User talk:Ts2do: Difference between revisions

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== Help ==
:[http://developer.valvesoftware.com/w/index.php?title=User_talk:Ts2do&oldid=21518 Archive 1] 19 Jan 2006
:UPDATED:  
:[http://developer.valvesoftware.com/w/index.php?title=User_talk:Ts2do&oldid=36199 Archive 2] 22 May 2006
I Dont come here much so maybe you can email or msn me at laura_davidson_52@hotmail.com
:[http://developer.valvesoftware.com/w/index.php?title=User_talk:Ts2do&oldid=44215 Archive 3] 9 Sep 2006
Or post up on my forums once its finished if it gets done :) thanks one again.
---
IM Guessing this is the best place to post,About you helping,is it possible if you can compile the HALF LIFE 2 SINGLE PLAYER SOURCE CODE,So it has only the counter strike weapons/models.. And some entities,IF You can do that,please post on my talk
;''''[[User:Laura|laura]]'''' Thanks -laura


== Multiple trailers page ==
I like the idea of having all the media for one game being grouped together. Don't you think that we should just have the individual pages redirect to those larger pages, to save on duplicates and such? Makes more sense to me. --[[User:AndrewNeo|AndrewNeo]] 21:51, 7 Sep 2006 (PDT)


I just got email from valve.and i cant use the css models,soo maybe a plugin with the entities for CS:S And a video intro entites for missions
The current way makes it so the categories list all trailers—'''[[User:Ts2do|ts2do]]''' 13:42, 8 Sep 2006 (PDT)


== Template ==
* Actually I believe that you can trick names from inside categories by something like <nowiki>[[Category:The Category|Alternate Title]]</nowiki> and then just put like five of those inside the single page. --[[User:AndrewNeo|AndrewNeo]] 17:45, 8 Sep 2006 (PDT)


You wanted something to do ts2do? Why not make a [[ModDB]] MOTY template for the VDC?
::This is the trick you are looking for, right?
::<code><nowiki>{{:Half-Life 2: Episode Two Gameplay Movie 5}}</nowiki></code>
::Jeff demonstrated it [[Modding Sites|here]] the other day.
::--[[User:Giles|Giles]] 18:41, 8 Sep 2006 (PDT)
::* That's for using a page like a template. Yes, that would definitely work but what I meant was to have everything on one page then trick the categorization system into putting the one page in multiple times under different names. Which doesn't work, so we'll go with that method. --[[User:AndrewNeo|AndrewNeo]] 14:10, 9 Sep 2006 (PDT)
::<nowiki>[[Category:The Category|Sorting Order]]</nowiki> does only change where the article is placed within the category listing. --[[User:Pizzahut|Pizzahut]] 12:44, 12 Oct 2006 (PDT)


Good that you templated prop_dynamic, but it ''does'' have a parentname, so I had to reinsert that. Generally when it comes to templates, a mistake can have far bigger consequences than if you would just edit a normal text, so please be careful and precise. (I am aware that some edits I make myself at this time will be temporarily wrong, but they are a part of a work in progress that will take a few days to finish, so they will disappear with future changes.) --[[User:Andreasen|Andreasen]] 08:39, 12 Mar 2006 (PST)
== Clean up on Entities pages ==
Thanks for doing that man, I was actually thinking when editing them that it's getting a little packed and it seemed pretty pointless to have CSS ents link to HL2 ents when there is no real connection so thanks mate you've saved me the trouble. :)


== Hey ==
== Archiving older talk pages ==
I see you have a neat system for archiving your talk stuff. How do you get those links? --[[User:Andreasen|Andreasen]] 08:32, 9 Sep 2006 (PDT)
:Check the history of your usertalk page. Just click at some date. --[[User:Dutchmega|dutchmega]] 10:15, 9 Sep 2006 (PDT)


Please don't move work out of others discussion areas without their permission, you moved an unfinished tutorial I was still in the process of working on into the "public" domain. Give a bit of thought next time please! --[[User:Ging|Ging]] 07:03, 12 Mar 2006 (PST)
== Note ==
Well if you want to make it a note, go ahead, but I deliberately didn't make that a note because there is a big difference between "to note/notice" and "a note". --[[User:Andreasen|Andreasen]] 14:55, 10 Sep 2006 (PDT)


Is their a irc chat for Source Dev? Thanks --[[User:Actown|Actown]] 22:27, 27 Jan 2006 (PST)
== I can't fix the templates ==
:Oh Well i get compile errors like -> 2>BSCMAKE: error BK1506 : cannot open file '.\release_hl2mp\AI_Activity.sbr': No such file or directory. --[[User:Actown|Actown]] 22:29, 27 Jan 2006 (PST)
Before I go bothering Jeff Lane about it, I think you might know what's going on - you know a lot of stuff. First of all the ''disablereceiveshadows'' keyvalue is missing from a lot of entities - see [[Talk:Func tracktrain]] - but that's far from all, because as I head off to fix this, I notice that not only is the list of what templates are used on a page severely crippled, but when I search on the "What links here" list, I only get a few hits. For instance, the "kv basenpc" template doesn't list as linked to the npc_headcrab entity. I can't do any reliable work during these conditions - this is messed up. --[[User:Andreasen|Andreasen]] 10:57, 28 Sep 2006 (PDT)
* Do a google, or use something like chatbear (collective forums) or www.hlcoding.com --[[User:Amckern|Amckern]] 23:52, 28 Jan 2006 (PST)


