User talk:Andreasen: Difference between revisions

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WTF  I'm just making a Tutorial page
====Archives:====
[http://developer.valvesoftware.com/w/index.php?title=User_talk:Andreasen&oldid=44224 Archive 1]


== Ladders ==
== You know who ==


What I think is that ladder mdls should be nonsolid & nonclipped in [[MP]] mods...this is because the the ladder brush will handle all of the solidity while functioning correctly—'''[[User:Ts2do|ts2do]]''' 19:33, 30 Jan 2006 (PST)
While I appricate you trying to be a voice of civilty I really think he is not mature enough to be in a public place like this and does not seem to be respecting the rules or mending his ways. He instead seems set in the process of only insulting people and adding nothing of worth. While an apology is great thing I would be more inclined to hold my current judgment untill he realizes its appropriate for him to do it himself. If not much happens towards improvement I'd have no problem with a ban.
:You mean the func_ladder brush? Unless I'm mistaken, that only applies for CS:S and DoD:S (which I have stated in the Working Ladders article). HL2:DM doesn't have a func_ladder brush. Do you mean that you only prefer the non-solid method when there is a func_brush involved?--[[User:Andreasen|Andreasen]] 21:37, 30 Jan 2006 (PST)


yes since the func_ladder takes place of the solid...of course some clipping may be good to "guide" the player—'''[[User:Ts2do|ts2do]]''' 22:19, 30 Jan 2006 (PST)
and hell its messy in here, how bout some fall? cleaning.
:Okay. I already wrote what you're tellig me last night, so if you wanted it written yesterday, you got it. :)
--[[User:Angry Beaver|Angry Beaver]] 20:32, 7 Sep 2006 (PDT)
:The other cases of non-solid techniques are there because wisemx has persisted that non-solid ladders are totally superior in <i>every</i> case, including HL2:SP, and as people seem to agree without providing much evidence, I wanted to sort things out. --[[User:Andreasen|Andreasen]] 22:37, 30 Jan 2006 (PST)


I think it's just an understood expectation in MP to be able to move freely parallel to the surface that a ladder covers.&mdash;'''[[User:Ts2do|ts2do]]''' 23:06, 30 Jan 2006 (PST)
:No matter how immature he might be, he seemed to take offence when he was corrected, so the only ''constructive'' solution is to say that we didn't mean to offend him. Calling people problem posters and banning them will only serve to hurt and provoke them even more, so that's just making things worse. People quick to respond with hostility are often this way because they have been treated this way before, and assume people are hostile toward them. If anything they need to be bonded with. If we show that we respect him as a person, he will have no reason to disrespect us. I'm personally strongly against destructive methods, because those will just hurt people and make their state worse.
:When is comes to brush ladders entirely against a wall, they're somewhat flat, so then you can get away with it, but prop ladders are so large that it will look wierd if someone stands inside a non-solid ladder, so I'd prefer 45 degree angled player clips at the sides - a normal technique when it comes to avoid the player getting stuck on uneven walls. (Updated Working Ladders.) --[[User:Andreasen|Andreasen]] 06:53, 31 Jan 2006 (PST)
:Yes, it could use some cleaning, or archiving perhaps. Thank you for pointing that out. --[[User:Andreasen|Andreasen]] 21:14, 7 Sep 2006 (PDT)


== Wiki markup ==
== Nutty links ==
That was too funny, thanks bro. --[[User:Mark WiseCarver|wisemx]] 16:48, 9 Sep 2006 (PDT)


Your contributions are appreciated, but please read [[Help:Editing]] to learn more wiki formatting markup. You should not be using HTML tags like <code><nowiki><i></nowiki></code>. Wiki markup uses <code><nowiki>''</nowiki></code> for marking italics. --[[User:JeffLane|JeffLane]] 11:48, 31 Jan 2006 (PST)
== Your busted map ==
:Oh, thank you. I was adopting the current style from the article I was editing, thinking it was correct. I've read [[Help:Editing]] now, and updated all the articles. Is there any page where it says ''what'' is supposed to be italized, and also if the <nowiki><code></code></nowiki>-markup is okay to use, and when? --[[User:Andreasen|Andreasen]] 12:14, 31 Jan 2006 (PST)


There are no hard rules for specific formatting, other than keeping HTML at a bare minimum. There are some generally accepted styles you can use, though:
"Unexpected symbol", huh? You know that VMF files are just [[VMF documentation|text files]], right? One possibility could be that something got corrupted in the text file, and Hammer can no longer parse it correctly. Try opening the VMF up in a text editor and browsing through for anything that looks out of place. The format is pretty easy to read, so it shouldn't be too hard to tell if a <code>{</code> has become something it shouldn't be, or something like that.


=== Italics ===
It'll probably take a while because VMF files are huge, but you could use the equivalent of the cordon tool. (Save a backup.) Delete the first half of the brushes and see if it still wont load. Delete the second half of the brushes and see if you still have the error. Then do the same on the half that does have the error, and you can hone in on the problem quickly.
* Should in general follow standard English usage -- italics are meant for ''slight'' emphasis. Italics should ''not'' be used for full sentences, as that is not minor emphasis and actually makes the emphasis unintelligible.
* Newly defined words in a sentence. For example: "Levels are created with a series of blocks, called ''brushes'', which can be created in all manner of sizes. Brushes are the basic components of levels". After the first italicized instance, the word is no longer italicized.
* Parameters in a command-line that are to be replaced by the user: <code>hl2.exe +map ''mapname'' -dev</code>
* Can be combined with "<" and ">" for parameters with longer names: <code>hl2.exe -game ''<game directory>''</code>
* Other standard uses in English can be found at [[Wikipedia:Italic_type]].


