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- ...erial proxies can be used to render a texture only for some teams. ([[List of material proxies]]) Below are examples of other entities where team alignment affects their behaviour:4 KB (537 words) - 11:17, 5 May 2025
- {{this is a|brush entity|name=dod_bomb_dispenser|game=Day of Defeat: Source}} It is invisible and generally in marked out in game by a bomb stack model. It will give the specified team a bomb in a detonation type map.1 KB (189 words) - 15:57, 3 June 2025
- ...atest official [[FGD]] for {{dods|4}}. Located in {{Code|...\common\Day of Defeat Source\bin}} For an updated FGD, see [[Day of Defeat: Source (custom).fgd]].9 KB (1,128 words) - 08:07, 24 March 2025
- ...ource level, it takes a bit of setup to make them work properly. First the entities must be added to the .FGD, then additional setup is required to keep them f == Weapon Entities ==8 KB (1,208 words) - 06:45, 15 May 2025
- [[File:BoundingBoxMinsMaxs.png|400x300px|right|thumbnail|Graph of "mins" and "maxs"]] ...'ox) is an automatically-created invisible box that defines the rough size of an entity. Its purpose is to perform [[cheap]] [[QPhysics]] collision tests5 KB (762 words) - 08:11, 4 May 2025
- Unofficial updated version of [[Day of Defeat: Source.fgd]]. Requires {{hammer++|2}} for some features; not tested in {{h ...ect download)]. Extract the VPK from the 7z, and place it in {{path|Day of Defeat Source/dod/custom/}}.23 KB (3,106 words) - 09:53, 13 May 2025
- ...merous threads in the Source game forums running to hundreds upon hundreds of messages regarding this issue. Please make fixing it a top priority. [[User ...You have to view these threads as very biased bug reports, but the extent of people who have experienced them should encourage you to take the matter se27 KB (4,265 words) - 00:20, 7 January 2024
- {{ModernImportant|Most of the tool textures should not be mixed with regular textures, unless you kno ...exture found in {{code|XENO.WAD}} uses a [[:File:Gaben.png|cropped image]] of [[gaben|Gabe Newell's]] face instead. }}23 KB (3,422 words) - 07:19, 20 May 2025
- ...{Cite|2}}{{Cite|3}} These features are shipped by default with the release of {{src06|2}}. This image compares between LDR, LDR with Bloom and HDR.]] ...05 with {{hl2lc|4}} and {{dods|4}} (both of them runs on a updated version of Source 2004 when initially released).13 KB (1,815 words) - 00:08, 10 July 2025
- *Day of Defeat: Source ...illiseconds. If the client render time is shifted back by 50 milliseconds, entities can be always interpolated between the last received snapshot and the snaps22 KB (2,530 words) - 02:33, 23 November 2024
- ...lished for all users. This brings the multiplayer base in-sync with TF2 as of September 30th. **Improved readability of the UI in VR33 KB (5,060 words) - 23:43, 22 March 2025
- * Added hotfix for recently added fix; Added check for if the versus doors model hasn't been initialized yet *Made the game launch in native resolution by default instead of 640x48038 KB (5,822 words) - 21:57, 12 August 2025
- ...us, a deeper understanding of the level design process would allow the use of Hammer in the most effective way. It's important to remember Hammer makes t ...re one file and will never leave just one file. The following is a rundown of exactly what files and programs are used and how they're important. Some ar22 KB (3,794 words) - 00:15, 7 January 2024
- ...page has been cleared to accept new reports for the November 2007 release of the SDK. For older bug reports, see [[August 2006 Community Buglist]]. ...between maps (or as part of prefabs) very well. When making a prefab out of the big button in Portal's testchamber 5, the 4 edge overlays became unrota40 KB (6,764 words) - 08:47, 8 January 2024
- ...the server decides if any client needs a world update and takes a snapshot of the current world state if necessary. A higher tickrate increases the simul Clients usually have only a limited amount of available bandwidth. In the worst case, players with a modem connection can22 KB (3,598 words) - 11:10, 12 July 2024
- ...engine branch (also called '''SteamPipe''' branch) is the final iteration of the {{orangebox|1|nt=0}}. It was introduced by Valve in 2013 to replace the ...e [[Half-Life: Source Bugs|bugs]] to {{hls|1}}. It also does not have most of the features that the engine branches from the {{l4dbranch|3.1}} onwards ha22 KB (3,208 words) - 20:57, 10 September 2025
- Fixed a lot of Direct3D crashing bugs. I hope this helps some people. Unfortunately, it wo ...values were removed if Smartedit didn't know about them - this wasn't part of the original design, but uh - someone slipped the code in there. Or somethi43 KB (6,617 words) - 20:45, 7 September 2024
- ...D that adds the additional entity {{code|game_player_equip}}, see [[Day of Defeat 4.1.fgd]]. {{codeblock|src=Day of Defeat.fgd|lang=fgd|<!--100 KB (11,612 words) - 01:49, 11 September 2024
- For the last official FGD version (4.0), see [[Day of Defeat.fgd]]. {{codeblock|src=Day of Defeat 4.1.fgd|lang=fgd|<!--101 KB (11,674 words) - 01:47, 11 September 2024
- This article is an archival copy of [[Talk:Source SDK Known Issues]] and [[Source SDK Bugs/Hammer bugs]]. Check * Comments appended to entities, where able, don't like ctrl-enter for a carriage return. FIX: I had to man80 KB (13,465 words) - 00:16, 7 January 2024