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- {{tabs|Ambient generic|goldsrc=1|source=1|main=source}} ...is also means that soundscripts have the advantage of being able to change sound files and properties in a map without having to recompile it. The same appl14 KB (1,039 words) - 04:25, 31 August 2025
- ...r [[cvar]]s that will get executed by the game as soon as it starts, and [[GoldSrc|all]] [[Source|Valve]] [[Source 2|engines]] inherit this syntax. ...ly to tell the game it is loading a Bugbait (the name of the bug reporting system) bug report.46 KB (6,833 words) - 17:50, 5 October 2025
- ...more information about the Sound System in Source I'll refer you to the [[Sound]] page, especially to the first external link. --[[User:JurgenKnops|Jurgen ...lower-casing the file name, to no avail. I've read all the links off the Sound page; what I meant about formats is that I couldn't find an entry that says209 KB (34,960 words) - 03:00, 7 January 2024
- ...the hundreth time is just frustrating. We didn't need to have a .SEQ file system or anything like that, Mutimanagers would have worked for everything. // - Monster_sentry doesn't precache it's firing sound properly. > Dodgy fix is to make 3 ambient_generics with the hks1/2/3 sou286 KB (40,663 words) - 01:39, 11 September 2024