=== <nowiki><code></nowiki> tags ===
P.S. Shouldn't your question be on the Help Desk? ;) --[[User:Giles|Giles]] 03:19, 10 Sep 2006 (PDT)
* Are fine to use, as there is no other wiki markup equivalent.
:I'm not 100% sure where to put things. I figured it was a bug that hasn't been reported previously. (I checked the net and these bugs seem rare.) I'm thinking that it's either some random corruption, or it has to do with Hammer having problems with buffering for long entity names. (The longest name was something like "template.oblivious.zombie1.pathtrack1".) I'll check things out now. I figure I can always reverse-compile the BSP to get the last valid map. I just want to figure out what has happened so it doesn't happen to someone else. --[[User:Andreasen|Andreasen]] 09:30, 10 Sep 2006 (PDT)
* Command-line statements: <code>c:\program files\valve\steam\</code>
:A sigh of relief later, I found the problem to be that I used quote characters within a keyvalue argument. I removed them and the map works again. --[[User:Andreasen|Andreasen]] 11:14, 10 Sep 2006 (PDT)
* Variables in code or text files: <code>$staticprop</code> or <code>m_nCounter</code>
* In-game console commands: <code>mat_wireframe 1</code>
* Filenames: <code>bspzip.exe</code>
* Entity names: <code>info_player_start</code>
* Other in-game or Hammer data, such as texture names, input and output names, etc.
==== <nowiki><code></nowiki> tag talk ====
I disagree with use of the <nowiki><code></nowiki> tag around entity names! the only thing that is needed is a link to the entity's documentation article for the first instance and nothing for the next ones&mdash;'''[[User:Ts2do|ts2do]]''' 19:16, 13 Feb 2006 (PST)
:I figured that, judging by the edits you made, and stopped marking up entities with the code tag as I think your method was better. --[[User:Andreasen|Andreasen]] 20:08, 13 Feb 2006 (PST)
::You don't make it clear why you do not want to use <nowiki><code></nowiki> tags around entities. The rationale for <nowiki><code></nowiki> formatting is to separate commentary or instruction text from items that are entered by the user, or is actual game-related data. Entity names would fall into that category. Entities are an extension of game code, and that's made clear by the tag. An example is "Now insert a <code>light</code> entity", versus "Now insert a light entity". One is clearly a specific game item, the other is not. This is not exactly a critical case for code tags, but I wanted to be clear why it was listed here. --[[User:JeffLane|JeffLane]] 19:19, 14 Feb 2006 (PST)
:::In my case, it's simply because code-tags looks ugly and steals attention: When you briefly read through a text, those boxes will look like the text is all about them. I think <code>light</code> might be the only example where you could confuse an entity with commentary because other entitys have extentions with underscores in them, like '''npc_'''headcrab. Also, a link to the entity in question (always or the first time it is mentioned) will allow the user to quickly access what the entity is all about instead of having to manually search for it. Writing "A [[light]] entity." should also be obvious, as it would be strange to have a page about what the normal word ''light'' would be about. --[[User:Andreasen|Andreasen]] 20:00, 14 Feb 2006 (PST)


=== Bolding ===
== Gahh!!! ...er... Thank you! ==
* Strong emphasis: "'''Note:''' Using this command can cause your hard drive to '''explode'''." Like italics, over-use of bolding renders the emphasis unintelligible.
* Menu commands and other program UI: "First, go to the '''File''' menu and choose '''Map Properties''' to bring up the '''Object Properties''' dialog box. Click the '''Skybox Texture Name''' field."
* If the word is a wiki link, you do not usually need to bold it.


These are just general guidlines you can follow if you are unsure what formatting to use. --[[User:JeffLane|JeffLane]] 14:20, 31 Jan 2006 (PST)
Thanks for templating my vip and physics articles, though I was editing the physics one using the templates you showed on the vip one. To my dismay I saw you got it finished before I did. Curse you! and thank you![[User:Nfpartridge|Nfpartridge]] 11:21, 12 Sep 2006 (PDT)
:I told you earlier that I was going to finish the two articles to warn about making edits to them. You're welcome, but I see it more like just another "mandatory" improvement to the wiki, rather than doing a favour. I knew which templates to use, so I had to show you. --[[User:Andreasen|Andreasen]] 11:31, 12 Sep 2006 (PDT)
::Indeed they are much improved --[[User:Nfpartridge|Nfpartridge]] 11:35, 12 Sep 2006 (PDT)


