User talk:SirYodaJedi
Could you expand your edit about Half-Life Unified SDK by adding more examples or comments?
Your edit.Lxm6 (talk) 2:15, 12 April 2023 (UTC)
Could you expand your edit about WinBSPC by adding more examples or comments?
Your edit. Lxm6 (talk) 3:37, 12 April 2023 (UTC)
Thanks for tidying English pages!
Lxm6 (talk) 15:33, 24 June 2023 (PDT)
2 unhelpful moves
I and others can't easily restore them now. 1 2 3. The Microsoft doesn't say option. Lxm6 (talk) 1:45, 19 Jul 2023 (UTC)
- To be technical and nitpicky, it should technically be command line parameters, not command line arguments, as these are parameters we are putting in from the user's perspective; MS's documentation is from the application's perspective, where it takes in arguments. "Options" avoids this confusion, and is a commonly used term in the industry, referring to exactly what the page entails.
— SirYodaJedi (talk) 1:56, 19 Jul 2023 (UTC)- So IBM and some others call them command-line option. http://www.antonis.de/dos/dos-tuts/mpdostip/html/nwdostip.htm is pretty bad reference on the Wikipedia section. So both make sense. Lxm6 (talk) 2:03, 19 Jul 2023 (UTC)
Notice colors
Pointless change of unconfirmed information to green, which can mislead readers. The latest example. Lxm6 (talk) 22:14, 19 Jul 2023 (UTC)
- Not pointless; popular consensus.
— SirYodaJedi (talk) 19:09, 19 July 2023 (PDT)
A professional MediaWiki editor like you should know Special:Search includes main namespace but not user namespace
You are the MediaWiki elite here.
Lxm6 (talk) 20:54, 22 July 2023 (PDT)
- Wat? Also, it does if you click
Everything
orAdvanced
.
— SirYodaJedi (talk) 10:08, 23 July 2023 (PDT)
Are you familiar with the entity template?
Hey, i am a little in need of help. Are you familiar with the entity template? i created monster_human_scientist instead of sticking it in the "Gunman Chronicles entities" Category it sticks it in the "gunman entities" category? Do you know in what sub template this is set? I thought i try it on your discussion page since you seem to be here forever and know much. :3 --Dmx6 (talk) 13:28, 19 August 2023 (PDT)
- I'm not really sure how it works; there seems to be some sort of hardcoded list, when there really shouldn't. Report it on
{{format}}
's page or it's talk page, and I'm sure someone better versed in mediawiki template syntax will be able to figure it out.
— SirYodaJedi (talk) 12:35, 20 August 2023 (PDT)
Fanpages
How about we add "fanpages" where you can make your own page without admin interference. For instance, "I AHTE NI" would be deleted, however "Fanpage:I AHTE NI" would be able to stay, and fanpages don't even need to be true, they can have all the mis-info you can cram into a single VDC page. Of course, they can also be edited freely by everyone else on VDC. — User:Viktini324 on 08:44, 2 September 2023
- First off, I'm not an admin.
Secondly, userspace exists for a reason; as long as its content doesn't violate the code of conduct, it won't be deleted from userspace.
Finally, if you don't want admin interference, then go to a different wiki.
— SirYodaJedi (talk) 09:21, 2 September 2023 (PDT)
Gratitude (G2S Contribution)
Thank you for the edits you made to the porting guide, this is very valuable information, if you suddenly have ideas for additions/improvement, you can suggest it, I will be grateful. I also saw your success in porting id Tech 3 content, I need to go a little deeper into this part and practice, I would help you improve your article.
-NOUG4AT (talk) 21:40, 17 September 2023 (PDT)
- Glad to help with the GS→S1 article; it's quite a complicated process, and your page is currently the most comprehensive (if a bit daunting).
I'm still figuring out the kinks of Q3→S1 myself. I'm slowly working on porting "Würzburg Radar" from Wolfenstein: Enemy Territory to Day of Defeat: Source, but I've been focused on the assets first (and taking a while, because ADD go brr); currently got most of the map textures and sounds done, but still have a bunch of props to port. Fortunately, unlike GoldSus, IdTech 3 BSPs store the full brush information, like Sorse 1, so the main tribulations are- "Converting" Patch meshes (aka "curves") to displacements (probably have to be recreated from scratch).
