Difference between revisions of "User talk:Ts2do"

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== Help ==
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:[http://developer.valvesoftware.com/w/index.php?title=User_talk:Ts2do&oldid=21518 Archive 1] 19 Jan 2006
:UPDATED:  
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:[http://developer.valvesoftware.com/w/index.php?title=User_talk:Ts2do&oldid=36199 Archive 2] 22 May 2006
I Dont come here much so maybe you can email or msn me at laura_davidson_52@hotmail.com
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:[http://developer.valvesoftware.com/w/index.php?title=User_talk:Ts2do&oldid=44215 Archive 3] 9 Sep 2006
Or post up on my forums once its finished if it gets done :) thanks one again.
 
---
 
IM Guessing this is the best place to post,About you helping,is it possible if you can compile the HALF LIFE 2 SINGLE PLAYER SOURCE CODE,So it has only the counter strike weapons/models.. And some entities,IF You can do that,please post on my talk
 
;''''[[User:Laura|laura]]'''' Thanks -laura
 
  
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== Multiple trailers page ==
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I like the idea of having all the media for one game being grouped together. Don't you think that we should just have the individual pages redirect to those larger pages, to save on duplicates and such? Makes more sense to me. --[[User:AndrewNeo|AndrewNeo]] 21:51, 7 Sep 2006 (PDT)
  
I just got email from valve.and i cant use the css models,soo maybe a plugin with the entities for CS:S And a video intro entites for missions
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The current way makes it so the categories list all trailers—'''[[User:Ts2do|ts2do]]''' 13:42, 8 Sep 2006 (PDT)
  
== Template ==
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* Actually I believe that you can trick names from inside categories by something like <nowiki>[[Category:The Category|Alternate Title]]</nowiki> and then just put like five of those inside the single page. --[[User:AndrewNeo|AndrewNeo]] 17:45, 8 Sep 2006 (PDT)
  
You wanted something to do ts2do? Why not make a [[ModDB]] MOTY template for the VDC?
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::This is the trick you are looking for, right?
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::<code><nowiki>{{:Half-Life 2: Episode Two Gameplay Movie 5}}</nowiki></code>
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::Jeff demonstrated it [[Modding Sites|here]] the other day.
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::--[[User:Giles|Giles]] 18:41, 8 Sep 2006 (PDT)
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::* That's for using a page like a template. Yes, that would definitely work but what I meant was to have everything on one page then trick the categorization system into putting the one page in multiple times under different names. Which doesn't work, so we'll go with that method. --[[User:AndrewNeo|AndrewNeo]] 14:10, 9 Sep 2006 (PDT)
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::<nowiki>[[Category:The Category|Sorting Order]]</nowiki> does only change where the article is placed within the category listing. --[[User:Pizzahut|Pizzahut]] 12:44, 12 Oct 2006 (PDT)
  
Good that you templated prop_dynamic, but it ''does'' have a parentname, so I had to reinsert that. Generally when it comes to templates, a mistake can have far bigger consequences than if you would just edit a normal text, so please be careful and precise. (I am aware that some edits I make myself at this time will be temporarily wrong, but they are a part of a work in progress that will take a few days to finish, so they will disappear with future changes.) --[[User:Andreasen|Andreasen]] 08:39, 12 Mar 2006 (PST)
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== Clean up on Entities pages ==
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Thanks for doing that man, I was actually thinking when editing them that it's getting a little packed and it seemed pretty pointless to have CSS ents link to HL2 ents when there is no real connection so thanks mate you've saved me the trouble. :)
  
== Hey ==
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== Archiving older talk pages ==
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I see you have a neat system for archiving your talk stuff. How do you get those links? --[[User:Andreasen|Andreasen]] 08:32, 9 Sep 2006 (PDT)
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:Check the history of your usertalk page. Just click at some date. --[[User:Dutchmega|dutchmega]] 10:15, 9 Sep 2006 (PDT)
  
Please don't move work out of others discussion areas without their permission, you moved an unfinished tutorial I was still in the process of working on into the "public" domain. Give a bit of thought next time please! --[[User:Ging|Ging]] 07:03, 12 Mar 2006 (PST)
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== Note ==
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Well if you want to make it a note, go ahead, but I deliberately didn't make that a note because there is a big difference between "to note/notice" and "a note". --[[User:Andreasen|Andreasen]] 14:55, 10 Sep 2006 (PDT)
  
Is their a irc chat for Source Dev? Thanks --[[User:Actown|Actown]] 22:27, 27 Jan 2006 (PST)
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== I can't fix the templates ==
:Oh Well i get compile errors like -> 2>BSCMAKE: error BK1506 : cannot open file '.\release_hl2mp\AI_Activity.sbr': No such file or directory. --[[User:Actown|Actown]] 22:29, 27 Jan 2006 (PST)
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Before I go bothering Jeff Lane about it, I think you might know what's going on - you know a lot of stuff. First of all the ''disablereceiveshadows'' keyvalue is missing from a lot of entities - see [[Talk:Func tracktrain]] - but that's far from all, because as I head off to fix this, I notice that not only is the list of what templates are used on a page severely crippled, but when I search on the "What links here" list, I only get a few hits. For instance, the "kv basenpc" template doesn't list as linked to the npc_headcrab entity. I can't do any reliable work during these conditions - this is messed up. --[[User:Andreasen|Andreasen]] 10:57, 28 Sep 2006 (PDT)
* Do a google, or use something like chatbear (collective forums) or www.hlcoding.com --[[User:Amckern|Amckern]] 23:52, 28 Jan 2006 (PST)
 
  
It used to be called "the HEV Mark IV (four) Protective System" in Half-Life, but on the board that Dr. Kleiner is holding and citing from in Half-Life 2, it sais "Hazardous Environment Suit Mark ''V''", so he has apparently upgraded it to Mark V (or gotten a better suit, as a Mark VI suit ''might'' have been used in that console Half-Life version - I heard rumours about the Mark VI in Redemption on the net). ...so if the V in H.E.V. stood for "Mark V" then the suit before that would have been called "the HEIV suit", but I'm honestly guessing about the V too - V might stand for something else. --[[User:Andreasen|Andreasen]] 19:48, 9 Feb 2006 (PST)
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:I've noticed that articles haven't been listing all of their templates, and the only way to fix it is to push edit and Save page.  Regarding disablereceiveshadows, have you even seen this effect function when enabled?  I've never seen a shadow on an entity&mdash;'''[[User:Ts2do|ts2do]]''' 15:50, 28 Sep 2006 (PDT)
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::Perhaps Jeff can update all the entries of the wiki at once so we don't have to go through them all, or perhaps provide a more permanent solution to the problem. I've seen this more and more, so I'm thinking that it might have to do with the search engine not being able to cope with the number of articles it has to handle - that it's just listing the most current articles. That means that even updating all the articles might not help. I don't know what the ''disablereceiveshadows'' value is for either, but even if it is not working, it should still be listed and explained to developers that they can ignore that value. --[[User:Andreasen|Andreasen]] 22:13, 28 Sep 2006 (PDT)
  
About [[phys_lengthconstraint]]: I've tried both the single-player and death-match SDK, and these flags won't show up for me: "4 : Start inactive", "8 : Change mass to keep stable attachment to world" Where did you get them from? --[[User:Andreasen|Andreasen]] 18:19, 20 Feb 2006 (PST)
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==Default values==
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"<integer:25>"? Weird format. Where do you explain to the reader that that number is really the default value? --[[User:Andreasen|Andreasen]] 09:50, 1 Oct 2006 (PDT)
  
they're in the TwoObjectPhysics base class&mdash;'''[[User:Ts2do|ts2do]]''' 19:02, 20 Feb 2006 (PST)
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:Should I?&mdash;'''[[User:Ts2do|ts2do]]''' 09:50, 1 Oct 2006 (PDT)
  
Okay, but as this entity is apparently deviating from its base class, these flags should probably be removed again. --[[User:Andreasen|Andreasen]] 19:07, 20 Feb 2006 (PST)
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Yes, well, that's the point of displaying the default value: So that any reader can fool around with the variable, and still not worry about losing the default setting, because they know that that number is what they should type to reset the variable. --[[User:Andreasen|Andreasen]] 09:54, 1 Oct 2006 (PDT)
  
duwit&mdash;'''[[User:Ts2do|ts2do]]''' 19:08, 20 Feb 2006 (PST)
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:Does the format imply any other meaning for the :value?&mdash;'''[[User:Ts2do|ts2do]]''' 09:58, 1 Oct 2006 (PDT)
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::Yes, the total range of the setting comes to mind much faster than the default setting, and there is no way to be sure if you're uncertain and cannot check the code. The thought of messing with thing I don't fully understand, with the potential of messing up HL2 irrevocably, will make readers nervous. What was wrong with the first format? --[[User:Andreasen|Andreasen]] 10:01, 1 Oct 2006 (PDT)
  
