Difference between revisions of "User talk:Ts2do"

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Just bringing [[Talk:Avoid_peacock_terms|this discussion]] to your attention. I would be grateful if you could chime in with your opinion. Thanks. --[[User:Giles|Giles]] 01:29, 7 May 2006 (PDT)
Just bringing [[Talk:Avoid_peacock_terms|this discussion]] to your attention. I would be grateful if you could chime in with your opinion. Thanks. --[[User:Giles|Giles]] 01:29, 7 May 2006 (PDT)
:Sort of useless, don't you think... Since there won't be many people reading that page, and second, what kind of progress do you make with it? Must we go and edit all VDC's pages, so it will be as readable as it is now (in the positive way) ;) --[[User:CrabbyData|CrabbyData]] 02:37, 7 May 2006 (PDT)
== Congratulations ==
I saw that you've changed the 9,000 contributions to the staggering 10,000! '''Nice job!''' :D --[[User:CrabbyData|CrabbyData]] 02:37, 7 May 2006 (PDT)

Revision as of 02:37, 7 May 2006



I Dont come here much so maybe you can email or msn me at [email protected] 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

'laura' Thanks -laura

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


You wanted something to do ts2do? Why not make a ModDB MOTY template for the VDC?

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.) --Andreasen 08:39, 12 Mar 2006 (PST)


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! --Ging 07:03, 12 Mar 2006 (PST)

Is their a irc chat for Source Dev? Thanks --Actown 22:27, 27 Jan 2006 (PST)

Oh Well i get compile errors like -> 2>BSCMAKE: error BK1506 : cannot open file '.\release_hl2mp\AI_Activity.sbr': No such file or directory. --Actown 22:29, 27 Jan 2006 (PST)
  • Do a google, or use something like chatbear (collective forums) or www.hlcoding.com --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. --Andreasen 19:48, 9 Feb 2006 (PST)

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? --Andreasen 18:19, 20 Feb 2006 (PST)

they're in the TwoObjectPhysics base class—ts2do 19:02, 20 Feb 2006 (PST)

Okay, but as this entity is apparently deviating from its base class, these flags should probably be removed again. --Andreasen 19:07, 20 Feb 2006 (PST)

duwit—ts2do 19:08, 20 Feb 2006 (PST)

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? --Andreasen 23:34, 20 Feb 2006 (PST)

Also, the *{{fl trackchange}} template seems to have an extra * 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. --Andreasen 11:37, 6 Mar 2006 (PST)

Just go to {{fl trackchange}} and press What links here...—ts2do 14:59, 6 Mar 2006 (PST)
Okay, thanks. --Andreasen 15:23, 6 Mar 2006 (PST)

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. --Andreasen 15:23, 6 Mar 2006 (PST)

Yes but that's silly...—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? --Andreasen 15:38, 6 Mar 2006 (PST)
Go ahead!—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? --Andreasen 07:13, 7 Mar 2006 (PST)

As you haven't replied, I'm removing the outputs again, thinking you made a mistake. --Andreasen 17:53, 11 Mar 2006 (PST)

{{basicitem|entity=item_box_buckshot|descriptive=Shotgun Ammo|weaponentity=weapon_shotgun}}??? It's probably a fast method, but it leaves no room for improvement. --Andreasen 06:12, 9 Mar 2006 (PST)

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? --Andreasen 02:48, 21 Mar 2006 (PST)

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? =) --Andreasen 14:21, 11 Mar 2006 (PST)

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 this out—ts2do 14:22, 11 Mar 2006 (PST)

Woah! Lovely. Just what I meant and needed. Thanks! =) --Andreasen 14:25, 11 Mar 2006 (PST)


I've tested it, in fact, I'll do it right now. If I make the label blank...

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.--SubKamran 05:00, 21 Feb 2006 (PST)

Just wondering

I was just wondering if you were still looking for people to help with the mod you were talking about on your user page. Cubedude 18:35, 3 Mar 2006 (PST)

Barn Star / Anti Spam award

Maybe you want to use this pic instead? I just made it :) --Vaarscha 15:15, 10 Mar 2006 (PST)


Antlions: Random Spawn

I intorduced some new templates for keyvalues, outputs and flags... What do you think about it?0.51 05:29, 12 Mar 2006 (PST)

it's classy, but we already have a better looking input/output table: User:Hurricaaane feel free to make it into a template—ts2do 11:24, 12 Mar 2006 (PST)

Line feeds

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.* --Andreasen 23:04, 24 Mar 2006 (PST)

Thank you for your wise words—ts2do 10:19, 25 Mar 2006 (PST)

item_healthcharge placement

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. --Andreasen 20:48, 26 Mar 2006 (PST)

Hey...I took the average..ok?—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. --Andreasen 21:05, 26 Mar 2006 (PST)

But think...Will that be a problem?—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. --Andreasen 21:15, 26 Mar 2006 (PST)

Ok...anyways, I called it a placement tipts2do 21:17, 26 Mar 2006 (PST)

