User talk:JeffLane

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Designing stuff

Hey Jeff i was wondering how you obtained that effect in EP1 where at the end of the game against that stirder with the agressive behavior. While the player is in a cargo container the strider uses its cannon to shoot at the container leaving a dent in it. Also how do you make static props fall or are they dynamic? like when gordon leaves Alyx at Black Mesa East due to the rublle that falls and causes Gordon to venture into Ravenholm. Thanks--Gear 16:30, 11 Oct 2006 (PDT)

I did not work on that section of Episode One, but I'm guessing it was done with the SetCannonTarget input on the npc_strider and a simple model replacement by enabling and disabling two prop_dynamics.
Falling debris that blocks a route is usually done with prop_dynamics parented to a func_movelinear or func_door, with other effects triggered at the same time, such as func_breakable, env_ar2explosion, env explosion, ambient_generic, etc. --JeffLane 17:23, 11 Oct 2006 (PDT)


Something else i was wondering was the entity you use to make a brief cloud of smoke appear when the cannon of a strider hits something. And Thanks for the help on that one there.--Gear 20:05, 11 Oct 2006 (PDT)

Hey Jeff is there any way i can use the ep 1 content. I get the models and materials in hammer but in game the materials have the purple and black checkered box and the models have the huge "ERROR" model.--Gear 04:01, 30 Oct 2006 (PST)


Lump Files

I have read the article about patching levels with lump files and was wondering if you could make a tutorial or provide me with some more detailed info, especially how to check what lumps are modified when i change certain entity's properties? --Xoqolatl 05:52, 26 Nov 2006 (PST)

I'm not really sure what you are asking here. The entity data is an entire lump in the .bsp (lump 0), so when you extract the .lmp from a newly modified version of the map, all entities in the map will be included in the lump. When you make the new version of the map, you need to make sure to only change entity data (no brushes), just as if you were doing an -onlyents compile. --JeffLane 16:55, 28 Nov 2006 (PST)

Caution

If making User:mdurand a Sysop instead of User:Mdurand was a mistake, be sure to remove the mistaken clearance before somebody figures out that you can get Sysop privileges by making a user by the name of User:mdurand. --Andreasen 15:00, 15 Nov 2006 (PST)

There is no error, you cannot make a username "mdurand" if "Mdurand" already exists. Case-sensitivity is ignored for the usernames, except for pagelinks. --JeffLane 15:20, 15 Nov 2006 (PST)

Cinematic physics

Are cinematic physics possible to fake with the current SDK? Noclip 17:04, 11 Dec 2006 (PST)

Yes, by doing animated models using traditional methods and an entity such as prop_dynamic. There is no other method I am aware of. --JeffLane 17:10, 11 Dec 2006 (PST)

It may work out better to do a half-and-half scene if you can using phys_convertts2do 22:10, 11 Dec 2006 (PST)

You can try (that's one of the traditional methods to support animated elements), but if many props are converted to physics, there will be no performance savings and they may as well be physics from the beginning. However, phys_convert can definitely be used once the physics simulation is finished in order that (some of) the objects will interact properly with the environment. --JeffLane 12:16, 12 Dec 2006 (PST)

User scripts for the wiki

Could you enable user scripts for the VDC, so tools like the navigation popups can be used, making navigation more efficient? (User scripts are protected, so only the user can change which script he uses.) --Pizzahut 03:25, 1 Jan 2007 (PST)

It's possible. I'll add it to the list of things to look at after the next wiki upgrade, which should hopefully not be too far off. --JeffLane 09:41, 4 Jan 2007 (PST)
I was hoping this would be added too, for the same reason. There's also nice editing scripts currently on Wikipedia like WikEd. --AndrewNeo 10:08, 4 Jan 2007 (PST)

Combating spam

Assuming the spammers are bots, how about adding the spam blacklist and/or the FancyCaptcha plugin? Template:Mw --Pizzahut 10:06, 28 May 2007 (PDT)

Yes, I've seen these, and it is likely that one or both of these will be added after the next Mediawiki upgrade, which is still in the works. --JeffLane 15:07, 29 May 2007 (PDT)

Blocking npc_strider cannon

Hi Jeff. I've noticed that the strider cannon can't be blocked by geometry brushes or models. Is there any easy way to allow the player to cover behind them? Thanks,--uoz 13:23, 7 Jul 2007 (PDT)

