User talk:Artfunkel/2009-07-17

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Phong on a marble

Hey Tom, I know some others have used phong but I seem convinced your one experienced person in it? Anyway, as you've played Dreamball, I was wondering if you could help me out a little on phong. I know how to get phong implemented but can't get it right. I want it on the blue marble model that's used in DB. I added the paremeters, but now I goto add the lightwarp texture. But when I get on this part when I test lightwarp textures (tested lots of different ones) the marble seems to be half lit from it. Like 1 half is permanently white and the other normal looking. Idk if it's got to do with fresnel angles, because I got no clue about them. I tried reading on them but still not much use for me. Here's my vmt for my marble when using the phong:

"VertexLitGeneric"
{
"$baseTexture" "models/marble/marble"
"$surfaceprop" "boulder"
"$envmap" "env_cubemap"

"$envmapmask"	"models/marble/marble_spec"
"$envmaptint"  "[0.75 0.75 0.75]" 

"$phong" "1"
"$phongexponent" "1"  
"$phongboost" "1"  
"$lightwarptexture" "models/marble/lightwarp_marble" 
"$phongfresnelranges" "[.5 1.5 10]"

"$halflambert" "1"

"$rimlight" "1"		
"$rimlightexponent" "4"	
"$rimlightboost" "2"  
}


Have I done anything you wrong? Do I have bad fresnel angles or summing?? Could it be a general problem thta phong won't work on round models? If it's easier, if you have time you could test the marble yourself in the mod. I'd really appreciate it. Thanks. --Craziestdan

I've never tried light warping unfortunately. Off the top of my head you might want to try using TF2's texture. Also, you can't use envmap and phong in the same material. --TomEdwards 06:45, 5 Dec 2008 (PST)
Heh I didn't realise that envmap couldn't be used on it. Thx for the help anyway, I'll try some of TF2's ones without envmap. Thx, --Craziestdan 10:19, 5 Dec 2008 (PST)

Reflective/light models?

Hey, just wondering if you could help me out, as i see you on all the material pages :) you may be able to help, basicly, i have some models i made, such as a simple round ball. Or even brush textures, such as metal, now i want these textures for the models and brushes to be relfective fully. But how do i do this? I thought adding "$envmap" "env_cubemap" would do the trick, but it does nothing. How can i make both a model texture or brush texture reflective? Also one last thing, how can i add the 'fake light' on a model texture? Because in TF2, all the player models have fake lights in them, so the edges of the models look light, but they aren't from light entities, they are just fake lights, how do i do this? I looked in the VMT for the player models, but cannot tell what it is, it looks like light warp or phong or something. But i added these and couldn't tell a difference. You know how? --Craziestdan 10:37, 8 Aug 2008 (PDT)

$envmap env_cubemap will provide reflections only if there's an env_cubemap somewhere in the map and you've run buildcubemaps. The TF2 lighting is rim lighting, which is a property of phong. --TomEdwards 11:42, 8 Aug 2008 (PDT)

VDC striped

Hey Tom, just wondering, your script, the one that makes the wiki background grey instead of white, which i love anmd have been using it for ages :D - Just wondering, how would i go about making my own one of these? Like if i wanted to make a different colour background, or even paterns, where would i start/ Where did you?? :D --Dan.S 20:15, 24 Jul 2008 (GMT)

If you click the Stylish icon in Firefox's status bar you'll be given options for writing a new style. From there on, it's lovely, lovely CSS. :-) --TomEdwards 15:05, 24 Jul 2008 (PDT)
(Except for the fact that you need to !important everything - there's a button to automate that fortunately.) --TomEdwards 15:08, 24 Jul 2008 (PDT)
Ok, from there i clicked the stylish icon, clicked 'Write style'/'for developer.valvesoftware.com/ then it brings up the CSS box, which contains:
@namespace url(http://www.w3.org/1999/xhtml);
@-moz-document domain("developer.valvesoftware.com") {
}
Then what do i do? I dont mean for the CSS text part, like how do i type code, but once i typed the CSS, what do i do? Clicking save, it saves it into the stylish bar, but how do i like get it set up for others, like your did on that uberstyles website, where it just said load java script.
Also did i do the right stuff, by clicking write style/for developer.valvesoftware.com??? --Craziestdan 16:25, 24 Jul 2008 (PDT)
You need to register on userstyles.org and submit your script. --TomEdwards 25 Jul 2008 (PDT)
Very cool :D thanks for the help Tom. :-) --Craziestdan 06:17, 25 Jul 2008 (PDT)