== THANKS ==
== Timmmmmme Mr. Andreassen... ==
I just want to thank you for your effort in helping me solve my 2d grid problem. It did turn out that I had to update my graphic card driver. Thank you. [[User:Cubedude|Cubedude]] 17:22, 7 Feb 2006 (PST)
I thought you didn't have much time but you are spending some time now on the VDC :P --[[User:Dutchmega|dutchmega]] 06:37, 13 Sep 2006 (PDT)
:I'm glad that the solution was that simple. You're welcome. --[[User:Andreasen|Andreasen]] 20:17, 7 Feb 2006 (PST)
:Yes, well every day I keep telling myself that this is the last day that I'm going to work on the wiki for awhile, but for now I've got time to spend anyway. It has to do with me working on a map in Hammer: I always have to consult the wiki each day, discovering things that could be explained better, and every day I also get new ideas for improvement as I browse models and functions. ...but really, I'm on "vacation". =P --[[User:Andreasen|Andreasen]] 12:49, 13 Sep 2006 (PDT)


== Image copyright tags ==
== The cops? ==
Hey, I wouldn't worry about putting copyright tags and stuff on images (at least for in-game stuff). Valve runs the wiki, they knows what's theirs, etc. etc. This isn't Wikipedia, at least on that note. --[[User:AndrewNeo|AndrewNeo]] 16:43, 8 Feb 2006 (PST)
Why did the cops take your HD? Also, nowadays I think it's a good idea to backup stuff online... Everywhere available and they have more professional backup-solutions --[[User:Dutchmega|dutchmega]] 05:44, 15 Sep 2006 (PDT)
:Okay, if you say so, but when you are uploading an image, it sais that I should go to the rules page, and there the line about writing a copyright tag is written in '''bold''', like it was really important. If it would be a page from the original wiki then I would understand, but that page is on the Source wiki, so I figured Valve themselves wanted pictures with tags in them. I won't write tags for screenshots in the future, but they should probably want to change that page too, because that's a LOT of rules to read, so they should all be necessary ones. --[[User:Andreasen|Andreasen]] 16:53, 8 Feb 2006 (PST)
:Oh.. and put some contact-information on your userpage... --[[User:Dutchmega|dutchmega]] 05:45, 15 Sep 2006 (PDT)
:* Yes, they should change that page. It was copied straight from Wikipedia (not by a Valve employee, I might add). If it were a picture from the outside, I would agree with the image tags, but otherwise we don't usually worry about it. --[[User:AndrewNeo|AndrewNeo]] 17:03, 8 Feb 2006 (PST)
::I don't want to in any way associate a Valve community with rumours of criminal behavior, because it would always upset some moral guardian ''some''where, so I'm keeping the details to myself, and I'd also like to keep contacts here non-personal to prevent favourism and other involvement of personal problems, sorry. --[[User:Andreasen|Andreasen]] 14:26, 15 Sep 2006 (PDT)


== Suit ==
== Gangwars Pages ==


The clipboard that kleiner was holding said the mark v hazardous environment suit&mdash;'''[[User:Ts2do|ts2do]]'''
*First off, sorry about all the editing and such, I'm not to sure how to use wikipedia that well. I think I have it all fixed though.*
:Oh sorry, you're right. I could have sworn it was the other formulation. --[[User:Andreasen|Andreasen]] 20:17, 10 Feb 2006 (PST)
Maybe the v stands for valve :=p&mdash;'''[[User:Ts2do|ts2do]]''' 21:15, 10 Feb 2006 (PST)
:Hehehe, let's hope not. :P --[[User:Andreasen|Andreasen]] 21:29, 10 Feb 2006 (PST)
Also, I guess Mark I-III failed in alpha stages, so they ended up with Mark IV
:I don't know, but where does it say that the Mark IV was the first official version? I think it's just a case of simple progress. The Mark IV ''is'' pretty advanced for a hazardous environment suit. Perhaps this is an older version:


:http://www.planethalflife.com/pics/index.asp?id=30480
I'm not sure how you are organizing your User Talk page, so I'll leave that for you. Gangwars is dead, Gangwars 2 that is. We just couldn't get any help like a coder, so it died. Gangwars 1 has already been released and is a completed game, so it should not be marked as dead. They should be kept for those looking for the mod and/or information pertaining to it. Did they really take up that much room? Personally I feel someone got the feeling that they needed to "make a difference" on wikipedia...but I guess that's how wikipedia works and thrives. I'm sure there are people who run to their computers as soon as they see something important on the news. Not referring to you, I'm glad you sent me a message about the mod pages being deleted. Thank You.<br>
--[[User:TheRecreator|TheRecreator]] 19:34, 9 Oct 2006 (PDT)
:Well the message was more concerning the cause of death, because this will help to get a perspective on major causes of mod failures, so that future modteams can stay clear of mod pitfalls, and make sure that they have everything that's needed. A "cause of death" will also provide hope - for instance the note I just put up might inspire coders to apply on helping out with the mod. You never know. --[[User:Andreasen|Andreasen]] 15:20, 10 Oct 2006 (PDT)
::Thank You
::--[[User:TheRecreator|TheRecreator]] 19:46, 11 Oct 2006 (PDT)