It's been a little while since I've looked at this, but here's the basic rules:
  • World geometry (brushes) blocks the attack if it's between the point of impact and the victim, unless the strider is aiming at an npc_bullseye, which it always hits.
  • Heavier physics objects can absorb some of the damage, but do not block the attack. Generally, due to the size and shape of physics objects, they make unreliable cover from strider attacks.
  • Brush entities, such as func_brushes, will usually block the damage, but the edges of these brushes can allow damage to be taken in some cases. Larger object = better coverage.
  • Large invisible brushes can surround objects to provide more reliable cover.
  • The code for the strider attack resides in CGameRules::RadiusDamage() in gamerules.cpp, for reference or changes.
In the future, I would suggest asking in the Steam SDK forums for a faster answer and one that can be seen by more people. --JeffLane 15:36, 17 Jul 2007 (PDT)
Thanks, I'll give these options a whirl. --uoz 14:15, 18 Jul 2007 (PDT)

Citadel Model

Hey there Jeff. Seemingly odd i cant get the Ep1 citadel card model to work properly. Apparently the cloud affects as well as the lightning arcs work correctly yet the citadel does not appear at all. Ive looked at fade distance and its not set nor is dx level fade. Mainly the model only really appears when i fly into the 3d skybox and get awfully close towards it. Thanks for your time and patience.--Gear 07:00, 20 Jul 2007 (PDT)

episode 2 SDK

I was just wondering, will the episode 2 SDK update hammer? There are several bugs that haven't been fixed for several years, and some are very serious. Solokiller 01:04, 31 Aug 2007 (PDT)

The Source SDK is an independent package. It will be updated to work with Orange Box content, like it was for Episode One. --JeffLane 07:39, 31 Aug 2007 (PDT)
Orange Box out, haven't got the SDK update though. Is there one or...? --Baliame 14:39, 10 Oct 2007 (PDT)
I sure got mine. --Tourorist 14:49, 10 Oct 2007 (PDT)
So there is one? I tried deleting the local content and redownloading it, nothing changed though. Help please? --Baliame 08:21, 11 Oct 2007 (PDT)
At least I think I did on the day of content unlock, although that might have been something else, cause now when I try to view the update news I get a blank page. I am not sure, sorry. --Tourorist 08:40, 11 Oct 2007 (PDT)
No problem, hey! I can still stick to the dodgy solution of the TF2 beta.. By the way, does anyone happen to have the portal fgds and prefabs? --Baliame 08:43, 11 Oct 2007 (PDT)

Mikeblas

Is User:Mikeblas a Valve employee (like he claims he is on his user page)? Just checking. (Looks funny to not know about the Valve image.) --Andreasen 03:54, 17 Sep 2007 (PDT)

Indeed it does, yet maybe theres a list of current staff somewhere like on the steam website or?--Gear 08:41, 17 Sep 2007 (PDT)
Prior to asking I searched for "Jeff Lane" together with "Mike Blas" on Google, without finding any result, so either he's new, or he's not that well known. --Andreasen 10:53, 17 Sep 2007 (PDT)
Yes, Mike works with Valve as a Steam Developer. Do not read too much into the lack of a logo on his user page. --JeffLane 14:58, 17 Sep 2007 (PDT)

TF2 Beta?

Jeff can you share if the beta will still arive today or later today, or even tomorrow, you dont have to give the exact time but al least a little info, people are seeming to become crazy about it.--Gear 17:27, 17 Sep 2007 (PDT)

  • Jeff, go flip the switch for us please ;)--RP 20:10, 17 Sep 2007 (PDT)

Spammers

Theres been a hell of alot of spammers lately, making those stupid little changes to an article that are just some random letters at the start. I reckon I've fixed 10 of them in the past few days alone. Is there any chance we could get a modification to the Wiki so that editing an article requires a confirmation code (or signing up requires one, can't remember whether it does at the moment)? Having to perform that kind of maintainence day in, day out is something that I'm sure annoys a shitload of people and its not something any of us want to deal with. Wraiyth 18:49, 29 Sep 2007 (PDT)