- Getting semi-accurate texture blending (Q3 allows for blended textures on triangulated brushes, and it's handled via a separate PCX file)
- Redoing lighting (lighting entities work very differently, and light entities are lost on decompile anyway)
- Simulating dynamic skies using the 3D skybox
- Creating collision meshes for static props (misc_model gets automatic collision when compiled into the map)
- (Decompiles only) Extracting misc_model geometry, which is stored directly in the BSP, and can't be decompiled (you have to convert to ASE or OBJ in addition to MAP)
- (Decompiles only) Redoing texture alignment, which is allegedly not retained when decompiling a IdTech 3 map
- Static props (misc_models) in IdTech 3 are lightmapped in the same way as brushes, but prop_static entities in Sorse are not.
- So… it's still just as complicated, just in different ways 😅
— SirYodaJedi (talk) 17:16, 18 September 2023 (PDT)- Thank you for your voluminous comment and for your assessment of the gs2s1 article. Your opinion is useful. And I will be glad with the edits you will make.
- About your work - In fact, your experience is very important and useful, especially since I really like your ideas that no one has covered before, for example the same patch-meshes. You chose very precise words "it's still just as complicated, just in different ways" but now I think that it is even more difficult, I had no experience of porting id Tech 3 maps, although I thought about it, and thought that the process with G2S was similar, but now having studied and looked at your although the article is unfinished, I see that these are completely different processes. I also have a few questions regarding your work, some of them may not go directly into the process itself, but I would like to know your opinion on this matter:
- -Will there be an image in the article? Will this article be step-by-step?
- -Displacements, will you recreate them by eye? on view. (In the process from g2s, by the way, the displacements are always broken too)
- -Do you plan to use information from previously published guides on a similar topic?
- I wish you good luck in the porting, and if you ever finish and publish this map, let me know, in general this is an interesting, even for a video comparing the source version and Id Tech 3 imo.
—NOUG4AT (talk) 21:19, 18 September 2023 (PDT)- You chose very precise words "it's still just as complicated, just in different ways" but now I think that it is even more difficult
- I suppose. It's a more modern engine, with higher fidelity standards. It's a cleaner process, though, so I think I'd say it's tedious, moreso than difficult.
- Will there be an image in the article? Will this article be step-by-step?
- I mean, I want to be as informative as possible; kinda difficult to make it useful without images. It is sorta already formatted as step-by-step; just is missing the actual steps, lel.
- Displacements, will you recreate them by eye? on view. (In the process from g2s, by the way, the displacements are always broken too)
- Basically, but the original geometry is directly in Hammer for reference. For triangulated brushwork, it's mostly just a matter of shifting the hight to "hug" the original brushwork (power-of-two displacements should be plenty in this case). For patch meshes, my plan is to use prop_statics of the original geometry as reference (which wouldn't be included in the final map). It theoretically might be possible to make a tool that can convert patch meshes to displacements, but they are very different under the hood, so it would be difficult to program.
GoldSrc doesn't have an equivalent to Source displacements or Quake III patch meshes, and it's "blended" textures are baked directly into the textures themselves. - Do you plan to use information from previously published guides on a similar topic?
- It would be foolish not to. I'm using whatever knowledge I can find.
- a video comparing the source version and Id Tech 3
- That's a good idea. I'm def going to publish a flythrough of the port to YouTube, at least.
— SirYodaJedi (talk) 06:57, 19 September 2023 (PDT)
- Thank you for your voluminous comment and for your assessment of the gs2s1 article. Your opinion is useful. And I will be glad with the edits you will make.
3rd Party SDK Tools
If something is listed on that navbox, the navbox should be on the article for that tool regardless of if it supports Source or Gold Src. That box is for any and all 3rd party tools, not just specifically Goldsrc, Source 1 or Source 2. That's the reason there's Template:GoldSrc_sdktools, Template:sdktools and Template:Sdktools/source2. If an article is on any of those 3 boxes, the article should have the corresponding boxes on the page. That's how most if not all wikis operate. TF2CutContent (talk) 11:11, 23 September 2023 (PDT)
- That navbox is specifically for Source tools; please read the header. The engine tools are separate for a reason. If it doesn't support the engine, then it should be removed from the navbox, as the todo at the top of the template states. I just haven't gotten to that yet.
