User talk:Andreasen

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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—ts2do 19:33, 30 Jan 2006 (PST)

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?--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—ts2do 22:19, 30 Jan 2006 (PST)

Okay. I already wrote what you're tellig me last night, so if you wanted it written yesterday, you got it. :)
The other cases of non-solid techniques are there because wisemx has persisted that non-solid ladders are totally superior in every case, including HL2:SP, and as people seem to agree without providing much evidence, I wanted to sort things out. --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.—ts2do 23:06, 30 Jan 2006 (PST)

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.) --Andreasen 06:53, 31 Jan 2006 (PST)

Wiki markup

Your contributions are appreciated, but please read Help:Editing to learn more wiki formatting markup. You should not be using HTML tags like <i>. Wiki markup uses '' for marking italics. --JeffLane 11:48, 31 Jan 2006 (PST)

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 <code></code>-markup is okay to use, and when? --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:


  • 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: hl2.exe +map mapname -dev
  • Can be combined with "<" and ">" for parameters with longer names: hl2.exe -game <game directory>
  • Other standard uses in English can be found at Wikipedia:Italic_type.

<code> tags

  • Are fine to use, as there is no other wiki markup equivalent.
  • Command-line statements: c:\program files\valve\steam\
  • Variables in code or text files: $staticprop or m_nCounter
  • In-game console commands: mat_wireframe 1
  • Filenames: bspzip.exe
  • Entity names: info_player_start
  • Other in-game or Hammer data, such as texture names, input and output names, etc.

<code> tag talk

I disagree with use of the <code> 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—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. --Andreasen 20:08, 13 Feb 2006 (PST)
You don't make it clear why you do not want to use <code> tags around entities. The rationale for <code> 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 light 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. --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 light 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. --Andreasen 20:00, 14 Feb 2006 (PST)


  • 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. --JeffLane 14:20, 31 Jan 2006 (PST)


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. Cubedude 17:22, 7 Feb 2006 (PST)

I'm glad that the solution was that simple. You're welcome. --Andreasen 20:17, 7 Feb 2006 (PST)

fanx f0r f1x1n teh typ0z! m8. --Steamfraiser 07:26, 6 Apr 2006 (PDT)

Image copyright tags

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. --AndrewNeo 16:43, 8 Feb 2006 (PST)

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. --Andreasen 16:53, 8 Feb 2006 (PST)
  • 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. --AndrewNeo 17:03, 8 Feb 2006 (PST)


The clipboard that kleiner was holding said the mark v hazardous environment suit—ts2do

Oh sorry, you're right. I could have sworn it was the other formulation. --Andreasen 20:17, 10 Feb 2006 (PST)

Maybe the v stands for valve :=p—ts2do 21:15, 10 Feb 2006 (PST)

Hehehe, let's hope not. :P --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:
If you compare the mk. V to the mk. IV [1], 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. --Andreasen 23:01, 10 Feb 2006 (PST)

( Check out what it says Wikipedia:HEV )—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:
However, people was wrong about G-man being the administrator, so that's just the most probable meaning. --Andreasen 23:01, 10 Feb 2006 (PST)

Ah yes...the model[2] was included in the HL1 content, but the model was's doctor.mdl...he works fine in HL:S tho—ts2do 21:30, 13 Feb 2006 (PST)


That bug is not a hammer post it somewhere else!—ts2do 17:27, 12 Feb 2006 (PST)

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? --Andreasen 19:20, 12 Feb 2006 (PST)
Source Feature Requests and Bug Reports
Thank you. =) --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:

// If sweeping randomly, just pick another target.


// Pick another target in the group. Don't shoot at the one we just shot at.

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. --Andreasen 18:19, 13 Feb 2006 (PST)

protosniper.cpp...I'll try to see if this function is used anywhere in HL2—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—ts2do

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. --Andreasen 21:31, 13 Feb 2006 (PST)

You can do a search for protosniper.cpp?

I did, in regular Windows Explorer, but I don't have it.