Exactly my thoughts.. Their names seem to be a combination of a random 5-letter beginning and 5-letter end (like BerkiObtar).. Is there any chance that these retards could be dealt with once and for all? Baliame 16:45, 2 Oct 2007 (CET)
The correct word here is spammer not spammers. Is there an IP block?—ts2do 09:01, 2 Oct 2007 (PDT)
Spammer. spammers its all the same, the s meaning plural so i think they are right... And yes there has been alot of Spammers, we need to do something about this.--Gear 10:39, 2 Oct 2007 (PDT)
We're looking into some more permanent solutions for this. A lot of wikis are being hit with the same problem right now. --JeffLane 11:11, 2 Oct 2007 (PDT)
Some wikis are using a CAPTCHA plug-in to deal with (some of) the abuse. Not sure though if it's applicable to this version of MediaWiki. --Tourorist 13:08, 2 Oct 2007 (PDT)
Well one of the things that generally stops 99% of spammers is a little question on sign-up that has to be answered (like PHPBB has), they call them Humanizers or something to that extent. Given that the wiki requires users to be signed up, a change like that should be simple to make and should stop a vast majority in their tracks. Wraiyth 22:36, 2 Oct 2007 (PDT)
Can't all pages just be protected from edits by newly registered users? The few pages that wouldn't be protected would be spammed, but cleaning it up would be easier. Solokiller 03:45, 3 Oct 2007 (PDT)
I thought this was already used by some Wiki's (including Wikipedia?). Users must be 'idling' for some time (or beeïng screened by some people), before they can post. But the Humanizer-option within the registration form must be a helping hand for us... for now. --Jurgen Knops 04:06, 3 Oct 2007 (PDT)
Not true, when I registered, I could instantly modify and add stuff, and it wasn't so long ago either (19 September I think). --Baliame 15:40, 3 Oct 2007 (CET)
He said some Wiki'sts2do 10:14, 3 Oct 2007 (PDT)
There are a number of methods and extensions we are looking at. As a temporary measure, I've blocked IPs of a number of these users. However it is clear that this is a botnet and they likely have a number of additional zombies. We use a customized version of Mediawiki, so some modifications are necessary before we can use almost all of the existing solutions. More permanent remedies are in the works, so please be patient. --JeffLane 13:13, 4 Oct 2007 (PDT)
Alrighty, thats cool, for now I don't mind at all, I'll keep em at bay whenever I see more of them. However thank you Jeff!--Gear 14:17, 4 Oct 2007 (PDT)
It'd be awesome if you guys could integrate Steam login into the Wiki, that way you could verify that all users have SDK access too. Of course, that'd be a whole bunch of work on the wiki code side. --AndrewNeo 14:46, 4 Oct 2007 (PDT)
Hath the dragon been slain?—ts2do 19:13, 4 Oct 2007 (PDT)
Some but not all yet sadly...--Gear 21:53, 4 Oct 2007 (PDT)
Perhaps a quick fix for these spammers could be to add an option to the sign up page - have a box you need to tick or untick to complete registration, and a quick check in the signup page to see if the item was checked/unchecked. Small changes like this humans take in stride, but utterly defeat bots. It helped me with my forum spammers, and is easier to implement than a captcha. --Daedalus 08:49, 10 Oct 2007 (PDT)
You mean like the one that's already on the registration page that you have to click to verify you have the Source SDK? --AndrewNeo 18:17, 10 Oct 2007 (PDT)
Jeff you really need to do something now, they're flooding our pages with.. *gulp* ..virus-with-porn links. --Baliame 12:24, 12 Oct 2007 (PDT)
That verification idea is really crap tbh, because anyone who is hell-bent on spamming a site will circumvent any non-random protection (for instance, a random question can't really be circumvented easily). And yeah, the spam is getting worse, so something should really be done soon. Wraiyth 18:39, 12 Oct 2007 (PDT)
The spams getting almost annoyintg enough i don't wanna visit the wiki cause I know I'll feel obligated to spend 15 minutes clearing out crap. Please do something. --Angry Beaver 23:32, 14 Oct 2007 (PDT)
Yeah i know how ya feel.--Gear 23:52, 14 Oct 2007 (PDT)
Can't agree more, I aint bothering cleaning it up any more, I've got better things to spend my time on. Wraiyth 02:06, 15 Oct 2007 (PDT)
Well, I've cleaned up something today/last days (unfortunately I have to work too :-)). But it is really annoying the last days, were getting flooded of spam. When I'm online I'll remove the spam which isn't just porn-links but some keyboard-strokes like sadlhasu and aeljhfd. When will this problem be solved? --Jurgen Knops 04:57, 15 Oct 2007 (PDT)
Just stop fixing it. If we don't fix it, then Valve/Jeff will need to do something to stop it happening. Wraiyth 06:34, 15 Oct 2007 (PDT)
For example put an image with numbers that one has to retype when editing, this prevents bots, and some of those probably are --FALCO 06:40, 15 Oct 2007 (PDT)
Is Jeff still around anyway...? --Baliame 07:40, 15 Oct 2007 (PDT)
Maybe he's got a hangover after EP2 release xD --FALCO 07:59, 15 Oct 2007 (PDT)
That's one tad long hangover... --Baliame 08:22, 15 Oct 2007 (PDT)
Oh yes, still around. Just busy. This is still in progress. It is certainly not forgotten. --JeffLane 19:08, 15 Oct 2007 (PDT)
Is it possible to make people marked as spammer unable to post any more? Solokiller 07:54, 25 Oct 2007 (PDT)
If it were such a feature, a spambot could easily mark the recent posters (us) as spammers, and then have almost complete control over the wiki. We could counter this with a certain time and number of edits making a user "trusted" (i.e. immune to being prohibited from posting when being marked as a spammer), but this feature is probably way beyond what the wiki software allows one to do. I'm just glad the bots aren't removing their own spammer tags. If possible, Valve should track these spammers down and at least block more than their proxy IP adresses. --Andreasen 08:05, 25 Oct 2007 (PDT)
why about to prevent page editing if user have not edited him profile? And let a captcha (one week) to valid submiting if user has been registred recently (~one week).--Gectou4 09:35, 25 Oct 2007 (PDT)
The problem is that the spammer just creates new accounts. That is why we are blocking via IP address for the moment. This is not a permanent solution. We plan on adding some new security measures soon. Unfortunately we are currently waiting on some new server hardware to be installed before we can proceed safely. --JeffLane 11:49, 25 Oct 2007 (PDT)
Banning them seems to work as a temporary solution indeed - the last time you did those mass bannings we had little to no spam for at least 48 hours. --Baliame 07:11, 26 Oct 2007 (PDT)
I think it's getting bad enough to warrant preventing new sign-ups at this point, until this permanent solution can be moved in. Unless new users are contributing a load of worthwhile stuff I'm not seeing! --TomEdwards 14:40, 27 Oct 2007 (PDT)
You may never know when a modding guru or something wants to register.. :D --Baliame 04:32, 28 Oct 2007 (PDT)

