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Messages - [GSF]Ghost

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1711
General Discussion / Re: Investigating Blue Hell
« on: June 13, 2008, 10:38:44 PM »
You didn't hope for V9? lol
I still need to update blue hell :(

1712
Drama / Re: Tails is... forgeted up.
« on: June 13, 2008, 10:35:25 PM »
I feel bad for gays. It's not their fault their brains grew wrong. :/

And I get angry at people who say "the Bible says it's wrong!" Well the Bible also says we should stone our wives for cheating on us. We don't do that, do we?
And I get angry at people who make fun of Christianity or just religion in general just because they don't understand it, or because they think people who believe in it are foolish. You do realise the Bible was written in a time with a different way of speaking right? Plus, it was translated twice, don't you think somethings could have  gotten lost in translation?
I love idiotic remarks like that. People like myself don't 'make fun' of Christianity (or Religion in general) because 'we don't understand it.' We do so because we understand it so throughly that we can comprehend the foolishness of the text. To put it plainly: You're foolish.

The next line is even better: 'You do realise the Bible was written in a time with a different way of speaking right?' No, I understand that perfectly well, which Is why I hate the Bible and despise all the little roosters that suck it up like crack in a theological argument. The Bible was written so long ago that it doesn't even present itself as a moral guideline, even if you strip the idiotic discrepancies from its pages. One of my favorites is: "Thou shalt not kill." What, even in self defense? Should I let a serial killer strip packs of flesh off my ass while he masturbates, or pop a cap in him? And I think God is going to hell; how many countless people has he murdered?

And, finally, 'Plus, it was translated twice, don't you think somethings could have  gotten lost in translation?' I do hope you're not Baptist, or you're going to go to hell for saying that. Don't you know the Bible is WORD FOR WORD from God? No, it's not. It was written by human beings, such as yourself and I.
I find it funny that you are so hostile to religion, so I'll dumb this argument down for ya.
Wow, I stand up for my beliefs and I get flamed for it, so much for respect of beliefs. And I actually made a spelling mistake, nice find. OH, and I love this part IbanZ:
Me-"or because they think people who believe in it are foolish."
You-"We do so because we understand it so throughly that we can comprehend the foolishness of the text. To put it plainly: You're foolish."
And meanings such as "stone our wives" could have been similar to something like today's saying "I'm going to kill him." We don't intend to kill a person, we just mean that we dislike the person.
And yes we can take a life in self defense; that's pretty much common sense I would think.

that line about translations lost is a very old and useless Christian argument. it dont work with the educated world. just to please yourselves.
I can tell you also have a lot of hostility towards religion, from many of your posts. You probably we raised by neglectful parents or something like that, so I won't take offense. That's a pretty large conclusion to jump to, where is your proof to back it up? And we live in an educated world? Yall can't even figure out the meaning of life, and yet you think we have full understanding of reality?

---

I was actually thinking yall were finally respecting Christian beliefs, until IbanZ ruined it. My apologies to anyone who might get offended by what I believe, all I want is equal respect for all beliefs, but apparently some people are just too ignorant to accept that.

1713
General Discussion / Re: Investigating Blue Hell
« on: June 13, 2008, 10:58:23 AM »
I called it GSF San Andreas on purpose so that no one would want to recreate GTA or start GTA clans with the map. Anything related to San Andreas should be posted in my topic though.
And I am the ghost who knows the way out lol.

1714
Drama / Re: Tails is... forgeted up.
« on: June 13, 2008, 10:46:55 AM »
I feel bad for gays. It's not their fault their brains grew wrong. :/

And I get angry at people who say "the Bible says it's wrong!" Well the Bible also says we should stone our wives for cheating on us. We don't do that, do we?
And I get angry at people who make fun of Christianity or just religion in general just because they don't understand it, or because they think people who believe in it are foolish. You do realise the Bible was written in a time with a different way of speaking right? Plus, it was translated twice, don't you think somethings could have  gotten lost in translation?

1715
Drama / Re: Do you want LewScapeOwner gone?
« on: June 09, 2008, 10:25:49 PM »
O Holy Lord of block land (badspot) Take this mans poor blocko cursed soul away.
Don't make fun of religion.

