User talk:SirYodaJedi
Contents
- 1 Could you expand your edit about Half-Life Unified SDK by adding more examples or comments?
- 2 Could you expand your edit about WinBSPC by adding more examples or comments?
- 3 Thanks for tidying English pages!
- 4 2 unhelpful moves
- 5 Notice colors
- 6 A professional MediaWiki editor like you should know Special:Search includes main namespace but not user namespace
- 7 Are you familiar with the entity template?
- 8 Fanpages
- 9 Gratitude (G2S Contribution)
- 10 3rd Party SDK Tools
- 11 Software for creating an article
- 12 GoldSrc Wad Lists
- 13 Does Mapbase belong on Template:branch-navbox?
- 14 One thing
- 15 GoldSrc engine branches
Could you expand your edit about Half-Life Unified SDK by adding more examples or comments?
Your edit.Lxm6 (talk) 2:15, 12 April 2023 (UTC)
Could you expand your edit about WinBSPC by adding more examples or comments?
Your edit. Lxm6 (talk) 3:37, 12 April 2023 (UTC)
Thanks for tidying English pages!
Lxm6 (talk) 15:33, 24 June 2023 (PDT)
2 unhelpful moves
I and others can't easily restore them now. 1 2 3. The Microsoft doesn't say option. Lxm6 (talk) 1:45, 19 Jul 2023 (UTC)
- To be technical and nitpicky, it should technically be command line parameters, not command line arguments, as these are parameters we are putting in from the user's perspective; MS's documentation is from the application's perspective, where it takes in arguments. "Options" avoids this confusion, and
is a commonly used term in the industry, referring to exactly what the page entails.
— SirYodaJedi (talk) 1:56, 19 Jul 2023 (UTC)- So IBM and some others call them command-line option. http://www.antonis.de/dos/dos-tuts/mpdostip/html/nwdostip.htm is pretty bad reference on the Wikipedia section. So both make sense. Lxm6 (talk) 2:03, 19 Jul 2023 (UTC)
Notice colors
Pointless change of unconfirmed information to green, which can mislead readers. The latest example. Lxm6 (talk) 22:14, 19 Jul 2023 (UTC)
- Not pointless; popular consensus.
— SirYodaJedi (talk) 19:09, 19 July 2023 (PDT)
A professional MediaWiki editor like you should know Special:Search includes main namespace but not user namespace
You are the MediaWiki elite here.
Lxm6 (talk) 20:54, 22 July 2023 (PDT)
- Wat? Also, it does if you click
Everything
orAdvanced
.
— SirYodaJedi (talk) 10:08, 23 July 2023 (PDT)
Are you familiar with the entity template?
Hey,
i am a little in need of help. Are you familiar with the entity template? i created monster_human_scientist
instead of sticking it in the "Gunman Chronicles entities" Category it sticks it in the "gunman entities" category? Do you know in what sub template this is set?
I thought i try it on your discussion page since you seem to be here forever and know much. :3 --Dmx6 (talk) 13:28, 19 August 2023 (PDT)
- I'm not really sure how it works; there seems to be some sort of hardcoded list, when there really shouldn't. Report it on {{format}}'s page or it's talk page, and I'm sure someone better versed in mediawiki template syntax will be able to figure it out.
— SirYodaJedi (talk) 12:35, 20 August 2023 (PDT)
Fanpages
How about we add "fanpages" where you can make your own page without admin interference. For instance, "I AHTE NI" would be deleted, however "Fanpage:I AHTE NI" would be able to stay, and fanpages don't even need to be true, they can have all the mis-info you can cram into a single VDC page. Of course, they can also be edited freely by everyone else on VDC. — User:Viktini324 on 08:44, 2 September 2023
- First off, I'm not an admin.
Secondly, userspace exists for a reason; as long as its content doesn't violate the code of conduct, it won't be deleted from userspace.
Finally, if you don't want admin interference, then go to a different wiki.
— SirYodaJedi (talk) 09:21, 2 September 2023 (PDT)
Gratitude (G2S Contribution)
Thank you for the edits you made to the porting guide, this is very valuable information, if you suddenly have ideas for additions/improvement, you can suggest it, I will be grateful. I also saw your success in porting id Tech 3 content, I need to go a little deeper into this part and practice, I would help you improve your article.
-NOUG4AT (talk) 21:40, 17 September 2023 (PDT)
- Glad to help with the GS→S1 article; it's quite a complicated process, and your page is currently the most comprehensive (if a bit daunting).