— SirYodaJedi (talk) 12:17, 23 September 2023 (PDT)- Ah I just now noticed the todo! My bad! 😅 TF2CutContent (talk) 12:19, 23 September 2023 (PDT)
Software for creating an article
Have you heard about Nightfire: Source? Does this mod deserve to be described to this wiki? Link
--NOUG4AT (talk) 21:02, 3 October 2023 (PDT)
- I'd say so.
— SirYodaJedi (talk) 12:54, 4 October 2023 (PDT)
GoldSrc Wad Lists
I find your article GoldSrc WAD Lists quite useful, are you planning on moving it outside of userspace? I would think about creating links to this article, for example in the category:GoldSrc Modding. Btw I added a paragraph about third party games.
Also ideas for improving your article:
+Attach a screenshot of the wad textures (for example, open the wad in the Half-Life Texture Tools program and take a screenshot of the contents).
+ Give explanations to .WAD files (full names?, for example, if the name is non-standard).
-NOUG4AT (talk) 08:22, 24 November 2023 (PST)
- Yeah, I'd probably want to do something like that before moving out of userspace.
— SirYodaJedi (talk) 08:53, 24 November 2023 (PST)
Hey man, I'm asking all active editors of the VDC to respond to the survey on my user page on whether or not Mapbase is an engine branch or not. I would like it if you submitted a response! -Equalizer5118, an idiot who cant spel (talk) 09:07, 12 January 2024 (PST)
One thing
Do you think such pages should be deleted? I mean the fact that these projects have no connection with Valve. reference-NOUG4AT (talk) 08:24, 17 January 2024 (PST)
- Deleted, no, because it's already lengthy and informative, and has been there for a long time. I'll add a
grandfathered
option to{{non-valve engine}}
that can be put at the top.
— SirYodaJedi (talk) 08:30, 17 January 2024 (PST)
GoldSrc engine branches
I have created a template specifically for this purpose and have added some branches that I deemed valuable. Currently, some of these "branches" are actually heavily modified versions of engines, but only for certain games. Can you suggest any corrections or additions that should or shouldn't be included, or perhaps removed from there? Additionally, I am considering adding Paranoia (and possibly Cof as fork) to the list. However, I am aware that this is most likely incorrect. Therefore, before proceeding, I will probably seek your advice.
--NOUG4AT (talk) 01:30, 19 February 2024 (PST)
- Well, it's not really linear like Source; they're almost all all just forks of the main branch of GoldSrc, which afaik has been the same branch in the codebase since 1998, just with several changes and bugfixes over the years.
— SirYodaJedi (talk) 14:04, 19 February 2024 (PST)- Thank you for your input, and I agree about linearity. However, I would be interested in seeing your interpretation of what it should look like. It may be necessary to delete or reclassify this template as forks and branches. What are your thoughts on this? In addition, I believe that James Bond 007: Nightfire and Counter-Strike Neo could be considered as branches from the current template. As for Counter-Strike (Xbox), i put it because it has its own archive file format (.sxwad or something similar), but I am unsure if it is necessary.
--NOUG4AT (talk) 21:52, 19 February 2024 (PST)
- Thank you for your input, and I agree about linearity. However, I would be interested in seeing your interpretation of what it should look like. It may be necessary to delete or reclassify this template as forks and branches. What are your thoughts on this? In addition, I believe that James Bond 007: Nightfire and Counter-Strike Neo could be considered as branches from the current template. As for Counter-Strike (Xbox), i put it because it has its own archive file format (.sxwad or something similar), but I am unsure if it is necessary.
Doubt actions.
Don’t unilaterally decide to rename something; the naming renderer is too narrow for the Paranoia fork. While it may not be an engine branch, we do not need a misleading where everyone renames the pages as they see fit. The renderer's name for Paranoia is limited because, in addition to graphical enhancements, it also includes new entities, interface, and more.
I also don’t agree that you consider Trinity to be exclusively a renderer; it’s still an HLSDK fork with global rendering changes and some new systems.
View the code before making changes, I don't think it's right to mention these forks as renders, because they are forks.[1][2]
I also asked you to create your own branch linear navbox, if you don’t like it, perhaps it’s time. Because I myself consider the current situation with {{gs-branch-navbox}}
a mess, suggest specific changes, but going with the render is definitely doubtful and not accurate. Since it reflects the limited changes in this fork
Also, I don't think you need to say this, but perhaps if you are moving the template, it would be more correct if you use the abbreviation rather than the full name.