I've seen that you can handle I/O templates, so could you take a look at [[func_lookdoor]], because its templates doesn't seem to be working? --[[User:Andreasen|Andreasen]] 23:34, 20 Feb 2006 (PST)
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It was at the end.&mdash;'''[[User:Ts2do|ts2do]]''' 10:08, 1 Oct 2006 (PDT)
  
Also, the ''<nowiki>*{{fl trackchange}}</nowiki>'' template seems to have an extra <nowiki>*</nowiki> in it. Instead of bothering you with these things, how do I find templates in the wiki? I tried searching for them but they don't show up. --[[User:Andreasen|Andreasen]] 11:37, 6 Mar 2006 (PST)
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That can easily be fixed like this:
:Just go to {{tl|fl trackchange}} and press What links here...&mdash;'''[[User:Ts2do|ts2do]]''' 14:59, 6 Mar 2006 (PST)
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* '''ichy_cleaner_fish''' (Default: 3)
::Okay, thanks. --[[User:Andreasen|Andreasen]] 15:23, 6 Mar 2006 (PST)
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: <integer> The number of cleaner fish spawned with an ichy.
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--[[User:Andreasen|Andreasen]] 11:41, 1 Oct 2006 (PDT)
  
On another note, the point with the "None." flag/inputs/outputs descriptions you remove is to distinguish entities that has been found to have no flags, from flags that just hasn't been added to the wiki yet. It prevents people from pointlessly checking if the entity would need flags. --[[User:Andreasen|Andreasen]] 15:23, 6 Mar 2006 (PST)
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:Go ahead&mdash;'''[[User:Ts2do|ts2do]]''' 14:10, 1 Oct 2006 (PDT)
:Yes but that's silly...&mdash;'''[[User:Ts2do|ts2do]]''' 15:26, 6 Mar 2006 (PST)
 
::If you think so, could you perhaps instead write "Flags: None." as an edit-comment, like you wrote the "bump" message? --[[User:Andreasen|Andreasen]] 15:38, 6 Mar 2006 (PST)
 
:::Go ahead!&mdash;'''[[User:Ts2do|ts2do]]''' 19:01, 6 Mar 2006 (PST)
 
  
If what you just added about the [[point_camera]] entity was correct, how do I add an OnUser1-4 Output if the ''My output named'' field is grayed out? --[[User:Andreasen|Andreasen]] 07:13, 7 Mar 2006 (PST)
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== Tutorials ==
:As you haven't replied, I'm removing the outputs again, thinking you made a mistake. --[[User:Andreasen|Andreasen]] 17:53, 11 Mar 2006 (PST)
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If I would give you code, can you make tutorials from it? I hate to do that --[[User:Dutchmega|dutchmega]] 05:54, 7 Oct 2006 (PDT)
  
<nowiki>{{basicitem|entity=item_box_buckshot|descriptive=Shotgun Ammo|weaponentity=weapon_shotgun}}</nowiki>??? It's probably a fast method, but it leaves no room for improvement. --[[User:Andreasen|Andreasen]] 06:12, 9 Mar 2006 (PST)
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==New Steam Games==
:I still fail to see the point with this template. You've basically templated the entity heading system and filled in each of their texts as arguments for the template. All the keyvalues and flags and I/O are still templated, and I can't see why anyone would feel the need to edit every heading system in the item category simultaneously using a template, so the only result is that they're making those articles somewhat tedious to edit. Why not let the template go? --[[User:Andreasen|Andreasen]] 02:48, 21 Mar 2006 (PST)
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COD, Civ, Pirates and SS2 on Steam? Whats the source for this, I've heard nothing and I find at least COD hard to believe. [[User:Wraiyth|Wraiyth]] 05:29, 12 Oct 2006 (PDT)
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: They are in the app cache --[[User:Gameexpertmaster|Gameexpertmaster]] 12:29, 12 Oct 2006 (PDT)
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:Excuse the ignorance, app cache? [[User:Wraiyth|Wraiyth]] 14:42, 12 Oct 2006 (PDT)
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:: In Steam, there is a folder called appcache with a bunch of .pkv files, they contain the data for that app id, for example, 2620_app.pkv, is Call of Duty SinglePlayer--[[User:Gameexpertmaster|Gameexpertmaster]] 17:46, 12 Oct 2006 (PDT)
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::: I see - sort the files by date to see what's new and you got the upcoming games. Notepad or Wordpad is enough to view the game name. --[[User:Pizzahut|Pizzahut]] 17:48, 12 Oct 2006 (PDT)
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::::Hah, didn't even know that existed. Thanks. [[User:Wraiyth|Wraiyth]] 23:27, 12 Oct 2006 (PDT)
  
I've been thinking: How about a template category? In that way one could just enter "template" in the search field, and get every wiki template at his disposal. What do you think? Should I go ahead? =) --[[User:Andreasen|Andreasen]] 14:21, 11 Mar 2006 (PST)
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== "Channel for sound play commands" ==
  
do you mean an actual category...coz that would categorize all template users then....if you mean a template list article, go ahead! but check [http://developer.valvesoftware.com/w/index.php?title=Special%3AAllpages&from=&namespace=10 this] out&mdash;'''[[User:Ts2do|ts2do]]''' 14:22, 11 Mar 2006 (PST)
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I don't have a clue what that means. Can you elaborate? --[[user:TomEdwards|TomEdwards]] 01:17, 29 Jan 2007 (PST)
:Woah! Lovely. Just what I meant and needed. Thanks! =) --[[User:Andreasen|Andreasen]] 14:25, 11 Mar 2006 (PST)
 
  
== Spacing ==
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All of the commands that allow you to play wav/mp3/script files are played on this channel&mdash;'''[[User:Ts2do|ts2do]]''' 19:39, 29 Jan 2007 (PST)
  
I've tested it, in fact, I'll do it right now. If I make the label blank...
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== I know its been a while... ==
  
Alright, you are partially right. All menu items by DEFAULT are the same size. But you must add those spaces if your image is longer. For my menu, I need those spaces for some of the options. So I still need to keep all that I said in the wiki. I can add this as a note, though. I think it will just make it more confusing.--[[User:SubKamran|SubKamran]] 05:00, 21 Feb 2006 (PST)
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Hey, [[User:Generaleskimo|General Eskimo]] here. I haven't talked to you in ages (almost a year, I think). Anyways, I had a quick question for you about the source engine. I read in [[Phong|this article]] that Phong was added to the Source engine in HL2:EP1. This confused me a bit, because I always thought that the Source renderer used phong.  
 +
Tell me if I am missing something:
  
== Just wondering ==
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In HL2, they didn't use phong (ie- no specular highlights), but instead used diffuse lighting combined with cubemaps, thus reflections were added using some sort of "reflection texture" for the model, performed using a fresnel sampling from a cubemap (making shiny floors and metal bits).
  
I was just wondering if you were still looking for people to help with the mod you were talking about on your user page. [[User:Cubedude|Cubedude]] 18:35, 3 Mar 2006 (PST)
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In HL2:EP1, they used traditional phong-based specular highlights, interpolated (or are they sometimes calculated in the pixel shader + surface normal?), which is then added onto the original HL2 diffuse image.
  