:If you compare the mk. V to the mk. IV [http://perso.wanadoo.fr/supratiti/CSpics/hl%20gordon%20freeman.jpg], you can see that it has been made more flexible (around the stomach area and the hands), probably to account for special "Freeman-fighting-Combine" use instead of "technician-handling-hazardous-materials" use. I bet that the flexible material is made of Combine material, but that's speculation. --[[User:Andreasen|Andreasen]] 23:01, 10 Feb 2006 (PST)
== ClawScanner ==
( Check out what it says [[Wikipedia:HEV]] )&mdash;'''[[User:Ts2do|ts2do]]''' 22:14, 10 Feb 2006 (PST)
:I've been checking around, and everywhere on the net is says that HEV stands for "Hazardous EnVironment suit", even when Planet Half-Life got the question in one of their mailbags: http://www.planethalflife.com/features/mailbag/mailbag81599.shtm
:However, people was wrong about G-man being the administrator, so that's just the ''most probable'' meaning. --[[User:Andreasen|Andreasen]] 23:01, 10 Feb 2006 (PST)
Ah yes...the model[http://www.planethalflife.com/pics/index.asp?id=30480] was included in the HL1 content, but the model was broken...it's doctor.mdl...he works fine in HL:S tho&mdash;'''[[User:Ts2do|ts2do]]''' 21:30, 13 Feb 2006 (PST)


== info_snipertarget ==
sure you can do it yourself, it's the special scanner seen in one map in hl2 carrying hoppers&mdash;'''[[User:Ts2do|ts2do]]''' 10:35, 15 Oct 2006 (PDT)
:Oh, it is the exact same version? Okay. I'll get on it if I can find time then. =) --[[User:Andreasen|Andreasen]] 13:53, 15 Oct 2006 (PDT)


That bug is not a hammer issue...so post it somewhere else!&mdash;'''[[User:Ts2do|ts2do]]''' 17:27, 12 Feb 2006 (PST)
== Iconnss!!! ==
:I figured it was an SDK bug as people will only be able to encounter this bug through playing SDK made levels, but fine, where do I post these Source bugs then? --[[User:Andreasen|Andreasen]] 19:20, 12 Feb 2006 (PST)
::[[Source Feature Requests and Bug Reports]]
:::Thank you. =) --[[User:Andreasen|Andreasen]] 19:55, 12 Feb 2006 (PST)


I don't think the SweepGroupRandomly thingie is a bug...what it does is sweep through all targets in a group...comments even show this was their intention:
my icons are included in my fgd upgrade...so is it wrong to have them there?&mdash;'''[[User:Ts2do|ts2do]]''' 17:26, 21 Oct 2006 (PDT)
// If sweeping randomly, just pick another target.
:Well... ...yeah. It might just be me, but I think the icons should show what the standard SDK icons look like, so that users doesn't have to download a third party upgrade to recognize the icons from the wiki in Hammer. To me the icons aren't there just to illustrate the entity with just ''any'' picture. --[[User:Andreasen|Andreasen]] 18:27, 21 Oct 2006 (PDT)
and
::What icons are you guys talking about i didnt notice any new ones just that entitys like Path_track has a picture now.--[[User:MrTwoVideoCards|Gear]] 01:13, 22 Oct 2006 (PDT)
// Pick another target in the group. Don't shoot at the one we just shot at.
:::We're talking about that icon and some other icons that's not a part of the original SDK. --[[User:Andreasen|Andreasen]] 13:01, 22 Oct 2006 (PDT)
&mdash;'''[[User:Ts2do|ts2do]]''' 17:00, 13 Feb 2006 (PST)
:How do you find all these comments? In what files do I look? I might not know much about coding but those comments would help. Still I find it a little odd that the sniper won't stop shooting until he is interrupted, but ah well, you can always kill targets if you don't want him to shoot at them anymore. --[[User:Andreasen|Andreasen]] 18:19, 13 Feb 2006 (PST)
protosniper.cpp...I'll try to see if this function is used anywhere in HL2&mdash;'''[[User:Ts2do|ts2do]]''' 19:13, 13 Feb 2006 (PST)


Check out d3_c17_09 for some sniper stuff...they've also got 1 other map with them...trying to find&mdash;'''[[User:Ts2do|ts2do]]'''
ah okay and as for the question below some weird formatting error occured on your page dont know why though.--[[User:MrTwoVideoCards|Gear]] 14:20, 22 Oct 2006 (PDT)
:Thank you, but I know where snipers are used - when you rescue Barney, and at the very end of Ravenholm (as you exit the cave, just before you get the buggy) - but I don't have access to these maps. It might have to do with my installation being dependent on Steam or something, but I only have the SDK example maps. This means that I can't check how things work in-game if they aren't included in these few maps.
:Also, the only .cpp files I can find are those used by hlmviewer, and they don't seem to include entities. --[[User:Andreasen|Andreasen]] 21:31, 13 Feb 2006 (PST)


You can do a search for protosniper.cpp?
== The ts2do FGD ==
:I did, in regular Windows Explorer, but I don't have it.
Do you know how to properly use the new FGD i seem to not be using it right is it me or are we not able to use new models from EP1 like for instance the some of the machinery in the citadel. Cant remeber the name but you can shoot a ar2 ball at it and it grabs it and uses its power to restore an energy bridge.
Also: have you heard of [[GCFScape]] and [[Vmex]]?&mdash;'''[[User:Ts2do|ts2do]]''' 21:36, 13 Feb 2006 (PST)
:Oooh, nice. That explains it. =) --[[User:Andreasen|Andreasen]] 23:40, 13 Feb 2006 (PST)


