Difference between revisions of "User talk:Ts2do"

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(Another question)
(a big grassy field: a huge prop_dynamic or animated textures on optimized prop_statics with LoDs?: new section)
 
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[http://developer.valvesoftware.com/w/index.php?title=User_talk:Ts2do&oldid=21518 Archive 1]
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:[http://developer.valvesoftware.com/w/index.php?title=User_talk:Ts2do&oldid=21518 Archive 1] 19 Jan 2006
[http://developer.valvesoftware.com/w/index.php?title=User_talk:Ts2do&oldid=36199 Archive 2]
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:[http://developer.valvesoftware.com/w/index.php?title=User_talk:Ts2do&oldid=36199 Archive 2] 22 May 2006
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:[http://developer.valvesoftware.com/w/index.php?title=User_talk:Ts2do&oldid=44215 Archive 3] 9 Sep 2006
  
==The Ship==
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== 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. --[[User:AndrewNeo|AndrewNeo]] 21:51, 7 Sep 2006 (PDT)
  
Thanks for helping with The Ship, it's really appreciated man - You saved me a ton of extra work. :)
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The current way makes it so the categories list all trailers—'''[[User:Ts2do|ts2do]]''' 13:42, 8 Sep 2006 (PDT)
  
==Spoilers==
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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)
  
Purely out of self-interest (I probably won't be playing Ep1 for a few days after release, but will be using the VDC in that time), I wanted to ask what your approach is going to be with regards adding further Ep1 details/spoilers to the VDC? ([[Talk:Half-Life_2:_Episode_One#Spoilers on VDC|Previous discussion]]). Thanks, [[User:Giles|Giles]] 07:01, 31 May 2006 (PDT)
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::This is the trick you are looking for, right?
 +
::<code><nowiki>{{:Half-Life 2: Episode Two Gameplay Movie 5}}</nowiki></code>
 +
::Jeff demonstrated it [[Modding Sites|here]] the other day.
 +
::--[[User:Giles|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. --[[User:AndrewNeo|AndrewNeo]] 14:10, 9 Sep 2006 (PDT)
 +
::<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)
  
== EP1 Content ==
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== 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. :)
  
Hey, I am away from my dev computer right now so I cant check this myself. I was wondering if the source for EP1 is available for modding. If not, do you know if/when it will be? I understand that the changes are really only in Alyx's ai and an upgrade to the face movement system, but I still am rather interested. --[[User:generaleskimo|General Eskimo]]
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== Archiving older talk pages ==
 +
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)
 +
:Check the history of your usertalk page. Just click at some date. --[[User:Dutchmega|dutchmega]] 10:15, 9 Sep 2006 (PDT)
  
:It is possible to mod it....but I'm not sure if you'll be able to use any upgrades if you override the dlls...you can mod anything else tho (although episode 1 uses a newer bsp version)&mdash;'''[[User:Ts2do|ts2do]]''' 12:04, 4 Jun 2006 (PDT)
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== 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". --[[User:Andreasen|Andreasen]] 14:55, 10 Sep 2006 (PDT)
  
Hey, don't forget to tell us when you update your .fgd to reflect all the ep1 goodness. I'll be honest I'm planning on using them as the base for my mod teams .fgd so i wanna know when you get round to it so I can update them, and i know I could @include yours but its a little bit more complicated than that :) --[[User:Angry Beaver|Angry Beaver]] 21:05, 5 Aug 2006 (PDT)
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== 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. --[[User:Andreasen|Andreasen]] 10:57, 28 Sep 2006 (PDT)
  
== Player Markers ==
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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)
  
Hey, you are god, so I thought I'd ask you another question. I have been wanting to add player markers like those seen in DOD:S (the floating icons above teammates with the team's logo). I can't seem to figure out where such code is located (I am sure some of it lies in the current source code), but I have been having trouble finding the correct terms to use when searching the net for held on this subject. Any help would be greatly appreciated. --[[User:generaleskimo|General Eskimo]]
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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)
  
:Check out <code>AttachTentToPlayer</code> in c_te_legacytempents.cpp<br>you can also try creating a sprite entity on the client&mdash;'''[[User:Ts2do|ts2do]]''' 12:13, 4 Jun 2006 (PDT)
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:Should I?&mdash;'''[[User:Ts2do|ts2do]]''' 09:50, 1 Oct 2006 (PDT)
  
== Player Markers Continued ==
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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)
  
