One Piece
http://tracker.kaizoku-fansubs.com/
http://xdcc.discoveryhosting.nl/
/server -m irc.rizon.net #kaizoku-fansubs
Naruto & Bleach
http://yhbt.mine.nu/t/
www.narutofan.com
Posted by Bjorn Houben on 1 October 2006
One Piece
http://tracker.kaizoku-fansubs.com/
http://xdcc.discoveryhosting.nl/
/server -m irc.rizon.net #kaizoku-fansubs
Naruto & Bleach
http://yhbt.mine.nu/t/
www.narutofan.com
Posted in Manga/Anime | Leave a Comment »
Posted by Bjorn Houben on 26 September 2006
Custom textures maken voor Hammer:
1. Kies een plaatje en maak dit een voor hammer geschikte maat
(bijv 256×256,512×512,512×256 etc … zolang het maar een macht van 2 is).
2. Sla het plaatje op als tga (targa)
3. Converteer de tga naar een vtf:
In cmd:
pad:\vtex.exe pad:\<sourcefile.tga>
Bijvoorbeeld
F:\Games\Steam\SteamApps\<steamaccount>\sourcesdk\bin\vtex.exe F:\Games\Steam\SteamApps\<steamaccount>\sourcesdk_content\hl2mp\materialsrc\Decoy_128_64.tga
De vtf file wordt dan opgeslagen in:
F:\Games\Steam\SteamApps\<steamaccount>\half-life 2 deathmatch\hl2mp\materials
4. Hammer moet opnieuw gestart worden om nieuwe textures te zien.
PS: Voor stap 1 en 2 kun je gebruik maken van freeware programma irfanview (www.irfanview.com).
Textures toevoegen aan de bsp kan met
http://developer.valvesoftware.com/wiki/Map_Analyst
Meer info over Hammer hier:
making materials
http://developer.valvesoftware.com/wiki/Creating_materialsusing vtex.exe
http://developer.valvesoftware.com/wiki/Vtexcustom decals
http://developer.valvesoftware.com/wiki/Decals_in_Photoshop transparent sprays applys to textures too
http://www.modsonline.com/Tutorials-read-194.htmlembed the graphics into the BSP file
http://developer.valvesoftware.com/wiki/Bspzip
Posted in Hammer | Leave a Comment »
Posted by Bjorn Houben on 20 September 2006
Great site with a lot of roms … without spyware/adware/popups:
Posted in Games, internet | Leave a Comment »
Posted by Bjorn Houben on 17 May 2006
I've been playing this game since it come out on the highest difficulty level (it has a dynamic challenge system) and I must say that it became damn hard nearing the end of the game.
I did however manage to finish the game with a skill rating of 72 and a challenge rating of 75. Many other people however complained about the difficulty of the game.
Ritual responded to this very well by communicating with players through the message boards and this patch (a week after the initial release) is the result.
According to ritual, a specific playstyle caused the dynamic challenge system to NOT ease the difficulty. Details on the other changes made, can be found here:
http://www.ritualistic.com/forums/showflat.php?Number=168591
Posted in Games | Leave a Comment »
Posted by Bjorn Houben on 17 May 2006
When I checked my flickr page yesterday, I was surprised to see that flickr.com had gone from beta to gamma.
At first I needed some time to get used to it, but the functionality seems to have improved a lot.
Especially maintaining the pictures has been made more flexible. I hope some more functionalities will be added over time.
Posted in internet | Leave a Comment »
Posted by Bjorn Houben on 13 May 2006
Sin Episodes: Emergence is a first person shooter. It is a new part in the Sin universe and it's the first part of an episodic story. It runs on the source engine and it is being sold through steam (at first they couldn't find a publisher). Because of the big demand, EA sells it through retail channels now too.
At first many people were sceptic about the game because the early footage showed a lot of resemblence with Half-Life 2. Many people also didn't like that the game would be episodic and were afraid that the game would be too expensive compared to the amount of playing hours.
My experience however is that the game is just very well made and the final version distinguishes itself a lot from Half-Life 2. It is also one of the few games that was challenging (just like Ninja Gaiden). I personally like this, but I've read on forums that many people have complained about the difficulty (which is dynamic) and there should be a patch out within a week to address the difficulty.
My conclusion is that the game is well worth its money and the soon to be added arena mode will probably add to the gaming experience and will improve the replayability. The only thing that kinda bugs me, is that according to some website there are nine episodes planned. But only time will tell.
Posted in Games | Leave a Comment »
Posted by Bjorn Houben on 3 May 2006
Well as you can see I'm pissed that valve really fucked up the source remake of Half-Life 1 Deathmath: Source.
Therefore I decided to send him this e-mail:
Dear Gabe,
I’ve been a fan of the series and the company for years now and I loved all the games. So when I heard there was going to be a remake of HL1DM I was very happy. Unfortunately it got postponed, but I said to myself: “Ah well it must’ve been necessary for the quality of the game”. So when I heard I would be able to play it once I pre-ordered it, I didn’t even hesitate and grabbed the creditcard. At first I thought, hey the levels look a lot better with souped up graphics and lighting ….. but in my humble opinion it just isn’t ready yet. Its playability is really bad compared to the original.Gameplay improvement suggestions:
Graphics improvement suggestions:
Bugs (if these are bugs):
I hope this constructive e-mail will help create a better and more fun game.
Best wishes,
Bjorn Houben
PS: I tried using a HL2DM map in HL1DM: Source and it worked pretty well, this would mean converting a map for HL1DM: Source shouldn’t be a lot of work. Therefore I hope support for it can be added soon to the SDK.
Posted in Games | Leave a Comment »
Posted by Bjorn Houben on 3 May 2006
First Impressions of HL1DM Source:
Positives:
+3D Skyboxes added.
+Improved lighting (incl HDR).
+General graphics improvement (not that much).
+Nice looking water.
+Source engine allows for physics and better looking levels.
+It looks as if HL2DM maps only need minor adjustments to use them for HL1DM: Source.
+Displacements (bumpier surfaces), this however might obstruct gameplay as well.
Negatives:
-Longjump module doesn't work (Half-Life without a longjump is …. well like Gordon without his crowbar). I can't understand they didn't notice this or couldn't fix it, since there are mods who have implemented the longjump.
-Grenades coming from MP5 are very slow.
-Explosions have a too wide range.
-Fall damage is absurd (especially when using tau cannon or just with normal playing in by example bounce).
-Some of the map changes decrease the gameplay of the map.
-Weapon models, player models and textures in general still look crappy.
-Physics on models doesn't seem to be implemented ( I couldn't slap a dead body around as you could in HL2).
Conclusion:
Quite some adjustments have been made, but it just isn't ready yet in my humble opinion.
I think they should have considered upgrading the weapon models and player models and leave the map building to the community.
I hope they will however update it soon.
Posted in Games | Leave a Comment »