1716
Drama / Re: The Great IDist Debate
« on: June 07, 2008, 08:31:02 PM »
why should they be excluded because they happened to buy the game later?
I've been saying the same thing for awhile now.
---
There is no reason for this discrimination, and you can't really understand how much of a problem it is unless you go through it yourself. My ID is in the 3000s, and I am treated unfairly just because of this. IDs say nothing about who you are, and thus they shouldn't be used to judge someone. I don't want to be excluded from servers or participating in builds just because someone who doesn't know me automatically judges me and thinks they are above me. There are plenty of people who are immature / bad builders with low IDs, and there are plenty of people who are mature and have incredible building skills, but have high IDs.

I think everyone should be respected and given a chance, and if they prove to be annoying or detrimental to the server then they can be excluded. If we treat people that have high IDs with disrepect and make them feel worthless, then they will do the same to people with even higher IDs, and thus this will just continue.

1717
Mapping Help / Re: Backround music in a map?
« on: May 29, 2008, 02:29:52 PM »
You mean while you are playing you would hear music that doesn't fade when you leave a proximity? I think that is possible; I used a script made by MasterLegoDude for the weather in the storm version of San Andreas, and it played a continuous sound for the rain. I don't know if it was playing a .ogg, but it shouldn't be a problem to convert the format to another sound file. The only problem is that you have to activate the script in your add-ons list, so if they forget to check it then they won't hear the sound. But, I'll look into this as soon as I finish my map.

1718
Mapping Help / Re: Deleted Faces after compiling
« on: May 29, 2008, 02:24:59 PM »
Oh I see what you mean, and it seems to be working. Thanks Packer

1719
Mapping Help / Re: Deleted Faces after compiling
« on: May 29, 2008, 02:16:40 AM »
You mean like make it into two pieces, compile them seperately, and then reassemble them ingame?

1720
Mapping Help / Deleted Faces after compiling
« on: May 28, 2008, 11:42:21 PM »
I am almost finished with my New York City map, but I have run into a huge problem that I just can't seem to fix. Whenever I go to compile in QuArK, many random faces get deleted. I have tried using both the map2dif_DEBUG and map2dif_plus compiler, but the map2dif_DEBUG doesn't work at all. Is there a nother compiler I can use or a way to fix this? I tried searching google and yahoo and didn't find any beneficial results.

Here is an example of my problem:

1721
Make sure you put the editor folder in your Blockland folder, not addons or base.
After you do that, right click on Blockland.exe (the icon with the black B) and select create shortcut. Right click on the new shortcut icon and select properties. A window will pop up, go to the general tab. In the box next to target type in

"Blockland.exe" -mod editor

If that doesn't work, put in the location of your Blockland folder before the code above - if your Blockland folder is in program files, then your code will look like this

"C:\Program Files\Blockland\Blockland.exe" -mod editor

Hope that helps

1722
Mapping Help / Re: Need help testing a new map
« on: May 25, 2008, 11:53:35 PM »
I might not beta test after all since I am running out of time to finish this map, but we'll see.

1723
Mapping Help / Re: Making a map in Quark...got some questions
« on: May 25, 2008, 11:51:53 PM »
The clock timer can be spawned using F11; I just copied the script in notepad from bedroom, pasted it into my map, and moved the objects ingame.
The mirror can be done with QuArK, but I am not really sure how to do this. I think you have to create a mirror and link it to a specific face. There should be tutorials for this however. An easier way would be to just copy the mirror that already exists (forgot who made it), paste it into yours, and position in with F11.
You can easily make see through one-way walls by using the NULL texture which should be included with QuArK. If you don't have it, all of my maps do so you can just copy it. If you use the NULL texture on a face it will make it see through but it will still have collision properties, and if the other side has a texture then it becomes a one-way wall.
Hope that helps

1724
Mapping Help / Need help testing a new map
« on: May 25, 2008, 12:06:59 PM »
I have been working on a recreation of New York city for months now, experimenting with new ways to increase performance, and I need help testing my map for lag.  I need people who can also build as well; I'm going to include many brick saves with this map so I need experienced builders. I only want about 8 or so people to help test. Here is what the map looks like so far.



Does anyone want to help? If you do I will pm you with the files and the time I will host my server.

1725
Suggestions & Requests / Re: fish tank map
« on: May 24, 2008, 08:16:05 PM »
I think that a water datablock should be included, and I'll figure out something later to keep the player from floating away. To make progress with this map though I just need to figure out:

How to change the bot player model.
How to make a bot spawn automatically once the map loads.
And if there is a way to lock a bot into the Z axis.

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