Just a heads up...I see you've been using Template:Spammer but that's useful for reporting users to admins like you...you might want to rather use Template:Banned Spammer—ts2do 13:00, 1 Nov 2007 (PDT)

It would appear that each spammer username has a page assigned to it - I'm not sure but banning the usernames as well might help a little? --Baliame 03:58, 2 Nov 2007 (PDT)
Yes, I know the difference. Those usernames have not been banned yet. That will come later. --JeffLane 11:54, 2 Nov 2007 (PDT)
Wouldn't it be easier to ban the spammers that you revert edits of at the same time, i'm seeing spammers whose edit you reverted, but who has not been banned and spams the same article again (Lighting). For example User:ActalIbast, whose edit you reverted, but you didn't ban him at the same time. Solokiller 04:22, 21 Nov 2007 (PST)
It seems like the spammers have started a new offensive, by the way, using the same accounts over and over. Some bannings might be in order... --Campaignjunkie (talk) 12:41, 6 Dec 2007 (PST)
I just can't get where do they come from again. Millions of IPs had been banned so far. --Baliame (talk) 13:24, 6 Dec 2007 (PST)
Botnets most likely. VDC is a fairly high-profile target. --TomEdwards 15:20, 6 Dec 2007 (PST)
This is almost certainly the case. Banning is merely a temporary measure. Unfortunately, this is our only tool for the moment, besides reverts. --JeffLane 19:55, 10 Dec 2007 (PST)
I love when you do bans...it's like an early Christmas :) I don't need to check the Recent changes page every time I come then. Thanks! --Remmiz 22:39, 10 Dec 2007 (PST)
Is it a good idea to make a list of spammers for you to easily find and delete them? Like a subpage in somebody's user page. Solokiller 04:21, 11 Dec 2007 (PST)
Theres already a category for them, as soon as you find a spammer, add the spammer template to their userpage and their labled and easy to find. --Angry Beaver 09:08, 11 Dec 2007 (PST)
Now that you mention it, there's people in that list that were tagged over a year ago D: Solokiller 09:21, 11 Dec 2007 (PST)
Are any of you experimenting with this?--wisemx 09:28, 11 Dec 2007 (PST)