 +
So, is this right? Until I read that I was sure they used specular highlights, but now that I think about it, what I have been passing off as specular highlights was really fesneled (or just reflected) cubemaps. Right?
 +
[[User:Generaleskimo|General Eskimo]] 18:34, 21 May 2007 (PDT)
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:Are you there? You seem to be editing things, but I guess you may have forgot I posted... [[User:Generaleskimo|General Eskimo]] 12:42, 28 May 2007 (PDT)
  
== Barn Star / Anti Spam award ==
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::You talking to me? I know nothing about this stuff&mdash;'''[[User:Ts2do|ts2do]]''' 15:26, 28 May 2007 (PDT)
  
Maybe you want to use this pic instead? I just made it :) --[[User:Vaarscha|Vaarscha]] 15:15, 10 Mar 2006 (PST)
 
  
[[Image:Antispamaward.jpg]]
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== PW round source code? ==
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Hey, a while back you gave Regular K a few source code files from your Plastic Warfare mod that demonstrated how to make a round-based mod. The PW site is down and the files are gone now, so I was curious as to whether you still had them? If you could share those again or just send them to me that would be much appreciated. Thanks! --[[User:Wildfire|Wildfire]] 19:42, 6 Jun 2007 (PDT)
  
== [[Antlions: Random Spawn]] ==
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Here you go: [http://ballz.ababa.net/ts2do/files/pwround_gamerules.cpp pwround_gamerules.cpp] [http://ballz.ababa.net/ts2do/files/pwround_gamerules.h pwround_gamerules.h] [http://ballz.ababa.net/ts2do/files/mapentityfilter.cpp mapentityfilter.cpp]
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[http://ballz.ababa.net/ts2do/files/mapentityfilter.h mapentityfilter.h]
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[http://ballz.ababa.net/ts2do/files/gameeventdefs.h gameeventdefs.h]&mdash;'''[[User:Ts2do|ts2do]]''' 21:02, 6 Jun 2007 (PDT)
  
I intorduced some new templates for keyvalues, outputs and flags... What do you think about it?[[User:0.51|0.51]] 05:29, 12 Mar 2006 (PST)
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Awesome! Thanks a bunch --[[User:Wildfire|Wildfire]] 13:58, 7 Jun 2007 (PDT)
  
it's classy, but we already have a better looking input/output table: [[User:Hurricaaane]] feel free to make it into a template&mdash;'''[[User:Ts2do|ts2do]]''' 11:24, 12 Mar 2006 (PST)
 
  
==Line feeds==
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== Spam ==
Line feeds are your friend. They make reading less of a strain on the eyes, less of a maze of characters, regular readers and editors alike. Think of the children and save the line feeds. *goes to bed.* --[[User:Andreasen|Andreasen]] 23:04, 24 Mar 2006 (PST)
 
:Thank you for your wise words&mdash;'''[[User:Ts2do|ts2do]]''' 10:19, 25 Mar 2006 (PST)
 
  
==item_healthcharge placement==
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We really have to do something about all this recent spam yet im not sure there is much to be done unless Jeff Lane comes up with something.--[[User:MrTwoVideoCards|Gear]] 17:23, 9 Aug 2007 (PDT)
Why it's 44-48 and not 46, is because in Valves maps some has been placed at 44 and some at 48, and while 44 might be more ideal, judging by the odd number, 48 can be achieved without using a smaller grid size. --[[User:Andreasen|Andreasen]] 20:48, 26 Mar 2006 (PST)
 
  
Hey...I took the average..ok?&mdash;'''[[User:Ts2do|ts2do]]''' 20:52, 26 Mar 2006 (PST)
 
:Yes you did, but consider that a range will instead make the placement height seem less important. You just told people to place every healthcharger at this exact height. --[[User:Andreasen|Andreasen]] 21:05, 26 Mar 2006 (PST)
 
But think...Will that be a problem?&mdash;'''[[User:Ts2do|ts2do]]''' 21:06, 26 Mar 2006 (PST)
 
:Don't know. Hard to tell how much 4 units will differ when being up-close against a recharger, and what setting a tighter standard will do to nervous people, but my point was that averages in general isn't always something positive. I'll stop whining about it. --[[User:Andreasen|Andreasen]] 21:15, 26 Mar 2006 (PST)
 
Ok...anyways, I called it a placement '''tip'''&mdash;'''[[User:Ts2do|ts2do]]''' 21:17, 26 Mar 2006 (PST)
 
  
==Breakable Gibs==
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== [[VTF]] and [[Valve texture file]] ==
I stumbled upon the [[Breakable Gibs]] page, and can't figure out what the article is about. I mean if it's a stub, people should know what should be added. I saw that you made the last changes, so perhaps you could at least fill in what the article is about? --[[User:Andreasen|Andreasen]] 18:18, 27 Mar 2006 (PST)
 
  
:The page is about making custom gibs for a breakable model. It was  originally linked from [[Prop Data]] with no content, so I put a stub copying data from [[Physics and Ragdolls]]. I'll add screenshots so that you can see what it's about.   --[[User:N-neko|n-neko]] 18:37, 27 Mar 2006 (PST)
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Checking the history to [[Valve texture file]], which seems to be the correct abbreviation of VTF, I see that you've tried to move [[VTF]] to that page once before, but then moved it back to [[VTF]] afterwards. Why did you move it back again? (I'd like to move [[VTF]] to [[Valve texture file]] too, now that it's settled that VTF stands for Valve Texture File.) --[[User:Andreasen|Andreasen]] 11:13, 28 Aug 2007 (PDT)
  
== Editing style ==
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Just redirect it...people know extensions better...you wouldn't move TGA to targa or txt to text, would you? A simple redirect to VTF will suffice&mdash;'''[[User:Ts2do|ts2do]]''' 12:00, 28 Aug 2007 (PDT)
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: Yes I would direct TGA to targa, and even TXT to text, because that's proper Wikipedia standard, and the title is where people will expect to find the proper meaning of the extension. What VTF has done in this case, is to obscure that meaning, because both "Valve Texture Format" and "Valve Texture File" link to VTF. --[[User:Andreasen|Andreasen]] 14:28, 28 Aug 2007 (PDT)
  
As a note on your editing style, any chance you could use more descriptive/some change notes? It would make for a more readable Recent Changes list, when you've been busily doing your thing. :) [[User:Giles|Giles]] 00:45, 28 Mar 2006 (PST)
 
  
:With 7500 edits? heck no! lol...I do notes ''sometimes'' (hardly any)...&mdash;'''[[User:Ts2do|ts2do]]''' 00:56, 28 Mar 2006 (PST)
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== You Rock ==
  
::If it takes more time to do but produces a higher quality (for everyone) of editing throughput, that seems like a fair trade-off, surely? Quantity doesn't really seem relevant. [[User:Giles|Giles]] 12:03, 28 Mar 2006 (PST)
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Over 13500 changes. You undefeated champion of this wiki, you. :) (I'm only at over 2000.) --[[User:Andreasen|Andreasen]] 18:37, 29 Aug 2007 (PDT)
 
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:It's all spam, I tells ya! --[[User:Daedalus|Daedalus]] 05:29, 30 Aug 2007 (PDT)
:::I understand...I'll try doing that for edits that are more than just 1 letter...ok?&mdash;'''[[User:Ts2do|ts2do]]''' 12:09, 28 Mar 2006 (PST)
 
 
 
::::Yeah, obviously minor edits don't really need a comment! That should be great, thank you. :) [[User:Giles|Giles]] 13:29, 28 Mar 2006 (PST)
 
 
 
:::::Psssst ... spam reverts don't need anything more than "spam revert" either. ;) [[User:Giles|Giles]] 12:12, 29 Mar 2006 (PST)
 
 
 
== Gifs and pngs ==
 
 
 
I know it's a minor detail, so would you mind if I replaced the gif pictures with png ones too? Gifs has a loss of quality that makes the text look a bit fuzzy, making it hard to focus on the text. (It's clearer if you zoom in on the pictures.) --[[User:Andreasen|Andreasen]] 13:55, 29 Mar 2006 (PST)
 
 
 
:Before you do that, tell me...does [[:Image:Hammer viewmenu.gif|this]] look terrible?&mdash;'''[[User:Ts2do|ts2do]]''' 14:32, 29 Mar 2006 (PST)
 
::Somewhat. The text looks blurry, straining ones eyes (if one would want to read it instead of the actual menu, so it's no big deal), but it's no big deal. I found other things to do with my urge to upload something instead. :) --[[User:Andreasen|Andreasen]] 15:04, 29 Mar 2006 (PST)
 
Just remember taht images with palettes don't resize well!!! (Thumbnails)&mdash;'''[[User:Ts2do|ts2do]]''' 15:08, 29 Mar 2006 (PST)
 
:Oh. Hm. I guess you could update the group of model browser pics I'm uploading for the newbie tutorial shortly if it looks too ugly. --[[User:Andreasen|Andreasen]] 15:14, 29 Mar 2006 (PST)
 
:Aah, okay, I see what you mean now. :S I'll make them jpgs instead. --[[User:Andreasen|Andreasen]] 15:19, 29 Mar 2006 (PST)
 
 
 
I've been handcrafting all these logic icons (math_counter, logic_relay, logic_compare, ...) to make them appear against a WHITE background instead of a black one, but do you know a way to convert the the editor VMTs to PNGs directly? --[[User:Andreasen|Andreasen]] 19:07, 29 Mar 2006 (PST)
 
:No.&mdash;'''[[User:Ts2do|ts2do]]''' 19:16, 29 Mar 2006 (PST)
 
Okay, I'm kind of relieved for that, knowing I haven't spent the last hour in vain. Anyway, there are two ways to go with the toolbars: I can either show a default toolbar, or a fully enabled one (with no shadowed icons). I'm going for the fully enabled ones. --[[User:Andreasen|Andreasen]] 19:23, 29 Mar 2006 (PST)
 
 
 
 
 
==Gameinfo.txt help==
 
Hi. Can you help with my issue at [[User_talk:Pb75#Gameinfo.txt]]?
 
