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Messages - yyler

Pages: 1 2 3 4 5 [6] 7 8 9 10 11 ... 109
Team Fortress 2 / Re: WTB
« on: October 03, 2010, 10:26:47 PM »
Yes, give it all to me.

On a more serious note, I'd actually really like your tokens (to get rid of my token) and the afro, at the least.

Team Fortress 2 / Re: WTB
« on: October 03, 2010, 05:14:46 PM »

Team Fortress 2 / Re: WTB
« on: October 03, 2010, 02:42:48 PM »
Send a Steam message to HessianD if you'd want the black box for a fez.
For the Fez, I'd ideally like The Attendant.

Team Fortress 2 / Re: WTB
« on: October 03, 2010, 12:58:03 PM »
Things I will trade:
    Vintage Soldier's Stash
    Vintage Tough Guy's Toque
    Familiar Fez
    Misc weapons
    An Extraordinary Abundance of Tingue(White paint)

What I want:
    The Attendant
    Vintage Vintage Tyrolean

For the Tyrolean, I'd ideally want to trade my Pickelhaube. For the Fez, I'd ideally like The Attendant.

See my TF2items page, too. Things on page 1 are spares/will be crafted; things on page 2 I generally want to keep but may be swayed on, especially if I want something you have enough. Hats are on page 3. The only one I am married to is the Vintage Merryweather. And I mean literally married (in the states of Iowa and Massachusetts).

Assorted Creations / Re: start Knytting NOW
« on: October 03, 2010, 01:24:55 AM »

Team Fortress 2 / Re: WTB
« on: October 02, 2010, 12:34:03 PM »
you dont need to friend them
just put their steam url into the trading box
if they dont answer, move on
turns out there are like 100 people who dont want the hat they have

Team Fortress 2 / Re: I has a hat
« on: October 01, 2010, 06:23:09 PM »
They can't drop. has a list of the items that are in the drop tables in the game files. The key is absent.

Team Fortress 2 / Re: I has a hat
« on: October 01, 2010, 05:57:43 PM »
Keys are purchase only, boxes drop randomly like anything else.

The box contents are here

I'm not sure if I should trade mine for a hat or buy a couple keys.

Team Fortress 2 / Re: koth_seismic: now b1!
« on: September 28, 2010, 03:41:56 PM »
Thanks! I think I fixed most of that for B3, but I didn't even think about sentry jumps. I am not sure if I will release B3 because someone on redesigned the map for me and I was like "jesus shit how did i make a bad version of a good map" but maybe I will and then B4 will be the condensed version, I don't know. Between Minecraft and not really knowing what to do next here this is kinda up in the air

e: here's what that guy did

I think it just ... makes a lot more sense. What I have now is so so big for koth.

Gaming Discussion / Re: Minecraft
« on: September 23, 2010, 12:08:08 AM »

Gaming Discussion / Re: Minecraft
« on: September 22, 2010, 08:36:39 PM »
Oh, well, Notch got so much money so fast that PayPal doesn't let him have access to all of it anymore. They are launching an investigation. I think they gave him part of it though, for the time being.

The XSS thing came about after the PayPal thing to the best of my knowledge, and I assumed they were related. Maybe they aren't -- I can't find proof of it now that I check. But I'd say that if 200k people bought the game without an issue, you'll be okay.

Gaming Discussion / Re: Minecraft
« on: September 22, 2010, 08:22:07 PM »
When I click on the buy link NoScript tells me it blocked a potential XSS attack while redirecting to Paypal.

I am now hesitant again.
It's to do with PayPal holding Notch's money hostage. Don't worry about it.

Gaming Discussion / Re: Minecraft
« on: September 21, 2010, 10:45:19 AM »
But when that's around it will be twice the price. As soon as it leaves Alpha and goes to Beta, it'll be 19.99 instead of 9.99 (in Euros).

I imagine everyone on the internet as being pretty attractive for some reason. Maybe because I am pretty attractive myself?

My avatar is actually a good representation of me, by the way, so if you go with avatars you are pretty correct.

Assorted Creations / Re: start Knytting NOW
« on: September 17, 2010, 12:11:38 AM »
That's good news, and I agree with Friday.

Team Fortress 2 / Re: koth_seismic: now b1!
« on: September 11, 2010, 10:41:01 AM »
Thanks! That's actually something I haven't even thought of very much, unfortunately.

I don't know what else to call the point. The drill needs some work in the "how is this hanging here" department so maybe when I finish that I'll have a better name.

And actually, I haven't ever changed the cap time. It's straight out of a prefab, and that's something I've been worried about, but your analysis is pretty good. I may need to tone the time down, but I can also do things like increase the size of the capture zone. If it changed, then I can only assume Hammer introduced entropy to my map.

This does need another test now that it's in beta -- if you guys do it, great, but I'm gonna have do it again pretty soon anyway.

Team Fortress 2 / Re: koth_seismic: now b1!
« on: September 11, 2010, 12:09:54 AM »
okay, so beta one is out now.
download it

a3 to b1:
- texturing is done
- ability to get into the opponent's spawn removed
- ramp into the egypt area is protected
- a lot of func_detailing that should result in a performance increase, however minor
- spawn rooms shuffled around
- one way doors on side paths removed
- fixed a lot of textures not aligning right
- probably other stuff

- displacements
- maybe make spawn prettier
- fix egypt door noises

here are some screenshots for your time

Team Fortress 2 / Re: koth_seismic: now a3
« on: September 05, 2010, 10:51:07 AM »
Thanks, Def. I hadn't noticed most of that. I am glad you did what I couldn't as demoman and proved that I need to put an obstruction or change around the spawn area, too.

I was hoping the tents looked like they were on the ground, so good to know they don't.

The one-way doors are likely going to be entirely removed, also. They are kind of a relic of an earlier design idea that doesn't work as doors.

The fire is copied straight from cp_egypt, but I have heard reports that people find it odd, too, so I am thinking I will do it from scratch. The torch you can walk onto, at least, will be moved.

The hole I do plan to make jagged, but haven't; I may make it more circular as well.

The texture thing is something I am aware of and not sure how to fix ... it has to do with the fact that the blue side of the map is the red side copied and then retextured, in effect. The unsewn displacements are a terrible oversight I make every time I compile, thanks for finding it this time.

The ability to rocket jump around is mostly intentional -- the point to the surface is, anyway. The rest of it I don't know I am concerned about and it's something real testing has to show me. I've got a couple SourceTV demos to watch so I'll look into it before a4/b1, whichever it becomes.

Thanks again! I hope this doesn't sound like excuses, I just wanted to explain a bit.

Team Fortress 2 / Re: koth_seismic: now a3
« on: September 04, 2010, 01:38:00 PM »
Sorry, I didn't mean to sound petulant or anything. I'm grateful if anyone just runs around.

One thing that was brought to my attention is that you can get into the enemy spawn if an enemy holds it open. An oversight on my part, be warned. Try not to abuse it if you do test it, is all.

Team Fortress 2 / Re: koth_seismic: now alpha 2! wowow
« on: September 03, 2010, 07:59:58 PM »
oh hey i guess none of you care huh

okay, well, a3:
it's optimized and textured more and a little is different. still needs work though.

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