Jeff, have you thought about tossing a required email verification addon into the MediaWiki installation? I would think it should work without interfering upon your changes to the base code. Also, if you notice, all their names fallow AaaaaBbbbb format, I think that you could probably toss something in to disallow those usernames, although they might just change the format in that case. --AndrewNeo 09:33, 11 Dec 2007 (PST)

Jeff really used the whip yesterday; did you guys notice? --wisemx 05:35, 12 Dec 2007 (PST)
It seems that the spammers have finally stopped, no spam in sight for a whole day! There's still a bunch of spammers listed in the http://developer.valvesoftware.com/wiki/Category:Spammers page though. Solokiller 12:47, 18 Dec 2007 (PST)

If you think that there's an article with spam in it, but you can't find it, use words that they commonly use in their spam with the search feature. I just reverted spam from 12 Dec with this. Solokiller 06:26, 16 Dec 2007 (PST)

You should probably unban User:Sweta-Zinok, they made no contributions that marks them as a spammer.—ts2do 19:23, 2 Jan 2008 (PST)

No, this user followed the same patterns as spam accounts. I have little reason to suspect they are a legitimate user. They're welcome to start a new account and try again. --JeffLane 18:06, 3 Jan 2008 (PST)

I think that the only solution for spam is to resign from the concept of WIKI, VERC was enough --FALCO 23:43, 3 Jan 2008 (PST)

Woot for Jeff

Hey you were in the TF2 commentary, sweetness!--Gear 22:15, 2 Oct 2007 (PDT)

Light pattern through Refract material?

Probably easier to illustrate than explain.

How can I achieve the effect where light that passes through a stained glass texture is colored in the lightmap based on the stained glass pattern? Noclip 19:46, 18 Oct 2007 (PDT)

Is that window a brush? Is it an entity? It must not be an entity other than func_detail.—ts2do 22:08, 18 Oct 2007 (PDT)
It's a func_brush, it would only render correctly as an entity. Noclip 22:11, 18 Oct 2007 (PDT)
No, this is not possible currently. Light emitting materials using lights.rad can only emit a single color value. --JeffLane 19:03, 22 Oct 2007 (PDT)

Can't you shine light through a translucent wall and get a colorized shadow on the other side?—ts2do 20:35, 22 Oct 2007 (PDT)

Vrad does not perform lighting calculations on alpha blended materials like that, primarily for compile performance. --JeffLane 11:56, 23 Oct 2007 (PDT)
You could fake it by building a mosaic of single-colour selfillum brushes hovering beside the wall, distorted appropriately, that were removed on mapspawn. If you were desperate. ;-) --TomEdwards 13:56, 23 Oct 2007 (PDT)
Or he could wait until CSS is updated with the new Source Engine, and then use a dynamic light. --Frostbite 15:34, 23 Oct 2007 (PDT)
Blimey, he's right! --TomEdwards 13:38, 5 Nov 2007 (PST)
Or a Trick I've used myself is that he could use an overlay and distort it properly to match the projection. --Angry Beaver 16:18, 23 Oct 2007 (PDT)

Two Questions

Hey Jeff, I have two questions. The first one would be that lately I'm experiencing periods of very long loading times on this wiki. Is the server getting DoS attacked or something? The second questions is that is it just me or there hasn't been a Source SDK update since the release of Orange Box - and if there was, how do I get my SDK to update, cause it didn't. --Baliame 10:39, 20 Oct 2007 (PDT)

There hasn't been an update in a while, the OB SDK update is coming soon though. --Frostbite 11:23, 20 Oct 2007 (PDT)
A new downtime appeared a few minutes ago - duration more than ~1hr I think? --Jurgen Knops 12:17, 28 Oct 2007 (PDT)
Source SDK question solved - today's Update News mentioned something about a Source SDK update for mapping coming soon, followed by another update allowing you to create mods for the EP2 Source Engine. --Baliame 12:51, 28 Oct 2007 (PDT)

