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Thread: Postman's e2s and such release [large thread]

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    Default Postman's e2s and such release [large thread]

    Well, ive wanted to do this for a while, but decided against it, as it would take to much effort, with the video editing, picture taking, etc.

    These are ALL of my e2's that i think are good enough for a release, and please dont hate if some of them are badly coded, or fail in some sort of way, some of these e2s date back to my first days of coding.

    If you notice some of my chips look or act similar to <insert random person no one has heard of's chip here>, its probably cause we are both brilliant and have good ideas, that sonofaBITCH copied me, or i liked their idea and made my own.

    I also have a link to ALL of the e2's in one package, but they do not have descriptions, pictures, or instructions etc.

    <<<<<MegaUpload.com download>>>>>>>>>>(MEGA UPLOAD IS DOWN, NEW DOWNLOAD LINK: )
    <<<<< http://www.gamefront.com/files/21728...ase+thread.rar >>>>>>

    Well here goes.

    IM GOING TO PUT ALL E2'S ON THE PAGE FIRST, AND THEN ADD THE PICTURES/VIDEOS AS I MAKE THEM.

    Format for each e2(thanks to whomever made a release thread similar, i forget)
    *Name
    *Purpose
    *Instructions
    *Pictures/Vids
    __________________________
    There will be 3 categorys, as thats the only way i can split the chips up.
    *cool*usefull*mingy(mingy chips will have all the format but the code, PM if you want it, as long as your deserving).
    __________________________________________________ ________--
    Usefull chips:

    *4_seasons_ambience
    *provides seasonal sounds taken from various source games and plays them in an orderly fashion to match the changing season.
    *Spawn the chip
    *Pictures are coming

    ____
    *E_Radio
    *Plays all music in source (minus portal and dod:s)
    *Spawn the chip, wire 2 buttons to the chip(next and previous song)
    *Pictures are coming
    ______

    *Engine_base
    *A chip to control timing and throttle applied to gps based timing for engines.
    *If you have previously used a gps timed engine, this is the same routine, but no gps is needed.
    *If not, i would have to teach you how to make an engine just to make this chip work, so your out of luck.
    *
    *Code:
    Code:
    @name Engine_Base
    @inputs W Start Active Shift S Alt
    @outputs T1 T2 T3 T4 RPM Throttle ST On
    @persist A B C Bearing AllowOn NoCrackle CC Max Min Idle
    @trigger all
    @model models/mechanics/wheels/wheel_smooth_24f.mdl
    interval(10)
    RPM=abs(entity():angVel():yaw()/6)
    
    if(first()|duped())
    {
        Throttle=0
        On=0
        
        Max=8000
        Min=-3000
        Idle=50
    
        hint("Made by [TEC TBU]THE POSTMAN+[TEC]MrWhite",7)
        
        soundPlay(2,0,"engines/l6/e49_ext_offmid.wav")
        
        #fan
        holoCreate(1)
        holoModel(1,"models/XQM/jetenginepropeller.mdl")
        holoAng(1,entity():toWorld(ang(90,0,0)))
        holoPos(1,entity():massCenter()+(entity():up()*5))
        holoParent(1,entity())
        
        #base for gps
        holoCreate(2)
        holoAlpha(2,0)
    
    }
    holoPos(2,entity():massCenter() + vec(-20,0,0):rotate(entity():up():toAngle() + ang(90,0,0)))
    
    
    A=Throttle*On
    B=-A
    Bearing=entity():bearing(holoEntity(2):pos())
    
    if(Bearing>-180&Bearing<0){T1=A}else{T1=B}
    T2=-T1
    if(Bearing>-90&Bearing<90){T3=A}else{T3=B}
    T4=-T3
    
    
    if(changed(Start)&Start&!On&Active){On=1,AllowOn=0,timer("ao",1000)}
    if(clk("ao")){AllowOn=1}
    if(changed(Start)&Start&On&Active&AllowOn){On=0}
    
    #if(changed(On)&On){soundPlay(1,0,"engines/v8/cu2_startup_ex.wav")}
    soundPitch(2,(1/5*round(RPM)*NoCrackle))
    
    if(RPM<=20){NoCrackle=0.1}else{NoCrackle=1}
    
    
    if(W&On&!Shift){CC=0,ST=Max-1000}
    elseif(W&Shift&On){CC=0,ST=Max}
    elseif(S&On){CC=0,ST=Min}
    elseif(!W&!S&On&!CC){ST=Idle}
    elseif(!W&!S&!On&!CC){ST=0}
    if(!W&!Shift&!S&On&changed(Alt)&Alt){CC=1,ST=ST+500}
    if(!W&Shift&!S&On&changed(Alt)&Alt){CC=1,ST=ST-500}
    
    if(Throttle>0&Throttle<=300&!On){Throttle-=1}
    elseif(Throttle>300&!On){Throttle-=20}
    
    
    if(ST>=Max){ST=Max}
    if(ST<=Min){ST=Min}
    
    if(Throttle>=ST&On){Throttle-=50}
    if(Throttle<=ST&On){Throttle+=50}
    ________
    *Flare
    *acts like a regular flare, good for Rping (specifically postnukerp, why i made it anyways).
    *Spawn the flare, unfreeze it, and hit E on the flare, aim in the direction you like and hit E again.
    *

    _______

    *Last_tool
    *Allows you (with a key stroke) to switch back to a specific tool, like binding tool_axis to a button.
    *Follow the hints in the chip, its fairly easy.
    *Pictures are coming

    -_________-

    *Rpm meter
    *Provides useful info on an engines rpm.
    *axis the e2 to something, adv ball (slave socket) it to your crank, reset the chip, and watch the numbers.
    *
    *Code:
    Code:
    @name RPM
    @inputs 
    @outputs RPM RPMP RPMA RPMOA
    @persist B RPMAA:array RPMOAA:array Load:string
    @trigger all
    @model models/mechanics/wheels/wheel_smooth_24.mdl
    runOnTick(1)
    RPM=abs(entity():angVel():yaw()/6)
    RPMA=RPMAA:average()
    RPMOA=RPMOAA:average()
    
    if(first())
    {
        RPMP=0
        entity():setMaterial("phoenix_storms/pack2/darkgrey")
        timer("NA",1000)
    }
    
    setName("RPM is "+round(RPM)+" | Peak is "+round(RPMP)+" | Average rpm is "+Load+round(RPMA)+"(reading "+RPMAA:count()+")")
    
