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- ...<code>Q_</code> to <code>V_</code> (i.e. <code>V_strcpy</code>). Backwards compatibility is still available, but it is advised to use the new prefix.306 bytes (48 words) - 13:28, 6 May 2025
- ==Linux compatibility==2 KB (255 words) - 10:12, 7 May 2025
- never fall back to asian compatibility mode614 bytes (71 words) - 10:02, 21 January 2024
- *Compatibility and Customization ...{{xash|4.1}} engines, with the Custom Build version offering even greater compatibility with Xash3D for expanded features. Modders can customize various aspects of2 KB (327 words) - 07:32, 22 February 2025
- ...ou can ignore these but if the program doesn't run, try to disable Program Compatibility Assistant in Windows Services and then run VS2003 again.}}2 KB (232 words) - 00:00, 23 September 2024
- {{wikinote|While ReGameDLL strives for compatibility, some entities may inadvertently have slightly different functionality. Alw718 bytes (88 words) - 09:05, 8 May 2025
- ...thin a current mod. It's still a good idea to recompile assets for maximum compatibility, and it's also a good idea to create a parent directory for your assets to509 bytes (78 words) - 10:10, 21 January 2024
- ...re native Windows applications. Compatibility with Linux is limited by the compatibility tools, not Hammer or Hammer++. ...lements not disappear randomly until howered over on nvidia) enabled under compatibility settings.4 KB (608 words) - 06:41, 22 July 2025
- ...e public by default. It exists in C++ largely for the purpose of backwards compatibility with C.623 bytes (93 words) - 15:06, 7 January 2024
- ...distributing outdated software. Source2mod v1.x will always have backwards compatibility.}}688 bytes (97 words) - 13:49, 5 January 2023
- Network PatchVersion: 9540945 # Determines client and server compatibility Network PatchVersion: 9540945 # Determines client and server compatibility9 KB (962 words) - 22:41, 10 August 2025
- ..._useableladder</kbd> directly instead. This was left in only for backwards-compatibility!1 KB (159 words) - 16:13, 4 May 2025
- ..._brush}} This is obsolete entity from [[Half-Life]] provided for backwards compatibility. Has been deprecated by the [[func_brush]] entity with its ''Solidity'' pro1 KB (168 words) - 07:42, 4 May 2025
- * HD pack compatibility1 KB (176 words) - 20:16, 14 March 2025
- ...} also retains the {{code|monster_}} entity classname prefix for backwards compatibility, but uses HL2's "NPC" terminology internally.1 KB (164 words) - 11:13, 7 May 2025
- {{Note|GtkRadiant 1.5 and newer have certain compatibility and stability issues when creating maps for Half-Life; use {{nrc|4.1}} inst1 KB (173 words) - 09:50, 8 May 2025
- ...raded to support Shader Model 3.0 {{since|{{src06}}}}, but offers backward compatibility with older GPUs using [[DirectX Versions|DirectX feature levels]] as low as * Prior to {{l4dbranch|1}}, Source supports [[DirectX Versions|DirectX compatibility levels]] for older graphics card (such as DirectX 8 level card) that only s4 KB (601 words) - 04:46, 20 July 2025
- === Compatibility ===5 KB (804 words) - 05:50, 5 January 2024
- Obsolete entity from [[Half-Life]] provided for backwards compatibility. Has been deprecated by the {{ent|func_brush}} with its ''Solidity'' proper1 KB (172 words) - 07:48, 4 May 2025
- ...g correctly, telling users to restart Steam, or to warn users that Windows compatibility mode is enabled.1 KB (221 words) - 15:51, 11 June 2025