Comment History
Stieffers
Stieffers Jul 30 2010, 10:09pm replied:

Hey guys. I am unable to update the tutorial because of a ModDB error. I've contacted the staff to fix it, but in the mean time refer to Sourcefortsmod.com for a version with working images.

+1 vote   article: Maya to Source: A Model Exportation Guide
Stieffers
Stieffers Jun 10 2010, 5:42pm replied:

Webhost died on my. I'll try and get them uploaded elsewhere and fix the links.

+1 vote   article: Maya to Source: A Model Exportation Guide
Stieffers
Stieffers Dec 5 2009, 10:08pm replied:

A physics mesh is a recreation of the model, but it is comprised solely of simple shapes. Using only cubes is your best bet for success.

+1 vote   article: Maya to Source: A Model Exportation Guide
Stieffers
Stieffers Feb 28 2009, 5:53pm says:

Try running studiomdl from a command prompt and putting the path in quotes.

+1 vote   article: Maya to Source: A Model Exportation Guide
Stieffers
Stieffers Jan 18 2009, 10:59am says:

Thanks for the SF shoutout.

+2 votes   article: Podcast17 - Transmission 10751
Stieffers
Stieffers Jan 4 2009, 5:47pm says:

I DONT WANT TO.

-2 votes   download: SourceForts v1.9.4.1 Installer
Stieffers
Stieffers Jan 4 2009, 2:15pm says:

Changelog: Sourcefortsmod.com

+1 vote   download: SourceForts v1.9.4.1 Installer
Stieffers
Stieffers Dec 19 2007, 10:23am says:

It's actually been out for a while now, so there are quite a few servers up. It wasn't until yesterday that I was able to post the story.

+1 vote   article: SourceForts v1.9.3 Released
Stieffers
Stieffers Dec 16 2007, 12:36pm says:

Thanks for the praise. :D Hope it helps out.

+3 votes   article: Maya to Source: A Model Exportation Guide
Stieffers
Stieffers May 3 2007, 6:54pm says:

Unfortunately not. We're trying to get this version out relatively quick.

+1 vote   article: Version 1.9.3 Announcement
Stieffers
Stieffers Dec 14 2006, 6:13pm says:

Hey man, awesome tutorial. Lighting techniques tend to be lost with most begginner mappers and color theory is rarely applied. Good stuff. :)

+1 vote   article: Lighting in game environments - the hows and whys
Stieffers
Stieffers Nov 14 2006, 1:13pm says:

I'm always working.

+1 vote   poll: Do you listen to music while modding?
Stieffers
Stieffers Jul 6 2006, 8:40pm says:

Classes are staying, get over it. They make it fair for everyone, and disregard playing time.

+1 vote   mod: SourceForts
Stieffers
Stieffers Jun 2 2006, 1:41pm says:

Nospaceperson: You can download the song here.

+1 vote   mod: SourceForts
Stieffers
Stieffers Apr 5 2006, 3:43pm says:

Or you could just play SourceForts...

+1 vote   article: Neoforts 1.72: Available!
Stieffers
Stieffers Jan 22 2006, 7:34pm says:

Gosh darn, the community here is just so warm and appreciative!

+1 vote   mod: SourceForts
Stieffers
Stieffers Dec 4 2005, 10:45am says:

I just don't see why you guys 'hate' this layout so much. It is more efficient in terms of actually getting the information to you. The old version required more clicks, which in turn ended up cramming topics together that had no relevance to each other. Now everything is well placed, and separated nicely by tabs. Take for example the mod profile page. On the v2 site, all of the information, including help requests and other non-public related content, was positioned on one page. As most people would probably find a help request useless to them I think it is much better being on a separate page in the new version. This way people not interested in joining the mod only see the information that is pertinent to them.

You may also have noticed that you can always view the mod's basic information, such as website, status, contact information, and so on, no matter what profile page you are on. This way if you are viewing an image in the mod's gallery, you aren't required to go back to make sure that the mod has been released. The same goes for viewing people's profiles. The site is just better organized this way.

+1 vote   article: Welcome to MOD DATABASE v3!
Stieffers
Stieffers Dec 4 2005, 8:02am says:

Features are being implemented in the next version to help eliminate the issue of people destroying entire forts. We are also debating on weather or not to implement a new class into the game before the release of 2.0.0. 1.9.0 was intended to be a bug fixing release that would smooth out the creases in the game rather than add completely new content. Version 2.0.0 is intended make the switch from a mod to a total conversion, adding new weapons, character models, maps, and so on.

+1 vote   mod: SourceForts
Stieffers
Stieffers Oct 21 2005, 10:53pm says:

The error was caused by me mis-typing the name of the texture for the skybox. My bad :P

+1 vote   article: Creating a 3d Skybox (Video)
Stieffers
Stieffers Aug 18 2005, 10:35pm says:

SourceForts and NeoForts are both based on the same code provided by coding extraordinaire Knifa. The leader of NeoForts was working for the SourceForts team, but would not cooperate and left the team to create his own mod, NeoForts. I will admit that NeoForts is much more stable than the current SourceFort's build, but NeoFort's roots are not all pure.

+1 vote   article: NeoForts v1.6: Released
Stieffers
Stieffers Aug 3 2005, 11:58pm says:

Sure thing :)

+1 vote   article: Websites: Single Page Solutions
Stieffers
Stieffers Aug 3 2005, 11:10pm says:

I've already submitted two video tutorials for Half-Life 2 and Maya, and I have just submitted my PHP tutorial for creating one page solutions for websites. Enjoy :)

+1 vote   article: Tutorials!
Stieffers
Stieffers Jul 7 2005, 9:45pm says:

Reaper: Not really a possibility, are you sure you have the Xvid codec?

+1 vote   article: Creating a 3d Skybox (Video)
Stieffers
Stieffers Jul 4 2005, 10:43pm says:

SourceForts is designed to be a capture the flag hybrid. Two teams must create and then defend their fort using what ever means necessary. By adding such entities as turrets to the game, the entire momentum would shift.

As it stands, one must be able to defend their area, and also attack the enemy base in order to capture their flag. With the aid of turrets, defending would no longer be required. Suddenly, the only element of gameplay left would be that of attacking. Because of the now one sided style of gameplay, battles would take place in the same areas, and never progress.

It would seem that capturing the flag would now be out of the question as both teams are focusing 100% of their energy on attacking, rather than equalizing their tactics between offensive and defensive movements.

This equalization of tactics is where opposing teams are able to find faults. These faults are what allow for flags to be captured, and games to be won or lost.

The re-playability of the mod would significantly decrease. As one of the core elements of gameplay has been taken out of the game, so has the re-playability that came with it. By dividing the game into two core parts you would have an offensive part and a defensive part. Since the defensive part has been removed the game is left only with only 50% of what is once had.

So answer me this, which would be more of a deathmatch style of play. SourceForts's current gameplay, or the game that you have suggested involving dead lock battles reminisce of World War I.

+1 vote   mod: SourceForts
Stieffers
Stieffers Jun 9 2005, 11:14pm says:

Very true Tiki. Thanks for the tip :D

+1 vote   article: Creating a 3d Skybox (Video)
Stieffers
Stieffers May 29 2005, 4:02pm says:

It will be out, 'When it's ready.'

+1 vote   mod: SourceForts
Stieffers
Stieffers Sep 2 2006, 5:48pm says:

Any way you could post all of the entries for us to take a look at? I wanna see if it was really "hard to choose the winners". :)

+1 vote   article: Sumo Contest
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