Wow! That was nice and fast. You wouln't happen to know 3 other things about that would you? First, I wanted to attach text to players (such as showing who is carrying a flag, so on), including the player's name. Next, I want to make sure that that text is not rescaled for distance (meaning the text is always the same size on the screen, no matter how far away the player). Finally, I was wondering how I could make sure it would be rendered on top of the rest of the world geometry (I want to see this text through walls, smoke, etc), but behind the player's hud/weapon (I am sure it is just some flag I need to set chaning the order in which it is rendered). Thanks for the help in advance! --[[User:generaleskimo|General Eskimo]]
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:Does the format imply any other meaning for the :value?&mdash;'''[[User:Ts2do|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? --[[User:Andreasen|Andreasen]] 10:01, 1 Oct 2006 (PDT)
  
:The best way to do this may be to DECLARE_HUDELEMENT_DEPTH that utilizes [[DrawPrintText]]...you need to use <code>ScreenTransform</code> to find the point on the screen the player is<br>as for the origin of the player & whether or not they have the flag, you can modify player_resource to send that info&mdash;'''[[User:Ts2do|ts2do]]''' 12:37, 4 Jun 2006 (PDT)
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It was at the end.&mdash;'''[[User:Ts2do|ts2do]]''' 10:08, 1 Oct 2006 (PDT)
::OMG you are the best! Valve should pay you! --[[User:generaleskimo|General Eskimo]]
 
  
==... Alrighty then==
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That can easily be fixed like this:
...Why'd you remove all the clr tags I had in [[Intermediate Lighting]]. I was going to need thoose after I'd added pictures and images so I was keeping them there to mark where each section ended and as a reminder. Yeah its cleaner the way you've done but dont clean someone up while thier still working. GJ on all the cleaning work your doing, but nobody appricates thier desk getting organized for them when they go on a coffe break. Just give it a little more time so I can work my article through. I'm doing this at work so I can't devote consitent ammounts of time to it so you'll see a lot of semi updates on my projects from now on, and some will be half done, i'd use the wip template but it was "being edited" at the time. Nothing major just gimmie a little bit of time to clean my own mess before you do :) [[User:Angry Beaver|Angry Beaver]] 13:42, 7 Jun 2006 (PDT)
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* '''ichy_cleaner_fish''' (Default: 3)
 +
: <integer> The number of cleaner fish spawned with an ichy.
 +
--[[User:Andreasen|Andreasen]] 11:41, 1 Oct 2006 (PDT)
  
: you should use the <code>Template:wip</code> template when your still editing something so no-one else does anything to it while your working. --[[User:PanFrie|PanFrie]] 14:15, 17 Jul 2006 (PDT)
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:Go ahead&mdash;'''[[User:Ts2do|ts2do]]''' 14:10, 1 Oct 2006 (PDT)
  
==steam:// article==
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== Tutorials ==
You told me you made some article on my problem, where? what?--[[User:RP|RP]] 12:58, 9 Jun 2006 (PDT)
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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)
  
:[[Application not found]]&mdash;'''[[User:Ts2do|ts2do]]''' 15:23, 9 Jun 2006 (PDT)
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==New Steam Games==
::Thanks!--[[User:RP|RP]] 16:40, 9 Jun 2006 (PDT)
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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)
 +
: 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)
 +
:: 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)
 +
::::Hah, didn't even know that existed. Thanks. [[User:Wraiyth|Wraiyth]] 23:27, 12 Oct 2006 (PDT)
  
==AI Documentation==
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== "Channel for sound play commands" ==
Nice work on the AI documentation so far!
 
  
Now that Ep1 is done, I'm hoping to be able to spend some significant time helping out with it. The first big problem I think we need to tackle is the path that we'd expect someone to move through the AI documentation. You've produced a bunch of good documentation on the discrete pieces (like tasks, schedules, anim event, etc). The path through it (starting at [[Defining_the_NPC]]) has a couple of problems:  
+
I don't have a clue what that means. Can you elaborate? --[[user:TomEdwards|TomEdwards]] 01:17, 29 Jan 2007 (PST)
*Almost all the pages in that path are great at explaining how to do something, but not why you would need or choose to do it.
 
*The path doesn't follow the AI logic of the NPCs. i.e. you don't really create Tasks before Schedules, and in most cases you start with the Conditions because they'll be causing the schedule selection. So, I'd like to start generating the entry point into the AI system, which would walk the reader through the system (starting with the stuff in [[AI_Programming]]) and moving eventually into the discrete coding problems once they understand the concepts.
 
One approach to the coding problems could be to organise them into buckets like ''"How do I make my NPC move somewhere?"'', ''"How do I make my NPC attack something?"'', and ''"How do I make my NPC play a specific animation?"''. These could then reference the pages you've written about how to write task/schedule/anim event/etc.
 