Regards. &mdash;'''[[User:Pb75|Pb75]]''' 01:24, 4 Apr 2006 (PDT)
 
 
 
==Note template==
 
 
 
{{note|Just a note: I've given up on understanding when to use the note template and when not to. Jupix and co said that the template is only for especially ''important'' notes, hence the red color. I let others decide about that from now on. --[[User:Andreasen|Andreasen]] 06:59, 4 Apr 2006 (PDT)}}
 
:''No.'' I said that IMO it's for memo-kind of notes and I liked the less obtrusive layout more than the red one. So as far as I know, I'm with you, not against you in this matter. [[User:Jupix|Jupix]] 09:31, 4 Apr 2006 (PDT)
 
 
 
==Antlion Origin==
 
Do you have a reliable source that stated that antlions are from the borderworld Xen? Couldn't they be pests from another Combine controlled world, like striders and dropships, or the result of combine gene manupilation of normal antlions to create a biological weapon to keep people within their city walls? --[[User:Andreasen|Andreasen]] 00:45, 5 Apr 2006 (PDT)
 
:Yes I do....wikipedia says it
 
:{{talkquote|1=While Marc Laidlaw has confirmed that Antlions have come to Earth from Xen [http://www.halflife2.net/forums/showpost.php?p=1581445&postcount=825], it has been suggested that the Xen "thumpers" are actually mining equipment.}}&mdash;'''[[User:Ts2do|ts2do]]''' 05:22, 5 Apr 2006 (PDT)
 
::Interesting, because that would mean that there are sand areas on Xen (because they seem very adapated to this material if they even build their homes from sand). Nice idea for a Xen level, however they would keep the sand from constantly falling off those Xen platforms. (I wonder if Valve thought this through, but then again Ichtyosaurs must come from water pockets, so perhaps there aren't just floating platforms on Xen.) --[[User:Andreasen|Andreasen]] 05:44, 5 Apr 2006 (PDT)
 
 
 
== Recategorising various games ==
 
 
 
Just a quick opinion: I'm not convinced stuff like [[Sin Episodes]] belongs in the same [[:Category:HL2 Third Party Mods|category]] as stuff like, say, [[Dystopia]]. There's a fundamental difference in that one is a Source engine licensee who has full access to the HL2 source code and one only has the SDK, and so what they are producing is likely to be totally different in scope. As well as that, the HL2 mods list should really stay pure because people might want to browse it for mods they can download for their copy of HL2 or for mods they can volunteer to work for, neither of which is appropriate to something like Sin. [[User:Giles|Giles]] 00:28, 6 Apr 2006 (PDT)
 
:It really isn't that difficult to skip over that 1 mod...as well as CZDS&mdash;'''[[User:Ts2do|ts2do]]''' 06:50, 6 Apr 2006 (PDT)
 
 
 
==A Reminder==
 
Check the [[ai_goal_actbusy]] and [[ai_goal_actbusy_queue]] code to see if they've got ehandles or something. --[[User:Andreasen|Andreasen]] 10:09, 6 Apr 2006 (PDT)
 
 
 
==Commas==
 
Is this "Green, red''',''' and blue." really good english? At least in Sweden it's called "Grön, röd och blå." without that last comma. Are you sure you aren't misspelling things? --[[User:Andreasen|Andreasen]] 23:08, 6 Apr 2006 (PDT)
 
:Never mind, I checked it out, and found that your way is ever so slightly more preferred. (I'm not saying "correct" because the other way is not wrong. It just prevents a rare misunderstanding, originating from Oxford as a special grammatical style.) --[[User:Andreasen|Andreasen]] 23:18, 6 Apr 2006 (PDT)
 
::Shouldn't it be better to use no commas right before a 'and'? In this "Green, red''',''' and blue." is, if we follow the normal grammatical style, 'and' an other thing, like 'blue' is. But it isn't. 'and' is just a word to 'close' te last word in a row of words. And if we want to use it correct I thought we don't have to use a comma, because also here in Holland we say "Groen, rood en blauw". Just without the comma :) --[[User:JurgenKnops|Jurgen Knops]] 00:58, 7 Apr 2006 (PDT)
 
:::I don't know about English, but in Finnish there isn't a comma before the last list item (that's what the commas are used to separate, in this case): vihreä, punainen ja sininen. Though, they thought us in school that English comma rules differ from ours in almost every way, so foreign rules might not be applicable to English.. [[User:Jupix|Jupix]] 01:11, 7 Apr 2006 (PDT)
 
::::If you're curious, the special case that could be avoided is: "I told the boys, Sam and Max." where it can be interpreted as telling only Sam and Max, which ''were'' the boys. Setting a comma before the "and" will mark the ones being told to be four or more: Sam, Max ''and'' the boys. However, the ''non-comma'' style '''is''' standard english, so ts2do is probably trying to "Oxfordize" the wiki. --[[User:Andreasen|Andreasen]] 01:12, 7 Apr 2006 (PDT)
 
:::::I also read that [[Wikipedia:Comma (punctuation)|Wikipedia article]]. Although I don't know which article exactly prompted you to start this conversation, I saw the edits made to [[Ravenholm mod]]. In that case, there isn't a similar structure present, for it hasn't got anything like ''the boys'' in the above example. Therefore I think there is no practical need for an additional comma. Furthermore, I think the effort for ''Oxfordizing'' the wiki is unnecessary. Hardly any of the text here is Oxford English anyway so it will just create inconsistency. [[User:Jupix|Jupix]] 01:24, 7 Apr 2006 (PDT)
 
::::::I started this conversation because I first noticed this when he inserted a comma into my user-page a month ago or so, promptly saying "because I say so", and then also noticed the Ravenholm article, and is a little worried about how many articles he's Oxfordized in this way. --[[User:Andreasen|Andreasen]] 01:27, 7 Apr 2006 (PDT)
 
:::::::Well, I didn't saw this 'comma'-conversation before I changed the comma on the [[Ravenholm mod]] page. If anyone, with a good English sence of language purism, thinks that the comma use was correct by ts2do, than he should correct it... --[[User:JurgenKnops|Jurgen Knops]] 01:39, 7 Apr 2006 (PDT)
 
:::::::Though the "because I say so" attitude is continually disappointing (and just one of those things you have to accept with Wikis), I really don't see the commas as mattering. Here is a [http://www.askoxford.com/asktheexperts/faq/aboutother/oxfordcomma non-Wiki source] (useful both because it actually has some authority that way, and because Wikipedia is playing up for me) that points out that either one is correct. More than that, it points out that the extra comma's main purpose is to disambiguate lists that have multiple ands in them.
 