    B= min( RPM * 0.42 , 255)   
    
    entity():isWeldedTo():setColor(B,255-B,0)  #un comment for the coloring of welded props
    
    entity():setColor(B,255-B,0)
    
    if(RPMP<=RPM){RPMP=RPM}
    
    if(clk("NA"))
    {
        timer("NA",1000)
        RPMAA:pushNumber(RPM)
        RPMOAA:pushNumber(RPM)
    }
    
    if(RPMAA:count()>=6)
    {
        RPMAA=array()
    }
    if(RPMAA:count()<=0){Load=" Loading"}else{Load=""}
    
    if(changed(owner():keyUse())&owner():keyUse()&owner():aimEntity()==entity())
    {
        print("So far, the average rpm is: "+RPMOA)
    }
    -______^

    *Velocity sound pitch
    *its like using a divide chip with a sound emitter to get that cool car like sound, but with e2.
    *spawn it on a car, after changing the sound in if(first())
    *Pictures are coming
    *Code:
    Code:
    @name 
    @inputs 
    @outputs 
    @persist 
    runOnTick(1)
    if(first())
    {
    soundPlay(0,0,"vehicles/airboat/fan_blade_fullthrottle_loop1.wav")
    }
    soundPitch(0,(1000/5000*entity():vel():length()))
    ____________
    _____________
    ______________
    ________________
    Cool e2's (largest)

    ****Gravity chips
    ****These 4 chips move props around in different ways to simulate a changed gravity.
    **** spawn them and follow the hints
    ****
    ___________
    Solar systems
    these are some of my favorite e2's

    *Sol system
    *
    *Code:
    Code:
    @name Solar system
    @outputs X Y Time
    @persist Timer I
    runOnTick(1)
    Me=owner()
    Chip=entity()
    
    Timer=Timer+1*0.5
    T=Timer
    Time=Time+1
    I=I+1
    
    if(first()) 
    {
    hint("Made by [TEC TBU]THE POSTMAN",7)
        holoCreate(1)
        holoCreate(2)
        holoCreate(3)
        holoCreate(4)
        holoCreate(5)
        holoCreate(6)
        holoCreate(7)
        holoCreate(8)
        holoCreate(9)
        holoCreate(10)
        holoCreate(11)
        holoCreate(12)
        holoCreate(13)
        holoCreate(14)
        holoCreate(15)
        
    holoModel(1,"hqsphere2") #sun
    holoPos(1,Chip:pos()+vec(0,0,500))
    holoAng(1,ang(0,T,0))
    holoColor(1,vec(200,200,0))
    holoScale(1, vec(19,19,19))
    
    holoModel(2,"hqsphere2") #sun
    holoPos(2,Chip:pos()+vec(0,0,500))
    holoColor(2,vec(255,255,255))
    holoScale(2, vec(20,20,20))
    holoMaterial(2,"models/props_lab/tank_glass001")
    holoParent(2, 1)
    
    holoModel(3,"hqsphere2") #mercury
    holoPos(3,Chip:pos()+vec(0,0,500))
    holoColor(3,vec(255,255,255))
    holoScale(3, vec(0.7,0.7,0.7))
    holoMaterial(3,"models/props_wasteland/rockcliff02c")
    
    holoModel(4,"hqsphere2") #venus
    holoPos(4,Chip:pos()+vec(0,0,500))
    holoColor(4,vec(255,255,255))
    holoScale(4, vec(0.99,0.99,0.99))
    holoMaterial(4,"models/props_combine/com_shield001a")
    
    
    holoModel(5,"hqsphere2") #earth
    holoScale(5,vec(1,1,1))
    holoColor(5,vec(0,50,255))
    
    
    holoModel(6,"hqsphere2") #earth
    holoScale(6,vec(1.3,1.3,1.3))
    holoColor(6,vec(0,255,0))
    holoMaterial(6,"models/effects/comball_sphere")
    holoParent(6, 5)
    
    holoModel(7,"hqsphere2") #earth moon
    holoScale(7,vec(0.3,0.3,0.3))
    holoMaterial(7,"models/props_wasteland/rockcliff02c")
    
    holoModel(8,"hqsphere2")#mars
    holoPos(8,Chip:pos()+vec(0,0,500))
    holoColor(8,vec(255,255,255))
    holoScale(8, vec(0.9,0.9,0.9))
    holoMaterial(8,"models/weapons/v_crowbar/crowbar_cyl")
    
    holoModel(9,"hqsphere2") #saturn
    holoPos(9,Chip:pos()+vec(0,0,500))
    holoColor(9,vec(200,40,0))
    holoScale(9, vec(5,5,5))
    
    holoModel(10,"hqtorus2") #sauturns rings
    holoPos(10,Chip:pos()+vec(0,0,500))
    holoColor(10,vec(0,0,0))
    holoScale(10, vec(10,10,1))
    holoParent(10, 9)
    
    
    holoModel(11,"hqsphere2") #jupiter
    holoPos(11,Chip:pos()+vec(0,0,500))
    holoColor(11,vec(100,70,0))
    holoScale(11, vec(8,8,8))
    
    holoModel(12,"hqsphere2")#pluto
    holoPos(12,Chip:pos()+vec(0,0,500))
    holoColor(12,vec(255,255,255))
    holoScale(12, vec(0.4,0.4,0.4))
    
    holoModel(13,"hqsphere") #uranus
    holoPos(13,Chip:pos()+vec(0,0,500))
    holoColor(13,vec(0,45,100))
    holoScale(13,vec(3,3,3))
    
    holoModel(14,"hqtorus2")
    holoPos(14,Chip:pos()+vec(0,0,500))
    holoColor(14,vec(255,255,255))
    holoScale(14,vec(6,6,0.1))
    holoAng(14,ang(100,0,0))
    holoParent(14,13)
    
    #neptune#
    holoModel(15,"hqsphere2")
    holoPos(15,Chip:pos()+vec(0,0,500))
    holoColor(15,vec(0,100,255))
    holoScale(15,vec(6.2,6.2,6.2))
    