Breakable Gibs

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? --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. --n-neko 18:37, 27 Mar 2006 (PST)

Editing style

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. :) Giles 00:45, 28 Mar 2006 (PST)

With 7500 edits? heck no! lol...I do notes sometimes (hardly any)...—ts2do 00:56, 28 Mar 2006 (PST)
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. Giles 12:03, 28 Mar 2006 (PST)
I understand...I'll try doing that for edits that are more than just 1 letter...ok?—ts2do 12:09, 28 Mar 2006 (PST)
Yeah, obviously minor edits don't really need a comment! That should be great, thank you. :) Giles 13:29, 28 Mar 2006 (PST)
Psssst ... spam reverts don't need anything more than "spam revert" either. ;) 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.) --Andreasen 13:55, 29 Mar 2006 (PST)

Before you do that, tell me...does this look terrible?—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. :) --Andreasen 15:04, 29 Mar 2006 (PST)

Just remember taht images with palettes don't resize well!!! (Thumbnails)—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. --Andreasen 15:14, 29 Mar 2006 (PST)
Aah, okay, I see what you mean now. :S I'll make them jpgs instead. --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? --Andreasen 19:07, 29 Mar 2006 (PST)

No.—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. --Andreasen 19:23, 29 Mar 2006 (PST)

Gameinfo.txt help

Hi. Can you help with my issue at User_talk:Pb75#Gameinfo.txt? Regards. —Pb75 01:24, 4 Apr 2006 (PDT)

Note template

Note.png 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. --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. 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? --Andreasen 00:45, 5 Apr 2006 (PDT)

Yes I do....wikipedia says it
While Marc Laidlaw has confirmed that Antlions have come to Earth from Xen [1], it has been suggested that the Xen "thumpers" are actually mining equipment. 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.) --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 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. Giles 00:28, 6 Apr 2006 (PDT)

It really isn't that difficult to skip over that 1 mod...as well as CZDS—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. --Andreasen 10:09, 6 Apr 2006 (PDT)


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? --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.) --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 :) --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.. 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. --Andreasen 01:12, 7 Apr 2006 (PDT)
I also read that 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. 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. --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... --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 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. 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? Jupix 03:02, 7 Apr 2006 (PDT)

not good...commas look better before conjunctions—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. 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. --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. 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#Usagets2do 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 Angry Beaver 17:50, 7 Apr 2006 (PDT)

First of all, 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. 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. ;) 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. --Andreasen 02:10, 8 Apr 2006 (PDT)


I just cleaned up a few typos on your color theory, very nice work Ts2do!

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 Angry Beaver 22:54, 8 Apr 2006 (PDT)

New entity icons

If you are up to it, assault_assaultpoint and assault_rallypoint needs icons. --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? --Andreasen 02:20, 12 Apr 2006 (PDT)

Yes...should I have not??—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? --Andreasen 07:23, 12 Apr 2006 (PDT)

For fun—ts2do 20:37, 12 Apr 2006 (PDT)

func_physbox and Prop_Footsteps

What's the similarity? --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
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...—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. --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. 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...—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—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.--Deadity 10:58, 19 Apr 2006 (PDT)
Oh, and if you want us to flood valve with emails recommending you for a job, we can do that. Valve is great, but it would be so much better to have someone as active and in-touch with the community on their team. I have called/emailed pretty much everyone who works at valve (calling on several occations) to ask them about one thing or another (not harrassing, I promise), butthe only person to ever respond to an email was Jason Holtman, and Ted Backman was the only one who picked up their phone and didn't hang up on me. Keep up the good work! --General Eskimo
Try mailing Alfred Reynolds, he's really helpfull!

And Yahn Bernier for coding...Jeff Lane for mapping—ts2do 14:20, 25 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.) --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—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. --Andreasen 03:46, 16 Apr 2006 (PDT)


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—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. --Andreasen 19:33, 16 Apr 2006 (PDT)

Well...the code I added for the entity uses Info lighting.pngts2do 19:35, 16 Apr 2006 (PDT)


While you're doing this, could you clearify that it's something you type, by formating it as !activator? --Andreasen 19:20, 16 Apr 2006 (PDT)

I thought about ti...then checked targetname...should it be linked?—ts2do 19:21, 16 Apr 2006 (PDT)
Yeah, that would be better. :) --Andreasen 19:35, 16 Apr 2006 (PDT)


Are you sure about that? Perhaps it's an entity for a specific multiplayer game. Ask Maven. (He created the page.) --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. --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)—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. --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—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 -- 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—ts2do 13:40, 19 Apr 2006 (PDT)


  • 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?--RP 17:29, 19 Apr 2006 (PDT)
I haven't received this in an update, but I'm suspecting it's something like thists2do 18:04, 19 Apr 2006 (PDT)

WARNING! Ts2do, that's a broken link! --General Eskimo


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. --Andreasen 03:27, 21 Apr 2006 (PDT)

...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. --Andreasen 03:31, 21 Apr 2006 (PDT)

HL2DM and HL2MP are the same thing? -- dutchmega
HL2MP is the development name for HL2DM. Go to SteamApps\account\half-life 2 deathmatch and you'll see that its folder is hl2mp. --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. --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. --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. --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—ts2do 15:57, 22 Apr 2006 (PDT)


"This category lists games, addons, demos, etc that are based on Valve properties.