:::::::I don't see any benefit to religiously adding them to every article, except when it needs disambiguation. But I do see the potential of this and other pedantic edits to make the Recent Changes list progressively less useful. [[User:Giles|Giles]] 02:28, 7 Apr 2006 (PDT)
 
::::::::Suggestion for a bottomline: ''don't add an ''Oxford comma'' unless it makes the sentence significantly easier to read (e.g. the example in your link)''. How does that sound? [[User:Jupix|Jupix]] 03:02, 7 Apr 2006 (PDT)
 
 
 
not good...commas look better before conjunctions&mdash;'''[[User:Ts2do|ts2do]]''' 05:28, 7 Apr 2006 (PDT)
 
:There's something really fundamental missing every time you reply to an issue like this: "Commas look better before conjunctions" '''for you'''. "It really isn't that difficult to skip over that 1 mod" '''in your opinion'''. A Wiki is a group effort. There is no place for people who simply stamp their foot and insist they are right. [[User:Giles|Giles]] 05:43, 7 Apr 2006 (PDT)
 
::I'm with Jupix: Using the standard non-comma method unless the Oxford method would make the sentence significantly clearer for the reader. In this way we serve both language standard and the reason behind extra commas. --[[User:Andreasen|Andreasen]] 06:31, 7 Apr 2006 (PDT)
 
:::Well that's three votes for it and one against. Until or unless more people come in and declare against, or until someone actually attempts an argument against it ('no you are wrong' isn't an argument) and thereby persuades others to change their minds, it seems the issue is settled. [[User:Giles|Giles]] 07:38, 7 Apr 2006 (PDT)
 
 
 
Who said using no comma was standard, Andreasen?  I was taught to have a comma before a conjunction in a series...anyways, read [[Wikipedia:Serial comma#Usage]]&mdash;'''[[User:Ts2do|ts2do]]''' 14:02, 7 Apr 2006 (PDT)
 
 
 
I'm with ts2do when i do lists, arrays, or anything in series i put that extra comma. Why? BECAUSE ITS PROPER ENGLISH EITHIER WAY AND I FEEL LIKE IT. Stop arguing like little children about something so completley pointless, who gives crap about the comma, it shouldn't be edited in and it shouldn't be edited out. Let it stand as the difference in authors and work at things  that are usefull for the wiki. Anyone caught obsesing about this should have thier head examined on eithier side of the agrument, let the little things go and we'll work on the actuall issues [[User:Angry Beaver|Angry Beaver]] 17:50, 7 Apr 2006 (PDT)
 
 
 
:First of all, [[Wikipedia:Wikipedia:Staying_cool_when_the_editing_gets_hot|stay cool]].. Second, it's not a pointless issue, since if there was, you wouldn't be here posting your opinion on it. And third, there are other editing ''rules'' in wikis.. why not create one for this? What exactly is wrong about the ''bottomline'' above? IMO, leaving different kinds of grammar with the explanation "both are correct" only results in those people, who haven't seen the explanation, correcting that grammar to whatever they feel is correct.. So it won't actually work. [[User:Jupix|Jupix]] 01:28, 8 Apr 2006 (PDT)
 
 
 
:It ''was'' perfectly civil. What was up for discussion wasn't "should there be a comma or not", but like you say, is it or is it not a total waste of time to go through the Wiki editing in commas (and making other pointless edits). But uh, thanks for setting that one straight, Dad. ;) [[User:Giles|Giles]] 01:00, 8 Apr 2006 (PDT)
 
 
 
::''Ts2do'': As the Oxford style originated from Oxford in modern day, as a ''style'', and is still opposed, it's not a standard for anything more than a select few, so most readers will see it as grammatically incorrect.
 
::''Angry Beaver'': If you don't think people should edit in or out anything, you are not completely with ts2do. The reason I asked is because he has been seen making small edits where he ''just'' changed the commas. I'm not suggesting a complete comma overhaul in any direction. --[[User:Andreasen|Andreasen]] 02:10, 8 Apr 2006 (PDT)
 
  
 
== Thanks! ==
 
== Thanks! ==
  
I just cleaned up a few typos on your color theory, very nice work Ts2do!
+
Thanks, for fixing up the [[Sky List]] article. Also thanks for showing a little error I made while doing the Episode One [[Sky List]]. Fixed it now :P --[[User:Frostbite|Frostbite]] 12:09, 25 Sep 2007 (PDT)
:Not to try steal ts2do's credit but all he did was fix all the colours i missed and replaced them with color. I took and rewrote Co11's orginal article [[User:Angry Beaver|Angry Beaver]] 22:54, 8 Apr 2006 (PDT)
 
 
 
==New entity icons==
 
If you are up to it, [[assault_assaultpoint]] and [[assault_rallypoint]] needs icons. --[[User:Andreasen|Andreasen]] 08:53, 11 Apr 2006 (PDT)
 
 
 
Also, where did you find the icon for [[env_zoom]]? I can't find it in the normal FGD. You haven't been adding your own custom icons to these entities, have you? --[[User:Andreasen|Andreasen]] 02:20, 12 Apr 2006 (PDT)
 
:Yes...should I have not??&mdash;'''[[User:Ts2do|ts2do]]''' 07:00, 12 Apr 2006 (PDT)
 
::Well I thought the point of the icons was to show the default icons, so people could recognize them in a map. What's the point in showing non-default icons? --[[User:Andreasen|Andreasen]] 07:23, 12 Apr 2006 (PDT)
 
For fun&mdash;'''[[User:Ts2do|ts2do]]''' 20:37, 12 Apr 2006 (PDT)
 
 
 
==[[func_physbox]] and [[Prop_Footsteps]]==
 
What's the similarity? --[[User:Andreasen|Andreasen]] 04:10, 12 Apr 2006 (PDT)
 
 
 
:this is a tutorial that shows how to make it so when you walk on objects like [[func_physbox]] or any ent that has surfaceprops...even [[npc_citizen]]...a sound specific to the surfaceprop is played<br/>if the ent is shorter than 64 units, this would make it so the footsteps would not sound like the world surface underneath the entity...&mdash;'''[[User:Ts2do|ts2do]]''' 06:59, 12 Apr 2006 (PDT)
 
::It's a pretty weak link, but okay, I'll write explanations for all of them, so people will understand why the links are there. --[[User:Andreasen|Andreasen]] 07:23, 12 Apr 2006 (PDT)
 
 
 
== Steam Applications category ==
 
 
 
I would be grateful if you could take the time to head over to [[Category_talk:Steam_Applications#Changing the structure of these categories]] and participate in the discussion I have started there. I hope what I have written there seems fair and well-natured, and if not, I hope you'll correct me! Thanks. [[User:Giles|Giles]] 02:08, 13 Apr 2006 (PDT)
 
 
 
== who are you? ==
 
 
 
i am just wondering, you can totally ignore this, but who are you? I mean, you have posted on nearly every subject, and respond almost instantly to anything. Are you a group of people (moderators) or are you just a really helpful guy... How is it that you know so much but don't work in a shiny office with air conditioning and giant LCD screens?
 
:I am a fan of Valve's work...&mdash;'''[[User:Ts2do|ts2do]]''' 19:23, 14 Apr 2006 (PDT)
 
Also...I have an RSS Feed giving me updates every 3 minutes..so I know what's going on; and I have extensive knowledge in both engines..by the way..I should mention that I'm only 17 =p&mdash;'''[[User:Ts2do|ts2do]]''' 19:42, 14 Apr 2006 (PDT)
 
 
 
:Awesome, I just want to commend you on your work. You really are a great help to so many people! I hope valve has their eye on you. The DOD people were minors when they got hired I think... I dunno. I am just trying to balance modding an my 4.0gpa. :)  -(I hate smilies, but this seems like an appropriate occasion) --General Eskimo
 
 
 
:Diddo, kudos to you ts2do, and thanx (A big round house applause for ts2do). Expect a custom made stanley's cup barnstar in the near future.--[[User:Deadity|Deadity]] 10:58, 19 Apr 2006 (PDT)
 
 
 
== Non-FGD entities ==
 
In the train car you arrive at in the first HL2 map, I found an entity called [[info_lighting_relative]]. It had two values, and had the obsolete icon, and now I'm wondering if these kinds of entities, that doesn't appear in the FGD, should be documented at this wiki. (I've seen entities like [[env_extinguisherjet]], but I don't know the exact reason behind them.) --[[User:Andreasen|Andreasen]] 05:21, 15 Apr 2006 (PDT)
 
 
 
:Don't document it...it's not in the code.  bah, nevermind, I had my VC++ searching shader files...it's there&mdash;'''[[User:Ts2do|ts2do]]''' 14:38, 15 Apr 2006 (PDT)
 
::Done. I've done the best I could, but I'm not a programmer, so you might be able to figure out what it does better than me. --[[User:Andreasen|Andreasen]] 03:46, 16 Apr 2006 (PDT)
 
 
 
==info_lighting_relative==
 
Thank you. :) However:
 
* Could you give at least some examples of what entities derive from ''CBaseAnimating''?
 
* The ''LightingOriginHack'' keyvalue wasn't set for the entity in the train car. Does this entity work without this keyvalue? Also, it hasn't been listed on the entity page.
 
* The entity can't be given Outputs normally, at all. (The box is greyed out.) You could probably use ''AddOutput'' inputs, but it should probably be displayed that these aren't in the FGD.
 