== File ==
Also what are the correct FGD's to use i have downloaded both, older and newer.--[[User:MrTwoVideoCards|Gear]] 03:18, 22 Oct 2006 (PDT)


Hey, you got any file hosting you would like to share with me?&mdash;'''[[User:Ts2do|ts2do]]''' 20:45, 14 Feb 2006 (PST)
:well if you read [[FGD]] it tells you exactly what the files do. they don't give content and they don't affect in game. they simply detial Hammer's ability to talk to it. and always use the newer ones :) --[[User:Angry Beaver|Angry Beaver]] 14:27, 22 Oct 2006 (PDT)
:Do you mean if I personally host files or if I know people (like "Wisemx" and "nudel") who do, that host my files? I don't host files myself. Don't even know how to. --[[User:Andreasen|Andreasen]] 20:50, 14 Feb 2006 (PST)
I'll just re-ask holtt&mdash;'''[[User:Ts2do|ts2do]]''' 20:51, 14 Feb 2006 (PST)


== Console List ==
::It's really strange that Valve doesn't patch the Episode One SDK to be enabled automatically. --[[User:Andreasen|Andreasen]] 16:49, 22 Oct 2006 (PDT)
You did it manually?!&mdash;'''[[User:Ts2do|ts2do]]''' 22:33, 19 Feb 2006 (PST)
:Yeah, I figured that it would only take a couple of hours, while asking somebody else to create some kind of automatic program would take longer. Didn't know you already had one. =) --[[User:Andreasen|Andreasen]] 23:01, 19 Feb 2006 (PST)


== Cat ==
Yeah that is strange, I also asked this question because i had noticed that in MINERVA metastasis 3 the Ballsocket models where used and some other models from within the Core Room of the Citadel in EP1.How exactly did Adam get the new Models?--[[User:MrTwoVideoCards|Gear]] 16:51, 22 Oct 2006 (PDT)


good job with the categorizing ;)&mdash;'''[[User:Ts2do|ts2do]]''' 15:13, 6 Mar 2006 (PST)
:If you still don't know, ts2do has provided a download at the end of the [[FGD]] article that I guess upgrades the content to Episode One content. If that doesn't work, there's some kind of a command that is supposed to enable Episode One content, but I'm too tired right now to look it up. Ts2do knows about it if his download doesn't work. I don't have these models myself, although I recently purchased Episode One. --[[User:Andreasen|Andreasen]] 18:59, 22 Oct 2006 (PDT)
:Why thank you. Just a few more entities to go now. =) --[[User:Andreasen|Andreasen]] 15:14, 6 Mar 2006 (PST)


== Requests for Article Protection ==
Okay thanks i try to figur it out cause i had noticed that in the Model Broswer witin Hammer it says episodic besides HL2 and All MOD. But the strange thing is its empty.--[[User:MrTwoVideoCards|Gear]] 19:41, 22 Oct 2006 (PDT)


We add protection to pages as a very last resort. If these pages continue to get vandalized over a longer period of time, we will enable protection. Spam is a problem on almost all public wikis, and we've been looking into more long-term solutions to the problem. --[[User:JeffLane|JeffLane]] 13:30, 9 Mar 2006 (PST)
== Spammers ==
:Good. (The reason I asked was because, as you might know, if one account gets banned, another would be created the next day, spamming the same three pages with the same spam. I have only seen it happen twice though, so it's not a long time.) --[[User:Andreasen|Andreasen]] 13:46, 9 Mar 2006 (PST)
Thanks for pointing that out - [[User:Noob cannon lol|noob cannon lol]] 18:46, 25 Nov 2006 (PST)


== Ents ==
== Whitespace between sections ==
Extra whitespace using linefeeds should not be added between sections. The [http://en.wikipedia.org/wiki/Cascading_Style_Sheets site-wide CSS] for the section headers already contains extra space before each section, and if it should be increased it should be done in the CSS, if at all. It should definitely not be done in using linefeeds in the wiki text. This style is clearly established within the body of existing articles on the site. --[[User:JeffLane|JeffLane]] 13:45, 16 Sep 2007 (PDT)
:Oh, I had no idea that it mattered. I wrote those linefeeds to make editing easier on the eyes. Could I at least write one single linefeed above each headline? Otherwise, the edit text will just become one single mass. --[[User:Andreasen|Andreasen]] 13:55, 16 Sep 2007 (PDT)
::I'm referring to pages like [[Areaportal tutorial]]. The extra linefeeds creating space between the end of the section head and the beginning of the next one. I noticed that you've started doing this on your recent edits. The CSS already provides for this. (like in this very Talk page for example). If you're talking about an extra linefeed ''after'' a section head to make the wiki text clearer in edit mode, that's entirely optional, since it doesn't affect the page presentation. --[[User:JeffLane|JeffLane]] 14:41, 16 Sep 2007 (PDT)
:: Also, on that page, the "What is an areaportal?" section is unnecessary -- the existing article title makes it redundant. I've slowly been removing "Overview" or "Introduction" headings out of articles as I edit. They are generally a by-product of our old HTML-based documentation pages. --[[User:JeffLane|JeffLane]] 14:47, 16 Sep 2007 (PDT)
:::Okay, as someone who's forgotten all about CSS terms, with "section headers" I first thought you refered to "section headlines" (as in "titles"), which is something else. I now realized that you're talking about double linefeeds between one section of text and another. Okay, I won't use double linefeeds between sections, and won't write "Overview" titles in the beginning of articles. Check. --[[User:Andreasen|Andreasen]] 15:09, 16 Sep 2007 (PDT)