Also, technically, there is a metarender, and also some others that, by replacing one dll file (some modifications/or only graphic components in code), transform the graphics (for example, shaders CS 1.6), I believe that it is more correct to take this as separate renders/render modifications, but projects like paranoia should be indicated as forks with a modified render.[3][4]
Just familiarize with the technical component, the opinion of the majority should be taken into account.
-NOUG4AT (talk) 05:04, 27 April 2024 (PDT)
Valve Developer Community:Moderator elections
Hi: You have been accepted as a moderator. Please be sure to read up on Help:Etiquette and Valve Developer Community:Terms of Use. PabloS (talk) 17:46, 17 June 2024 (PDT)
Moderating
Hi, first of all, congrats on swiftly winning the elections. I didn't even have time to put down my voting before the consensus has formed, but I agree with the results.
Secondly, as a newly assigned moderator, you can now protect pages and block people. I am going to nominate User:THE OWL for potential blocking. As shown on this talk page, they just do not want to back up even a little, and say they'll continue their experiments on their sandbox page and everyone has to go there and disagree there (but I can already see how it'll likely go, as they are incapable of agreeing to counter arguments, mock people based on their technology, cherry-pick minute points of criticism, and sweep everything into the same corner of 'la-la-la, people just don't want change, I'm ignoring you'. Please, consider doing it for the sake of wiki and stop their incursions. Cvoxalury (talk) 01:32, 18 June 2024 (PDT)
Quake 3 Arena
Just to let you know that your Wayback Machine archive for that page is now available. --Commando of Booce (talk) 21:48, 20 June 2024 (PDT)
- Thanks for the heads up; page deleted.
— SirYodaJedi (talk) 06:03, 21 June 2024 (PDT)
minor edit misuse
I see that you are marking 90% of your edits as minor but most of them aren't. From this article w:Help:Minor_edit "A check to the minor edit box signifies that only superficial differences exist between the current and previous versions. Examples include typographical corrections, corrections of minor formatting errors, and reversion of obvious vandalism. A minor edit is one that the editor believes requires no review and could never be the subject of a dispute. An edit of this kind is marked in its page's revision history with a lowercase, bolded "m" character (m)." --Nescius (talk) 00:44, 23 August 2024 (PDT)
- I had the default edit type set to minor; I tend to forget to unmark major edits, so I changed my default edit type to major just now.
— SirYodaJedi (talk)
Pirated content?
Hey I saw your edit on Source on Android.
What exactly do you mean with "Pirated Content"?
From my understanding it isn't piracy since you have to provide your own assets and the devs strongly discourage piracy in their community.—Unsigned comment added by MarvinG (talk • contribs) 19:29 23 August 2024 (PDT) Always sign your posts with four tildes (~~~~
)
- Just erring on the side of caution. It's the same sort of leak-derived project that Valve frowns upon as Xash.
— SirYodaJedi (talk) 07:24, 24 August 2024 (PDT)- We could at least keep the discord link, no? --MarvinG
- I'm not Valve, so I won't say yes or no.
— SirYodaJedi (talk) 11:22, 14 September 2024 (PDT)
- I'm not Valve, so I won't say yes or no.
- We could at least keep the discord link, no? --MarvinG
Clarifying the existence of the %NormalMap material map compile parameter for static prop lightmaps
The page edit in question. Where did you acquire your knowledge of this supposed %NormalMap
material compile parameter? I've tried using it both with Slammin' Source Map Tools VRAD and Garry's Mod VRAD, both to no avail. I've also done a cursory sweep of the Source 2013 Multiplayer source code to find any references to it, also to no avail. Are you absolutely certain that it exists?—Unsigned comment added by piqey (talk • contribs) 11:08, 14 September 2024 (PDT) Always sign your posts with four tildes (~~~~
)
- It doesn't; that's a recommendation for programmers editing VRAD. I'll try to reword it to make that clearer.
— SirYodaJedi (talk) 11:20, 14 September 2024 (PDT)
Could you remove VMC from the list of discords to visit, because they did indeed allow doxxing.
Doxxing can still occur even if the info was accidentally public. Just because I accidentally had it public, which I did make private after it was made aware, does not mean it allows them to dox me. It's still classified as private information and as the holder of the private information, I can still demand them to delete the messages that shared my personal information. People that think it's okay to dox are disgusting and pieces of shit. They also allowed bullying and transphobia. The page in question. Lexiosity (talk) 19:17, 2 December 2024 (UTC)