this is a neat little combat surf map that I'd be messing around with for a few days. I got the idea when I was playing momentum, when you come to the end of the first ramp and you hit the boosters and whatnot, I also used Buck Nasty's trampoline (I call them bouncey targets \) idea to add a little extra flavor. So this map includes Shotguns, TMPs, Mac10s, Umps, MP5s, Ak47s, M4A1s, Scouts, Awps, M249s, and last but not least Deagles. There is a bombzone and a secret room, the secret room is kinda neat, if you can't figure out how to get to it, just noclip to it. There are a few secrets in the secret room so keep an open mind \.
(that paragraph wasn't too epic)

I didn't want to add a jail system so I could keep the gameplay as fast-paced as possible, there is just a simple system that brings you back to spawn once you fall.

One more thing, this is a beta of the map so I'm not sure if it goes in Waves or Ripples.

Screen shots;

Just an overview of the map basically.


Just another overview (haha viral marketing).


Secret room, can anyone see the irony here?

Download the map here: http://www.mediafire.com/?wjmomq5ynyk


Please, do not spare me any criticism, in doing so, I might miss out on some vital things.

34
Questions / Stupid ass VVIS problem
« on: February 10, 2009, 02:28:40 AM »
Okay so I'm trying to compile a map, I have it on normal, fast, fast... when the map compiles and I open it in game, there is no water. So I checked for a leak, there is no leaks.

Here is the log

For the record, I have a light_environment and a few light entities

Code: [Select]
materialPath: c:\program files\steam\steamapps\srq_rich\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\surf_recycled.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (414.3, 317.0, -380.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 834:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0, 158.5, -380.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 834:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (222.3, 0.0, -380.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 834:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (444.5, 158.5, -380.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 834:

0...1...2...3...4...5...6...7...8...9...10
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (414.3, 317.0, -380.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 834:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0, 158.5, -380.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 834:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (222.3, 0.0, -380.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 834:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (444.5, 158.5, -380.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 834:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...error: material INVISIWATER/WATER_INVISIBLE doesn't have a $bottommaterial
error: material INVISIWATER/WATER_INVISIBLE doesn't have a $bottommaterial
(that invis water error like 80 times)

done (2)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 132 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\surf_recycled.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/italy*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/italyrt"
Can't load skybox file skybox/italy to build the default cubemap!
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) (256801 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 298 texinfos to 195
Reduced 28 texdatas to 21 (823 bytes to 485)
Writing C:\Program Files\Steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\surf_recycled.bsp
4 seconds elapsed



2 threads
reading c:\program files\steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\surf_recycled.bsp
reading c:\program files\steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\surf_recycled.prt
 490 portalclusters
1802 numportals
LoadPortals: reading portal 474


[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\surf_recycled.bsp
No vis information, direct lighting only.
2540 faces
2771808 square feet [399140480.00 square inches]
0 displacements
0 square feet [0.00 square inches]
9 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0207 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                 103/1024         4944/49152    (10.1%)
brushes                489/8192         5868/98304    ( 6.0%)
brushsides            4534/65536       36272/524288   ( 6.9%)
planes                4036/65536       80720/1310720  ( 6.2%)
vertexes              5045/65536       60540/786432   ( 7.7%)
nodes                 1799/65536       57568/2097152  ( 2.7%)
texinfos               195/12288       14040/884736   ( 1.6%)
texdata                 21/2048          672/65536    ( 1.0%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                 2540/65536      142240/3670016  ( 3.9%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             1914/65536      107184/3670016  ( 2.9%)
leaves                1903/65536       60896/2097152  ( 2.9%)
leaffaces             3293/65536        6586/131072   ( 5.0%)
leafbrushes           1007/65536        2014/131072   ( 1.5%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            19374/512000      77496/2048000  ( 3.8%)
edges                11331/256000      45324/1024000  ( 4.4%)
LDR worldlights          9/8192          792/720896   ( 0.1%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
waterstrips             93/32768         930/327680   ( 0.3%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          1380/65536        2760/131072   ( 2.1%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      853108/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]           0/16777216 ( 0.0%)
entdata               [variable]       41067/393216   (10.4%)
LDR leaf ambient      1903/65536       45672/1572864  ( 2.9%)
HDR leaf ambient         0/65536           0/1572864  ( 0.0%)
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]           1/1556     ( 0.1%)
pakfile               [variable]       21975/0        ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics               [variable]      256801/4194304  ( 6.1%)
==== Total Win32 BSP file data space used: 1925487 bytes ====

Total triangle count: 6292
Writing c:\program files\steam\steamapps\srq_rich\sourcesdk_content\cstrike\mapsrc\surf_recycled.bsp
35 seconds elapsed

36
Ripples / surf_fury Revival
« on: December 18, 2008, 04:03:41 AM »
As many of the oldschool surfers may know, I released a map called "surf_fury_v4" about a year and a half ago...
Today it was brought to my attention that I should finalize the map and re-release it!
So here is what im asking you guys to do, download the map (from the link provided) if you don't already have it, play it and tell me what YOU think I should add/fix/remove.

Thank you. If you need to speak to me personally, contact me on Steam: srq_rich, or XFire: Pwntd

Download The map here! http://upload.solidsurf.info/download.php?file=fa9b470dd7dc951716e36580f835de89

37
Questions / PLEASE
« on: August 07, 2008, 10:40:22 AM »
Please for the love of god people, if you fix something on your own, please tell us what you did to fix it.  It may help someone in the future.

38
Ripples / MOVED: surf_ny_resist
« on: July 23, 2008, 04:50:40 PM »

39
Surf Shack / PANDEMIC 2
« on: July 21, 2008, 07:43:03 AM »
Play this game and love it!

http://www.crazymonkeygames.com/Pandemic-2.html

I knew about it before the whole internetz did!

T Virus Almost tookout everyone >:]






40
Ripples / MOVED: surf_rebirth
« on: July 17, 2008, 12:47:53 AM »

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