You seem pretty dedicated to entity documentation...what do you think about showing the FGD description of each keyvalue for all entities in an FGD?&mdash;'''[[User:Ts2do|ts2do]]''' 19:18, 13 Mar 2006 (PST)
== Prefabs ==
:If FGD is not about the description that shows up in Hammer when you have SmartEdit on, I don't know what you mean. I mean doesn't 99% of all keyvalues already have their FGD description and then some? Also, I have to decline: I don't really have time for the wiki these months to come, so I'm trying to finish my work here before taking a break. I've been working day and night around the clock and has had the work cut out for me. Sorry. --[[User:Andreasen|Andreasen]] 19:26, 13 Mar 2006 (PST)
You wrote this: "{{note|When saving the prefab don't forget to add .vmf to the filename or the prefab won't show up. You can browse to the prefabs folder and manually add .vmf to the filename when you forget to add it}}"
I can't find anything wrong when testing this: Hammer adds the extention automatically, and has no problems when inserting it in any way. I'm removing that part, assuming you were wrong. --[[User:Andreasen|Andreasen]] 08:29, 21 Sep 2007 (PDT)
 
It doesn't do that for me, if I don't add .vmf manualy it won't show up.
I don't know if it matters if you create it in a official game or when hammer is lauched for a 3rd party mod, only tried it in mods so far.--[[User:Bluestrike|Bluestrike]] 10:30, 26 Sep 2007 (PDT)  
:(I copy pasted this from my page in case you would not check back, this way you should get a new msg notification on the wiki)
::(Thank you for copying this to my user talk page - I rarely watch other talk pages.) It seems we have tracked down some kind of a bug. I altered the Prefab page accordingly. I'm thinking it may be an OS issue. I use Windows XP. Are you using another version? Are you encountering having to add file extensions when using other programs as well? --Andreasen 03:13, 21 Oct 2007 (PDT)
:::I don't have this problem in any other application, only hammer.  I use winxp (profesional edition).--[[User:Bluestrike|Bluestrike]] 03:34, 21 Oct 2007 (PDT)
 
== env_sprite ==
 
Well, I imagine there has to be some value in the other rendering modes - while it is unclear what that value is, and it might have something to do with some of Valve's obscure entity setups - but I felt that saying those were the only "proper" rendering modes was making an (unnecessary) value judgment for the reader. It's like saying "Don't use carve" at the top of the [[Carve tool]] article: it's something the user should decide for herself. Besides, I think my revision still gets the same essential meaning across, but with less words: ''use these render modes.'' --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 18:08, 12 Feb 2008 (PST)
 
: Then you have to explain sprite alpha too, so, uh, fine, do whatever! --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 21:02, 13 Feb 2008 (PST)

Latest revision as of 22:02, 13 February 2008

Archives:

Archive 1

You know who

While I appricate you trying to be a voice of civilty I really think he is not mature enough to be in a public place like this and does not seem to be respecting the rules or mending his ways. He instead seems set in the process of only insulting people and adding nothing of worth. While an apology is great thing I would be more inclined to hold my current judgment untill he realizes its appropriate for him to do it himself. If not much happens towards improvement I'd have no problem with a ban.

and hell its messy in here, how bout some fall? cleaning. --Angry Beaver 20:32, 7 Sep 2006 (PDT)

No matter how immature he might be, he seemed to take offence when he was corrected, so the only constructive solution is to say that we didn't mean to offend him. Calling people problem posters and banning them will only serve to hurt and provoke them even more, so that's just making things worse. People quick to respond with hostility are often this way because they have been treated this way before, and assume people are hostile toward them. If anything they need to be bonded with. If we show that we respect him as a person, he will have no reason to disrespect us. I'm personally strongly against destructive methods, because those will just hurt people and make their state worse.
Yes, it could use some cleaning, or archiving perhaps. Thank you for pointing that out. --Andreasen 21:14, 7 Sep 2006 (PDT)

Nutty links

That was too funny, thanks bro. --wisemx 16:48, 9 Sep 2006 (PDT)

Your busted map

"Unexpected symbol", huh? You know that VMF files are just text files, right? One possibility could be that something got corrupted in the text file, and Hammer can no longer parse it correctly. Try opening the VMF up in a text editor and browsing through for anything that looks out of place. The format is pretty easy to read, so it shouldn't be too hard to tell if a { has become something it shouldn't be, or something like that.

It'll probably take a while because VMF files are huge, but you could use the equivalent of the cordon tool. (Save a backup.) Delete the first half of the brushes and see if it still wont load. Delete the second half of the brushes and see if you still have the error. Then do the same on the half that does have the error, and you can hone in on the problem quickly.