I'm still figuring out the kinks of Q3→S1 myself. I'm slowly working on porting "Würzburg Radar" fromWolfenstein: Enemy Territory to
Day of Defeat: Source, but I've been focused on the assets first (and taking a while, because ADD go brr); currently got most of the map textures and sounds done, but still have a bunch of props to port. Fortunately, unlike GoldSus, IdTech 3 BSPs store the full brush information, like Sorse 1, so the main tribulations are
- "Converting" Patch meshes (aka "curves") to displacements (probably have to be recreated from scratch).
- Getting semi-accurate texture blending (Q3 allows for blended textures on triangulated brushes, and it's handled via a separate PCX file)
- Redoing lighting (lighting entities work very differently, and light entities are lost on decompile anyway)
- Simulating dynamic skies using the 3D skybox
- Creating collision meshes for static props (misc_model gets automatic collision when compiled into the map)
- (Decompiles only) Extracting misc_model geometry, which is stored directly in the BSP, and can't be decompiled (you have to convert to ASE or OBJ in addition to MAP)
- (Decompiles only) Redoing texture alignment, which is allegedly not retained when decompiling a IdTech 3 map
- Static props (misc_models) in IdTech 3 are lightmapped in the same way as brushes, but
prop_static
entities in Sorse are not.
- So… it's still just as complicated, just in different ways 😅
— SirYodaJedi (talk) 17:16, 18 September 2023 (PDT)- Thank you for your voluminous comment and for your assessment of the gs2s1 article. Your opinion is useful. And I will be glad with the edits you will make.
- About your work - In fact, your experience is very important and useful, especially since I really like your ideas that no one has covered before, for example the same patch-meshes. You chose very precise words "it's still just as complicated, just in different ways" but now I think that it is even more difficult, I had no experience of porting id Tech 3 maps, although I thought about it, and thought that the process with G2S was similar, but now having studied and looked at your although the article is unfinished, I see that these are completely different processes. I also have a few questions regarding your work, some of them may not go directly into the process itself, but I would like to know your opinion on this matter:
- -Will there be an image in the article? Will this article be step-by-step?
- -Displacements, will you recreate them by eye? on view. (In the process from g2s, by the way, the displacements are always broken too)
- -Do you plan to use information from previously published guides on a similar topic?
- I wish you good luck in the porting, and if you ever finish and publish this map, let me know, in general this is an interesting, even for a video comparing the source version and Id Tech 3 imo.
—NOUG4AT (talk) 21:19, 18 September 2023 (PDT)- You chose very precise words "it's still just as complicated, just in different ways" but now I think that it is even more difficult
- Thank you for your voluminous comment and for your assessment of the gs2s1 article. Your opinion is useful. And I will be glad with the edits you will make.
- I suppose. It's a more modern engine, with higher fidelity standards. It's a cleaner process, though, so I think I'd say it's tedious, moreso than difficult.
- Will there be an image in the article? Will this article be step-by-step?
- I mean, I want to be as informative as possible; kinda difficult to make it useful without images. It is sorta already formatted as step-by-step; just is missing the actual steps, lel.
- Displacements, will you recreate them by eye? on view. (In the process from g2s, by the way, the displacements are always broken too)
- Basically, but the original geometry is directly in Hammer for reference. For triangulated brushwork, it's mostly just a matter of shifting the hight to "hug" the original brushwork (power-of-two displacements should be plenty in this case). For patch meshes, my plan is to use prop_statics of the original geometry as reference (which wouldn't be included in the final map). It theoretically might be possible to make a tool that can convert patch meshes to displacements, but they are very different under the hood, so it would be difficult to program.
GoldSrc doesn't have an equivalent to Source displacements or Quake III patch meshes, and it's "blended" textures are baked directly into the textures themselves. - Do you plan to use information from previously published guides on a similar topic?
- Basically, but the original geometry is directly in Hammer for reference. For triangulated brushwork, it's mostly just a matter of shifting the hight to "hug" the original brushwork (power-of-two displacements should be plenty in this case). For patch meshes, my plan is to use prop_statics of the original geometry as reference (which wouldn't be included in the final map). It theoretically might be possible to make a tool that can convert patch meshes to displacements, but they are very different under the hood, so it would be difficult to program.
- It would be foolish not to. I'm using whatever knowledge I can find.