Also: have you heard of GCFScape and Vmex?—ts2do 21:36, 13 Feb 2006 (PST)

Oooh, nice. That explains it. =) --Andreasen 23:40, 13 Feb 2006 (PST)


Hey, you got any file hosting you would like to share with me?—ts2do 20:45, 14 Feb 2006 (PST)

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. --Andreasen 20:50, 14 Feb 2006 (PST)

I'll just re-ask holtt—ts2do 20:51, 14 Feb 2006 (PST)

Console List

You did it manually?!—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. =) --Andreasen 23:01, 19 Feb 2006 (PST)


good job with the categorizing ;)—ts2do 15:13, 6 Mar 2006 (PST)

Why thank you. Just a few more entities to go now. =) --Andreasen 15:14, 6 Mar 2006 (PST)

Requests for Article Protection

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. --JeffLane 13:30, 9 Mar 2006 (PST)

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.) --Andreasen 13:46, 9 Mar 2006 (PST)


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?—ts2do 19:18, 13 Mar 2006 (PST)

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. --Andreasen 19:26, 13 Mar 2006 (PST)
Oh...forgot about this...I was talking about adding the SmartEdit description for each entity up here on VDC so those not so bright can follow the ent documentation—ts2do 21:13, 23 Mar 2006 (PST)
Oh, is THAT an FGD description? I'm sort of already doing that: I'm writing it like this at the moment:
  • swimmingdistance

<integer> Distance To Swim - The distance that the NPC can swim before starting to drown.

"swimmingdistance" is the key with SmartEdit off, and "Distance To Swim" is with SmartEdit on. I haven't been that thorough because I wasn't sure if the format was valid. ...but all keyvalues for all entities is a lot. Even if I had the time, I couldn't possibly do this all by myself.

Body keyvalue

Are you going by the FGD or what happens with the entity? If it's not a common deviation, they can easily redefine the model keyvalues—ts2do 21:18, 15 Mar 2006 (PST)

I'm going with the keyvalues I get when I max out all the keyvalues and then turn SmartEdit off. What do you mean "happens with the entity"? --Andreasen 21:25, 15 Mar 2006 (PST)

Valve sometimes forgets to add keyvalues to some entities even though they are fully supported...try the questionable ones out ingame and see if they work...or check out the custom FGD I made—ts2do 22:09, 15 Mar 2006 (PST)

If this is the case, you should mark the keyvalues with the "Template:Not in FGD"-template, so I know which ones to skip, because I don't have time to try out each and every POSSIBLE keyvalue to every entity in-game, to distinguish between common mistakes and possible keyvalues for hackers. Also, I renamed those I didn't remove to "SetBodyGroup", which I believe is the correct keyvalue name. --Andreasen 22:34, 15 Mar 2006 (PST)

They're both correct keyvalues because bodygroup is defined as a keyvalue while SetBodyGroup is defined as an input (Both Keyvalue and Input/Output)—ts2do 22:56, 15 Mar 2006 (PST)

I'm assuming that you mean that they are basically one and the same, and aren't saying that "bodygroup" shows up in the FGD by default, because it positively doesn't. I can live with keyvalues not being the SmartEdit ones, but I really shouldn't have to hack into any files using a C editor to understand what those listed keyvalues are about, so I strongly suggest that it should be called "SetBodyGroup". --Andreasen 23:28, 15 Mar 2006 (PST)

Go right ahead with your change then...—ts2do 13:50, 21 Mar 2006 (PST)

Hammer Map Menu

If you're going to change the shortcut syntax for this page, you have to go thru all the other hammer articles & change them for consistency—ts2do 11:55, 28 Mar 2006 (PST)

Sure, I can do that. Do you have a list? --Andreasen 11:56, 28 Mar 2006 (PST)

No I don't but you might wanna try searching shift or ctrl. Btw...the number of users listed as regarded developers hardly seems to be everyonets2do 11:57, 28 Mar 2006 (PST)