  
Thoughts / Suggestions? -- [[User:Robin Walker|Robin Walker]] 22:27, 13 Jun 2006 (PDT)
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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)
  
:A FAQ sort of thing would be a useful accompaniment to the documentation...if you'd like, you could reorganize the list {{tl|npc tut}}...I'll update the navbars once it's done (Get on Friends if you want to talk)&mdash;'''[[User:Ts2do|ts2do]]''' 23:02, 13 Jun 2006 (PDT)
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== I know its been a while... ==
  
==Ts2do Translator==
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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.
Thanks for fixing all my pitty attempts to create stuff that look like english :)--[[User:RP|RP]] 17:12, 17 Jun 2006 (PDT)
+
Tell me if I am missing something:
  
== You're quick ==
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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).
  
You jump in quickly! I was in the midst of making addition edits and got a "conflict." ;) &mdash;'''[[User: BJ|BJ]]'''<sup>([[User talk:BJ|talk]])</sup> 15:45, 6 Jul 2006 (PDT)
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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.
  
:SORRIE! Mistakes burn my eyes&mdash;'''[[User:Ts2do|ts2do]]''' 15:48, 6 Jul 2006 (PDT)
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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)
 +
: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)
  
::No problem.. just a surprise. Thanks for the Warning edit. Much better. &mdash;'''[[User: BJ|BJ]]'''<sup>([[User talk:BJ|talk]])</sup> 15:54, 6 Jul 2006 (PDT)
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::You talking to me? I know nothing about this stuff&mdash;'''[[User:Ts2do|ts2do]]''' 15:26, 28 May 2007 (PDT)
  
Thank for fixing the new entities I put in.  helps out for the .fgd file i made. --[[User:PanFrie|PanFrie]] 22:59, 11 Jul 2006 (PDT)
 
  
:I can send you the fgd I wrote up...what's your email address? We should also note here that they changed prop_static so we'll have to wait for a custom SDK release so maps for it can be made&mdash;'''[[User:Ts2do|ts2do]]''' 11:09, 17 Jul 2006 (PDT)
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== 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! --[[User:Wildfire|Wildfire]] 19:42, 6 Jun 2007 (PDT)
  
:: [email protected].com  - if you have G-Talk you can add me to that as well. I've just uploaded my detonation FGD file to http://panfrie.zergs.com/Mapping/dod_det.fgd . also, what did they change with the prop_static? --[[User:PanFrie|PanFrie]] 14:06, 17 Jul 2006 (PDT)
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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]
Hell, you sure are quick... Do you stick to "recent changes" all day? ;P thx 4 the small fix -- [[User:Rotzi|Rotzi]] 14:14, 1 Aug 2006 (PDT)
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[http://ballz.ababa.net/ts2do/files/mapentityfilter.h mapentityfilter.h]
 +
[http://ballz.ababa.net/ts2do/files/gameeventdefs.h gameeventdefs.h]&mdash;'''[[User:Ts2do|ts2do]]''' 21:02, 6 Jun 2007 (PDT)
  
== Me again with a problem ==
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Awesome! Thanks a bunch --[[User:Wildfire|Wildfire]] 13:58, 7 Jun 2007 (PDT)
  
Hey! Since you are god, i thought i'd ask you a question. How do I tell if a player is right up against a wall (actually touching it). --[[User:Generaleskimo|General Eskimo]] 18:16, 17 Jul 2006 (PDT)
 
  
:you can expand the player's hull (subtract Vector(1,1,1) from mins and add Vector(1,1,1) to maxs) and use the same check noclip does to test if it's in a solid...then you'd need to use traces along the bounds of the hull to find the wall&mdash;'''[[User:Ts2do|ts2do]]''' 18:36, 17 Jul 2006 (PDT)
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== Spam ==
  
== SDK Nuts ==
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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)
:Thanks for taking care of that stuff.
 
:Let me know if you have any requests. --[[User:Mark WiseCarver|wisemx]] 10:44, 26 Jul 2006 (PDT)
 
  
== Episode 1 Additions ==
 
Unless they are somehow not working in-game, we have ALL gotten these improvements (I don't have Episode 1, but I still have these new options.) so guess what? You're probably gonna have to remove those ep1 tags from all those pages you added them to. Sorry. --[[User:Andreasen|Andreasen]] 07:37, 6 Aug 2006 (PDT)
 
:However, I have the npc_zombine in the list, but it won't show up in the preview or in the game, so at least SOME of those might be Episode 1 specific. I really hope Valve hasn't included flags and outputs that will show but will only work with ep1 too. --[[User:Andreasen|Andreasen]] 07:48, 6 Aug 2006 (PDT)
 
:Ouch. Just dropping by to say thanks for adding all the Ep1 stuff (even if you perhaps aren't done yet!) --[[User:Giles|Giles]] 09:11, 6 Aug 2006 (PDT)
 