Choreography

tom, thx for all the info you created regarding Choreography, what a great start! I'm going to be going thru and editing/adding as much as possible in the near future, keep your eyes peeled. cheers --JacobNicholson 23:32, 13 Jul 2005 (PDT)

All I did was format the existing documentation. It was all on one page at the start. Thanks anyway! :-) --TomEdwards 01:52, 14 Jul 2005 (PDT)

A large amount of my time is currently spent helping Source mappers with FacePoser Choreography. Most of them tell me they just don't get it, and to be honest I'm not sure how to better help them, but it seems like additions to this wiki will certainly be beneficial. I'm creating a lot of Choreography for our HL2 Kids project, some of that may be useful. Maybe a series for that same page, particular Choreography for specific NPC's. --wisemx 08:47, 18 Jul 2005 (PDT)


Tom, what method are you using to get multiple actors to display in a single window in Faceposer? --Matt Wood 17 Aug 2006 (PDT)

This one. I prefer the manual route over the spacing slider. Why? :-) --TomEdwards 00:06, 18 Aug 2006 (PDT)

Just wanted to say - great job on the new choreography tutorial series. You're a real team player. ;) --Campaignjunkie (talk) 00:49, 18 Aug 2006 (PDT)

Image:Gman_rl.jpg

And people laughed when I suggested Walken as the GMan. :D --Charron 10:25, 21 Jul 2005 (PDT)

gameplay_tester

Any chance of some playtesting on your gameplay_tester map? :-] --Cargo Cult 06:22, 27 Jul 2005 (PDT)

Well, OK. But be warned, it's not a lot more than a linear sandbox for my newbie experiments. I'll start a full compile now. --TomEdwards 06:32, 27 Jul 2005 (PDT)
Download --TomEdwards 07:13, 27 Jul 2005 (PDT)
Cheers - I'll have a look at it later. It looks quite good fun for a sandbox map, anyway, and might give me some ideas! --Cargo Cult 08:05, 27 Jul 2005 (PDT)
I like the standoff between the Combine soldiers and the antlions - makes me want to build a map with antlions in! --Cargo Cult 02:38, 28 Jul 2005 (PDT)
Did you see what happens when all the Combine die? I'm quite proud of it myself, took me ages. ;-) --TomEdwards 02:52, 29 Jul 2005 (PDT)

About VHE

About VHE, Tom, then tell me, are there a way to edit displacements in vertex mode? Are there a way to change colors except for that option that only inverts'em? Are there a way to SCROLL the map using the RMB instead of needing to use the scroll-bars? --Hipshot 20:35, 29 Jul 2005 (PDT)

  • No, because the verticies don't exist on the actual brush. (update: you can uncheck Spatial and hold shift to lock the mouse to a single point though)
  • No.
  • Hold space.
--TomEdwards 12:16, 31 Jul 2005 (PDT)

TF2 Snippets

[1] Look familiar ;) ^Ben 08:21, 30 Aug 2005 (PDT)

Nice, and they nearly got it right too! :-D --TomEdwards 08:31, 30 Aug 2005 (PDT)

Re: Gazelle

Heard it from Taylor. If you have a look at the strings in the Steam binaries, you'll see lots of references to "GazelleProto."--Lunchtimemama 09:29, 9 Oct 2005 (PDT)

NPC Citizen Inputs

I'm interested in the new npc_citizen inputs, especially whether they will be available to custom mods and standard HL2 mapping. Would you kindly point me to your source so I can read up on it? —Maven (talk)