P.S. Shouldn't your question be on the Help Desk? ;) --Giles 03:19, 10 Sep 2006 (PDT)

I'm not 100% sure where to put things. I figured it was a bug that hasn't been reported previously. (I checked the net and these bugs seem rare.) I'm thinking that it's either some random corruption, or it has to do with Hammer having problems with buffering for long entity names. (The longest name was something like "template.oblivious.zombie1.pathtrack1".) I'll check things out now. I figure I can always reverse-compile the BSP to get the last valid map. I just want to figure out what has happened so it doesn't happen to someone else. --Andreasen 09:30, 10 Sep 2006 (PDT)
A sigh of relief later, I found the problem to be that I used quote characters within a keyvalue argument. I removed them and the map works again. --Andreasen 11:14, 10 Sep 2006 (PDT)

Gahh!!! ...er... Thank you!

Thanks for templating my vip and physics articles, though I was editing the physics one using the templates you showed on the vip one. To my dismay I saw you got it finished before I did. Curse you! and thank you!Nfpartridge 11:21, 12 Sep 2006 (PDT)

I told you earlier that I was going to finish the two articles to warn about making edits to them. You're welcome, but I see it more like just another "mandatory" improvement to the wiki, rather than doing a favour. I knew which templates to use, so I had to show you. --Andreasen 11:31, 12 Sep 2006 (PDT)
Indeed they are much improved --Nfpartridge 11:35, 12 Sep 2006 (PDT)

Timmmmmme Mr. Andreassen...

I thought you didn't have much time but you are spending some time now on the VDC :P --dutchmega 06:37, 13 Sep 2006 (PDT)

Yes, well every day I keep telling myself that this is the last day that I'm going to work on the wiki for awhile, but for now I've got time to spend anyway. It has to do with me working on a map in Hammer: I always have to consult the wiki each day, discovering things that could be explained better, and every day I also get new ideas for improvement as I browse models and functions. ...but really, I'm on "vacation". =P --Andreasen 12:49, 13 Sep 2006 (PDT)

The cops?

Why did the cops take your HD? Also, nowadays I think it's a good idea to backup stuff online... Everywhere available and they have more professional backup-solutions --dutchmega 05:44, 15 Sep 2006 (PDT)

Oh.. and put some contact-information on your userpage... --dutchmega 05:45, 15 Sep 2006 (PDT)
I don't want to in any way associate a Valve community with rumours of criminal behavior, because it would always upset some moral guardian somewhere, so I'm keeping the details to myself, and I'd also like to keep contacts here non-personal to prevent favourism and other involvement of personal problems, sorry. --Andreasen 14:26, 15 Sep 2006 (PDT)

Gangwars Pages

  • First off, sorry about all the editing and such, I'm not to sure how to use wikipedia that well. I think I have it all fixed though.*

I'm not sure how you are organizing your User Talk page, so I'll leave that for you. Gangwars is dead, Gangwars 2 that is. We just couldn't get any help like a coder, so it died. Gangwars 1 has already been released and is a completed game, so it should not be marked as dead. They should be kept for those looking for the mod and/or information pertaining to it. Did they really take up that much room? Personally I feel someone got the feeling that they needed to "make a difference" on wikipedia...but I guess that's how wikipedia works and thrives. I'm sure there are people who run to their computers as soon as they see something important on the news. Not referring to you, I'm glad you sent me a message about the mod pages being deleted. Thank You.
--TheRecreator 19:34, 9 Oct 2006 (PDT)

Well the message was more concerning the cause of death, because this will help to get a perspective on major causes of mod failures, so that future modteams can stay clear of mod pitfalls, and make sure that they have everything that's needed. A "cause of death" will also provide hope - for instance the note I just put up might inspire coders to apply on helping out with the mod. You never know. --Andreasen 15:20, 10 Oct 2006 (PDT)
Thank You
--TheRecreator 19:46, 11 Oct 2006 (PDT)

ClawScanner

sure you can do it yourself, it's the special scanner seen in one map in hl2 carrying hoppers—ts2do 10:35, 15 Oct 2006 (PDT)

Oh, it is the exact same version? Okay. I'll get on it if I can find time then. =) --Andreasen 13:53, 15 Oct 2006 (PDT)

Iconnss!!!

my icons are included in my fgd upgrade...so is it wrong to have them there?—ts2do 17:26, 21 Oct 2006 (PDT)

Well... ...yeah. It might just be me, but I think the icons should show what the standard SDK icons look like, so that users doesn't have to download a third party upgrade to recognize the icons from the wiki in Hammer. To me the icons aren't there just to illustrate the entity with just any picture. --Andreasen 18:27, 21 Oct 2006 (PDT)
What icons are you guys talking about i didnt notice any new ones just that entitys like Path_track has a picture now.--Gear 01:13, 22 Oct 2006 (PDT)
We're talking about that icon and some other icons that's not a part of the original SDK. --Andreasen 13:01, 22 Oct 2006 (PDT)

ah okay and as for the question below some weird formatting error occured on your page dont know why though.--Gear 14:20, 22 Oct 2006 (PDT)

The ts2do FGD

Do you know how to properly use the new FGD i seem to not be using it right is it me or are we not able to use new models from EP1 like for instance the some of the machinery in the citadel. Cant remeber the name but you can shoot a ar2 ball at it and it grabs it and uses its power to restore an energy bridge.

