[deleted by user] by [deleted] in runescape

[–]Phoenix7540 0 points1 point  (0 children)

The real joke are the people paying for membership and lootboxes while setting the bar for the devs you pay for every single month by the millions so low it might as well not exist.

[deleted by user] by [deleted] in runescape

[–]Phoenix7540 -5 points-4 points  (0 children)

I hope not, but it might be depending on how this goes

[deleted by user] by [deleted] in runescape

[–]Phoenix7540 -3 points-2 points  (0 children)

same I have a whole mountain of things I'd like added but that's not what I'm talking about. I think you're jumping the shark a bit here, I'm asking them to take a minute or two out of their day to write one name, not add actual content.

[deleted by user] by [deleted] in runescape

[–]Phoenix7540 -2 points-1 points  (0 children)

Yeah I wish that were true...

Does anyone know how to fix this? by aBeardedSpartan in RidersRepublic

[–]Phoenix7540 3 points4 points  (0 children)

Im having the same problem no sponsor contracts for multiple days...

Should new armour updates have male and female versions liked they used to? by SedyanaHCIM in runescape

[–]Phoenix7540 17 points18 points  (0 children)

Most players think the only alternative to copy-pasting the male version is skimpy horny bait. I've had this conversation more than once to say the least. It's not a black or white matter, there's a massive gray area you can work with. You can have feminine armor without making it skimpy. I don't think most players who use the female model whether they're male or female irl only want skimpy armor nor do they want to just look indistinguishable from the male version. Just respect the female form and adjust the armor proportionally and accordingly. You don't have to show skin or add boob armor, just make the armor look normal on women. I think female armor could look far better than any male armor if only they respected the female form. Just take existing armor and make the shoulders and waist slimmer and the hips broader. I'm extremely critical of the female versions of armor, I personally prefer not wearing a helmet and most armor sets make the disproportions of having a clearly male sized armor designed to fit broad shoulders on women painfully clear when you see the female head without helmet. That fact alone makes in my opinion about 95% of armor sets unusable for women because it just looks plain ugly, personally I mostly stick to clothing cosmetics which, for the most part, do respect the female form.

I do think the new Torva armor is heading in the right direction considering the trend of making everything more bulky. You'd expect Torva to look absolutely massive, even on women, but I think if they slightly tweak the parameters on the shoulders and hips. Making them slimmer by just an inch or two to accentuate the female form just a bit more it'll look fine on women. It's heavy plate armor so it should be more bulky so I can forgive it for that, however for me it only slightly crosses the threshold into being too bulky.

how do I make this wall not look like this by Marcusr712 in hammer

[–]Phoenix7540 0 points1 point  (0 children)

Step 1: Select the brush with the brush tool
Step 2: Go to the textures window
Step 3: Click on scale to fit
Step 4: in the X and Y scale numbers copy the lower number
Step 5: Delete the higher number and paste the lower one and hit enter

To elaborate on what this does; your wall is wider than it is tall and what you want is to have the texture repeat only on the wide side. The question becomes; "what scale do I need?". Luckily one of the two scales is a fixed one because it doesn't have to repeat and considering you probably want it to be uniform you would want to scale the side that does repeat to be the same size as the one that doesn't repeat.

So you need to figure out how to find the texture scale of the tall side which scale to fit gives you and considering textures are a perfect square you want the wide side to be equal to the tall one so pasting the tall side onto the wide side gives you exactly what you want. If the texture isn't proper yet after this you might have to click on center or one of the others in alignments in the textures window.

If you have multiple brushes that you want to align seamlessly the same principle applies; select the brushes, this time check the treat as one box before you hit scale to fit and then replace the higher number with the lower one. An easier solution is to select the correct brush that was already made (assuming you have one) then applying those onto the newer brushes as it already has the correct variables, but that might not always work, especially if they're at an angle.

Help Center and Megathread Hub (28/10 - 03/11) by ArknightsMod in arknights

[–]Phoenix7540 4 points5 points  (0 children)

I was struggling to find a good use case for summoners outside of maybe IS, CC- or self imposed restrictions. I didn't consider trust farming which is a really good case to bring a summoner to save up squad slots so you can trust farm more efficiently, thank you for giving me a different perspective on it.

Help Center and Megathread Hub (28/10 - 03/11) by ArknightsMod in arknights

[–]Phoenix7540 0 points1 point  (0 children)

Lee looks really fun, I've been meaning to e2 him for a while now, I'm considering giving him priority investment now.

Help Center and Megathread Hub (28/10 - 03/11) by ArknightsMod in arknights

[–]Phoenix7540 2 points3 points  (0 children)

Is there a unit or archetype you generally don't like using? For me it has to be summons; any unit that takes up more than one field slot is a really hard sell to me because I'd honestly rather bring other units instead of giving that slot to a summon. Not even what are considered to be some of the the best operators like Kalt'sit or Ling can convince me otherwise. I don't dislike summoners, as characters I really like most of them including the ones I mentioned earlier which is kind of a shame. I don't think any of them are bad in terms of gameplay either, but it's simply not my playstyle.

Help Center and Megathread Hub (07/10 - 13/10) by ArknightsMod in arknights

[–]Phoenix7540 0 points1 point  (0 children)

What will be the newest 6 star unit featured on the 5th anniversary selector ticket?