I put it in the edit notes, should have been in the text as well. It's Lost Coast. Spawn the npc, ent_setname it, then use ent_fire <name> to get a list of values. There's a couple of new things for Alyx too, including some dedicated cvars. I don't know any more than that, but I expect the changes will be backported to HL2 vanilla. --TomEdwards 13:15, 28 Oct 2005 (PDT)


Entity icons

Looks good. —Maven (talk) 19:47, 6 Nov 2005 (PST)

Spammers

It seems them spammers are actually just machines... --Cargo Cult (info, talk) 06:51, 8 Nov 2005 (PST)

Soundscapist: opinions wanted!

Soundscapist is the name of a new tool I've been work on over the past few days to create, edit and preview Soundscapes from the desktop. Before I spend too much time on it, is there anyone who would find it useful, or who would hasn't bothered with Soundscapes before but would start if they had a proper tool? --TomEdwards 06:36, 4 Jan 2006 (PST)

Utility that could preview soundscapes would be very beneficial. --wisemx 08:11, 4 Jan 2006 (PST)
I think I may ask to have your babies if you do produce such a thing... --—Cargo Cult (info, talk) 09:36, 4 Jan 2006 (PST)
Yes, yes, and yes again. --Campaignjunkie (talk) 12:28, 4 Jan 2006 (PST)
I got a whole lot of work done on this, then found myself completely burnt out. When I look at the code now I don't even understand anything I didn't comment! Perhaps I'll get some more work done when Nem releases HLlib 2.0... --TomEdwards 10:00, 1 Feb 2006 (PST)
Any progress on this? :) --Campaignjunkie (talk) 00:49, 18 Aug 2006 (PDT)

Stuttering reports

Those stuttering reports you just deleted, why didn't you move them? Were they fake? Were they already known? One of them was posted by a user who apparently made a wiki user just so he could post that report. --Andreasen 05:05, 18 Feb 2006 (PST)

Neither of them dealt with stutter... --TomEdwards 06:56, 18 Feb 2006 (PST)

Followup

About your edit on Pre-publication evaluation...why do you say to leave the manifests? Do they aid in rebuilding the caches?—ts2do 23:20, 27 Mar 2006 (PST)

Yes, they define what goes in them. See Soundcache. --TomEdwards 23:27, 27 Mar 2006 (PST)

Well...I think as long as they have the shared cache...they can be rebuilt just fine...but having a few more kb won't hurt—ts2do 23:46, 27 Mar 2006 (PST)

Goldsource->Source

It says on the Quake Engine Hierarchy that source came from goldsource...—ts2do 17:14, 7 Apr 2006 (PDT)

As far as I know the engine names come from the time just before the release of Half-Life. The code "gone gold" was called "GoldSrc". In another directory called "Src" Valve was starting to develop new features for future games (most likely TF2 in the beginning). -Koraktor
I'm not talking about the names....I'm talking about Tom's edit [2]ts2do 19:37, 8 Apr 2006 (PDT)
It's descended, but the code is new. Let's put it this way: did you see people with the leak saying how it was all taken from Quake? ;-) --TomEdwards 15:09, 9 Apr 2006 (PDT)
This is the whole point...it is a decendent therefore modified version of Goldsource—ts2do 16:00, 9 Apr 2006 (PDT)
It depends on what you mean by modified. It's almost entirely rewritten, but the design principles and final goal are much the same, for our benefit if anything. --TomEdwards 10:23, 10 Apr 2006 (PDT)
That's what total conversion mods are...this is basically a total conversion mod of Goldsource...still is a mod tho—ts2do 14:25, 10 Apr 2006 (PDT)
I don't intend to get involved in a pedantic discussion about engine hierarchies, but still, I just wanted to say: It distresses me that despite discussing it twice, you (ts2d0) still haven't made any effort to reconcile your definition of "mod" with what everyone else is working with.
It continues to crop up in the valuable work you are doing all over the Wiki. If you're going to use the term "mod" in discussions and edits, please either define what you mean or use the definition that everyone else in the whole gaming community has used for 10 years. Specifically, you seem to define any act of game development as "modding", but in that case, why was a new word ever created? Giles 15:38, 10 Apr 2006 (PDT)
TCs do not modify engine code. They only have access to game code, if that. --TomEdwards 23:33, 10 Apr 2006 (PDT)
All I'm saying is that it should be stated that Source is a modified version of Goldsource on the Source page—ts2do 06:51, 11 Apr 2006 (PDT)
All I'm saying is that that is wrong and misleading, for all of the reasons above. Based on, not modified. --TomEdwards 11:41, 11 Apr 2006 (PDT)