Particles Script

Hi! The new SDK will introduce a new particle system that's allow level design to script own particle effects. I have check /scripts and /particels folder to see where the scripts are stored and learn how to script it. I don't found moke_rocket_steam (List_of_TF2_Particles) and the /particels/*.PCF files isn't really readable. So my question is, there will be a new tool on next SDK update to script our particles, or do I have something wrong during my research? What can you say to us about 'how to script your particles'? thx! --Gectou4 15:16, 23 Oct 2007 (PDT)

I believe that we'll get a new tool that will allow us to simply create/modify them with a nice UI. --Frostbite 15:30, 23 Oct 2007 (PDT)
Hopefully.--Gear 16:55, 23 Oct 2007 (PDT)

Overwriting old Faceposer tutorials

Would you have any complaints if I turned all the old Faceposer documentation pages into redirect to Choreography creation? The Phoneme article would remain of course, as would Expressions'. --TomEdwards 09:54, 15 Nov 2007 (PST)

Well, it would seem that an article should exist for FacePoser that explains its various purposes, and then provide links for Choreography, Expressions, etc. I agree that if there is duplication of content than that could possibly be merged. Also remember that tutorial is not the same as reference. For instance, if I want to know about a specific FacePoser command, a tutorial format makes that more difficult to find. Oh, I see that you've already redirected FacePoser. That does not seem correct. This article contained a simple explanation of what FacePoser is, as well as a high-level explanation of all the tools available, and that doesn't appear to exist anywhere else. --JeffLane 16:30, 16 Nov 2007 (PST)
Yeah, good point. How about disambiguation pages instead? --TomEdwards 11:16, 17 Nov 2007 (PST)
Sounds good. --JeffLane 14:23, 18 Nov 2007 (PST)

Talk:Dimensions#Player_Collision_Hull_.2F_Physbox

Beeswax brings up a good point and a solution to this problem (which it is from the mapper's perspective). So I thought, you being in our our camp, maybe you could push this idea around the office. --Tourorist 13:32, 24 Nov 2007 (PST)

An interesting observation. This is certainly something someone could change in their own mod if the desired to create lots of very small spaces. This is not something we can change in our current games due to the risk of breaking existing levels in some way. --JeffLane 18:29, 2 Jan 2008 (PST)
Can't you add an option to use new physbox dimensions to "map properties"? Standard setting would keep original. Solokiller 03:21, 3 Jan 2008 (PST)
As I said, this is something someone could add in their own mod if they wish. It's very unlikely that this will be added to our current games. --JeffLane 18:08, 3 Jan 2008 (PST)

Need a hand?

I see you've taken it upon yourself (or had it placed upon you) to patrol the wiki, and you do it very well! My question is this: are you, the other wiki admins, or Valve in general looking for extra hands to keep an eye on the wiki?

Quite frankly, I would appoint someone like Ts2do, Tourorist or Gear for this task, not someone who even forgets to sign his application. --Baliame (talk) 19:37, 27 Dec 2007 (PST)
Oops. --Memzero 22:14, 27 Dec 2007 (PST)
Thanks for the offer. This is not something we're looking for at the moment beyond the wonderful efforts of the current VDC residents to keep things tidy. Though not signing a comment is not something that would seriously affect such a decision. --JeffLane 18:32, 2 Jan 2008 (PST)
Thanks for getting back to me :) --Memzero 19:23, 3 Jan 2008 (PST) (hey, I remembered!)

Languages and templates

Kind of pedantic, I know ... but anyway:

1 - I've pointed it out on the relevant talk page, but I'm afraid it might get overlooked: that language is currently described as Tranditional Chinese (it's misspelt; has an extra letter). Maybe one of you resourceful admin fellas can take care of that, Jeff?

2 - Just noticed the word français is written with a lower-case initial in every language template (I think), but all the other languages are not: (example 1), (example 2), (example 3),etc. Every other language has the right to be written with an upper-case initial! No fair! (no, I'm not French, just overly perfectionist...yup, annoying little habit). Cheers and thanks for the attention in advance! --Etset 17:04, 27 Dec 2007 (PST)

1 - Semi-fixed.
2 - Some languages traditionally write the names of all languages (note: not countries) in lowercase. Hungarian is one of these but I tend to forget that. French is another (see: Template:Otherlang:fr:de for example). --Baliame (talk) 19:32, 27 Dec 2007 (PST)
Thanks! Had no idea about that lower-case detail, I wrongly assumed otherwise. Sorted :) --Etset 01:09, 28 Dec 2007 (PST)

