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Da Spud Lord's Recent Activity

  1. Da Spud Lord replied to the thread Skybox help.

    I don't know. When I was looking at koth_viaduct, which uses morning snow (according to the Valve Dev Wiki), I saw the stretching...

    Dec 10, 2018 at 8:05 PM
  2. Da Spud Lord replied to the thread Design for a map I made.

    Leaks don't cause full-on compile fails (unless you're using -leaktest, which I assume not). Something else is the problem. Regardless...

    Dec 10, 2018 at 7:58 PM
  3. Da Spud Lord replied to the thread Skybox help.

    Yep, most skybox makers only bother making half the skybox because they expect the bottom half to be covered up by the map itself,...

    Dec 10, 2018 at 11:45 AM
  4. Da Spud Lord rated E X T R A S U C C's post Respectfully Disagree in the thread Skybox help.

    You need to seal your map from the void and fix leaks.

    Dec 10, 2018 at 11:35 AM
  5. Da Spud Lord rated VasyaTheWizard's post Agree in the thread Skybox help.

    This has nothing to do with leaks, those parts simply aren't meant to be visible in a finished map.

    Dec 10, 2018 at 11:34 AM
  6. Da Spud Lord rated Idolon's post Like in the thread Demos server outage.

    The demo website went down for a bit and as such demos recorded on our servers from the last few days aren't publicly available. If one...

    Dec 9, 2018 at 4:53 PM
  7. Da Spud Lord replied to the thread No Player Start Problem.

    The no player start error is leftover from other Source games which use the info_player_start entity instead of info_player_teamspawn....

    Dec 7, 2018 at 11:48 PM
  8. Da Spud Lord rated DrSquishy's post Funny in the thread Anyone ever notice this in 2fort?.

    Literally unplayable tbf

    Dec 6, 2018 at 4:18 PM
  9. Da Spud Lord replied to the thread Model Replacement for func_croc.

    It should be easy to replace the model of the swimming crocs, those I believe are just animated prop_dynamics that can be swapped out...

    Dec 5, 2018 at 1:06 AM
  10. Da Spud Lord replied to the thread Can tools brushes also act as displacments?.

    Fun fact about invisibledisplacement, it's incredibly useful for placing decals on props by lining up the brush face with the model's...

    Dec 4, 2018 at 9:59 PM
  11. Da Spud Lord attached a file to the thread Can tools brushes also act as displacments?.

    I'm guessing you're talking about displacement cliffs. Cut the playerclip brushes to match the displacement as best you can. It's okay...

    upload_2018-12-4_19-11-33.png upload_2018-12-4_19-12-6.png Dec 4, 2018 at 7:12 PM
  12. Da Spud Lord replied to the thread Can tools brushes also act as displacments?.

    No. Tool textures do not work on displacements and will appear in-game the same as they do in the Hammer editor without their special...

    Dec 4, 2018 at 6:56 PM
  13. Da Spud Lord attached a file to the thread PL Pollock.

    Unpacked custom content: [ATTACH] [ATTACH] Also is this door supposed to open? [ATTACH] Because it doesn't, but it seems like it should.

    20181204171549_1.jpg 20181204171637_1.jpg 20181204171557_1.jpg Dec 4, 2018 at 5:21 PM
  14. Da Spud Lord replied to the thread Problem with lighting.

    As DrSquishy has commented already, the "weird" lighting is likely a result of the Source engine doing repeated light bounces. Images 2...

    Dec 4, 2018 at 1:07 PM