eddy?

are you eddy from st edmund arrowsmith in wigan, england? Game4ever 05:01, 12 Jun 2006 (PDT)

No. That is neither my first name, nor how you spell my surname. --TomEdwards 04:51, 12 Jun 2006 (PDT)
where are you from (country?) i know a tom edwards you see....--Game4ever 05:00, 12 Jun 2006 (PDT)
England. --TomEdwards 05:06, 12 Jun 2006 (PDT)
county? Game4ever 11:31, 12 Jun 2006 (PDT)

Brian?

I knew a Brian once. Is it you? —Cargo Cult (info, talk) 11:06, 12 Jun 2006 (PDT)

PAMMY??? --TomEdwards 11:17, 12 Jun 2006 (PDT)
I've found you at last! *SWOON* —Cargo Cult (info, talk) 11:19, 12 Jun 2006 (PDT)

Ep1 video

Thanks for the link to that Ep1 video. It was really entertaining and engaging. Does the guy have a website or more work or anything, or is he another of these virtually-anonymous vid-site contributors? --Giles 10:56, 9 Jul 2006 (PDT)

It's from GooseGoose Productions, apparently. I can't find any website for them, though there is another video by the same group (not as good). --TomEdwards 11:13, 9 Jul 2006 (PDT)

DL

will you be applying this new bulletpoint to all other entities?—ts2do 12:29, 5 Aug 2006 (PDT)

It depends. --TomEdwards 12:30, 5 Aug 2006 (PDT)

Door Behavior

What behavior are you missing? I didn't get the part about "sweeping" a room. To make sure that NPCs goes through doorways, all you have to do is to place one node close to the door on either side. If you are having trouble with NPCs stacking up, info_node_hints with their Hint values set to "Entrance / Exit Pinch" are said to cure that problem. --Andreasen 02:36, 7 Aug 2006 (PDT)

It's combat behaviour that is the issue. Run some experiments and you'll see what's going on.
Sweeping a room is using grenades and the other stuff you see in Rainbow Six games, although obviously *that* level of AI in an FPS is silly. --TomEdwards 03:10, 7 Aug 2006 (PDT)

Episode One shared

How do I mount Episode One Shared.gcf, without requiring EP1? --dutchmega 04:54, 8 Aug 2006 (PDT)

Add a SearchPath to episodic! :-) --TomEdwards 05:27, 8 Aug 2006 (PDT)

Not here...

	filesystem->AddSearchPath("episodic", "GAME");
	filesystem->AddSearchPath("sourcetest", "GAME");
	filesystem->AddSearchPath("hl2", "GAME");

To gameinterface, cdll_client_int and the same in gameinfo.txt. I still can't play sounds from EP1 --dutchmega 06:18, 8 Aug 2006 (PDT)

Are you trying to find the sounds in-game or through the tools? The tools can't see Ep1 yet, but Source itself should be able to. --TomEdwards 07:25, 8 Aug 2006 (PDT)

Ingame --dutchmega 07:35, 8 Aug 2006 (PDT)

Do you own Ep1? Are the files on your computer? If I'm wrong, it should at least be prompting you to buy Ep1... --TomEdwards 07:43, 8 Aug 2006 (PDT)
Now that I think about it, if the tools can't see Ep1 stuff then there's a chance that the new code can't see it either. What happens if you hide your DLLs from Source and fallback to the default ones? --TomEdwards 07:45, 8 Aug 2006 (PDT)