Team Fortress 2: item_teamflag

There has been an issue brought up here which drew my attention. My question would be that is there a not-in-FGD input which instantly returns the flag to its base position, and if not, is it possible to do this otherwise? --Baliame (talk) 14:40, 30 Dec 2007 (PST)

No, there is no input like this on item_teamflag. It may be added at some if there is a specific need. --JeffLane 18:48, 2 Jan 2008 (PST)
By the way, is there any chance valve will fix up and release a flag model? I realize you guys left in the tfc flag model, but not sure if it can be used at the moment. --Frostbite 19:26, 2 Jan 2008 (PST)
We would release a different flag model other than the briefcase if we shipped a specific new game type that required it. --JeffLane 18:12, 3 Jan 2008 (PST)
Aww, come on >.> could you at least add support for flag model replacement? >.> --Frostbite 18:03, 4 Jan 2008 (PST)
I want it too but we should pester Robin about this instead of Jeff. --wisemx 18:38, 4 Jan 2008 (PST)
While I do agree with that, Jeff is the more or less the only Valve representative I see online. (unless the others are stalking in the shadows) --Baliame (talk) 04:15, 5 Jan 2008 (PST)

Moving a "Category:" page

I've noticed that the "Move" button is not available in any Category page. Is this an "admin-only" option, or does it not exist altogether? I'm asking because there are some categories of other languages that could (and should) be moved to their "proper" page: Category:<page>:<lang>, to help documentation maintenance. Other than that, would the only solution be a plain-old nasty copy/paste to the new page? --Etset 15:42, 18 Jan 2008 (PST)

Categories are not real pages. If you add the [[Category:Something]] to any page, the category is automatically created if it doesn't exist. Likewise, if you remove it from all pages and the category doesn't have any custom text, it will disappear. --Baliame (talk) 08:57, 19 Jan 2008 (PST)
Yes, I am aware of that :) What I would like is a suggestion as to how to move the content in one of these Category pages, without doing it through an ugly copy-paste method (which, as we know, kind of ruins the point of the "History" section of a page, etc). I though there might be some "admin-side option/button/tool" that could accomplish this. If not, well copy-paste will have to do... --Etset 09:07, 19 Jan 2008 (PST)
PS: Found this at Wikipedia: "To change the name of a category, one needs to change all category tags, and copy the editable part." Seems like copy-paste it is then... --Etset 09:41, 19 Jan 2008 (PST)
Yes, I believe the feature was omitted from Wiki to avoid confusion. --Baliame (talk) 15:20, 19 Jan 2008 (PST)

Alyx gravity gun choreography

How was the scene at the beginning of Episode Two with Alyx using and handing Gordon the gravity gun choreographed? Were the elements put together in Face Poser or burned into the animation? Specifically, was Alyx holding the GG one single animation or was it the Alyx model holding a separate GG model? Noclip 08:25, 19 Jan 2008 (PST)

Well I do know Valve animators work in XSI where they use multiple models to animate the most of the scenes, so they probably used a prop_dynamic and have that being animated along with alyx, and then once she hands it the gun to you, it turns into weapon_physcannon. --Frostbite 12:42, 1 Feb 2008 (PST)
I did not work on that particular scene, but I believe it was done with a bodygroup on Alyx for the grav gun. I will ask the animators and get back to you. --JeffLane 13:54, 2 Feb 2008 (PST)

Need your attention

Could I please direct your attention to the following issues/posts/stuff (just give it a quick look, please):

I believe that would be all, for now. Thank you in advance! --Etset 12:23, 24 Jan 2008 (PST)

Releasing Shaders

I don't know if you've gotten this request before, but we're having a dicussion (Talk:Shader_Types_and_Parameters) about the possibility of Valve releasing at least the names of all the currently working shaders/parameters to the community (so we don't need to guess at them anymore). I'm referring to parameters like (but not limited to) "$decalscale" and "$selfillumtexture" (not included in the released code, but still used in official materials), and shaders like "alienscale", "jellyfish" and "jojirium" if they exist (because as it is now, we can't tell if they do). (You can answer at Talk:Shader_Types_and_Parameters.) Thank you. --Andreasen 07:03, 25 Jan 2008 (PST)