  
I know that the Episode 1 labeled stuff is in the updated SDK, and so should the people working on their mod...&mdash;'''[[User:Ts2do|ts2do]]''' 11:07, 6 Aug 2006 (PDT)
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== [[VTF]] and [[Valve texture file]] ==
:But we ''all'' seem to have the updated SDK, so unless you have ''confirmed'' that all this stuff doesn't work unless you have ep1, it would be pointless to add these tags. --[[User:Andreasen|Andreasen]] 12:13, 6 Aug 2006 (PDT)
 
  
But if someone were to come by who had HL2 and wanted to make a singleplayer mission for it, they wouldn't be able to use these docs&mdash;'''[[User:Ts2do|ts2do]]''' 12:17, 6 Aug 2006 (PDT)
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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)
:You didnt get it, but never mind. I tried to use one of those flags, and they didn't work, so you're right. ...which is horrible, because that means you'll have to consult this wiki in order to know which flags and stuff work. What are you doing, Valve?! =S --[[User:Andreasen|Andreasen]] 12:30, 6 Aug 2006 (PDT)
 
  
There's a very important boolean cvar called hl2_episodic&mdash;'''[[User:Ts2do|ts2do]]''' 12:36, 6 Aug 2006 (PDT)
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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)
:??? What does it do? If I type it in the console in-game, will it enable these new features, or turn off the features in the list in the SDK? --[[User:Andreasen|Andreasen]] 13:40, 6 Aug 2006 (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)
  
It should turn on many of the new features (which are incased in an if(hl2_episodic.GetBool())&mdash;'''[[User:Ts2do|ts2do]]''' 18:15, 6 Aug 2006 (PDT)
 
  
== VS2002 compile errors ==
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== You Rock ==
  
Hi, I've another patch for VS2002 post-update compilation errors:
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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)
 +
:It's all spam, I tells ya! --[[User:Daedalus|Daedalus]] 05:29, 30 Aug 2007 (PDT)
  
<pre>Index: sourcecode/trunk/game_shared/hl2/hl_gamemovement.cpp
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== Thanks! ==
===================================================================
 
--- sourcecode/branches/ep1/game_shared/hl2/hl_gamemovement.cpp (revision 270)
 
+++ sourcecode/trunk/game_shared/hl2/hl_gamemovement.cpp (revision 294)
 
@@ -544,5 +544,5 @@
 
float alternateDist = 99999.0f;
 
 
- CUtlRBTree< NearbyDismount_t, int > nearbyDismounts( 0, 0, NearbyDismountLessFunc );
 
+ CUtlRBTree< NearbyDismount_t, int > nearbyDismounts( 0, 0, (CUtlRBTree< NearbyDismount_t, int >::LessFunc_t)NearbyDismountLessFunc );
 
 
GetSortedDismountNodeList( mv->m_vecAbsOrigin, 100.0f, ladder, nearbyDismounts );</pre>
 
  
Hope it will help someone.. --[[User:Vaber|Vaber]] 05:05, 12 Aug 2006 (PDT)
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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)
:The VS2002 patch posted on the page isn't updated to the actual patch file... I think I took care of them all, thanks anyways&mdash;'''[[User:Ts2do|ts2do]]''' 08:31, 13 Aug 2006 (PDT)
 
  
== vconfig errors ==
 
Ts2do this vconfig [http://developer.valvesoftware.com/wiki/Talk:Game_Directory error] is driving me bananas...Any thoughts? --[[User:Mark WiseCarver|wisemx]] 06:09, 12 Aug 2006 (PDT)
 
  
:Just copy Steam.dll and subsequent files to the sourcesdk bin...if that doesn't work, just modify GameConfig.txt directly&mdash;'''[[User:Ts2do|ts2do]]''' 08:34, 13 Aug 2006 (PDT)
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== TF2 main page ==
 +
Thanks you made it more sexeh looking.--[[User:MrTwoVideoCards|Gear]] 09:21, 27 Sep 2007 (PDT)
  
::Thanks bro. I've tried the typical fixes. Hammer works properly except for the SiN:E SDK. Double-click on your vconfig from File manager and see what you get. --[[User:Mark WiseCarver|wisemx]] 10:31, 13 Aug 2006 (PDT)
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== Marking spam articles ==
  
Remind me next week and I'll get to it...I'm vacationing now till Friday&mdash;'''[[User:Ts2do|ts2do]]''' 16:08, 13 Aug 2006 (PDT)
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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)
  
== Another question ==
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== EF_NODRAW and AddOutput? ==
  
Since you are the best, how do you make a model smaller? I want to do this with an entity, so not just prop_static in hammer. [[User:Generaleskimo|General Eskimo]] 16:39, 14 Aug 2006 (PDT)
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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)
 +
 
 +
== 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&mdash;'''[[User:Ts2do|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. --[[User:Andreasen|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. [[User:PatPeter|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 [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:
 +
 
 +
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. --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 20:24, 11 July 2010 (UTC)

Latest revision as of 13:24, 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)