You need to actually mount the episode one appid if you're not doing so in gameinfo.txt...then it should work if those paths are added—ts2do 10:33, 8 Aug 2006 (PDT)

Here's something that is incredibly obvious now I've seen it, from the Dark Messiah demo:
SearchPaths
{		
		Game	mm
		Game	mm/mm_miscelaneous_pub.gcf
		Game	mm/mm_engine_pub.gcf
		Game	mm/mm_levels_public.gcf
		Game	mm/mm_materials_a_pub.gcf
		Game	mm/mm_materials_b_pub.gcf
		Game	mm/mm_materials_c_pub.gcf
		Game	mm/mm_models_pub.gcf
		Game	mm/mm_sound_pub.gcf
		Game	mm/mm_sound_lang_en_pub.gcf
 }
--TomEdwards 01:47, 9 Aug 2006 (PDT)

I have led you all astray

Oh well, looks like I was completely wrong:

Hi All-

So the answer from Valve is: you must own Episode One in order to mount either 'episode 1 shared.gcf' or 'half-life 2 episode one.gcf'.

-Mike

Don't know what the point of telling people to use a single AppId is if you can't access the shared content (HL2's assets lead to all sorts of oddities in the new, HDR-enabled tech), but then I'm not Valve either. --TomEdwards 02:39, 9 Aug 2006 (PDT)

The base source engine 2 is separate from episode 1 shared—ts2do 03:55, 9 Aug 2006 (PDT)
No no, I mean the actual assets. Cubemaps frequently foul up on materials without HDR tweaks, for example. --TomEdwards 04:26, 9 Aug 2006 (PDT)

Headcrab Hang

Are you sure that that flag is nonfunctional? I looked thru the code and it works perfect in theory—ts2do 21:38, 10 Aug 2006 (PDT)

The AI routines aren't there yet. The crabs move to the nearest ceiling OK, but play their standard idle animation and don't do anything. --TomEdwards 00:00, 11 Aug 2006 (PDT)
Is it for fast headcrabs only? I remember some of those evil beasties hanging from the ceiling in Episode One... —Cargo Cult (info, talk) 02:12, 11 Aug 2006 (PDT)
I can't get it working if it is, nor for poision headcrabs. It is fun to impale them to the ceiling with the crowsbow though. }:-) --TomEdwards 02:19, 11 Aug 2006 (PDT)
Does it need an actbusy thingy? I may decompile maps later, to investigate. —Cargo Cult (info, talk) 04:10, 11 Aug 2006 (PDT)
I don't what I did, but the ceiling thing now works normally. --TomEdwards 13:23, 15 Aug 2006 (PDT)

Were you depending on the old models or were you working directly with EP1 or its models? That might have caused your problem—ts2do 13:36, 15 Aug 2006 (PDT)

Frankly, I don't recall! That would make sense though. --TomEdwards 13:36, 15 Aug 2006 (PDT)


I'm trying to get this to work but I'm getting the error

(SCHED_HEADCRAB_CEILING_WAIT) 
 GetScheduleOfType(): No CASE for Schedule Type 106! 
 ERROR: Missing or invalid schedule!

I'm using EP1 models and I removed the checks for IsInDarknessMode --dutchmega 07:53, 16 Aug 2006 (PDT)

Sow.. anyone? --dutchmega 03:41, 18 Aug 2006 (PDT)

Fire Trigger

Tom, I changed your entry about Fire Trigger; you were right, it is used to fire the corresponding logic_choreographed_scenes eight outputs. I phrased it particularly poorly, I think, feel free to change it obviously.--Ndnichols 18:37, 15 Aug 2006 (PDT)

Thanks, I've made a few tweaks. --TomEdwards 01:41, 16 Aug 2006 (PDT)

Applying Textures/v2draft

Your created this page in February. If you think it's an improvement, you should merge it with the current article, but just don't leave it hanging, collecting dust. --Andreasen 08:51, 27 Aug 2006 (PDT)

You can merge it if you like. I've moved away from mapping these days. --TomEdwards 09:37, 27 Aug 2006 (PDT)