* Although this entity is probably close to ''info_lighting'', and might not be obsolete, it still uses the ''Obsolete'' icon, at least in HL2SP.
 
It doesn't have any outputs BECAUSE it's not in the FGD... it shouldn't be displayed with the obsolete icon though because it isn't obsolete...I'll get to the rest of those tho&mdash;'''[[User:Ts2do|ts2do]]''' 16:42, 16 Apr 2006 (PDT)
 
:I didn't take adding the entity into account. If this entity is activated, will it use a different icon than the Obsolete one? ...because if it won't, even if the info_lighting icon ''would'' look good on the entity, shouldn't we be documenting what Valve made? To me these icons has the same function as pictures of NPCs and other models: Even if I would know a much prettier looking buggy or crowbar model than the models in the game, the function of the picture would be lost. --[[User:Andreasen|Andreasen]] 19:33, 16 Apr 2006 (PDT)
 
Well...the code I added for the entity uses [[Image:info_lighting.png]]&mdash;'''[[User:Ts2do|ts2do]]''' 19:35, 16 Apr 2006 (PDT)
 
 
 
==!activator==
 
While you're doing this, could you clearify that it's something you type, by formating it as <code>!activator</code>? --[[User:Andreasen|Andreasen]] 19:20, 16 Apr 2006 (PDT)
 
:I thought about ti...then checked [[targetname]]...should it be linked?&mdash;'''[[User:Ts2do|ts2do]]''' 19:21, 16 Apr 2006 (PDT)
 
::Yeah, that would be better. :) --[[User:Andreasen|Andreasen]] 19:35, 16 Apr 2006 (PDT)
 
 
 
==[[prop_physics_clientside]]==
 
Are you [http://www.google.com/search?hl=en&q=prop_physics_clientside&meta= sure] [[List_of_entities|about]] [http://www.hl2world.com/wiki/index.php/Prop_physics_clientside that]? Perhaps it's an entity for a specific multiplayer game. Ask Maven. (He created the page.) --[[User:Andreasen|Andreasen]] 07:38, 17 Apr 2006 (PDT)
 
:Maven is gone...you ''should'' know that. The entity '''does not exist without a doubt'''. If it does exist, then it does in a game other than [[Half-Life 2]], [[Half-Life 2: Deathmatch]], [[Counter-Strike: Source]], or [[Day of Defeat: Source]].
 
::Maven's gone? Why would I know that? I believe you, but I find it strange that a non-existant entity has been so thoroughly documented throughout the internet. It might be something that's created during runtime - a clientside copy of other entities (but then I don't think it would qualify as an entity either).
 
 
 
::...and speaking of nonexistant entities, does [[npc_bullsquid]] really exist in the FGD? I think I've seen HL2SP ''refer'' to a ''non-existant'' bullsquid entity when you hear the first train after you have gotten the pistol, but that's all. --[[User:Andreasen|Andreasen]] 02:09, 18 Apr 2006 (PDT)
 
I don't think [[npc_bullsquid]] works...or exists.......I searched the whole SDK...there is no prop_physics_clientside (Unless it's in the structural SDK, which I highly doubt)&mdash;'''[[User:Ts2do|ts2do]]''' 06:22, 18 Apr 2006 (PDT)
 
:Maybe someone wanted to add [[Half-Life]] entities - that's okay, isn't it? Maybe we should add an HL1 logo instead of canidating it for deletion. --[[User:Andreasen|Andreasen]] 11:07, 18 Apr 2006 (PDT)
 
for [[Half-Life]], it's monster_bullsquid...as well as every HL NPC, this was definitely for HL2, there was a note on it that said it would be on Lost Coast, but that never occured&mdash;'''[[User:Ts2do|ts2do]]''' 13:42, 18 Apr 2006 (PDT)
 
 
 
== Coop Blood ==
 
 
 
Hey, me again. I was just wondering if you could shine any more of your wisdom on the "activating ai in coop games" article. I have had a question about how to get the ai to bleed correctly up for weeks but it seems like nobody is going to respond! --General Eskimo
 
:: If you haven't found it out yet: I can help with that -- [[user:dutchmega|dutchmega]]
 
 
 
== ??????? ==
 
  
Hey, why did you remove what you added to the "activating and fixing coop" article? what is wrong with what you did? it significantly reduced network traffic!
 
  
I was looking over the code and it seems fine...I'll readd it&mdash;'''[[User:Ts2do|ts2do]]''' 13:40, 19 Apr 2006 (PDT)
+
== TF2 main page ==
 +
Thanks you made it more sexeh looking.--[[User:MrTwoVideoCards|Gear]] 09:21, 27 Sep 2007 (PDT)
  
==makepak.exe==
+
== Marking spam articles ==
*After the recent update (18/4) a file named '''makepak.exe''' appeared in the bin folder, since i'm poo in all this stuff I was wondering if you have any idea what it is for?--[[User:RP|RP]] 17:29, 19 Apr 2006 (PDT)
 
  
:I haven't received this in an update, but I'm suspecting it's something like [http://www.sifnt.org/makepakgui.zip this]&mdash;'''[[User:Ts2do|ts2do]]''' 18:04, 19 Apr 2006 (PDT)
+
If you're going to make an article as spam [http://developer.valvesoftware.com/w/index.php?title=People%27s_War&curid=12463&diff=0&oldid=59556&rcid=73312 like this], please make sure to remove the actual spam content from the page before you add the template. Otherwise it may get overlooked, and you're helping the spammers with their goal. --[[User:JeffLane|JeffLane]] 12:00, 2 Nov 2007 (PDT)
  
WARNING! Ts2do, that's a broken link! --General Eskimo
+
== EF_NODRAW and AddOutput? ==
  
 +
Hi, I was looking to use [[EF_NODRAW]] to hide an npc_rollermine temporarily, using an input "AddOutput effects 32" - but what if I want to make it visible again? Do I use input "AddOutput effects 00"? Thanks. --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 17:24, 5 Nov 2007 (PST)
 +
:Yes...effects 0. But be aware that using this approach will make the rollermine non-solid on the client so if the client collides with it, it will seem to them that they are being pushed out of an invisible sphere. You may also consider [[logic_collision_pair]]...unless you're hiding it in a location that the player cannot reach&mdash;'''[[User:Ts2do|ts2do]]''' 19:01, 5 Nov 2007 (PST)
  
==MP?==
+
== HL:S(DM) FGD ==
  
Why do you insist in calling it "HL2MP" when it's officially called "Half-Life 2: Deathmatch"? This leads to people speculating if this entity is also available in other Source multiplayer games, like CS:S and DoD:S. --[[User:Andreasen|Andreasen]] 03:27, 21 Apr 2006 (PDT)
+
Hey, I'm making a unified FGD set. I used some of your excellent Half-Life: Source and Half-Life Deathmatch: Source fgds. Are you OK with that?
  
...and I don't know how to code at all, so I don't have any idea what to do with code. My user page has clearly stated this all along. ''You'''re the expert on that. --[[User:Andreasen|Andreasen]] 03:31, 21 Apr 2006 (PDT)
+
--Gman003 17:00, 9 Nov 2007 (PST)
  
:: HL2DM and HL2MP are the same thing? -- [[user:dutchmega|dutchmega]]
+
Go ahead&mdash;'''[[User:Ts2do|ts2do]]''' 18:12, 9 Nov 2007 (PST)
:::HL2MP is the development name for HL2DM. Go to <code>SteamApps\account\half-life 2 deathmatch</code> and you'll see that its folder is hl2mp. --[[user:TomEdwards|TomEdwards]] 02:10, 22 Apr 2006 (PDT)
 
::::If that's the case, I don't see the point in naming it according to what ''folder'' the game is located in when people are really interested in what ''game'' the entitity applies for. --[[User:Andreasen|Andreasen]] 02:59, 22 Apr 2006 (PDT)
 
:::::Hmmm, let me see. What is the difference between Half-Life 2 Deathmatch and Half-Life 2 Multiplayer? They are both the same. There is no point in complaining about it. If you use common sense, you know they are the same thing. HL2DM & HL2MP are the same game no questions asked. --[[User:Brad Newsom|Brad Newsom]] 11:06, 22 Apr 2006 (PDT)
 
::::::Wow. Try not to be so arrogant. Instead try to see it from the perspective of people who are just using Steam and playing Deathmatch, without having hung around forums since its development days or have explored the folders: They don't know this, and to them HL2MP might look like refering to all HL2 Source MP games. I'll be happy to convert them all if there's no improvement in keeping HL2MP, because I see an improvement in changing it to HL2:DM. --[[User:Andreasen|Andreasen]] 15:48, 22 Apr 2006 (PDT)
 
  
By the way, every time HL2MP is mentioned, it's linked to...which then redirects to hl2dm's page...so there isn't any problem&mdash;'''[[User:Ts2do|ts2do]]''' 15:57, 22 Apr 2006 (PDT)
 
  
== Sigh ==
+
== [[Material Proxies]] spam revert ==
 +
You failed in reverting this article. (You missed all the apostrophes.) I hope you didn't miss more than just this article. You better check. --[[User:Andreasen|Andreasen]] 19:52, 12 Feb 2008 (PST)
  
"This category lists games, addons, demos, etc that are based on Valve properties.
+
== [[Talk:IFileSystem]] ==
  
This includes games developed by Valve themselves, games developed by third parties based on Valve properties and games developed by third parties that Valve has subsequently acquired the rights to." [[:Category:Valve Games]]
+
Hi, could you help me on this one ?
  