Okay, I'm on it, but these search engines aren't too reliable, I've found out.
The Regarded Developer icon seems to have started out as something for Valve employers, and then it spread through worlds famous tools, down to "any Half-life tool", and has begun to trickle down to most active wiki editors, and unless your handing out of icons a moment ago is a temporary jolt of regarded users found, I'm beginning to question its worth, and I also want to keep my user page praise free. --Andreasen 12:03, 28 Mar 2006 (PST)

Personally...I'm not even sure if Valve employees should be regarded devs unless they've done something to earn Jeff Lane or Yahn Bernier—ts2do 12:05, 28 Mar 2006 (PST)

Heh, I've never ever even heard the name "Yahn Bernier". Anyway I'm against this praise thing in general: People are just doing what they like, and it happened to be developing games for Valve for some. If people started doing things just for some regard or praise, their efforts will become hollow and meaningless. That's just my view of it. --Andreasen 12:15, 28 Mar 2006 (PST)
I don't mind if people want to praise each other, so long as it helps make a better wiki :P Jupix 12:18, 28 Mar 2006 (PST)

I don't do it for the praise...I do it for the Source!!—ts2do 12:30, 28 Mar 2006 (PST) why would you then need an icon? :) --Andreasen 12:32, 28 Mar 2006 (PST)

To direct the n00bs towards me if they need assistance—ts2do 12:51, 28 Mar 2006 (PST)

Ah, you're thinking of someone you'd also like to help newbies, which I see as something different. --Andreasen 13:13, 28 Mar 2006 (PST)
To Andreasen for comments
23:53 <@Jupix> though, i'd prefer that we keep regarded developer and important wiki members separate..
23:54 <@Jupix> i was thinking, maybe we need a page to list the most active wiki members and what they do
23:54 <@ts2do> Well
23:54 <@ts2do> suggest it to andre
23:54 <@Jupix> like, "ts2do - official help desk guy and active editor"
Jupix 13:01, 28 Mar 2006 (PST)
Doesn't such things already show somewhat in the Recent Changes list? Also people tend to write what they are fond of in their own user pages, if they feel it is necessary. ...and also, what's "important"? If I've made a lot of useful changes, I've been important. I think people being thought of as being more important than others, will make newbies feel small and insignificant. ...but: I'm not against you putting things on your pages, but I'd like to "do my own thing". --Andreasen 13:13, 28 Mar 2006 (PST)
Well, obviously, important was the wrong word.. I was merely referring to people who contribute a lot. Jupix 13:20, 28 Mar 2006 (PST)
Yes, with "important", I meant people contributing a lot too. I don't get awards in general. It's like a payment for something you've done for free, and leaves a vain feeling of being better than other people. ...but you go ahead - just leave me out of it. I've left forums before when I've become too famous. It's embarrassing for me. --Andreasen 13:28, 28 Mar 2006 (PST)
Fair enough Jupix 13:34, 28 Mar 2006 (PST)

Here..upgrade this page's image: Hammer Selection Modes Toolbarts2do 17:17, 29 Mar 2006 (PST)

Having fun? Category:Hammer Toolbarsts2do 17:51, 29 Mar 2006 (PST)
Thanks, I'll update them as soon as I'm done uploading some other images that will require some handcrafting. :) --Andreasen 17:53, 29 Mar 2006 (PST)

Check out my FGD contains many custom icons! =p Better get back to work...appreciate it!!!—ts2do 21:43, 29 Mar 2006 (PST)

I'll check it out later - installing things in general is not my strongest side. I've wanted to fill this wiki with those cutesy logic icons for a long time now. Now there's only the ugly ones left, but icons like fog_controller looks hard to convert, so I'm satisfied with only the logic entity set. --Andreasen 21:54, 29 Mar 2006 (PST)

Well, you just sit tight and watch for my icons =p—ts2do 22:03, 29 Mar 2006 (PST)