It used to be called "the HEV Mark IV (four) Protective System" in Half-Life, but on the board that Dr. Kleiner is holding and citing from in Half-Life 2, it sais "Hazardous Environment Suit Mark ''V''", so he has apparently upgraded it to Mark V (or gotten a better suit, as a Mark VI suit ''might'' have been used in that console Half-Life version - I heard rumours about the Mark VI in Redemption on the net). ...so if the V in H.E.V. stood for "Mark V" then the suit before that would have been called "the HEIV suit", but I'm honestly guessing about the V too - V might stand for something else. --[[User:Andreasen|Andreasen]] 19:48, 9 Feb 2006 (PST)
:I've noticed that articles haven't been listing all of their templates, and the only way to fix it is to push edit and Save page.  Regarding disablereceiveshadows, have you even seen this effect function when enabled?  I've never seen a shadow on an entity&mdash;'''[[User:Ts2do|ts2do]]''' 15:50, 28 Sep 2006 (PDT)
::Perhaps Jeff can update all the entries of the wiki at once so we don't have to go through them all, or perhaps provide a more permanent solution to the problem. I've seen this more and more, so I'm thinking that it might have to do with the search engine not being able to cope with the number of articles it has to handle - that it's just listing the most current articles. That means that even updating all the articles might not help. I don't know what the ''disablereceiveshadows'' value is for either, but even if it is not working, it should still be listed and explained to developers that they can ignore that value. --[[User:Andreasen|Andreasen]] 22:13, 28 Sep 2006 (PDT)


About [[phys_lengthconstraint]]: I've tried both the single-player and death-match SDK, and these flags won't show up for me: "4 : Start inactive", "8 : Change mass to keep stable attachment to world" Where did you get them from? --[[User:Andreasen|Andreasen]] 18:19, 20 Feb 2006 (PST)
==Default values==
"<integer:25>"? Weird format. Where do you explain to the reader that that number is really the default value? --[[User:Andreasen|Andreasen]] 09:50, 1 Oct 2006 (PDT)


they're in the TwoObjectPhysics base class&mdash;'''[[User:Ts2do|ts2do]]''' 19:02, 20 Feb 2006 (PST)
:Should I?&mdash;'''[[User:Ts2do|ts2do]]''' 09:50, 1 Oct 2006 (PDT)


Okay, but as this entity is apparently deviating from its base class, these flags should probably be removed again. --[[User:Andreasen|Andreasen]] 19:07, 20 Feb 2006 (PST)
Yes, well, that's the point of displaying the default value: So that any reader can fool around with the variable, and still not worry about losing the default setting, because they know that that number is what they should type to reset the variable. --[[User:Andreasen|Andreasen]] 09:54, 1 Oct 2006 (PDT)


duwit&mdash;'''[[User:Ts2do|ts2do]]''' 19:08, 20 Feb 2006 (PST)
:Does the format imply any other meaning for the :value?&mdash;'''[[User:Ts2do|ts2do]]''' 09:58, 1 Oct 2006 (PDT)
::Yes, the total range of the setting comes to mind much faster than the default setting, and there is no way to be sure if you're uncertain and cannot check the code. The thought of messing with thing I don't fully understand, with the potential of messing up HL2 irrevocably, will make readers nervous. What was wrong with the first format? --[[User:Andreasen|Andreasen]] 10:01, 1 Oct 2006 (PDT)


I've seen that you can handle I/O templates, so could you take a look at [[func_lookdoor]], because its templates doesn't seem to be working? --[[User:Andreasen|Andreasen]] 23:34, 20 Feb 2006 (PST)
It was at the end.&mdash;'''[[User:Ts2do|ts2do]]''' 10:08, 1 Oct 2006 (PDT)


Also, the ''<nowiki>*{{fl trackchange}}</nowiki>'' template seems to have an extra <nowiki>*</nowiki> in it. Instead of bothering you with these things, how do I find templates in the wiki? I tried searching for them but they don't show up. --[[User:Andreasen|Andreasen]] 11:37, 6 Mar 2006 (PST)
That can easily be fixed like this:
:Just go to {{tl|fl trackchange}} and press What links here...&mdash;'''[[User:Ts2do|ts2do]]''' 14:59, 6 Mar 2006 (PST)
* '''ichy_cleaner_fish''' (Default: 3)
::Okay, thanks. --[[User:Andreasen|Andreasen]] 15:23, 6 Mar 2006 (PST)
: <integer> The number of cleaner fish spawned with an ichy.
--[[User:Andreasen|Andreasen]] 11:41, 1 Oct 2006 (PDT)


On another note, the point with the "None." flag/inputs/outputs descriptions you remove is to distinguish entities that has been found to have no flags, from flags that just hasn't been added to the wiki yet. It prevents people from pointlessly checking if the entity would need flags. --[[User:Andreasen|Andreasen]] 15:23, 6 Mar 2006 (PST)
:Go ahead&mdash;'''[[User:Ts2do|ts2do]]''' 14:10, 1 Oct 2006 (PDT)
:Yes but that's silly...&mdash;'''[[User:Ts2do|ts2do]]''' 15:26, 6 Mar 2006 (PST)
::If you think so, could you perhaps instead write "Flags: None." as an edit-comment, like you wrote the "bump" message? --[[User:Andreasen|Andreasen]] 15:38, 6 Mar 2006 (PST)
:::Go ahead!&mdash;'''[[User:Ts2do|ts2do]]''' 19:01, 6 Mar 2006 (PST)