    }
    
    
    X3=cos(Time/0.2)*190
    Y3=sin(Time/0.2)*190
    X4=cos(Time/0.3)*290
    Y4=sin(Time/0.3)*290
    X5=cos(Time/0.5)*430
    Y5=sin(Time/0.5)*430
    X7=cos(Time*-60)*8
    Y7=sin(Time*-60)*8
    X8=cos(Time/0.7)*530
    Y8=sin(Time/0.7)*530
    X9=cos(Time/4)*1030
    Y9=sin(Time/4)*1030
    X11=cos(Time/5)*730
    Y11=sin(Time/5)*730
    X12=cos(Time/10)*1730
    Y12=sin(Time/10)*1730
    X13=cos(Time/13)*1330
    Y13=sin(Time/13)*1330
    X15=cos(Time/11)*1500
    Y15=sin(Time/11)*1500
    
    EP=holoEntity(5):pos() 
    
    
        holoPos(3,entity():pos()+vec(X3,Y3,500))
        holoAng(3,ang(0,T,0))
        
        holoPos(4,entity():pos()+vec(X4,Y4,500))
        holoAng(4,ang(0,T,0))
        
        holoPos(5,entity():pos()+vec(X5,Y5,500))
        holoAng(5,ang(0,I*0.09,0))
        
    
        holoPos(7,EP+vec(X7,Y7,0))
        holoAng(7,ang(0,I*0.05,0))
        
        holoPos(8,entity():pos()+vec(X8,Y8,500))
        holoAng(8,ang(0,I*0.09,0))
        
        holoPos(9,entity():pos()+vec(X9,Y9,500))
        holoAng(9,ang(0,I*0.1,0))
        
        holoPos(11,entity():pos()+vec(X11,Y11,500))
        holoAng(11,ang(0,I*0.1,0))
        
        holoPos(12,entity():pos()+vec(X12,Y12,500))
        holoAng(12,ang(0,I*0.1,0))
        
        holoPos(13,entity():pos()+vec(X13,Y13,500))
        
        holoPos(15,entity():pos()+vec(X15,Y15,500))
        holoAng(15,ang(0,T,0))
    *Indepth sol system (suprise after 30 seconds)
    *
    *Code:
    Code:
    @name holo city
    @inputs 
    @outputs SX SY SZ CX CY CZ Meat Veat Eeat Moeat Maeat Jeat Seat Ueat Neat Peat
    @persist Time Thunder:array Marscave:array StartNova
    runOnTick(1)
    Chip = entity()
    Me = owner()
    ThunderChance=randint(1,300)
    CaveChance=randint(1,200)
    Time++
    #clamps#
    if(SX>=49){SX=49}
    if(SX<=1){SX=1}
    
    if(SY>=49){SY=49}
    if(SY<=1){SY=1}
    
    if(SZ>=49){SZ=49}
    if(SZ<=1){SZ=1}
    
    if(CX>=255){CX=255}
    if(CX<=1){CX=1}
    
    if(CY>=255){CY=255}
    if(CY<=1){CY=1}
    
    if(CZ>=255){CZ=255}
    if(CZ<=1){CZ=1}
    
    if (first())
    {
    hint("Made by [TEC TBU]THE POSTMAN",7)
        #SUN GO SUPER NOVA TIME#
        timer("NovaWait",30000)
        Thunder=array(
        "ambient/atmosphere/thunder1.wav",
        "ambient/atmosphere/thunder2.wav",
        "ambient/atmosphere/thunder3.wav",
        "ambient/atmosphere/thunder4.wav",
        "ambient/outro/thunder01.wav",
        "ambient/outro/thunder02.wav",
        "ambient/outro/thunder03.wav",
        "ambient/outro/thunder04.wav",
        "ambient/outro/thunder05.wav",
        "ambient/outro/thunder06.wav",
        "ambient/outro/thunder07.wav"
        )
        
        Marscave=array(
        "ambient/atmosphere/hole_hit1.wav",
        "ambient/atmosphere/hole_hit2.wav",
        "ambient/atmosphere/hole_hit3.wav",
        "ambient/atmosphere/hole_hit4.wav",
        "ambient/atmosphere/hole_hit5.wav",
        "ambient/atmosphere/cave_hit1.wav",
        "ambient/atmosphere/cave_hit2.wav",
        "ambient/atmosphere/cave_hit3.wav",
        "ambient/atmosphere/cave_hit4.wav",
        "ambient/atmosphere/cave_hit5.wav",
        "ambient/atmosphere/cave_hit6.wav"
        )
        #default sun size#
        SX=40
        SY=40
        SZ=40
        
        CX=200
        CY=200
        CZ=0
        
        ##default planet rotation##
        Meat=350
        Veat=600
        Eeat=1000
        Moeat=190
        Maeat=1500
        Jeat=2200
        Seat=2700
        Ueat=3300
        Neat=3700
        Peat=4300
        
        
    holoCreate(1)
    holoCreate(2)
    holoCreate(3)
    holoCreate(4)
    holoCreate(5)
    holoCreate(6)
    holoCreate(7)
    holoCreate(8)
    holoCreate(9)
    holoCreate(10)
    holoCreate(11)
    holoCreate(12)
    holoCreate(13)
    holoCreate(14)
    holoCreate(15)
    holoCreate(16)
    holoCreate(17)
    holoCreate(18)
    holoCreate(19)
    holoCreate(20)
    holoCreate(21)
    holoCreate(22)
    
    ##ambient EARTH##
    holoEntity(3):soundPlay(1,0,"ambient/atmosphere/station_ambience_loop2.wav")
    soundVolume(1,0.3)
    
    ##ambient MERCURY##
    holoEntity(13):soundPlay(2,0,"ambient/fire/fire_small1.wav")
    soundVolume(2,0.2)
    
    #sun#
    holoModel(1,"hqsphere2")
    holoPos(1,Chip:pos()+vec(0,0,300))
    holoParent(1,Chip)
    
    #sun outer layer#
    holoModel(2,"hqsphere2") 
    holoPos(2,Chip:pos()+vec(0,0,300))
    holoColor(2,vec(255,255,255))
    holoMaterial(2,"models/props_lab/tank_glass001")
    holoParent(2, 1)
    
    
    ##ground##
    holoModel(3,"hqicosphere2")
    holoScale(3, vec(14.5,14.5,0.2))
    holoAng(3,ang(0,15,0))
    holoColor(3, vec(0,100,0))
    
    #Atmosphere#
    holoModel(4,"hqicosphere2")
    holoScale(4,vec(15.4,15.4,15.4))
    holoPos(4,Chip:pos()+vec(0,0,10))
    holoColor(4,vec(0,100,200))
    holoAlpha(4,200)
    holoParent(4,3)
    