Steam Review, Community Portal and News Site List

Now that Fan Site List is News Site List, I was tempted to move The Steam Review off the Community Portal and onto that page. It is unique though, in comparison to the other sites on the list, so there's an argument just as strong for leaving it where it is. Since you are active here, it seemed more polite to suggest it to you and then let you decide whether you want to move it or not. --Giles 12:49, 31 Aug 2006 (PDT)

Where is it now? --TomEdwards 12:53, 31 Aug 2006 (PDT)
The last line of Valve_Developer_Community:Community_Portal. --Giles 13:35, 31 Aug 2006 (PDT)
Yeah, I dunno. Probably best to leave it where it is until it gets some company. --TomEdwards 14:03, 31 Aug 2006 (PDT)

Exporting Animation

Hi Tom, I'm new at 3D modeling & animation and I'm currently trying to export an animated scene on XSI valveSource to Source SDK. I know how to do the basic exports with the skeleton animation SMD set to idle, but I can't seem to export the full scene. The export stops at the first key frame so I was wondering if I had to export all the sections or is there another way? Am I suppose to use Crosswalk? Please give a detailed description as I am new to this program. Thank you very much. --Blues 22:50, 20 Jul 2008 (PST)

I vaguely remember having that problem at one point, but not how I solved it. Are you sure you've selected an animation SMD from the exporter's options? --TomEdwards 11:37, 21 Jul 2008 (PDT)
Yea, I've exported the model and physBox SMD's and one model_idle.SMD for the skeletal animation SMD. But when I try to export other animations, it only exports from the last key frame up to the frame I set it to. so for example when I export my model at frame 1, it would only stay at frame 1 and only when I export another model at the next key frame will it perform any actions. In order to get the full scene I would have to export each key frame. Here's what my QC file looks like -
	$modelname Ship01/Ship01.mdl
	$cdmaterials Ship01/
	
	$scale 5.0
	
	$body studio "Ship01_ref.smd"
	$sequence idle "Ship01_idle.smd"  fps 1
	$sequence roll1 "Ship01_roll1.smd"  fps 20
	$sequence roll2 "Ship01_roll2.smd"  fps 20
	$sequence roll3 "Ship01_roll3.smd"  fps 20
	$sequence roll4 "Ship01_roll4.smd"  fps 20
	$sequence roll5 "Ship01_roll5.smd"  fps 20
	$collisionmodel "Ship01_phys.smd"
	{
		$Mass 100
	}

all the roll's are the keyframes. I was wondering how you were exporting your animations? --Blues 12:50, 21 Jul 2008 (PST)

I have no idea, sorry. --TomEdwards 11:50, 22 Jul 2008 (PDT)
I see. I was wondering do you remember your process is for exporting animations? --Blues 12:40, 22 Jul 2008 (PST)
I wrote about it in the exporting for XSI article. --TomEdwards 13:06, 22 Jul 2008 (PDT)
I see, well thanks anyway. I'll just have to figure out how to mesh the keyframes together I suppose. --Blues 13:21, 22 Jul 2008 (PST)

Vrad tables

I noticed you removed the tables for the Vrad page commands. Not that it really matters, however you felt the need to remove them because...?--Gear 04:16, 17 Sep 2008 (PDT)

DLs are simpler to read and to edit. --TomEdwards 04:19, 17 Sep 2008 (PDT)
Hmm, yeah true. I just felt that the tables gave it a more nicer look towards the page.--Gear 04:20, 17 Sep 2008 (PDT)

Redirects

! Talk:VTF; 07:45 . . TomEdwards (Talk) (redirs are useful to people searching, not just following links)
! .vmt; 07:45 . . TomEdwards (Talk) (redirs are useful to people searching, not just following links)
! Talk:Valve Texture File; 07:44 . . TomEdwards (Talk) (redirs are useful to people searching, not just following links)

