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  • ...te|Irrelevant information to Valve's games or engines. Also page no longer needed as user can look this up on YouTube or other websites.}} ...ovie''' was the first media file announced for distribution through Steam. It was made by 2Chums Moving Pictures (Valve employees Michael J. Asquith & Be
    1 KB (148 words) - 23:54, 1 July 2024
  • ...ecfg.ini</code> was renamed to gamecfg.ini.old, as it is no longer used or needed.
    684 bytes (112 words) - 06:55, 12 July 2024
  • ==Things Needed== ...ompile the model. Use MDLDecompiler for this which, once you've downloaded it, should be in ...\SteamApps\<account name>\sourcesdk\bin. When you launch m
    6 KB (947 words) - 02:58, 7 January 2024
  • ...ly the easy way to do this is to load the .RMF into the new [[Hammer]] and update the textures and entities. If that isn't available, this tutorial shows how ...ecomplier]] (decompile) and [[MapFool]] (update). Be sure all the [[WAD]]s needed for the map are handy.
    3 KB (546 words) - 08:18, 15 March 2025
  • ...self, rather than any server plugin. It became official with the Classless update. ...this does not change the time on the other team's timer - it only freezes it. The team thats timer reaches 0 first wins.
    4 KB (528 words) - 11:26, 12 July 2024
  • {{update}} GameConfig.txt and inside it at the bottom before:
    2 KB (252 words) - 08:40, 8 January 2024
  • ...to SteamApps\common\ -- until someone fixes it and releases new binaries, it is suggested you use [[bspzip]] or [[Pakrat]] instead.}} ...stom content you really need is included in the map, and can show you when needed content is missing.
    2 KB (359 words) - 20:41, 27 June 2025
  • ...I) tool included in the {{Aura|4.1|nt=1}} by The Phoenix Project Software. It was created and released in 2025 as a quick and simple way of uploading Add ...you know these fundamentals already, but if you'd like to repost an item, it's best to keep this in mind. The Workshop System in Aura allows you to modi
    6 KB (832 words) - 18:32, 29 September 2025
  • ...to the code so the switch is predicted on the client (which would only be needed in multiplayer). The code also prevents itself from being active when a pla ...ss C_ShowWeapon; // This allows CShowWeapon to access whatever it needs to update for the character</source>
    5 KB (607 words) - 17:54, 18 July 2025
  • * Extract demoinfo2.zip and it will make a new folder named "demoinfo2". ...ld target in the toolbar. Build the libprotobuf project by right clicking it in the solution list and hitting "build." You do not need to build the oth
    3 KB (503 words) - 13:10, 29 April 2023
  • // Update position // Possibly make a splash if we hit a water surface and it's in front of the view.
    4 KB (560 words) - 00:08, 22 September 2024
  • If you choose to use PlayOnLinux it will attempt to take care of the full instillation process for you. Meanwhi ...this Synaptic package manager is the default, I will try to update this as needed.}}
    9 KB (1,626 words) - 14:09, 29 June 2014
  • ...will typically need to render three or more frames with each server update it receives (assuming 60fps+ and [[cl_updaterate]] 20). ...them back with the gaps smoothly [[w:Interpolation|interpolated]] between. It can also protect against glitches caused by packet loss.
    5 KB (662 words) - 05:23, 26 March 2025
  • ...ate on October 5, 2010, The Left 4 Dead 2 Add-on Support Tool is no longer needed and can be safely removed. Assets from L4D1 are now included by default.''' # Restart Steam if it's currently running.
    3 KB (516 words) - 23:34, 16 January 2023
  • ...ase). Lastly, <tt>vendor/</tt> allows you to track external code and merge it easily into your own, such as what we'll be doing with the Source SDK code ...hing like <tt>sourcesdk</tt>. More important is the parent directory. When it has finished its magic, you'll now have the basis for creating your mod. Th
    12 KB (2,079 words) - 21:06, 6 February 2011
  • ...Change example to GMod. Some steps like such as symbolic links may not be needed as Hammer++ for GMOD can read "mount.cfg". Additionally, Portal 2 officiall ...es many issues that the {{hammer|3.1|nt=1}} introduces, and adds some much needed features that useful to every mapper. However the only official versions of
    11 KB (1,800 words) - 08:08, 24 February 2025
  • {{note|It's important you get your overview map created correctly so that the player To know where to place it, search for the similar declaration for <code>in_score</code>.</li>
    8 KB (1,100 words) - 00:09, 7 January 2024
  • ...h the origin of the custom model or the <code>vr_controller_root</code> if it is specified. The tool script relies on having hook functions in it to receive input from the game code.
    11 KB (1,596 words) - 02:19, 6 January 2024
  • ...of customization. But for simple UI's of text boxes, numbers, and timers, it works pretty well. ...if you want a simple way to send messages to the players via the HUD/have it timeout/some other convenience stuff.
    8 KB (1,439 words) - 17:34, 12 April 2025
  • Insert an ''[[info_particle_system]]'' into your map and align it so that the origin where you want the base of the flame to appear, and make ...re the Medieval Update but was never officially used until late 2011, when it was used for the tiki torches in the underworld of Eyeaduct.
    6 KB (979 words) - 20:18, 27 October 2025
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