    #Dirt#
    holoModel(5,"dome")
    holoScale(5,vec(14.6,14.6,-14))
    holoColor(5,vec(81,55,8))
    holoPos(5,Chip:pos()+vec(0,0,0))
    holoParent(5,3)
    
    ##EARTH BUILDINGS##
    
    ##river##
    holoScale(6, vec(14.45,2,0.2))
    holoPos(6, holoEntity(3):pos())
    holoMaterial(6, "models/shadertest/shader3")
    holoColor(6, vec(255,255,255))
    holoParent(6, 3)
    
    ##wood bridge##
    holoScale(7, vec(1,2.5,0.2))
    holoPos(7, holoEntity(3):pos()+vec(0,0,1))
    holoMaterial(7, "phoenix_storms/wood")
    holoParent(7, 3)
    
    ##mall##
    holoScale(8, vec(2,1,1))
    holoPos(8, holoEntity(3):pos()+vec(-40,-28,5))
    holoParent(8, 3)
    
    ##mall2##
    holoScale(9, vec(1.5,3,1))
    holoPos(9, holoEntity(3):pos()+vec(-19,-40,5))
    holoParent(9, 3)
    
    #road bridge
    holoScale(10, vec(0.8,4,0.1))
    holoPos(10, holoEntity(3):pos()+vec(35,0,1))
    holoParent(10, 3)
    holoMaterial(10,"phoenix_storms/indenttiles2")
    
    #small square building#
    holoScale(11,vec(2,2,1))
    holoPos(11,holoEntity(3):pos()+vec(-20,35,5))
    holoParent(11,3)
    
    ##sky scraper##
    for (I = 1, 5)
    {
        holoCreate(I*50)
        holoScale(I*50, vec(1,1,1))
        holoPos(I*50, holoEntity(3):pos()+vec(30,40,I*12-4))
        holoMaterial(I*50,"models/props_debris/building_template012d")
        holoParent(I*50, 3)
    }
    ##END EARTH BUILDINGS##
    
    #moon#
    holoModel(12,"hqsphere2")
    holoScale(12,vec(3,3,3))
    holoMaterial(12,"models/props_wasteland/rockcliff02c")
    
    #mercury#
    holoModel(13,"hqsphere2")
    holoColor(13,vec(255,200,200))
    holoScale(13, vec(4,4,4))
    holoMaterial(13,"models/props_wasteland/rockcliff02c")
    
    #venus#
    holoModel(14,"hqsphere2")
    holoColor(14,vec(255,255,255))
    holoScale(14, vec(15,15,15))
    holoMaterial(14,"models/props_combine/com_shield001a")
    
    #mars#
    holoModel(15,"hqsphere2")
    holoScale(15, vec(9,9,9))
    holoMaterial(15,"models/weapons/v_crowbar/crowbar_cyl")
    
    #jupiter#
    holoModel(16,"hqsphere2")
    holoColor(16,vec(100,70,0))
    holoScale(16, vec(30,30,30))
    
    #saturn#
    holoModel(17,"hqsphere2")
    holoColor(17,vec(200,40,0))
    holoScale(17, vec(22,22,22))
    
    #sauturns rings#
    holoModel(18,"hqtorus2")
    holoColor(18,vec(0,0,0))
    holoScale(18, vec(31,31,1))
    holoParent(18, 17)
    
    #uranus#
    holoModel(19,"hqsphere")
    holoColor(19,vec(0,45,100))
    holoScale(19,vec(18,18,18))
    
    #uranus ring#
    holoModel(20,"hqtorus2")
    holoScale(20,vec(26,26,1))
    holoAng(20,ang(100,0,0))
    holoParent(20,19)
    
    #neptune#
    holoModel(21,"hqsphere2")
    holoColor(21,vec(0,100,255))
    holoScale(21,vec(17,17,17))
    
    #pluto#
    holoModel(22,"hqsphere2")
    holoScale(22, vec(0.4,0.4,0.4))
    
    }
    ##thunder##
    if(changed(ThunderChance)&ThunderChance==100) 
    {
    soundStop(3)
    holoEntity(16):soundPlay(3,0,Thunder:string(randint(0,Thunder:count())))
    }
    
    #mars cave#
    if(changed(CaveChance)&CaveChance==101) 
    {
    soundStop(4)
    holoEntity(15):soundPlay(4,0,Marscave:string(randint(0,Marscave:count())))
    }
    
    
    #sun ambience#
    holoEntity(1):soundPlay(0,1,"ambient/atmosphere/cave_outdoor1.wav")
    
    ##sun size##
    holoScale(1, vec(SX,SY,SZ))
    holoScale(2, vec(SX+1,SY+1,SZ+1))
    holoColor(1,vec(CX,CY,CZ))
    
    Y=sin(Time/2)*Meat#-mercuryY
    X=cos(Time/2)*Meat#-mercuryX
    Y1=sin(Time/5)*Veat#-veunsY
    X1=cos(Time/5)*Veat#-venusX
    Y2=sin(Time/10)*Eeat#-earthY
    X2=cos(Time/10)*Eeat#-earthX
    Y3=sin(Time/5)*Moeat#-moonY
    X3=cos(Time/5)*Moeat#-moonX
    Y4=sin(Time/12)*Maeat#-marsY
    X4=cos(Time/12)*Maeat#-marsX
    Y5=sin(Time/18)*Jeat#-jupiterY
    X5=cos(Time/18)*Jeat#-jupiterX
    Y6=sin(Time/17)*Seat#-saturnY
    X6=cos(Time/17)*Seat#-saturnX
    Y7=sin(Time/16)*Ueat#-uranusY
    X7=cos(Time/16)*Ueat#-uranusX
    Y8=sin(Time/15)*Neat#-neptuneY
    X8=cos(Time/15)*Neat#-neptuneX
    Y9=sin(Time/15)*Peat#-plutoY
    X9=cos(Time/10)*Peat#-plutoX
    