- a video comparing the source version and Id Tech 3
- That's a good idea. I'm def going to publish a flythrough of the port to YouTube, at least.
— SirYodaJedi (talk) 06:57, 19 September 2023 (PDT)
- That's a good idea. I'm def going to publish a flythrough of the port to YouTube, at least.
3rd Party SDK Tools
If something is listed on that navbox, the navbox should be on the article for that tool regardless of if it supports Source or Gold Src. That box is for any and all 3rd party tools, not just specifically Goldsrc, Source 1 or Source 2. That's the reason there's Template:GoldSrc_sdktools, Template:sdktools and Template:Sdktools/source2. If an article is on any of those 3 boxes, the article should have the corresponding boxes on the page. That's how most if not all wikis operate. TF2CutContent (talk) 11:11, 23 September 2023 (PDT)
- That navbox is specifically for Source tools; please read the header. The engine tools are separate for a reason. If it doesn't support the engine, then it should be removed from the navbox, as the todo at the top of the template states. I just haven't gotten to that yet.
— SirYodaJedi (talk) 12:17, 23 September 2023 (PDT)- Ah I just now noticed the todo! My bad! 😅 TF2CutContent (talk) 12:19, 23 September 2023 (PDT)
Software for creating an article
Have you heard about Nightfire: Source? Does this mod deserve to be described to this wiki? Link
--NOUG4AT (talk) 21:02, 3 October 2023 (PDT)
- I'd say so.
— SirYodaJedi (talk) 12:54, 4 October 2023 (PDT)
GoldSrc Wad Lists
I find your article GoldSrc WAD Lists quite useful, are you planning on moving it outside of userspace? I would think about creating links to this article, for example in the category:GoldSrc Modding. Btw I added a paragraph about third party games.
Also ideas for improving your article:
+Attach a screenshot of the wad textures (for example, open the wad in the Half-Life Texture Tools program and take a screenshot of the contents).
+ Give explanations to .WAD files (full names?, for example, if the name is non-standard).
-NOUG4AT (talk) 08:22, 24 November 2023 (PST)
- Yeah, I'd probably want to do something like that before moving out of userspace.
— SirYodaJedi (talk) 08:53, 24 November 2023 (PST)
Hey man, I'm asking all active editors of the VDC to respond to the survey on my user page on whether or not Mapbase is an engine branch or not. I would like it if you submitted a response! -Equalizer5118, an idiot who cant spel (talk) 09:07, 12 January 2024 (PST)
One thing
Do you think such pages should be deleted? I mean the fact that these projects have no connection with Valve. reference-NOUG4AT (talk) 08:24, 17 January 2024 (PST)
- Deleted, no, because it's already lengthy and informative, and has been there for a long time. I'll add a
grandfathered
option to {{non-valve engine}} that can be put at the top.
— SirYodaJedi (talk) 08:30, 17 January 2024 (PST)
GoldSrc engine branches
I have created a template specifically for this purpose and have added some branches that I deemed valuable. Currently, some of these "branches" are actually heavily modified versions of engines, but only for certain games. Can you suggest any corrections or additions that should or shouldn't be included, or perhaps removed from there? Additionally, I am considering adding Paranoia (and possibly Cof as fork) to the list. However, I am aware that this is most likely incorrect. Therefore, before proceeding, I will probably seek your advice.
--NOUG4AT (talk) 01:30, 19 February 2024 (PST)
- Well, it's not really linear like Source; they're almost all all just forks of the main branch of GoldSrc, which afaik has been the same branch in the codebase since 1998, just with several changes and bugfixes over the years.
— SirYodaJedi (talk) 14:04, 19 February 2024 (PST)- Thank you for your input, and I agree about linearity. However, I would be interested in seeing your interpretation of what it should look like. It may be necessary to delete or reclassify this template as forks and branches. What are your thoughts on this? In addition, I believe that
James Bond 007: Nightfire and
Counter-Strike Neo could be considered as branches from the current template. As for
Counter-Strike (Xbox), i put it because it has its own archive file format (.sxwad or something similar), but I am unsure if it is necessary.
--NOUG4AT (talk) 21:52, 19 February 2024 (PST)
- Thank you for your input, and I agree about linearity. However, I would be interested in seeing your interpretation of what it should look like. It may be necessary to delete or reclassify this template as forks and branches. What are your thoughts on this? In addition, I believe that