Wow, looks like you found the FAST way to adding icons. It's such a user friendly improvement throughout the wiki. :) --Andreasen 22:40, 29 Mar 2006 (PST)

All I do is convert it, load in the alpha channel, then export it to save it with a white background automatically...btw I have a rightclick convert—ts2do 22:46, 29 Mar 2006 (PST)

It sure beats taking screenshots of the model browser, copying it to MSpaint, cutting out the icon you want, filling the blackness with red/green for contrast, and then adding the black trim around every single symbol and letter by hand. :) --Andreasen 22:50, 29 Mar 2006 (PST)

Yes..but your way sounds like more fun (I use Jasc's Paint Shop Pro)—ts2do 22:56, 29 Mar 2006 (PST)

I AM DONE!!—ts2do 23:37, 29 Mar 2006 (PST)
Lovely!! =D --Andreasen 23:38, 29 Mar 2006 (PST)

And passed 8100 contribs—ts2do 23:39, 29 Mar 2006 (PST)

Oh, so that's why you even inserted the pics I uploaded. Where do you see how many contributions you've made in total? The list ends at 500. --Andreasen 18:17, 30 Mar 2006 (PST)
First I push my contributions...then I push 20 for the per page and for the offset in the URL I change it to the one I last knew of and keep adding till I find one with less than 20 items...may be tedius bit it you're just past 1000 contribs—ts2do 18:19, 30 Mar 2006 (PST)

Ernest the Zombie...Lol?—ts2do 23:39, 29 Mar 2006 (PST)

Hehe, well I had to name him something, to show where the entity names shows up, so I thought: "Why not something easter-eggish? I'll have a laugh when the mod comes out a couple of years from now." :P --Andreasen 23:42, 29 Mar 2006 (PST)


Notes should be used to give information that devs should know...ttyl—ts2do 07:00, 4 Apr 2006 (PDT)

Hm, but shouldn't they know the entire wiki? There are lots of important stuff that isn't noted. --Andreasen 07:05, 4 Apr 2006 (PDT)

Yes but notes are that extra step to really know most people (I assume) would probably think prop_static is like a normal entity...—ts2do 16:30, 4 Apr 2006 (PDT)

Vbsp entities

We need more of a standardized way to say that an entity is handled during Vbsp compiling... such as prop_static, info_no_dynamic_shadow, test_sidelist, info_lightingts2do 14:28, 5 Apr 2006 (PDT)

Okay, you mean like a template that says something like "This entity is only handled during Vbsp compiling."? Is there some kind of name for this kind of entities? --Andreasen 19:35, 5 Apr 2006 (PDT)

How bout this: we call them internal entities

then have a link to internal entity that says they're processed during VBSP...we could also have the template say this:

This entity is an internal entity. Any attempt of creation or modification of this type of entity displays no effect during runtime.

then we can have a list of internal ents on the internal entity page—ts2do 19:43, 5 Apr 2006 (PDT)

the problem with that is that there is an exception for that description...func_areaportal is processed by vbsp but isn't removed from the bsp—ts2do 19:47, 5 Apr 2006 (PDT)

I was thinking of using an already existing name for them, if there was any, and happen to think one should not create new names if there's not an overwhelming need for it. (New lingo just alienates people from learning about things.) However, a template is probably needed, but I don't have a clue which entities are included in this group and how they are handled, so I don't think I can help you more than agreeeing with you. Perhaps you could combine the two descriptions, provided they are correct: First we describe what it can do (so people won't just curse it), and then what it can't do (in a less "If you do this we'll punish you." way): "This type of entity is only handled during Vbsp compiling, and cannot be created or modified during runtime." --Andreasen 20:10, 5 Apr 2006 (PDT)

OnNPCStartedLeavingQueue & OnNPCLeftQueue

These are either target_destinations or ehandles...can you remind me to check the code later? at school now—ts2do 06:58, 6 Apr 2006 (PDT)

I have to go to bed soon, so I probably can't remind you until tomorrow. --Andreasen 07:15, 6 Apr 2006 (PDT)