    
    
        holoPos(3,Chip:pos()+vec(X2,Y2,300))#-Earth
        
        holoPos(12,holoEntity(3):pos()+vec(X3,Y3,0))#-Moon
    
        holoPos(13,Chip:pos()+vec(X,Y,300))#-Mercury
        
        holoPos(14,Chip:pos()+vec(X1,Y1,300))#-Venus
        
        holoPos(15,Chip:pos()+vec(X4,Y4,300))#-Mars
        
        holoPos(16,Chip:pos()+vec(X5,Y5,300))#-Jupiter
        
        holoPos(17,Chip:pos()+vec(X6,Y6,300))#-Saturn
        
        holoPos(19,Chip:pos()+vec(X7,Y7,300))#-Uranus
        
        holoPos(21,Chip:pos()+vec(X8,Y8,300))#-Neptune
        
        holoPos(22,Chip:pos()+vec(X9,Y9,300))#-pluto
    
    
    #SUN GO SUPER NOVA BELOW#
    
    if(clk("NovaWait"))
    {
        holoEntity(1):soundPlay(10,0,"ambient/energy/ion_cannon_shot1.wav")
        SX=43
        SY=43
        SZ=43
        
        CX=230
        CY=160
        CZ=0
        timer("NovaWait2",3000)
        timer("waitShrink",600)
    }
    if(clk("NovaWait2"))
    {
        holoEntity(1):soundPlay(11,0,"ambient/energy/ion_cannon_shot2.wav")
        SX=46
        SY=46
        SZ=46
        CX=240
        CY=100
        CZ=0
        timer("waitIon3",1000)
        timer("waitShrink2",700)
    }
    if(clk("waitShrink"))
    {
        SX=40
        SY=40
        SZ=40
    }
    if(clk("waitShrink2"))
    {
        SX=43
        SY=43
        SZ=43
    }
    if(clk("waitIon3"))
    {
        holoEntity(1):soundPlay(12,0,"ambient/energy/ion_cannon_shot3.wav")
        SX=47
        SY=47
        SZ=47
        CX=250
        CY=50
        CZ=0
        timer("waitIon4",500)
    }
    if(clk("waitIon4"))
    {
        holoEntity(1):soundPlay(13,0,"ambient/energy/ion_cannon_shot1.wav")
        SX=49
        SY=49
        SZ=49
        CX=255
        CY=0
        CZ=0
        StartNova=1
    }
    if($StartNova&StartNova)
    {
        SX--
        SY--
        SZ--
        CY-=10
        CX--
        CZ--
        holoAng(1,ang(Time,Time,Time))
        holoDelete(2)
        soundStop(0)
    }
    if($CX&!CX)
    {
        Meat--
        Veat--
        Eeat--
        Moeat--
        Maeat--
        Jeat--
        Seat--
        Ueat--
        Neat--
        Peat--
    }
    if(changed(Meat)&Meat==340){soundPlay(10,0,"ambient/machines/teleport3.wav")}
    
    if(!Meat){holoDelete(13),SX=2,SY=2,SZ=2,soundStop(2)}
    if(!Veat){holoDelete(14),SX=4,SY=4,SZ=4}
    if(!Eeat)
    {
        soundStop(1)
        SX=8,SY=8,SZ=8
        holoDelete(3)
        holoDelete(4)
        holoDelete(5)
        holoDelete(6)
        holoDelete(7)
        holoDelete(8)
        holoDelete(9)
        holoDelete(10)
        holoDelete(11)
        holoDelete(50)
        holoDelete(100)
        holoDelete(150)
        holoDelete(200)
        holoDelete(250)
    }
    if(!Moeat){holoDelete(12),SX=16,SY=16,SZ=16}
    if(!Maeat){holoDelete(15),SX=25,SY=25,SZ=25,soundStop(4)}
    if(!Jeat){holoDelete(16),SX=30,SY=30,SZ=30,soundStop(3)}
    if(!Seat){holoDelete(17),holoDelete(18),SX=35,SY=35,SZ=35}
    if(!Ueat){holoDelete(19),holoDelete(20),SX=40,SY=40,SZ=40}
    if(!Neat){holoDelete(21),SX=49,SY=49,SZ=49,soundPurge()}
    if(!Peat){holoDelete(22),SX-=20,SY-=20,SZ-=20,selfDestruct()}
    *I am the sun
    *Same as sol system, but your the sun
    *Pictures are coming
    *Code:
    Code:
    @name Solar system
    @outputs X Y Time
    @persist Timer I
    runOnTick(1)
    Me=owner()
    Chip=entity()
    
    Timer=Timer+1*0.5
    T=Timer
    Time=Time+1
    I=I+1
    
    if(first()) 
    {
    hint("Made by [TEC TBU]THE POSTMAN",7)
        holoCreate(1)
        holoCreate(2)
        holoCreate(3)
        holoCreate(4)
        holoCreate(5)
        holoCreate(6)
        holoCreate(7)
        holoCreate(8)
        holoCreate(9)
        holoCreate(10)
        holoCreate(11)
        holoCreate(12)
        holoCreate(13)
        holoCreate(14)
        holoCreate(15)
        
    holoModel(1,"hqsphere2") #sun
    holoPos(1,Me:pos()+vec(0,0,100))
    holoAng(1,ang(0,T,0))
    holoColor(1,vec(200,200,0))
    holoScale(1, vec(19,19,19))
    holoParent(1,Me)
    
    holoModel(2,"hqsphere2") #sun
    holoPos(2,Me:pos()+vec(0,0,100))
    holoColor(2,vec(255,255,255))
    holoScale(2, vec(20,20,20))
    holoMaterial(2,"models/props_lab/tank_glass001")
    holoParent(2, 1)
    
    holoModel(3,"hqsphere2") #mercury
    holoPos(3,Me:pos()+vec(0,0,100))
    holoColor(3,vec(255,255,255))
    holoScale(3, vec(0.7,0.7,0.7))
    holoMaterial(3,"models/props_wasteland/rockcliff02c")
    
    holoModel(4,"hqsphere2") #venus
    holoPos(4,Me:pos()+vec(0,0,100))
    holoColor(4,vec(255,255,255))
    holoScale(4, vec(0.99,0.99,0.99))
    holoMaterial(4,"models/props_combine/com_shield001a")
    
    
    holoModel(5,"hqsphere2") #earth
    holoScale(5,vec(1,1,1))
    holoColor(5,vec(0,50,255))
    
    
    holoModel(6,"hqsphere2") #earth
    holoScale(6,vec(1.3,1.3,1.3))
    holoColor(6,vec(0,255,0))
    holoMaterial(6,"models/effects/comball_sphere")
    holoParent(6, 5)
    