I marked ".vmt" for deletion as there already was a "VMT", does the VDC need both? The search bar can find text inside the articles themselves as well if an article title for the search term does not exist. I'm not sure why want to keep the talk pages though, could you explain the reason for wanting to save them? I could see leaving them if the article had been recently moved, but it's been months or years for the talk pages above. From what I understand, for them to actually do anything, someone would have to either be linking directly to the talk page itself, or be searching specifically for "Talk:VTF" or "Talk:Valve Texture File". I would not assume a discussion page would even be looked at unless the original article did not have something the users were looking for, and for both talk pages above, there is no original article, only a redirect page. --brandished 15:07, 14 Dec 2008 (PST)

Without a redirect page, this is the result of a search for .vmt. Not good: you can see on the redir page that nearly 500 people would have fallen foul of it. You are right about the talk pages on the other hand, but it's not like there is any harm done in retaining them... --TomEdwards 07:16, 15 Dec 2008 (PST)
Didn't know the search wouldn't be able to find terms that begin with a period unless they're present in the article titles, seems a bit odd to me. Anyways, thanks for the explanation, I'll keep this in mind the next time I decide to go on a Double Redirects fixing spree. --brandished 01:45, 21 Dec 2008 (PST)

Template:TODO

What was the issue with Template:TODO before you moved it? Were there broken inclusions before the move? If so, this is exactly something that VDCBot can fix fairly easily post-upgrade. Better to fix them once and avoid redirects. --JeffLane 02:37, 17 January 2009 (UTC)

My logic is that it's easier and more natural for an editor to type todo than TODO. We may as well avoid VDCBot 'correcting' the lowercase version every time. --TomEdwards 11:57, 17 January 2009 (UTC)
Fair enough. If that's the case, the template should definitely get moved to Template:Todo and VDCBot can replace all instances of TODO. Then it can be deleted to discourage further inclusion. It will get added to the upgrade script. --JeffLane 19:47, 17 January 2009 (UTC)

Category:Source SDK FAQ

I reverted your changes to the FAQ page. While I agree that this page needs some work, this is an important page on the site and I don't agree with your decision to remove a large number of helpful and descriptive links from the page and rewrite the text without any previous discussion. --JeffLane 23:55, 21 January 2009 (UTC)

Pattern of information removal

I keep seeing a pattern of edits (now BSPZIP) where significant existing information is removed from an article along with a single monolithic rewrite. I get the impression you are removing or rewriting content that you individually find unimportant or superfluous, regardless of whether someone less experienced might find that information to be useful. Real-world examples and step-by-step instructions are some of the our most useful tools for explaining a concept, yet those were the elements removed from the BSPZIP article without explanation. It is vital to remember that there are users much less technically adept than you that rely on this information and are the target customer for articles. --JeffLane 01:49, 26 January 2009 (UTC)

Ah...I intended to move the generic instructions to a single article at command line that would be linked to from all of the CLI tools' articles, but completely forgot. I'll write that now and after that perhaps take a break from editing: juggling working on this site as well as my 'real' work is clearly too much. Apologies! --TomEdwards 17:30, 26 January 2009 (UTC)
Understood. It would be better to split large changes like these into a fewer smaller edits instead of single large edits to make differences more parseable. Separating content versus formatting changes is also a useful practice. You've added helpful new content to the site in the past, so if you do decide take a WikiVacation, you're certainly welcome back. --JeffLane 21:52, 27 January 2009 (UTC)

Перевод

Здравствуйте, я стал так делать, по следующей причине:

когда я в первый раз зашел сюда, я подумал, что здесь все статьи только на английском, я по случайности обнаружил, что если дописать к названию статьи :lang, то можно попасть на переведенную страницу. И я решил, дабы у других новичков не создавалось такой же проблемы, то пусть они зайдут по уже готовой ссылки, и если захотят - создадут перевод. Если вас это не устраивает, я могу стереть несуществующие ссылки. - NeoXidant

Пожалуйста. Если нет статьи в место назначения, они будут только путать людей. Вы не имеете нормальный красный ссылки, когда вы используете изображение. --TomEdwards 12:42, 17 July 2009 (UTC)