If what you just added about the [[point_camera]] entity was correct, how do I add an OnUser1-4 Output if the ''My output named'' field is grayed out? --[[User:Andreasen|Andreasen]] 07:13, 7 Mar 2006 (PST)
== Tutorials ==
:As you haven't replied, I'm removing the outputs again, thinking you made a mistake. --[[User:Andreasen|Andreasen]] 17:53, 11 Mar 2006 (PST)
If I would give you code, can you make tutorials from it? I hate to do that --[[User:Dutchmega|dutchmega]] 05:54, 7 Oct 2006 (PDT)


<nowiki>{{basicitem|entity=item_box_buckshot|descriptive=Shotgun Ammo|weaponentity=weapon_shotgun}}</nowiki>??? It's probably a fast method, but it leaves no room for improvement. --[[User:Andreasen|Andreasen]] 06:12, 9 Mar 2006 (PST)
==New Steam Games==
:I still fail to see the point with this template. You've basically templated the entity heading system and filled in each of their texts as arguments for the template. All the keyvalues and flags and I/O are still templated, and I can't see why anyone would feel the need to edit every heading system in the item category simultaneously using a template, so the only result is that they're making those articles somewhat tedious to edit. Why not let the template go? --[[User:Andreasen|Andreasen]] 02:48, 21 Mar 2006 (PST)
COD, Civ, Pirates and SS2 on Steam? Whats the source for this, I've heard nothing and I find at least COD hard to believe. [[User:Wraiyth|Wraiyth]] 05:29, 12 Oct 2006 (PDT)
: They are in the app cache --[[User:Gameexpertmaster|Gameexpertmaster]] 12:29, 12 Oct 2006 (PDT)
:Excuse the ignorance, app cache? [[User:Wraiyth|Wraiyth]] 14:42, 12 Oct 2006 (PDT)
:: In Steam, there is a folder called appcache with a bunch of .pkv files, they contain the data for that app id, for example, 2620_app.pkv, is Call of Duty SinglePlayer--[[User:Gameexpertmaster|Gameexpertmaster]] 17:46, 12 Oct 2006 (PDT)
::: I see - sort the files by date to see what's new and you got the upcoming games. Notepad or Wordpad is enough to view the game name. --[[User:Pizzahut|Pizzahut]] 17:48, 12 Oct 2006 (PDT)
::::Hah, didn't even know that existed. Thanks. [[User:Wraiyth|Wraiyth]] 23:27, 12 Oct 2006 (PDT)


I've been thinking: How about a template category? In that way one could just enter "template" in the search field, and get every wiki template at his disposal. What do you think? Should I go ahead? =) --[[User:Andreasen|Andreasen]] 14:21, 11 Mar 2006 (PST)
== "Channel for sound play commands" ==


do you mean an actual category...coz that would categorize all template users then....if you mean a template list article, go ahead! but check [http://developer.valvesoftware.com/w/index.php?title=Special%3AAllpages&from=&namespace=10 this] out&mdash;'''[[User:Ts2do|ts2do]]''' 14:22, 11 Mar 2006 (PST)
I don't have a clue what that means. Can you elaborate? --[[user:TomEdwards|TomEdwards]] 01:17, 29 Jan 2007 (PST)
:Woah! Lovely. Just what I meant and needed. Thanks! =) --[[User:Andreasen|Andreasen]] 14:25, 11 Mar 2006 (PST)


== Spacing ==
All of the commands that allow you to play wav/mp3/script files are played on this channel&mdash;'''[[User:Ts2do|ts2do]]''' 19:39, 29 Jan 2007 (PST)


I've tested it, in fact, I'll do it right now. If I make the label blank...
== I know its been a while... ==


Alright, you are partially right. All menu items by DEFAULT are the same size. But you must add those spaces if your image is longer. For my menu, I need those spaces for some of the options. So I still need to keep all that I said in the wiki. I can add this as a note, though. I think it will just make it more confusing.--[[User:SubKamran|SubKamran]] 05:00, 21 Feb 2006 (PST)
Hey, [[User:Generaleskimo|General Eskimo]] here. I haven't talked to you in ages (almost a year, I think). Anyways, I had a quick question for you about the source engine. I read in [[Phong|this article]] that Phong was added to the Source engine in HL2:EP1. This confused me a bit, because I always thought that the Source renderer used phong.  
Tell me if I am missing something:


== Just wondering ==
In HL2, they didn't use phong (ie- no specular highlights), but instead used diffuse lighting combined with cubemaps, thus reflections were added using some sort of "reflection texture" for the model, performed using a fresnel sampling from a cubemap (making shiny floors and metal bits).


I was just wondering if you were still looking for people to help with the mod you were talking about on your user page. [[User:Cubedude|Cubedude]] 18:35, 3 Mar 2006 (PST)
In HL2:EP1, they used traditional phong-based specular highlights, interpolated (or are they sometimes calculated in the pixel shader + surface normal?), which is then added onto the original HL2 diffuse image.