    holoModel(7,"hqsphere2") #earth moon
    holoScale(7,vec(0.3,0.3,0.3))
    holoMaterial(7,"models/props_wasteland/rockcliff02c")
    
    holoModel(8,"hqsphere2")#mars
    holoPos(8,Me:pos()+vec(0,0,100))
    holoColor(8,vec(255,255,255))
    holoScale(8, vec(0.9,0.9,0.9))
    holoMaterial(8,"models/weapons/v_crowbar/crowbar_cyl")
    
    holoModel(9,"hqsphere2") #saturn
    holoPos(9,Me:pos()+vec(0,0,500))
    holoColor(9,vec(200,40,0))
    holoScale(9, vec(5,5,5))
    
    holoModel(10,"hqtorus2") #sauturns rings
    holoPos(10,Me:pos()+vec(0,0,100))
    holoColor(10,vec(0,0,0))
    holoScale(10, vec(10,10,1))
    holoParent(10, 9)
    
    
    holoModel(11,"hqsphere2") #jupiter
    holoPos(11,Me:pos()+vec(0,0,100))
    holoColor(11,vec(100,70,0))
    holoScale(11, vec(8,8,8))
    
    holoModel(12,"hqsphere2")#pluto
    holoPos(12,Me:pos()+vec(0,0,100))
    holoColor(12,vec(255,255,255))
    holoScale(12, vec(0.4,0.4,0.4))
    
    holoModel(13,"hqsphere") #uranus
    holoPos(13,Me:pos()+vec(0,0,100))
    holoColor(13,vec(0,45,100))
    holoScale(13,vec(3,3,3))
    
    holoModel(14,"hqtorus2")
    holoPos(14,Me:pos()+vec(0,0,100))
    holoColor(14,vec(255,255,255))
    holoScale(14,vec(6,6,0.1))
    holoAng(14,ang(100,0,0))
    
    holoModel(15,"hqsphere2")
    holoPos(15,Me:pos()+vec(0,0,100))
    holoColor(15,vec(0,100,255))
    holoScale(15,vec(6.2,6.2,6.2))
    
    
    }
    
    
    X3=cos(Time/0.2)*190
    Y3=sin(Time/0.2)*190
    X4=cos(Time/0.3)*290
    Y4=sin(Time/0.3)*290
    X5=cos(Time/0.5)*430
    Y5=sin(Time/0.5)*430
    X6=cos(Time/0.5)*430
    Y6=sin(Time/0.5)*430
    X7=cos(Time*-60)*8
    Y7=sin(Time*-60)*8
    X8=cos(Time/0.7)*530
    Y8=sin(Time/0.7)*530
    X9=cos(Time/4)*1030
    Y9=sin(Time/4)*1030
    X10=cos(Time/4)*1030
    Y10=sin(Time/4)*1030
    X11=cos(Time/5)*730
    Y11=sin(Time/5)*730
    X12=cos(Time/10)*1730
    Y12=sin(Time/10)*1730
    X13=cos(Time/13)*1330
    Y13=sin(Time/13)*1330
    X14=cos(Time/13)*1330
    Y14=sin(Time/13)*1330
    X15=cos(Time/11)*1500
    Y15=sin(Time/11)*1500
    
    EP=holoEntity(5):pos() 
    
    
        holoPos(3,Me:pos()+vec(X3,Y3,100))
        holoAng(3,ang(0,T,0))
        
        holoPos(4,Me:pos()+vec(X4,Y4,100))
        holoAng(4,ang(0,T,0))
        
        holoPos(5, Me:pos()+vec(X5,Y5,100))
        holoAng(5,ang(0,I*0.09,0))
        
        holoPos(6,Me:pos()+vec(X6,Y6,100))
        holoAng(6,ang(0,I*0.09,0))
    
        holoPos(7,EP+vec(X7,Y7,0))
        holoAng(7,ang(0,I*0.05,0))
        
        holoPos(8,Me:pos()+vec(X8,Y8,100))
        holoAng(8,ang(0,I*0.09,0))
        
        holoPos(9,Me:pos()+vec(X9,Y9,100))
        holoAng(9,ang(0,I*0.1,0))
        
        holoPos(10,Me:pos()+vec(X10,Y10,100))
        holoAng(10,ang(0,I*0.1,0))
        
        holoPos(11,Me:pos()+vec(X11,Y11,100))
        holoAng(11,ang(0,I*0.1,0))
        
        holoPos(12,Me:pos()+vec(X12,Y12,100))
        holoAng(12,ang(0,I*0.1,0))
        
        holoPos(13,Me:pos()+vec(X13,Y13,100))
        holoAng(13,ang(0,T,0))
        
        holoPos(14,Me:pos()+vec(X14,Y14,100))
        
        holoPos(15,Me:pos()+vec(X15,Y15,100))
        holoAng(15,ang(0,T,0))
    *Fatness moons
    *your being orbited, by 4 moons, thats how fat you are.
    *
    *Code:
    Code:
    @name FATNESS MOON
    @outputs X Y Time
    @persist Timer I
    runOnTick(1)
    Me=owner()
    Time=Time+1
    
    if(first()) 
    {
    hint("Made by [TEC TBU]THE POSTMAN",7)
        holoCreate(1)
        holoCreate(2)
        holoCreate(3)
        holoCreate(4)
        
        
        holoModel(1,"hqicosphere2") #Moon
        holoPos(1,Me:pos())
        holoScale(1, vec(5,5,5))
        holoMaterial(1,"models/props_wasteland/rockcliff02c")
        
        holoModel(2,"hqicosphere2") #Moon2
        holoPos(2,holoEntity(1):pos())
        holoScale(2, vec(2,2,2))
        holoColor(2,vec(110,110,130))
        holoMaterial(2,"models/props_wasteland/rockcliff02c")
        
        holoModel(3,"hqicosphere2") #Moon3
        holoPos(3,holoEntity(1):pos())
        holoScale(3, vec(1,1,1))
        holoColor(3,vec(110,110,130))
        holoMaterial(3,"models/props_wasteland/rockcliff02c")
        
        holoModel(4,"hqicosphere2") #Moon4
        holoPos(4,holoEntity(1):pos())
        holoScale(4, vec(0.3,0.3,0.3))
        holoColor(4,vec(110,110,130))
        holoMaterial(4,"models/props_wasteland/rockcliff02c")
    }
    