"PLEASE DO NOT MAKE CHANGES TO THESE CATEGORIES WITHOUT DISCUSSING YOUR PLANS HERE FIRST. CHANGES MADE WITHOUT DISCUSSION ARE LIABLE TO BE REVERTED" [[Category_talk:Steam_Applications]]
+
== Scripting ==
  
[http://developer.valvesoftware.com/w/index.php?title=Condition_Zero_Deleted_Scenes&curid=1838&diff=0&oldid=34003&rcid=40835 1]
+
Would you consider yourself good at scripting? Because I do not want to sound like someone looking for an exploit I instead state now that I seek a way to disable a client's console and keep it disabled using the while command so that they cannot use any exec commands to run bad .cfg files. If you cannot help I will seek another. [[User:PatPeter|PatPeter]] 22:28, 18 Nov 2008 (PST)
[http://developer.valvesoftware.com/w/index.php?title=Opposing_Force&curid=1840&diff=0&oldid=34004&rcid=40836 2]
 
[http://developer.valvesoftware.com/w/index.php?title=Blue_Shift&curid=4269&diff=0&oldid=34005&rcid=40837 3]
 
  
...
+
== a big grassy field: a huge prop_dynamic or animated textures on optimized prop_statics with LoDs? ==
  
[[User:Giles|Giles]] 07:11, 24 Apr 2006 (PDT)
+
Hey, I was wondering how expensive animated textures are (if you know) -- I have a huge scene (3000 x 3000 [http://media.moddb.com/images/mods/1/14/13007/mm_lets_do_this20006.jpg]) full of LoD prop_static grass props, but the grass doesn't sway and it's kind of dead-seeming. Detail props are out of the question with the extremely limited draw distances and performance hit to get the kind of density I want. So I've come up with two possible solutions:
  
:Are you going to respond to this? Perhaps you don't understand what I meant. When I suggested a list of categories, one of them said:
+
1) A huge animated prop_dynamic to make the grass "sway". This isn't ideal because there won't be any LoD support, and I can't chop it into 50 prop_dynamics because then that's 50 props animating which will kill the engine too. It'll save a lot on texture memory though.
:*Valve Games (including games/demos/addons made by Valve and games made by other developers based on Valve properties)
 
:which is also what the category description says, as I have indicated above. At the point of [[Category_talk:Steam_Applications|discussion]] you didn't comment on this at all.
 
:With this information in front of you, why did you move Blue Shift/etc out of the Valve Games category without at least first explaining why?
 
:[[User:Giles|Giles]] 01:59, 25 Apr 2006 (PDT)
 
  
== About distances ==
+
2) Keep the prop_statics, but change the VMT to an animated texture, with maybe 10 frames of really subtle movement. These would all be alpha-tested too. Can Source do that? Will it kill swapbuffers or whatever it would do? What do you think?
  
Hey, I am just having some trouble coding something, so I'll ask you. I am trying to measure which entity is closer to a third entity. I know how this can be done manually (absOrigin().x - (2)absOrigin.x)^2..., but I am sure than source has a better way of doing this. I found that there is a function like this: (baseentity).GetAbsOrigin().DistTo(absOrigin), but it outputs a vec_t. I don't really understand how to use the vec_t class. Is it simply a class to more accuratly contain distance values? If so, can i just say "if (vec_t > vec_t)..." to find the closer one? I would really appreciate help with this one. --[[User:Generaleskimo|General Eskimo]]
+
Any thoughts would be appreciated. --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 20:24, 11 July 2010 (UTC)

Latest revision as of 20:24, 11 July 2010

Archive 1 19 Jan 2006
Archive 2 22 May 2006
Archive 3 9 Sep 2006

Multiple trailers page

I like the idea of having all the media for one game being grouped together. Don't you think that we should just have the individual pages redirect to those larger pages, to save on duplicates and such? Makes more sense to me. --AndrewNeo 21:51, 7 Sep 2006 (PDT)

The current way makes it so the categories list all trailers—ts2do 13:42, 8 Sep 2006 (PDT)

  • Actually I believe that you can trick names from inside categories by something like [[Category:The Category|Alternate Title]] and then just put like five of those inside the single page. --AndrewNeo 17:45, 8 Sep 2006 (PDT)
This is the trick you are looking for, right?
{{:Half-Life 2: Episode Two Gameplay Movie 5}}
Jeff demonstrated it here the other day.
--Giles 18:41, 8 Sep 2006 (PDT)
  • That's for using a page like a template. Yes, that would definitely work but what I meant was to have everything on one page then trick the categorization system into putting the one page in multiple times under different names. Which doesn't work, so we'll go with that method. --AndrewNeo 14:10, 9 Sep 2006 (PDT)
[[Category:The Category|Sorting Order]] does only change where the article is placed within the category listing. --Pizzahut 12:44, 12 Oct 2006 (PDT)

Clean up on Entities pages

Thanks for doing that man, I was actually thinking when editing them that it's getting a little packed and it seemed pretty pointless to have CSS ents link to HL2 ents when there is no real connection so thanks mate you've saved me the trouble. :)

Archiving older talk pages

I see you have a neat system for archiving your talk stuff. How do you get those links? --Andreasen 08:32, 9 Sep 2006 (PDT)

Check the history of your usertalk page. Just click at some date. --dutchmega 10:15, 9 Sep 2006 (PDT)

Note

Well if you want to make it a note, go ahead, but I deliberately didn't make that a note because there is a big difference between "to note/notice" and "a note". --Andreasen 14:55, 10 Sep 2006 (PDT)

I can't fix the templates

Before I go bothering Jeff Lane about it, I think you might know what's going on - you know a lot of stuff. First of all the disablereceiveshadows keyvalue is missing from a lot of entities - see Talk:Func tracktrain - but that's far from all, because as I head off to fix this, I notice that not only is the list of what templates are used on a page severely crippled, but when I search on the "What links here" list, I only get a few hits. For instance, the "kv basenpc" template doesn't list as linked to the npc_headcrab entity. I can't do any reliable work during these conditions - this is messed up. --Andreasen 10:57, 28 Sep 2006 (PDT)

I've noticed that articles haven't been listing all of their templates, and the only way to fix it is to push edit and Save page. Regarding disablereceiveshadows, have you even seen this effect function when enabled? I've never seen a shadow on an entity—ts2do 15:50, 28 Sep 2006 (PDT)
Perhaps Jeff can update all the entries of the wiki at once so we don't have to go through them all, or perhaps provide a more permanent solution to the problem. I've seen this more and more, so I'm thinking that it might have to do with the search engine not being able to cope with the number of articles it has to handle - that it's just listing the most current articles. That means that even updating all the articles might not help. I don't know what the disablereceiveshadows value is for either, but even if it is not working, it should still be listed and explained to developers that they can ignore that value. --Andreasen 22:13, 28 Sep 2006 (PDT)

Default values

"<integer:25>"? Weird format. Where do you explain to the reader that that number is really the default value? --Andreasen 09:50, 1 Oct 2006 (PDT)

Should I?—ts2do 09:50, 1 Oct 2006 (PDT)

Yes, well, that's the point of displaying the default value: So that any reader can fool around with the variable, and still not worry about losing the default setting, because they know that that number is what they should type to reset the variable. --Andreasen 09:54, 1 Oct 2006 (PDT)

Does the format imply any other meaning for the :value?—ts2do 09:58, 1 Oct 2006 (PDT)
Yes, the total range of the setting comes to mind much faster than the default setting, and there is no way to be sure if you're uncertain and cannot check the code. The thought of messing with thing I don't fully understand, with the potential of messing up HL2 irrevocably, will make readers nervous. What was wrong with the first format? --Andreasen 10:01, 1 Oct 2006 (PDT)

It was at the end.—ts2do 10:08, 1 Oct 2006 (PDT)

That can easily be fixed like this:

  • ichy_cleaner_fish (Default: 3)
<integer> The number of cleaner fish spawned with an ichy.

