User talk:AndrewNeo: Difference between revisions

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why isn't [[Sin Episodes]] a mod? I'd call it a mod—'''[[User:Ts2do|ts2do]]''' 14:19, 7 Apr 2006 (PDT)
why isn't [[Sin Episodes]] a mod? I'd call it a mod—'''[[User:Ts2do|ts2do]]''' 14:19, 7 Apr 2006 (PDT)
:: So Half-Life is a Quake(2) mod? ;) --[[User:Koraktor|Koraktor]]
: So Half-Life is a Quake(2) mod? ;) --[[User:Koraktor|Koraktor]]
: For the reasons I discussed yesterday. Sin Episodes is a Source-engine powered game. I'm sure as a programmer you are aware of the abstraction between the engine code (which the SDK doesn't provide access to) and the game code, which is what is offered up in the SDK. When you modify the latter, you make a mod. When you modify both (which Ritual are doing, since they are a Source-engine licensee), you make an entirely new game. The term has been used this way since the days of Quake 1. [[User:Giles|Giles]] 15:05, 7 Apr 2006 (PDT)

Revision as of 15:05, 7 April 2006

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Hey, you're famous! May I have your autograph? —Maven (talk) 18:30, 9 Nov 2005 (PST)

  • Yeah! Here you go:   --AndrewNeo 18:35, 9 Nov 2005 (PST)
    • It's really cool and also weird at the same time to be recognized by someone or something (in this case, Valve) you see as important.. it's like a famous actor or somebody knowing who you are. It's cool! ^.^ It's not like they don't pay attention to their fans, but you know they see your name and and and... I'm sounding like a fanboy again, aren't I? It's also cool just to talk to them, on other things, too, like how something works, or even seeing them contribute to something you started. --AndrewNeo

I stole your example (and autograph) at User:Maven/sigs. I hope you don't mind. —Maven (talk) 19:19, 28 Nov 2005 (PST)

Your wiki thing is broken—ts2do (Talk | @) 23:20, 29 Dec 2005 (PST)

  • My 'wiki thing'? --AndrewNeo 08:49, 30 Dec 2005 (PST)

Yes, your wiki thingts2do (Talk | @) 14:01, 30 Dec 2005 (PST)

  • My wiki thing is working just fine. The only problem is after I upgraded to 1.5.4 the sidebar broke. --AndrewNeo 16:27, 30 Dec 2005 (PST)

re: In-game admin plugins

You might be interested in cl_downloadfilter nosounds. --TomEdwards 09:08, 30 Dec 2005 (PST)

  • Ooh, handy. Thanks! I only wish it would still inform you beforehand if there was a plugin in use. --AndrewNeo 16:27, 30 Dec 2005 (PST)

I don't believe that worked—ts2do 23:36, 3 Feb 2006 (PST)

  • Oops, heh. That was there before I sent it through the script, and I forgot to check after. --AndrewNeo 23:39, 3 Feb 2006 (PST)

Anom. Mat diagram

Elegant solution for diagramming across several maps! - though on my Loop diagrams, I typically started with Red and ended with Green (rainbow, red -> green, does that logic make sense to anyone else?) labeled both start and end, and don't forget the "event" (in this case the resonance cascade) in bright magenta. --Campaignjunkie

  • Yeah, I used yours as a reference, but I'm not an expert at Illistrator so I just hand-drew lines over top of the orthographed map screenshots. I don't actually know how you did the rainbow and mixed-color inside the start circle so I did it my way :P I can send you a JPG/PNG file of just the map part if you want to re-do it. --AndrewNeo 16:14, 4 Feb 2006 (PST)



About Talk:Working_Ladders deletion request: You should move the Talk:Ladders page there and delete Talk:Ladders instead because it was never moved when the Ladders page was moved to the Working_Ladders page. --Andreasen 12:50, 8 Feb 2006 (PST)

  • I see. Fixed! --AndrewNeo 16:27, 8 Feb 2006 (PST)

English

Omg...you did a Source engine English project too? w0w! mine was a final though—ts2do 17:01, 13 Feb 2006 (PST)

  • Well it was just this small thing where our group had to put together a scrapbook. That still shot was all I had to turn it, and I had to say it looked pretty nice printed out full size on glossy paper. I have been known to do projects in 3D though, one was for Latin where I made three pillars in Bryce 5, and another where I made a golf-course for Geometry using Blender. I do enjoy working with 3D, but modeling's kind of hard. The only time I've used computer skill for a final was in a social studies class where we had to make board games, and I did mine in Flash. --AndrewNeo 15:40, 14 Feb 2006 (PST)

impulse

Many impulse commands, but have you tested these in-game? For instance, the impulse 202 command doesn't seem to work at all, despite having TWO entries that does different things, and what's that about spawning a human GRUNT? If that would work in HL2, I would be amazed. --Andreasen 14:12, 8 Mar 2006 (PST)

  • No, but they're all in the source code, so I put them down. --AndrewNeo 14:24, 8 Mar 2006 (PST)
Looks like I'm going to have to test them all then anyway. *sighs* --Andreasen 14:46, 8 Mar 2006 (PST)

Mods

why isn't Sin Episodes a mod? I'd call it a mod—ts2do 14:19, 7 Apr 2006 (PDT)

So Half-Life is a Quake(2) mod? ;) --Koraktor
For the reasons I discussed yesterday. Sin Episodes is a Source-engine powered game. I'm sure as a programmer you are aware of the abstraction between the engine code (which the SDK doesn't provide access to) and the game code, which is what is offered up in the SDK. When you modify the latter, you make a mod. When you modify both (which Ritual are doing, since they are a Source-engine licensee), you make an entirely new game. The term has been used this way since the days of Quake 1. Giles 15:05, 7 Apr 2006 (PDT)