So, is this right? Until I read that I was sure they used specular highlights, but now that I think about it, what I have been passing off as specular highlights was really fesneled (or just reflected) cubemaps. Right?
[[User:Generaleskimo|General Eskimo]] 18:34, 21 May 2007 (PDT)
:Are you there? You seem to be editing things, but I guess you may have forgot I posted... [[User:Generaleskimo|General Eskimo]] 12:42, 28 May 2007 (PDT)


== Barn Star / Anti Spam award ==
::You talking to me? I know nothing about this stuff&mdash;'''[[User:Ts2do|ts2do]]''' 15:26, 28 May 2007 (PDT)


Maybe you want to use this pic instead? I just made it :) --[[User:Vaarscha|Vaarscha]] 15:15, 10 Mar 2006 (PST)


[[Image:Antispamaward.jpg]]
== PW round source code? ==
Hey, a while back you gave Regular K a few source code files from your Plastic Warfare mod that demonstrated how to make a round-based mod. The PW site is down and the files are gone now, so I was curious as to whether you still had them? If you could share those again or just send them to me that would be much appreciated. Thanks! --[[User:Wildfire|Wildfire]] 19:42, 6 Jun 2007 (PDT)


== [[Antlions: Random Spawn]] ==
Here you go: [http://ballz.ababa.net/ts2do/files/pwround_gamerules.cpp pwround_gamerules.cpp] [http://ballz.ababa.net/ts2do/files/pwround_gamerules.h pwround_gamerules.h] [http://ballz.ababa.net/ts2do/files/mapentityfilter.cpp mapentityfilter.cpp]
[http://ballz.ababa.net/ts2do/files/mapentityfilter.h mapentityfilter.h]
[http://ballz.ababa.net/ts2do/files/gameeventdefs.h gameeventdefs.h]&mdash;'''[[User:Ts2do|ts2do]]''' 21:02, 6 Jun 2007 (PDT)


I intorduced some new templates for keyvalues, outputs and flags... What do you think about it?[[User:0.51|0.51]] 05:29, 12 Mar 2006 (PST)
Awesome! Thanks a bunch --[[User:Wildfire|Wildfire]] 13:58, 7 Jun 2007 (PDT)


it's classy, but we already have a better looking input/output table: [[User:Hurricaaane]] feel free to make it into a template&mdash;'''[[User:Ts2do|ts2do]]''' 11:24, 12 Mar 2006 (PST)


==Line feeds==
== Spam ==
Line feeds are your friend. They make reading less of a strain on the eyes, less of a maze of characters, regular readers and editors alike. Think of the children and save the line feeds. *goes to bed.* --[[User:Andreasen|Andreasen]] 23:04, 24 Mar 2006 (PST)
:Thank you for your wise words&mdash;'''[[User:Ts2do|ts2do]]''' 10:19, 25 Mar 2006 (PST)


==item_healthcharge placement==
We really have to do something about all this recent spam yet im not sure there is much to be done unless Jeff Lane comes up with something.--[[User:MrTwoVideoCards|Gear]] 17:23, 9 Aug 2007 (PDT)
Why it's 44-48 and not 46, is because in Valves maps some has been placed at 44 and some at 48, and while 44 might be more ideal, judging by the odd number, 48 can be achieved without using a smaller grid size. --[[User:Andreasen|Andreasen]] 20:48, 26 Mar 2006 (PST)


Hey...I took the average..ok?&mdash;'''[[User:Ts2do|ts2do]]''' 20:52, 26 Mar 2006 (PST)
:Yes you did, but consider that a range will instead make the placement height seem less important. You just told people to place every healthcharger at this exact height. --[[User:Andreasen|Andreasen]] 21:05, 26 Mar 2006 (PST)
But think...Will that be a problem?&mdash;'''[[User:Ts2do|ts2do]]''' 21:06, 26 Mar 2006 (PST)
:Don't know. Hard to tell how much 4 units will differ when being up-close against a recharger, and what setting a tighter standard will do to nervous people, but my point was that averages in general isn't always something positive. I'll stop whining about it. --[[User:Andreasen|Andreasen]] 21:15, 26 Mar 2006 (PST)
Ok...anyways, I called it a placement '''tip'''&mdash;'''[[User:Ts2do|ts2do]]''' 21:17, 26 Mar 2006 (PST)


==Breakable Gibs==
== [[VTF]] and [[Valve texture file]] ==
I stumbled upon the [[Breakable Gibs]] page, and can't figure out what the article is about. I mean if it's a stub, people should know what should be added. I saw that you made the last changes, so perhaps you could at least fill in what the article is about? --[[User:Andreasen|Andreasen]] 18:18, 27 Mar 2006 (PST)


:The page is about making custom gibs for a breakable model. It was  originally linked from [[Prop Data]] with no content, so I put a stub copying data from [[Physics and Ragdolls]]. I'll add screenshots so that you can see what it's about.   --[[User:N-neko|n-neko]] 18:37, 27 Mar 2006 (PST)
Checking the history to [[Valve texture file]], which seems to be the correct abbreviation of VTF, I see that you've tried to move [[VTF]] to that page once before, but then moved it back to [[VTF]] afterwards. Why did you move it back again? (I'd like to move [[VTF]] to [[Valve texture file]] too, now that it's settled that VTF stands for Valve Texture File.) --[[User:Andreasen|Andreasen]] 11:13, 28 Aug 2007 (PDT)