Assault reorganisation

I agree with the principle of giving the individual entities their own pages. In my opinion, however, it is more desirable to keep one Assaults page that you can read and get all the information you need to be able to use them, than to weed out duplicate info. If stuff needs saying on the Assaults page, I think it's fine to leave it there, even if the information is the same as what's on the entity pages. Keep up the good work. :) Giles 03:17, 9 Apr 2006 (PDT)

Yes, the system pages are probably needed to get the big picture, and how the entities fit together into a whole - they're a very good idea. However, for stuff like inputs and outputs, I think the readers should consult individual entity pages instead of being redirected to one biiig mass-entity page.
I've left the Actbusy and Actbusy Queues system pages pretty butchered in this way, which is sad, and I am aware that it probably needs some fixing, but right now I'm concentrating on getting every entity in the wiki on a separate page, so that I can say that every entity has been listed in the wiki (in a proper way). I'm leaving the fix-up of the system pages to you (unless I have time to get back to them - I can't do everything at once). --Andreasen 03:33, 9 Apr 2006 (PDT)
Okay well I'll have a look at Assaults this evening once you have signed off on it. As a general point though, I think it's more important that these pages be fixed as you go along than getting your list finished. Keeping the quality of information high seems like a more worthy goal than what is essentially an aesthetic pursuit of consistency. Giles 04:32, 9 Apr 2006 (PDT)
Yes, you're right, I'll have a go at it too, seeing that I'm responsible for this mess. I'm not an expert on assaults though, so you might want to correct me if I've made some mistakes. --Andreasen 05:18, 9 Apr 2006 (PDT)

Marks for deletion - external links

By the way.. You seem to mark a lot of seemingly unused redirect pages for deletion, but a lot of people around here don't like it because deleting those is said to break external links to VDC. I'm not one of them though, because I think anyone linking to an external source is responsible for keeping their links up to date.. Decided to mention anyways. Jupix 08:30, 9 Apr 2006 (PDT)

Oh? How many links could we be talking about here? One? Five? Ten? It shouldn't be that hard to update the external links to point directly to the source. I could mention that some pages link to the VDC in some way, in the deletion requests I've made, if you tell me which pages, but I think JeffLane (or whoever decides on these deletes) will, and should, still have the final say on if it's worth keeping a page around just for this. --Andreasen 08:48, 9 Apr 2006 (PDT)
I don't know if there are such links at all, just making sure you give it some thought before marking for deletion.. Jupix 09:09, 9 Apr 2006 (PDT)
Thought, yes, but how am I, or anyone, supposed to check for external links? Search Google? Search the VDC database (that can't even find my own name)? Should I only mark old enough redirects for deletion? --Andreasen 09:15, 9 Apr 2006 (PDT)
I don't know, I might check the bottom hit counter and if it has a frickin' lot on it then the page probably is linked to from somewhere else. Then, if it's clear no one visits the page, it's good to go. Jupix 09:52, 9 Apr 2006 (PDT)
I checked the page I marked for delete today, and it had only 75 hits (which I think is really low compared to 6007 or so hits on the Assaults page), but I'll try to keep a look out, and will mention an unusually high number of hits in the deletion request. I still think that the bigger responsibility also lies with VDC changing the links accordingly, at least after awhile has passed. --Andreasen 10:50, 9 Apr 2006 (PDT)


If you want to hear from Valve, wouldn't it be better just to email one of them, or ask on JeffLane's talk page? Have they actually responded to any of the bugs in that list? The issue you're talking about isn't even a cosmetic bug, let alone a serious bug that merits programmer attention, so there's a good argument to be made that it's just adding noise to the list. (I'm not personally hugely bothered either way, but stuff like "user-who-wishes-to-be-anonymous" suggests you are kinda losing perspective on the issue.) Giles 01:36, 13 Apr 2006 (PDT)