    X=cos(Time/5)*120
    Y=sin(Time/5)*120
    X1=cos(Time*2)*70
    Y1=sin(Time*2)*70
    X2=cos(Time*4)*20
    Y2=sin(Time*4)*20
    X3=cos(Time*4)*7
    Y3=sin(Time*4)*7
    
    EP=holoEntity(1):pos() 
    TP=holoEntity(2):pos()
    SP=holoEntity(3):pos()
    
        
        holoPos(1,Me:pos()+vec(X,Y,90))
        holoAng(1,ang(0,Time,0))
        
        holoPos(2,EP+vec(0,Y1,X1))
        holoAng(2,ang(0,Time,0))
        
        holoPos(3,TP+vec(X2,Y2,X2))
        holoAng(3,ang(0,0,Time))
        
        holoPos(4,SP+vec(X3,Y3,X3))
        holoAng(4,ang(0,0,Time))
    *Day/Night
    *Makes a large sun/moon go around the map
    *
    *Code:
    Code:
    @name 
    @inputs 
    @outputs MapHeight T
    runOnTick(1)
    E=entity()
    T++
    
    if(first()){
        hint("Place in skybox, about center",5)
        hint("Made by [TBU] POSTMAN",2)
        
        holoCreate(1)
        holoModel(1, "hqsphere2")
        holoScale(1,vec(22,22,22))
        holoColor(1,vec(250,255,0))
        holoMaterial(1,"models/debug/debug_white")
        
        holoCreate(2)
        holoModel(2,"hqsphere2")
        holoScale(2,vec(24,24,24))
        holoMaterial(2,"models/props_lab/tank_glass001")
        holoParent(2,1)
        
        holoCreate(3)
        holoModel(3, "hqsphere2")
        holoScale(3,vec(1,1,1))
        holoMaterial(3,"models/props_wasteland/rockcliff02c")
        
        rangerFilter(E)
        Rng=rangerOffset(9999999999999,E:pos(),E:up())
        MapHeight=Rng:distance()
    }
    
    X=sin(T/100)*MapHeight
    Y=cos(T/100)*MapHeight
    
    holoPos(1,E:pos()+vec(0,X,Y))
    holoPos(3,E:pos()+vec(0,-X,-Y))
    *Argon system
    *Weird solar system i made up
    *
    *Code:
    Code:
    @name Argon system
    @outputs X Y Time
    @persist 
    runOnTick(1)
    Me=owner()
    Chip=entity()
    
    Time=Time+1
    if(first()) 
    {
    hint("Made by [TEC TBU]THE POSTMAN",7)
        holoCreate(1)
        holoCreate(2)
        holoCreate(3)
        holoCreate(4)
        holoCreate(5)
        holoCreate(6)
        holoCreate(7)
        holoCreate(8)
        holoCreate(9)
        
    holoModel(1,"hqsphere2") #sun
    holoPos(1,Chip:pos()+vec(0,0,200))
    holoColor(1,vec(200,200,0))
    holoScale(1, vec(19,19,19))
    
    holoModel(2,"hqsphere2") #sun cover
    holoPos(2,Chip:pos()+vec(0,0,200))
    holoColor(2,vec(255,255,255))
    holoScale(2, vec(20,20,20))
    holoMaterial(2,"models/props_lab/tank_glass001")
    holoParent(2, 1)
    
    holoModel(3,"hqsphere2") #Planet1
    holoScale(3,vec(5,5,5))
    holoMaterial(3,"models/props_wasteland/rockcliff02c")
    
    holoModel(4,"hqsphere2") #planet1 cover
    holoPos(4,Chip:pos()+vec(0,0,0))
    holoScale(4,vec(5.2,5.2,5.2))
    holoMaterial(4,"models/props_combine/com_shield001a")
    holoParent(4,3)
    
    holoModel(5,"hqsphere2") #planet1 moon
    holoScale(5,vec(1,1,1))
    holoMaterial(5,"models/props_wasteland/rockcliff02c")
    
    holoModel(6,"hqsphere2")
    holoScale(6,vec(2,2,2))
    holoColor(6,vec(160,70,0))
    holoMaterial(6,"models/props_foliage/tree_deciduous_01a_trunk")
    
    holoModel(7,"hqsphere2")
    holoScale(7,vec(1.7,1.9,1.7))
    holoMaterial(7,"models/alyx/emptool_glow")
    
    holoModel(8,"hqsphere2")
    holoScale(8,vec(6,6,5.6))
    holoMaterial(8,"models/effects/splode_sheet")
    
    holoModel(9,"hqsphere2")
    holoScale(9,vec(3,3,3))
    holoMaterial(9,"models/XQM/squaredmat")
    
    }
    
    X=cos(Time/2)*200
    Y=sin(Time/2)*200
    X1=cos(Time*2)*40
    Y1=sin(Time*2)*40
    X2=cos(Time*3)*300
    Y2=sin(Time*3)*300
    X3=cos(Time*2.9)*360
    Y3=sin(Time*2.9)*360
    X4=cos(Time/3)*410
    Y4=sin(Time/3)*410
    X5=cos(Time/3)*680
    Y5=sin(Time/3)*680
    
    MP=holoEntity(3):pos() 
        
    holoPos(3,Chip:pos()+vec(X,Y,200))
    holoAng(3,ang(0,Time*0.09,0))
        
    holoPos(5,MP+vec(X1,Y1,0))
    holoAng(5,ang(0,Time*0.05,0))
        
    holoPos(6,Chip:pos()+vec(X2,Y2,200))
    holoAng(6,ang(0,Time*0.09,0))
    
    holoPos(7,Chip:pos()+vec(X3,Y3,200))
    holoAng(7,ang(0,Time*-0.9,0))
    
    holoPos(8,Chip:pos()+vec(X4,Y4,200))
    holoAng(8,ang(Time*9,0,0))
    
    holoPos(9,Chip:pos()+vec(X5,Y5,200))
    holoAng(9,ang(0,Time*10,Time))
    _________________
    _________________

    *Alyx talking
    *Press E to say a random Alyx line
    ___________
    *apple
    *Say apple (and insert a steam id)
    *Pictures are coming


    *Deadmau5 head
    *Its deadmau5, and his head beats in tune to "ghosts n stuff"
    *spawn it
    *
    ________
    *Direction plate
    *makes a prop fly around quite nicely
    *Spawn on a 1X1 phx plate, and wire up the wirelinks to the pod, etc.
    *Wire activated on a cam controller to active on your pod, then wire Angle and Position to the e2.
    *Pictures are coming