== Editing style ==
Just redirect it...people know extensions better...you wouldn't move TGA to targa or txt to text, would you? A simple redirect to VTF will suffice&mdash;'''[[User:Ts2do|ts2do]]''' 12:00, 28 Aug 2007 (PDT)
: Yes I would direct TGA to targa, and even TXT to text, because that's proper Wikipedia standard, and the title is where people will expect to find the proper meaning of the extension. What VTF has done in this case, is to obscure that meaning, because both "Valve Texture Format" and "Valve Texture File" link to VTF. --[[User:Andreasen|Andreasen]] 14:28, 28 Aug 2007 (PDT)


As a note on your editing style, any chance you could use more descriptive/some change notes? It would make for a more readable Recent Changes list, when you've been busily doing your thing. :) [[User:Giles|Giles]] 00:45, 28 Mar 2006 (PST)


:With 7500 edits? heck no! lol...I do notes ''sometimes'' (hardly any)...&mdash;'''[[User:Ts2do|ts2do]]''' 00:56, 28 Mar 2006 (PST)
== You Rock ==


::If it takes more time to do but produces a higher quality (for everyone) of editing throughput, that seems like a fair trade-off, surely? Quantity doesn't really seem relevant. [[User:Giles|Giles]] 12:03, 28 Mar 2006 (PST)
Over 13500 changes. You undefeated champion of this wiki, you. :) (I'm only at over 2000.) --[[User:Andreasen|Andreasen]] 18:37, 29 Aug 2007 (PDT)
:It's all spam, I tells ya! --[[User:Daedalus|Daedalus]] 05:29, 30 Aug 2007 (PDT)


:::I understand...I'll try doing that for edits that are more than just 1 letter...ok?&mdash;'''[[User:Ts2do|ts2do]]''' 12:09, 28 Mar 2006 (PST)
== Thanks! ==


::::Yeah, obviously minor edits don't really need a comment! That should be great, thank you. :) [[User:Giles|Giles]] 13:29, 28 Mar 2006 (PST)
Thanks, for fixing up the [[Sky List]] article. Also thanks for showing a little error I made while doing the Episode One [[Sky List]]. Fixed it now :P --[[User:Frostbite|Frostbite]] 12:09, 25 Sep 2007 (PDT)


:::::Psssst ... spam reverts don't need anything more than "spam revert" either. ;) [[User:Giles|Giles]] 12:12, 29 Mar 2006 (PST)


== Gifs and pngs ==
== TF2 main page ==  
Thanks you made it more sexeh looking.--[[User:MrTwoVideoCards|Gear]] 09:21, 27 Sep 2007 (PDT)


I know it's a minor detail, so would you mind if I replaced the gif pictures with png ones too? Gifs has a loss of quality that makes the text look a bit fuzzy, making it hard to focus on the text. (It's clearer if you zoom in on the pictures.) --[[User:Andreasen|Andreasen]] 13:55, 29 Mar 2006 (PST)
== Marking spam articles ==


:Before you do that, tell me...does [[:Image:Hammer viewmenu.gif|this]] look terrible?&mdash;'''[[User:Ts2do|ts2do]]''' 14:32, 29 Mar 2006 (PST)
If you're going to make an article as spam [http://developer.valvesoftware.com/w/index.php?title=People%27s_War&curid=12463&diff=0&oldid=59556&rcid=73312 like this], please make sure to remove the actual spam content from the page before you add the template. Otherwise it may get overlooked, and you're helping the spammers with their goal. --[[User:JeffLane|JeffLane]] 12:00, 2 Nov 2007 (PDT)
::Somewhat. The text looks blurry, straining ones eyes (if one would want to read it instead of the actual menu, so it's no big deal), but it's no big deal. I found other things to do with my urge to upload something instead. :) --[[User:Andreasen|Andreasen]] 15:04, 29 Mar 2006 (PST)
Just remember taht images with palettes don't resize well!!! (Thumbnails)&mdash;'''[[User:Ts2do|ts2do]]''' 15:08, 29 Mar 2006 (PST)
:Oh. Hm. I guess you could update the group of model browser pics I'm uploading for the newbie tutorial shortly if it looks too ugly. --[[User:Andreasen|Andreasen]] 15:14, 29 Mar 2006 (PST)
:Aah, okay, I see what you mean now. :S I'll make them jpgs instead. --[[User:Andreasen|Andreasen]] 15:19, 29 Mar 2006 (PST)


I've been handcrafting all these logic icons (math_counter, logic_relay, logic_compare, ...) to make them appear against a WHITE background instead of a black one, but do you know a way to convert the the editor VMTs to PNGs directly? --[[User:Andreasen|Andreasen]] 19:07, 29 Mar 2006 (PST)
== EF_NODRAW and AddOutput? ==
:No.&mdash;'''[[User:Ts2do|ts2do]]''' 19:16, 29 Mar 2006 (PST)
Okay, I'm kind of relieved for that, knowing I haven't spent the last hour in vain. Anyway, there are two ways to go with the toolbars: I can either show a default toolbar, or a fully enabled one (with no shadowed icons). I'm going for the fully enabled ones. --[[User:Andreasen|Andreasen]] 19:23, 29 Mar 2006 (PST)


Hi, I was looking to use [[EF_NODRAW]] to hide an npc_rollermine temporarily, using an input "AddOutput effects 32" - but what if I want to make it visible again? Do I use input "AddOutput effects 00"? Thanks. --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 17:24, 5 Nov 2007 (PST)
:Yes...effects 0. But be aware that using this approach will make the rollermine non-solid on the client so if the client collides with it, it will seem to them that they are being pushed out of an invisible sphere. You may also consider [[logic_collision_pair]]...unless you're hiding it in a location that the player cannot reach&mdash;'''[[User:Ts2do|ts2do]]''' 19:01, 5 Nov 2007 (PST)


==Gameinfo.txt help==
== HL:S(DM) FGD ==
Hi. Can you help with my issue at [[User_talk:Pb75#Gameinfo.txt]]?  
 