Also what are the correct FGD's to use i have downloaded both, older and newer.--Gear 03:18, 22 Oct 2006 (PDT)

well if you read FGD it tells you exactly what the files do. they don't give content and they don't affect in game. they simply detial Hammer's ability to talk to it. and always use the newer ones :) --Angry Beaver 14:27, 22 Oct 2006 (PDT)
It's really strange that Valve doesn't patch the Episode One SDK to be enabled automatically. --Andreasen 16:49, 22 Oct 2006 (PDT)

Yeah that is strange, I also asked this question because i had noticed that in MINERVA metastasis 3 the Ballsocket models where used and some other models from within the Core Room of the Citadel in EP1.How exactly did Adam get the new Models?--Gear 16:51, 22 Oct 2006 (PDT)

If you still don't know, ts2do has provided a download at the end of the FGD article that I guess upgrades the content to Episode One content. If that doesn't work, there's some kind of a command that is supposed to enable Episode One content, but I'm too tired right now to look it up. Ts2do knows about it if his download doesn't work. I don't have these models myself, although I recently purchased Episode One. --Andreasen 18:59, 22 Oct 2006 (PDT)

Okay thanks i try to figur it out cause i had noticed that in the Model Broswer witin Hammer it says episodic besides HL2 and All MOD. But the strange thing is its empty.--Gear 19:41, 22 Oct 2006 (PDT)

Spammers

Thanks for pointing that out - noob cannon lol 18:46, 25 Nov 2006 (PST)

Whitespace between sections

Extra whitespace using linefeeds should not be added between sections. The site-wide CSS for the section headers already contains extra space before each section, and if it should be increased it should be done in the CSS, if at all. It should definitely not be done in using linefeeds in the wiki text. This style is clearly established within the body of existing articles on the site. --JeffLane 13:45, 16 Sep 2007 (PDT)

Oh, I had no idea that it mattered. I wrote those linefeeds to make editing easier on the eyes. Could I at least write one single linefeed above each headline? Otherwise, the edit text will just become one single mass. --Andreasen 13:55, 16 Sep 2007 (PDT)
I'm referring to pages like Areaportal tutorial. The extra linefeeds creating space between the end of the section head and the beginning of the next one. I noticed that you've started doing this on your recent edits. The CSS already provides for this. (like in this very Talk page for example). If you're talking about an extra linefeed after a section head to make the wiki text clearer in edit mode, that's entirely optional, since it doesn't affect the page presentation. --JeffLane 14:41, 16 Sep 2007 (PDT)
Also, on that page, the "What is an areaportal?" section is unnecessary -- the existing article title makes it redundant. I've slowly been removing "Overview" or "Introduction" headings out of articles as I edit. They are generally a by-product of our old HTML-based documentation pages. --JeffLane 14:47, 16 Sep 2007 (PDT)
Okay, as someone who's forgotten all about CSS terms, with "section headers" I first thought you refered to "section headlines" (as in "titles"), which is something else. I now realized that you're talking about double linefeeds between one section of text and another. Okay, I won't use double linefeeds between sections, and won't write "Overview" titles in the beginning of articles. Check. --Andreasen 15:09, 16 Sep 2007 (PDT)

Prefabs

You wrote this: "

Note.pngNote:When saving the prefab don't forget to add .vmf to the filename or the prefab won't show up. You can browse to the prefabs folder and manually add .vmf to the filename when you forget to add it

"

I can't find anything wrong when testing this: Hammer adds the extention automatically, and has no problems when inserting it in any way. I'm removing that part, assuming you were wrong. --Andreasen 08:29, 21 Sep 2007 (PDT)

It doesn't do that for me, if I don't add .vmf manualy it won't show up. I don't know if it matters if you create it in a official game or when hammer is lauched for a 3rd party mod, only tried it in mods so far.--Bluestrike 10:30, 26 Sep 2007 (PDT)

(I copy pasted this from my page in case you would not check back, this way you should get a new msg notification on the wiki)
(Thank you for copying this to my user talk page - I rarely watch other talk pages.) It seems we have tracked down some kind of a bug. I altered the Prefab page accordingly. I'm thinking it may be an OS issue. I use Windows XP. Are you using another version? Are you encountering having to add file extensions when using other programs as well? --Andreasen 03:13, 21 Oct 2007 (PDT)
I don't have this problem in any other application, only hammer. I use winxp (profesional edition).--Bluestrike 03:34, 21 Oct 2007 (PDT)

env_sprite

Well, I imagine there has to be some value in the other rendering modes - while it is unclear what that value is, and it might have something to do with some of Valve's obscure entity setups - but I felt that saying those were the only "proper" rendering modes was making an (unnecessary) value judgment for the reader. It's like saying "Don't use carve" at the top of the Carve tool article: it's something the user should decide for herself. Besides, I think my revision still gets the same essential meaning across, but with less words: use these render modes. --Campaignjunkie (talk) 18:08, 12 Feb 2008 (PST)

Then you have to explain sprite alpha too, so, uh, fine, do whatever! --Campaignjunkie (talk) 21:02, 13 Feb 2008 (PST)