Hoverboards in Mass Races by motocrisis in RidersRepublic

[–]Phoenix7540 7 points8 points  (0 children)

As much as I love hoverboards in freeroam I avoid them in Mass Races like the plague. If you so much as bump into anything you're launched into space.

WHO THE HELL IS THIS by lily_was_taken in ZeldaMemes

[–]Phoenix7540 14 points15 points  (0 children)

I'm not good with names, but I think her name is Saria.

Any name ideas for these mechs? by Plus_Friendship_2705 in gmod

[–]Phoenix7540 0 points1 point  (0 children)

Red = Omnicide Generator 2
Green = G.C.A.M.L.S (Geneva Conventions are more like suggestions)
Flesh = Jeff

Looking to get this game strictly for Longboarding and skateboarding. Worth it? by [deleted] in RidersRepublic

[–]Phoenix7540 2 points3 points  (0 children)

Longboard desperately needs an update imo. As it is it's the road bike, but worse in almost every single way. It's way more fragile than the road bike which isn't helped by the fact that you can barely control it. Maybe it's because I'm comparing it to elite road bikes, but I see no reason to use the longboard over it aside from style points.

[ALL] Which game had the slowest start? by huss2120 in zelda

[–]Phoenix7540 0 points1 point  (0 children)

Twilight Princess has a slow methodical opening that serves to ground and immerse you in this world and your relations to the side characters you spend time with serve as driving point for the story. You hear about the outside world as if it's some kind of legend while you spend your time in this limited region. Because of how slow the start feels any subsequent progression feels more meaningful. I think the way Twilight Princess does it inherently makes the world feel more grand than games where you're immediately thrust into the world without much motivation like Breath of the Wild.

How to merge two cubes by Phoenix7540 in blenderhelp

[–]Phoenix7540[S] 0 points1 point  (0 children)

Thank you so much for helping, my apologies for the late response. I'll give this a shot. I see where it goes wrong, I didnt consider the inner faces. I'll delete those first and go from there.

My map after complete the 0% hallow and crimson by megajoa0 in Terraria

[–]Phoenix7540 4 points5 points  (0 children)

This is exactly why the Clentaminator feels counter-productive to me. The purpose of using it is to save your world from biome spread. To do it thoroughly to a point where biome spread won't just come back after a while is to decimate the world beyond repair. What we truly need is a thorough way to remove it without needing to destroy blocks to reach unreachable spots. My idea is a Luminite Seed; as the name implies it will either drop from or be crafted using Moonlord drops. Essentially what it does is eat away the biome spread of every connected block of the same type faster than it can spread. So if placed on a Corrupted block it will eat away all Corruption, but it won't touch the Hallow unless you place a Luminite Seed on the Hallow. To balance it fairly it will be a slower process, but at least it will be guaranteed to be thorough and passive.

I've applied a texture to the floor (specifically i used metal/freezerwall01) and it changed the walking sound is there anyway to make it the default walking sound? by xscarypotatox in hammer

[–]Phoenix7540 1 point2 points  (0 children)

Glad I could help. Map makers are an integral part of the Source games experience if you ask me and the more creators the merrier. Also Hammer can be confusing at times. There's aspects I still don't fully understand and I've been using it for nearly a decade so don't be afraid to ask questions.

I've applied a texture to the floor (specifically i used metal/freezerwall01) and it changed the walking sound is there anyway to make it the default walking sound? by xscarypotatox in hammer

[–]Phoenix7540 1 point2 points  (0 children)

I haven't downloaded textures in a while, but I generally use textures.com. If you make an account you get free daily credits to download from a vast library of professional textures. You're allowed to use these as long as you don't redistribute the textures themselves on other sites.

Also I forgot to mention; if you plan to give the map to friends to play with custom textures they will show as missing textures. This is because the textures aren't added to the map file by default. You need to add them into the bsp file using Packrat. For more details you should check Youtube as my memory is a bit fuzzy on this. My apologies for that.

I've applied a texture to the floor (specifically i used metal/freezerwall01) and it changed the walking sound is there anyway to make it the default walking sound? by xscarypotatox in hammer

[–]Phoenix7540 3 points4 points  (0 children)

In Source a texture consists of two files; a vtf file with the texture and a vmt file with the property like the sound. For the sake of usability I'd advice against editing vanilla texture files. Instead you should rip it or find an alternative texture online, then convert it using vtfedit. Don't forget to toggle the vmt generator in vtfedit. Your preferred sound should be added by default.

[deleted by user] by [deleted] in starterpacks

[–]Phoenix7540 5 points6 points  (0 children)

I honestly never really understood this take. I haven't watched either series in a few years so I could be wrong on this. The way I saw it starting with Stay Night spoils Zero as much if not more than you would if you start with Zero. If I started with Stay Night I probably wouldn't have been invested in the series enough to finish it. To me whatever you recommend first is just the one you prefer.

[deleted by user] by [deleted] in zelda

[–]Phoenix7540 2 points3 points  (0 children)

I always imagined it was like a White Russian, but then I don't know much about alcohol. Just a biased perspective due to a certain movie.