Regards. &mdash;'''[[User:Pb75|Pb75]]''' 01:24, 4 Apr 2006 (PDT)
Hey, I'm making a unified FGD set. I used some of your excellent Half-Life: Source and Half-Life Deathmatch: Source fgds. Are you OK with that?
 
--Gman003 17:00, 9 Nov 2007 (PST)
 
Go ahead&mdash;'''[[User:Ts2do|ts2do]]''' 18:12, 9 Nov 2007 (PST)
 
 
== [[Material Proxies]] spam revert ==
You failed in reverting this article. (You missed all the apostrophes.) I hope you didn't miss more than just this article. You better check. --[[User:Andreasen|Andreasen]] 19:52, 12 Feb 2008 (PST)
 
== [[Talk:IFileSystem]] ==
 
Hi, could you help me on this one ?
 
== Scripting ==
 
Would you consider yourself good at scripting? Because I do not want to sound like someone looking for an exploit I instead state now that I seek a way to disable a client's console and keep it disabled using the while command so that they cannot use any exec commands to run bad .cfg files. If you cannot help I will seek another. [[User:PatPeter|PatPeter]] 22:28, 18 Nov 2008 (PST)
 
== a big grassy field: a huge prop_dynamic or animated textures on optimized prop_statics with LoDs? ==
 
Hey, I was wondering how expensive animated textures are (if you know) -- I have a huge scene (3000 x 3000 [http://media.moddb.com/images/mods/1/14/13007/mm_lets_do_this20006.jpg]) full of LoD prop_static grass props, but the grass doesn't sway and it's kind of dead-seeming. Detail props are out of the question with the extremely limited draw distances and performance hit to get the kind of density I want. So I've come up with two possible solutions:
 
1) A huge animated prop_dynamic to make the grass "sway". This isn't ideal because there won't be any LoD support, and I can't chop it into 50 prop_dynamics because then that's 50 props animating which will kill the engine too. It'll save a lot on texture memory though.
 
2) Keep the prop_statics, but change the VMT to an animated texture, with maybe 10 frames of really subtle movement. These would all be alpha-tested too. Can Source do that? Will it kill swapbuffers or whatever it would do? What do you think?
 
Any thoughts would be appreciated. --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 20:24, 11 July 2010 (UTC)
 
== Your ~100 bytes long pages from 2006 ==
 
Don't you see that no one wants to update them? Including yourself?
* [[Call of Duty]]
* [[Call of Duty 2]]
* [[Call of Duty: United Offensive]]
* [[GUN]]
and so on...
 
How about removing these tiny pages for now?
[[User:Lxm6|Lxm6]] ([[User talk:Lxm6|talk]]) 11:49, 6 April 2023 (PDT)

Latest revision as of 12:33, 6 April 2023

Archive 1 19 Jan 2006
Archive 2 22 May 2006
Archive 3 9 Sep 2006

Multiple trailers page

I like the idea of having all the media for one game being grouped together. Don't you think that we should just have the individual pages redirect to those larger pages, to save on duplicates and such? Makes more sense to me. --AndrewNeo 21:51, 7 Sep 2006 (PDT)

The current way makes it so the categories list all trailers—ts2do 13:42, 8 Sep 2006 (PDT)

  • Actually I believe that you can trick names from inside categories by something like [[Category:The Category|Alternate Title]] and then just put like five of those inside the single page. --AndrewNeo 17:45, 8 Sep 2006 (PDT)
This is the trick you are looking for, right?
{{:Half-Life 2: Episode Two Gameplay Movie 5}}
Jeff demonstrated it here the other day.
--Giles 18:41, 8 Sep 2006 (PDT)
  • That's for using a page like a template. Yes, that would definitely work but what I meant was to have everything on one page then trick the categorization system into putting the one page in multiple times under different names. Which doesn't work, so we'll go with that method. --AndrewNeo 14:10, 9 Sep 2006 (PDT)
[[Category:The Category|Sorting Order]] does only change where the article is placed within the category listing. --Pizzahut 12:44, 12 Oct 2006 (PDT)

Clean up on Entities pages

Thanks for doing that man, I was actually thinking when editing them that it's getting a little packed and it seemed pretty pointless to have CSS ents link to HL2 ents when there is no real connection so thanks mate you've saved me the trouble. :)

Archiving older talk pages

I see you have a neat system for archiving your talk stuff. How do you get those links? --Andreasen 08:32, 9 Sep 2006 (PDT)

Check the history of your usertalk page. Just click at some date. --dutchmega 10:15, 9 Sep 2006 (PDT)