    _______

    *That boy put his finger in my dirt!!!
    *Just spawn it >.>
    *NOW <.<
    *
    ________

    *Foot_steps
    *Someone else made this, and i barged in and recoded it, but here you are anyways
    *search "foot_steps" to find the thread
    *
    ________

    *Gregori doesnt like birds
    *It makes a gregori that kills ALL birds.(if not it kills pigeons)
    *Spawn it, spawn birds
    *

    _________

    *High polly burger.
    *Hamburger, uses new models, laggy at some points.
    *Spawn it, then hit E on the burger
    *

    _______

    *Lunch tray
    *its a lunch tray
    *

    _______

    *ninja staff
    *kinda sucky, made it when i was new to e2.
    *Spawn the chip, press buttons

    ______

    *Portal cores
    *Switches between Ai's in portal, then pressing E plays a random sound from there
    *spawn it

    ________
    *Portal radio
    *radio, but with all sounds from portal.
    ________
    *Pretty spirals
    *title is derp
    *

    _______
    *Smoke grenade
    *Its a cheap trail version of a smoke nade
    *spawn the e2, and right click to throw.
    *

    _________
    *Soccer ball
    *Its a soccer ball, you need a stun stick or crowbar to hit it.
    *Play around with E/M1, M2, i dont remember

    ______
    *The ball
    *Youd have to have played "The ball" game, to understand this, but either way
    *spawn a "models/hunter/misc/sphere2x2.mdl", right click brings it close, left is away.
    *
    _______
    *The wonderful end of gmod
    *Youd have to play "the wonderful end of the world" to get this one
    *Spawn props that are smaller then the ball and/or its combined size, place those props near the ball.
    *
    ______
    *Tunnel cubes
    *Sort of like portal, no sure why i made it.
    *

    _____
    *Tutu
    *look sexy in this here tutu


    _____*
    *Wastelander_radio
    *plays songs fom each branch of source, REQUIRES DERMA FOR E2.

    _____
    *wearable deadmau5 head
    *its like the first one, but this one goes on your head.
    *Nocollide the plate of it, and then let go for lulz

    __________
    __________
    Mingey e2's

    *Airstrike
    *Spawns a plane to circle around you, and shoots airstikes where you look.
    *
    _________
    *BOx game
    *The goal is to break all of the boxes
    *uses prop core, could be concidered spam
    *

    *holo guided missile
    *makes a missle fly via holo system.
    *

    *horsey*
    *the horse will jump twords a player, then rape them, unless you kill it by shooting its belly unil i dies.
    *

    *I can jump higher then you.
    *this e2 spawns a prop underneith you, can be used to jump long gaps
    *Hold E with a certain or > vel()


    *Lockon/Steam id turret
    *The lockon turret is 98% accurate if i had to guess
    *Setam id turret is same as lockon, but only works for players.

    ******THUS CONCLUDES******
    Attached Files Attached Files
    Last edited by postman; 05-20-2012 at 02:37 AM.

  2. #2
    Developer Jack37's Avatar
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    Default Re: Postman's e2s and such release [large thread]

    Wow big release, gonna download and try. Seems as fun

    EDIT: Just tried all of them (except the 1 with derma), they are cool & funny like the finger in dirt one.

    Btw, you have error in Base Engine E2 ( } after first hint() )
    Last edited by Jack37; 05-14-2011 at 08:34 AM.

    Only the small secrets need to be protected. The big ones are kept secret by public incredulity.

  3. #3
    Hickley Likes This Unsmart's Avatar
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    Default Re: Postman's e2s and such release [large thread]

    This thread needs pics.
    Server permanently down
    AC-130 Hologram contraptions 1 Holo contraptions 2 EGP stuff Holo minigun Holo javelin rocket launcher
    Unsmart: I doubt the intelligence of some people.
    Drunkie: Nobody could have said that any better than Unsmart.

    Divran: there are more retarded people than there are clever people in this world

  4. #4
    Wire Sofaking postman's Avatar
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    Default Re: Postman's e2s and such release [large thread]

    Alright, i fixed it in the code and the upload

    Should i attempt to spend 10 hours editing and recording with source recorder, or just stick to some pictures?

  5. #5
    Wiremode Helper Techni's Avatar
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    Default Re: Postman's e2s and such release [large thread]

    Might I suggest picking the cream of the crop and giving them their own thread, otherwise they might go overlooked here with such a big release.

  6. #6
    Spucatum Tauri Bull's Avatar
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    Default Re: Postman's e2s and such release [large thread]

    Or simply delete the crap from this thread and keep them in the zip as "and much more."

    I don't think to many people are waiting for a screenshot of:
    Code:
    @name tutu
    if(first()){holoCreate(1)}
    O=owner()
    
    holoModel(1,"cone")
    holoPos(1,O:pos()+vec(0,0,39))
    holoAng(1,ang(0,0,0))
    holoColor(1,vec(255,0,255))
    holoScale(1, vec(3,3,1))
    holoParent(1, O)
    Quality > Quantity
    My signature has a point.
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  7. #7
    Developer Jack37's Avatar
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    Default Re: Postman's e2s and such release [large thread]

    Quote Originally Posted by postman View Post
    Alright, i fixed it in the code and the upload

    Should i attempt to spend 10 hours editing and recording with source recorder, or just stick to some pictures?
    Advantage of video would be that you could put everything inside it, but I think pictures are enough.
    And as Bull suggested, you may remove all codes, and keep just explanation + pictures (or codes too, but only of some best E2s)

    But I think everyone will just download the file, you can just make it bigger size

    Only the small secrets need to be protected. The big ones are kept secret by public incredulity.

  8. #8
    Wire Sofaking postman's Avatar
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    Default Re: Postman's e2s and such release [large thread]

    Quote Originally Posted by Bull View Post
    Or simply delete the crap from this thread and keep them in the zip as "and much more."
    Dude you ass, thats my best e2.

    In all seriousness, ive never done a release this big, so i wouldnt know the best way to do it, ive deleted the codes, and im getting pictures now.


    Pictures are done, the ones that dont have pictures are to simple (visual wise) to deserve a picture.
    Last edited by postman; 05-14-2011 at 02:54 PM.

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