--Andreasen 11:41, 1 Oct 2006 (PDT)

Go ahead—ts2do 14:10, 1 Oct 2006 (PDT)

Tutorials

If I would give you code, can you make tutorials from it? I hate to do that --dutchmega 05:54, 7 Oct 2006 (PDT)

New Steam Games

COD, Civ, Pirates and SS2 on Steam? Whats the source for this, I've heard nothing and I find at least COD hard to believe. Wraiyth 05:29, 12 Oct 2006 (PDT)

They are in the app cache --Gameexpertmaster 12:29, 12 Oct 2006 (PDT)
Excuse the ignorance, app cache? Wraiyth 14:42, 12 Oct 2006 (PDT)
In Steam, there is a folder called appcache with a bunch of .pkv files, they contain the data for that app id, for example, 2620_app.pkv, is Call of Duty SinglePlayer--Gameexpertmaster 17:46, 12 Oct 2006 (PDT)
I see - sort the files by date to see what's new and you got the upcoming games. Notepad or Wordpad is enough to view the game name. --Pizzahut 17:48, 12 Oct 2006 (PDT)
Hah, didn't even know that existed. Thanks. Wraiyth 23:27, 12 Oct 2006 (PDT)

"Channel for sound play commands"

I don't have a clue what that means. Can you elaborate? --TomEdwards 01:17, 29 Jan 2007 (PST)

All of the commands that allow you to play wav/mp3/script files are played on this channel—ts2do 19:39, 29 Jan 2007 (PST)

I know its been a while...

Hey, General Eskimo here. I haven't talked to you in ages (almost a year, I think). Anyways, I had a quick question for you about the source engine. I read in this article that Phong was added to the Source engine in HL2:EP1. This confused me a bit, because I always thought that the Source renderer used phong. Tell me if I am missing something:

In HL2, they didn't use phong (ie- no specular highlights), but instead used diffuse lighting combined with cubemaps, thus reflections were added using some sort of "reflection texture" for the model, performed using a fresnel sampling from a cubemap (making shiny floors and metal bits).

In HL2:EP1, they used traditional phong-based specular highlights, interpolated (or are they sometimes calculated in the pixel shader + surface normal?), which is then added onto the original HL2 diffuse image.

So, is this right? Until I read that I was sure they used specular highlights, but now that I think about it, what I have been passing off as specular highlights was really fesneled (or just reflected) cubemaps. Right? General Eskimo 18:34, 21 May 2007 (PDT)

Are you there? You seem to be editing things, but I guess you may have forgot I posted... General Eskimo 12:42, 28 May 2007 (PDT)
You talking to me? I know nothing about this stuff—ts2do 15:26, 28 May 2007 (PDT)


PW round source code?

Hey, a while back you gave Regular K a few source code files from your Plastic Warfare mod that demonstrated how to make a round-based mod. The PW site is down and the files are gone now, so I was curious as to whether you still had them? If you could share those again or just send them to me that would be much appreciated. Thanks! --Wildfire 19:42, 6 Jun 2007 (PDT)

Here you go: pwround_gamerules.cpp pwround_gamerules.h mapentityfilter.cpp mapentityfilter.h gameeventdefs.hts2do 21:02, 6 Jun 2007 (PDT)

Awesome! Thanks a bunch --Wildfire 13:58, 7 Jun 2007 (PDT)


Spam

We really have to do something about all this recent spam yet im not sure there is much to be done unless Jeff Lane comes up with something.--Gear 17:23, 9 Aug 2007 (PDT)


VTF and Valve texture file

Checking the history to Valve texture file, which seems to be the correct abbreviation of VTF, I see that you've tried to move VTF to that page once before, but then moved it back to VTF afterwards. Why did you move it back again? (I'd like to move VTF to Valve texture file too, now that it's settled that VTF stands for Valve Texture File.) --Andreasen 11:13, 28 Aug 2007 (PDT)

Just redirect it...people know extensions better...you wouldn't move TGA to targa or txt to text, would you? A simple redirect to VTF will suffice—ts2do 12:00, 28 Aug 2007 (PDT)

Yes I would direct TGA to targa, and even TXT to text, because that's proper Wikipedia standard, and the title is where people will expect to find the proper meaning of the extension. What VTF has done in this case, is to obscure that meaning, because both "Valve Texture Format" and "Valve Texture File" link to VTF. --Andreasen 14:28, 28 Aug 2007 (PDT)


You Rock

Over 13500 changes. You undefeated champion of this wiki, you. :) (I'm only at over 2000.) --Andreasen 18:37, 29 Aug 2007 (PDT)

It's all spam, I tells ya! --Daedalus 05:29, 30 Aug 2007 (PDT)

Thanks!

Thanks, for fixing up the Sky List article. Also thanks for showing a little error I made while doing the Episode One Sky List. Fixed it now :P --Frostbite 12:09, 25 Sep 2007 (PDT)


TF2 main page

Thanks you made it more sexeh looking.--Gear 09:21, 27 Sep 2007 (PDT)

Marking spam articles

If you're going to make an article as spam like this, please make sure to remove the actual spam content from the page before you add the template. Otherwise it may get overlooked, and you're helping the spammers with their goal. --JeffLane 12:00, 2 Nov 2007 (PDT)

EF_NODRAW and AddOutput?

Hi, I was looking to use EF_NODRAW to hide an npc_rollermine temporarily, using an input "AddOutput effects 32" - but what if I want to make it visible again? Do I use input "AddOutput effects 00"? Thanks. --Campaignjunkie (talk) 17:24, 5 Nov 2007 (PST)

Yes...effects 0. But be aware that using this approach will make the rollermine non-solid on the client so if the client collides with it, it will seem to them that they are being pushed out of an invisible sphere. You may also consider logic_collision_pair...unless you're hiding it in a location that the player cannot reach—ts2do 19:01, 5 Nov 2007 (PST)

HL:S(DM) FGD

Hey, I'm making a unified FGD set. I used some of your excellent Half-Life: Source and Half-Life Deathmatch: Source fgds. Are you OK with that?

--Gman003 17:00, 9 Nov 2007 (PST)

Go ahead—ts2do 18:12, 9 Nov 2007 (PST)


Material Proxies spam revert

You failed in reverting this article. (You missed all the apostrophes.) I hope you didn't miss more than just this article. You better check. --Andreasen 19:52, 12 Feb 2008 (PST)

Talk:IFileSystem

Hi, could you help me on this one ?

Scripting

Would you consider yourself good at scripting? Because I do not want to sound like someone looking for an exploit I instead state now that I seek a way to disable a client's console and keep it disabled using the while command so that they cannot use any exec commands to run bad .cfg files. If you cannot help I will seek another. PatPeter 22:28, 18 Nov 2008 (PST)

a big grassy field: a huge prop_dynamic or animated textures on optimized prop_statics with LoDs?

Hey, I was wondering how expensive animated textures are (if you know) -- I have a huge scene (3000 x 3000 [1]) full of LoD prop_static grass props, but the grass doesn't sway and it's kind of dead-seeming. Detail props are out of the question with the extremely limited draw distances and performance hit to get the kind of density I want. So I've come up with two possible solutions:

1) A huge animated prop_dynamic to make the grass "sway". This isn't ideal because there won't be any LoD support, and I can't chop it into 50 prop_dynamics because then that's 50 props animating which will kill the engine too. It'll save a lot on texture memory though.

2) Keep the prop_statics, but change the VMT to an animated texture, with maybe 10 frames of really subtle movement. These would all be alpha-tested too. Can Source do that? Will it kill swapbuffers or whatever it would do? What do you think?

Any thoughts would be appreciated. --Campaignjunkie (talk) 20:24, 11 July 2010 (UTC)