Note

Well if you want to make it a note, go ahead, but I deliberately didn't make that a note because there is a big difference between "to note/notice" and "a note". --Andreasen 14:55, 10 Sep 2006 (PDT)

I can't fix the templates

Before I go bothering Jeff Lane about it, I think you might know what's going on - you know a lot of stuff. First of all the disablereceiveshadows keyvalue is missing from a lot of entities - see Talk:Func tracktrain - but that's far from all, because as I head off to fix this, I notice that not only is the list of what templates are used on a page severely crippled, but when I search on the "What links here" list, I only get a few hits. For instance, the "kv basenpc" template doesn't list as linked to the npc_headcrab entity. I can't do any reliable work during these conditions - this is messed up. --Andreasen 10:57, 28 Sep 2006 (PDT)

I've noticed that articles haven't been listing all of their templates, and the only way to fix it is to push edit and Save page. Regarding disablereceiveshadows, have you even seen this effect function when enabled? I've never seen a shadow on an entity—ts2do 15:50, 28 Sep 2006 (PDT)
Perhaps Jeff can update all the entries of the wiki at once so we don't have to go through them all, or perhaps provide a more permanent solution to the problem. I've seen this more and more, so I'm thinking that it might have to do with the search engine not being able to cope with the number of articles it has to handle - that it's just listing the most current articles. That means that even updating all the articles might not help. I don't know what the disablereceiveshadows value is for either, but even if it is not working, it should still be listed and explained to developers that they can ignore that value. --Andreasen 22:13, 28 Sep 2006 (PDT)

Default values

"<integer:25>"? Weird format. Where do you explain to the reader that that number is really the default value? --Andreasen 09:50, 1 Oct 2006 (PDT)

Should I?—ts2do 09:50, 1 Oct 2006 (PDT)

Yes, well, that's the point of displaying the default value: So that any reader can fool around with the variable, and still not worry about losing the default setting, because they know that that number is what they should type to reset the variable. --Andreasen 09:54, 1 Oct 2006 (PDT)

Does the format imply any other meaning for the :value?—ts2do 09:58, 1 Oct 2006 (PDT)
Yes, the total range of the setting comes to mind much faster than the default setting, and there is no way to be sure if you're uncertain and cannot check the code. The thought of messing with thing I don't fully understand, with the potential of messing up HL2 irrevocably, will make readers nervous. What was wrong with the first format? --Andreasen 10:01, 1 Oct 2006 (PDT)

It was at the end.—ts2do 10:08, 1 Oct 2006 (PDT)

That can easily be fixed like this:

  • ichy_cleaner_fish (Default: 3)
<integer> The number of cleaner fish spawned with an ichy.

--Andreasen 11:41, 1 Oct 2006 (PDT)

Go ahead—ts2do 14:10, 1 Oct 2006 (PDT)

Tutorials

If I would give you code, can you make tutorials from it? I hate to do that --dutchmega 05:54, 7 Oct 2006 (PDT)

New Steam Games

COD, Civ, Pirates and SS2 on Steam? Whats the source for this, I've heard nothing and I find at least COD hard to believe. Wraiyth 05:29, 12 Oct 2006 (PDT)

They are in the app cache --Gameexpertmaster 12:29, 12 Oct 2006 (PDT)
Excuse the ignorance, app cache? Wraiyth 14:42, 12 Oct 2006 (PDT)
In Steam, there is a folder called appcache with a bunch of .pkv files, they contain the data for that app id, for example, 2620_app.pkv, is Call of Duty SinglePlayer--Gameexpertmaster 17:46, 12 Oct 2006 (PDT)
I see - sort the files by date to see what's new and you got the upcoming games. Notepad or Wordpad is enough to view the game name. --Pizzahut 17:48, 12 Oct 2006 (PDT)
Hah, didn't even know that existed. Thanks. Wraiyth 23:27, 12 Oct 2006 (PDT)

"Channel for sound play commands"

I don't have a clue what that means. Can you elaborate? --TomEdwards 01:17, 29 Jan 2007 (PST)

All of the commands that allow you to play wav/mp3/script files are played on this channel—ts2do 19:39, 29 Jan 2007 (PST)

I know its been a while...

Hey, General Eskimo here. I haven't talked to you in ages (almost a year, I think). Anyways, I had a quick question for you about the source engine. I read in this article that Phong was added to the Source engine in HL2:EP1. This confused me a bit, because I always thought that the Source renderer used phong. Tell me if I am missing something:

In HL2, they didn't use phong (ie- no specular highlights), but instead used diffuse lighting combined with cubemaps, thus reflections were added using some sort of "reflection texture" for the model, performed using a fresnel sampling from a cubemap (making shiny floors and metal bits).

In HL2:EP1, they used traditional phong-based specular highlights, interpolated (or are they sometimes calculated in the pixel shader + surface normal?), which is then added onto the original HL2 diffuse image.

So, is this right? Until I read that I was sure they used specular highlights, but now that I think about it, what I have been passing off as specular highlights was really fesneled (or just reflected) cubemaps. Right? General Eskimo 18:34, 21 May 2007 (PDT)

Are you there? You seem to be editing things, but I guess you may have forgot I posted... General Eskimo 12:42, 28 May 2007 (PDT)
You talking to me? I know nothing about this stuff—ts2do 15:26, 28 May 2007 (PDT)


PW round source code?