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


1 2 3


Giles 07:11, 24 Apr 2006 (PDT)

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:
  • 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 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?
Giles 01:59, 25 Apr 2006 (PDT)

About distances

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. --General Eskimo

HTML in lists

You do not need to use HTML to put images and line breaks in numbered lists. You can use sublisted elements. See Metawikipedia:Help:List and Hammer Manual Configuration for examples. --JeffLane 18:26, 26 Apr 2006 (PDT)

I know it's easier to do # and #: but using html aligns everything very nicely—ts2do 18:31, 26 Apr 2006 (PDT)
The (subjective) improvement is not worth filling pages with HTML. It is to be avoided as much as possible. --JeffLane 18:54, 26 Apr 2006 (PDT)


Hey Ts2do! I say you edited the Advanced_elevators page... Was that for me, or are you working on it? Because, I'm currently making three tutorials for a three the elevator pages (Two-Stop-, Multi-Stop- and Advanced-Elevators). Thanks for your time --CrabbyData 10:14, 29 Apr 2006 (PDT)

well you had the note, so I just translated it to {{wip}}:—ts2do 20:28, 29 Apr 2006 (PDT)
This is being edited by CrabbyData. I'll post it once my other two tutorials (Two-Stop and Multi-Stop elevator) are ready. Just have a little patience --CrabbyData 03:48, 28 Apr 2006 (PDT)
Ok, thanks again ~<:-D --CrabbyData 11:22, 30 Apr 2006 (PDT)

Code tags

Why are you removing all the code tags? Jupix 15:23, 30 Apr 2006 (PDT)

Because they don't need to be around entity names—ts2do 15:23, 30 Apr 2006 (PDT)
Yes they do. They're there to separate them from the text around them. We've done code tags in tutorials for months. Why do you think I added them in the first place? They make the text zillions of times clearer and more organized. Jupix 15:28, 30 Apr 2006 (PDT)

This conversation has gone on before and we declared just the opposite I believe—ts2do 19:57, 30 Apr 2006 (PDT)

User talk:Andreasen Though it's a complete mess not to have this in the Editing help. No one will ever find it there... I'll just add it to that page now, I guess. --Vaarscha 00:32, 1 May 2006 (PDT)
The post by Jeff there does make it very clear that code tags are used around entity names. What's the problem here? Jupix 01:13, 1 May 2006 (PDT)
The problem was that no one could find these guidelines without knowing they are noted on someone's Talk page. I have added it to Help:Editing now, making it more easy to access for everybody (especially for new users). Maybe it belongs to some other Help page, I don't know, feel free to move it. It just needs to be in some official place to avoid confusion. --Vaarscha 01:23, 1 May 2006 (PDT)
Thanks Vaarscha. I'll have a look at the Help section now to see if it can be further improved. :P Jupix 01:26, 1 May 2006 (PDT)

Category:Developer Corperations

Um, did you by any chance mean Corporations? :P Jupix 07:11, 4 May 2006 (PDT)


How are things going with that radar-tutorial? --dutchmega

AppID pages

What's the point of making a page for each AppID that redirects the App page? Is this to help searchs or something else?--RP 12:53, 6 May 2006 (PDT)

it's for quick reference if someone doesn't know what game/file an appid is linked to—ts2do 12:54, 6 May 2006 (PDT)

Spectator Mode

Hey, I know you are god and all, so I thought you might be able to help me with this one. Could you point me toward any sdk sample code/function in the source code where I can write custom spectator modes. I want to make a chase cam and free look mode like in Counter-strike, but i don't know where i should look. --General Eskimo

See http://articles.thewavelength.net/702/ts2do 13:35, 6 May 2006 (PDT)
Well, maybe I didn't use the right terminology. I actually don't really care about free look mode, or forcing the player to join a spectator team. I just have 20sec spawn times and want to be able to switch to chase cam (fixed or free, don't care) on any other player (deathmatch, no teams). This article does give me a foundation for where to look, but I know someone must know how to do what I want...

Peacock discussion

Just bringing this discussion to your attention. I would be grateful if you could chime in with your opinion. Thanks. --Giles 01:29, 7 May 2006 (PDT)

Sort of useless, don't you think... Since there won't be many people reading that page, and second, what kind of progress do you make with it? Must we go and edit all VDC's pages, so it will be as readable as it is now (in the positive way) ;) --CrabbyData 02:37, 7 May 2006 (PDT)


I saw that you've changed the 9,000 contributions to the staggering 10,000! Nice job! :D --CrabbyData 02:37, 7 May 2006 (PDT)