I've already e-mailed them, speaking to the anonymous user (who himself took it so seriously he removed his name, so don't blame me for that) I found out there are people going around thinking it's actually called "visleafs", that "leafs" aren't refering to normal leaves, that it's instead a new word made up by programmers, and that the VisLeafs page is justified (as it is documenting what Valve wrote in the compiler). If this is what most Hammer users believe, I think it has gone beyond confusing, and is bordering on "I ain't no ..." culture. --Andreasen 06:16, 13 Apr 2006 (PDT)


oh darn, I totally wasn't thinking. what I meant to tell you is that npc_bullsquid completely works in code but HL2 does not offer the models to make it work—ts2do 14:58, 18 Apr 2006 (PDT)

Oh. In that case, that should be noted on the page. =) --Andreasen 15:13, 18 Apr 2006 (PDT)

"Added two dots"

For next time: it's called a colon—ts2do 19:43, 20 Apr 2006 (PDT)

Oh, I wasn't sure. I think a part of intestine is called a colon too, and I didn't want to get it wrong. :) --Andreasen 03:23, 21 Apr 2006 (PDT)
yeah a part of the intestine is called the colon, the lower end towards the anus. but it is also a piece of punctuation. wierd, eh? game4ever

ladder makin

how do u make a ladder? i need them baad cos all my levels are linked by steps so its really annoying game4ever

That depends on what game you are mapping for. Check out Working_Ladders. --Andreasen 12:02, 21 Apr 2006 (PDT)
half life 2, half life 2 deathmatch


after my map has finished compiling it sez- hl2 as encountered a problem and needs to end HEEEELP!!! game4ever

Usually you can solve this problem by starting up HL2 normally once, and then closing it again, and then start up Hammer and try to compile again. This error probably occurs because a couple of updates needs to be installed in-game too, and the compiler needs the updated version of the game to be able to run it. --Andreasen 13:32, 21 Apr 2006 (PDT)


Welcome back!—ts2do 14:34, 4 Aug 2006 (PDT)

Were you away? --dutchmega 14:55, 4 Aug 2006 (PDT)

(If anybody is wondering about my abscence, I'm "on vacation". I found editing this wiki taking up too much of my limited time. I'll be back some day, but don't know when.) ts2do 14:59, 4 Aug 2006 (PDT)

Thank you, but sorry, I'm just visiting temporarely. I still have a lot of things to do (I've actually taken up bodybuilding, so I'm training 10 hours a day now.) but you can expect me back in a few months, we'll see. It's just that when I have problems with Source, I turn to the wiki, and if it cannot provide me with the answer, I make sure it does. :) --Andreasen 02:19, 5 Aug 2006 (PDT)

Updating images

You can update any image by uploading the new image with the same name. The easiest way to do this is to go to the image page, right-click on the image, and save it to disk locally. Modify it, then upload it again. It will tell you the image already exists and ask you if you want to re-Save it. You may have to force your browser to reload the cache to see the updated version in the page (Shift-Refresh in IE, or Ctrl-Reload in Firefox) but other users will see it immediately. Saves from having to change image links and add deletion notices. Obviously this won't work if the image file format changes, but it is preferred if they are the same. --JeffLane 09:20, 18 Aug 2006 (PDT)

I know, but I think that most, if not all, of the pictures that I uploaded were of a different format for one reason or another - mostly depending on if they were to be scaled or not. (Pngs have a better quality, but jpg scales best. The gif pictures on the cordon section should probably have been jpg, but they seem to work good enough.) That mostly why the page looked like it did before the update: Because the old huge png picture on the cordon section would look horrible if you scaled it down. I'll try to keep the same names of the pictures if they are of the same format. --Andreasen 10:26, 18 Aug 2006 (PDT)
PNG scaling is really messed up right now. It needn't be like that, I'm certain. --TomEdwards 10:38, 18 Aug 2006 (PDT)
It needn't? If that's the case, the wiki software might be to blame, scaling down thumbs improperly. --Andreasen 11:01, 18 Aug 2006 (PDT)