Hey, a while back you gave Regular K a few source code files from your Plastic Warfare mod that demonstrated how to make a round-based mod. The PW site is down and the files are gone now, so I was curious as to whether you still had them? If you could share those again or just send them to me that would be much appreciated. Thanks! --Wildfire 19:42, 6 Jun 2007 (PDT)

Here you go: pwround_gamerules.cpp pwround_gamerules.h mapentityfilter.cpp mapentityfilter.h gameeventdefs.hts2do 21:02, 6 Jun 2007 (PDT)

Awesome! Thanks a bunch --Wildfire 13:58, 7 Jun 2007 (PDT)


Spam

We really have to do something about all this recent spam yet im not sure there is much to be done unless Jeff Lane comes up with something.--Gear 17:23, 9 Aug 2007 (PDT)


VTF and Valve texture file

Checking the history to Valve texture file, which seems to be the correct abbreviation of VTF, I see that you've tried to move VTF to that page once before, but then moved it back to VTF afterwards. Why did you move it back again? (I'd like to move VTF to Valve texture file too, now that it's settled that VTF stands for Valve Texture File.) --Andreasen 11:13, 28 Aug 2007 (PDT)

Just redirect it...people know extensions better...you wouldn't move TGA to targa or txt to text, would you? A simple redirect to VTF will suffice—ts2do 12:00, 28 Aug 2007 (PDT)

Yes I would direct TGA to targa, and even TXT to text, because that's proper Wikipedia standard, and the title is where people will expect to find the proper meaning of the extension. What VTF has done in this case, is to obscure that meaning, because both "Valve Texture Format" and "Valve Texture File" link to VTF. --Andreasen 14:28, 28 Aug 2007 (PDT)


You Rock

Over 13500 changes. You undefeated champion of this wiki, you. :) (I'm only at over 2000.) --Andreasen 18:37, 29 Aug 2007 (PDT)

It's all spam, I tells ya! --Daedalus 05:29, 30 Aug 2007 (PDT)

Thanks!

Thanks, for fixing up the Sky List article. Also thanks for showing a little error I made while doing the Episode One Sky List. Fixed it now :P --Frostbite 12:09, 25 Sep 2007 (PDT)


TF2 main page

Thanks you made it more sexeh looking.--Gear 09:21, 27 Sep 2007 (PDT)

Marking spam articles

If you're going to make an article as spam like this, please make sure to remove the actual spam content from the page before you add the template. Otherwise it may get overlooked, and you're helping the spammers with their goal. --JeffLane 12:00, 2 Nov 2007 (PDT)

EF_NODRAW and AddOutput?

Hi, I was looking to use EF_NODRAW to hide an npc_rollermine temporarily, using an input "AddOutput effects 32" - but what if I want to make it visible again? Do I use input "AddOutput effects 00"? Thanks. --Campaignjunkie (talk) 17:24, 5 Nov 2007 (PST)

Yes...effects 0. But be aware that using this approach will make the rollermine non-solid on the client so if the client collides with it, it will seem to them that they are being pushed out of an invisible sphere. You may also consider logic_collision_pair...unless you're hiding it in a location that the player cannot reach—ts2do 19:01, 5 Nov 2007 (PST)

HL:S(DM) FGD

Hey, I'm making a unified FGD set. I used some of your excellent Half-Life: Source and Half-Life Deathmatch: Source fgds. Are you OK with that?

--Gman003 17:00, 9 Nov 2007 (PST)

Go ahead—ts2do 18:12, 9 Nov 2007 (PST)


Material Proxies spam revert

You failed in reverting this article. (You missed all the apostrophes.) I hope you didn't miss more than just this article. You better check. --Andreasen 19:52, 12 Feb 2008 (PST)

Talk:IFileSystem

Hi, could you help me on this one ?

Scripting

Would you consider yourself good at scripting? Because I do not want to sound like someone looking for an exploit I instead state now that I seek a way to disable a client's console and keep it disabled using the while command so that they cannot use any exec commands to run bad .cfg files. If you cannot help I will seek another. PatPeter 22:28, 18 Nov 2008 (PST)

a big grassy field: a huge prop_dynamic or animated textures on optimized prop_statics with LoDs?

Hey, I was wondering how expensive animated textures are (if you know) -- I have a huge scene (3000 x 3000 [1]) full of LoD prop_static grass props, but the grass doesn't sway and it's kind of dead-seeming. Detail props are out of the question with the extremely limited draw distances and performance hit to get the kind of density I want. So I've come up with two possible solutions:

1) A huge animated prop_dynamic to make the grass "sway". This isn't ideal because there won't be any LoD support, and I can't chop it into 50 prop_dynamics because then that's 50 props animating which will kill the engine too. It'll save a lot on texture memory though.

2) Keep the prop_statics, but change the VMT to an animated texture, with maybe 10 frames of really subtle movement. These would all be alpha-tested too. Can Source do that? Will it kill swapbuffers or whatever it would do? What do you think?

Any thoughts would be appreciated. --Campaignjunkie (talk) 20:24, 11 July 2010 (UTC)

Your ~100 bytes long pages from 2006

Don't you see that no one wants to update them? Including yourself?

and so on...

How about removing these tiny pages for now? Lxm6 (talk) 11:49, 6 April 2023 (PDT)