User talk:Ts2do

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Archive 1 19 Jan 2006
Archive 2 22 May 2006
Archive 3 9 Sep 2006

Multiple trailers page

I like the idea of having all the media for one game being grouped together. Don't you think that we should just have the individual pages redirect to those larger pages, to save on duplicates and such? Makes more sense to me. --AndrewNeo 21:51, 7 Sep 2006 (PDT)

The current way makes it so the categories list all trailers—ts2do 13:42, 8 Sep 2006 (PDT)

  • Actually I believe that you can trick names from inside categories by something like [[Category:The Category|Alternate Title]] and then just put like five of those inside the single page. --AndrewNeo 17:45, 8 Sep 2006 (PDT)
This is the trick you are looking for, right?
{{:Half-Life 2: Episode Two Gameplay Movie 5}}
Jeff demonstrated it here the other day.
--Giles 18:41, 8 Sep 2006 (PDT)
  • That's for using a page like a template. Yes, that would definitely work but what I meant was to have everything on one page then trick the categorization system into putting the one page in multiple times under different names. Which doesn't work, so we'll go with that method. --AndrewNeo 14:10, 9 Sep 2006 (PDT)
[[Category:The Category|Sorting Order]] does only change where the article is placed within the category listing. --Pizzahut 12:44, 12 Oct 2006 (PDT)

Clean up on Entities pages

Thanks for doing that man, I was actually thinking when editing them that it's getting a little packed and it seemed pretty pointless to have CSS ents link to HL2 ents when there is no real connection so thanks mate you've saved me the trouble. :)

Archiving older talk pages

I see you have a neat system for archiving your talk stuff. How do you get those links? --Andreasen 08:32, 9 Sep 2006 (PDT)

Check the history of your usertalk page. Just click at some date. --dutchmega 10:15, 9 Sep 2006 (PDT)

Note

Well if you want to make it a note, go ahead, but I deliberately didn't make that a note because there is a big difference between "to note/notice" and "a note". --Andreasen 14:55, 10 Sep 2006 (PDT)

I can't fix the templates

Before I go bothering Jeff Lane about it, I think you might know what's going on - you know a lot of stuff. First of all the disablereceiveshadows keyvalue is missing from a lot of entities - see Talk:Func tracktrain - but that's far from all, because as I head off to fix this, I notice that not only is the list of what templates are used on a page severely crippled, but when I search on the "What links here" list, I only get a few hits. For instance, the "kv basenpc" template doesn't list as linked to the npc_headcrab entity. I can't do any reliable work during these conditions - this is messed up. --Andreasen 10:57, 28 Sep 2006 (PDT)

I've noticed that articles haven't been listing all of their templates, and the only way to fix it is to push edit and Save page. Regarding disablereceiveshadows, have you even seen this effect function when enabled? I've never seen a shadow on an entity—ts2do 15:50, 28 Sep 2006 (PDT)
Perhaps Jeff can update all the entries of the wiki at once so we don't have to go through them all, or perhaps provide a more permanent solution to the problem. I've seen this more and more, so I'm thinking that it might have to do with the search engine not being able to cope with the number of articles it has to handle - that it's just listing the most current articles. That means that even updating all the articles might not help. I don't know what the disablereceiveshadows value is for either, but even if it is not working, it should still be listed and explained to developers that they can ignore that value. --Andreasen 22:13, 28 Sep 2006 (PDT)

Default values

"<integer:25>"? Weird format. Where do you explain to the reader that that number is really the default value? --Andreasen 09:50, 1 Oct 2006 (PDT)

Should I?—ts2do 09:50, 1 Oct 2006 (PDT)

Yes, well, that's the point of displaying the default value: So that any reader can fool around with the variable, and still not worry about losing the default setting, because they know that that number is what they should type to reset the variable. --Andreasen 09:54, 1 Oct 2006 (PDT)

Does the format imply any other meaning for the :value?—ts2do 09:58, 1 Oct 2006 (PDT)
Yes, the total range of the setting comes to mind much faster than the default setting, and there is no way to be sure if you're uncertain and cannot check the code. The thought of messing with thing I don't fully understand, with the potential of messing up HL2 irrevocably, will make readers nervous. What was wrong with the first format? --Andreasen 10:01, 1 Oct 2006 (PDT)

It was at the end.—ts2do 10:08, 1 Oct 2006 (PDT)

That can easily be fixed like this:

  • ichy_cleaner_fish (Default: 3)
<integer> The number of cleaner fish spawned with an ichy.

--Andreasen 11:41, 1 Oct 2006 (PDT)

Go ahead—ts2do 14:10, 1 Oct 2006 (PDT)

Tutorials

If I would give you code, can you make tutorials from it? I hate to do that --dutchmega 05:54, 7 Oct 2006 (PDT)

New Steam Games

COD, Civ, Pirates and SS2 on Steam? Whats the source for this, I've heard nothing and I find at least COD hard to believe. Wraiyth 05:29, 12 Oct 2006 (PDT)

They are in the app cache --Gameexpertmaster 12:29, 12 Oct 2006 (PDT)
Excuse the ignorance, app cache? Wraiyth 14:42, 12 Oct 2006 (PDT)
In Steam, there is a folder called appcache with a bunch of .pkv files, they contain the data for that app id, for example, 2620_app.pkv, is Call of Duty SinglePlayer--Gameexpertmaster 17:46, 12 Oct 2006 (PDT)
I see - sort the files by date to see what's new and you got the upcoming games. Notepad or Wordpad is enough to view the game name. --Pizzahut 17:48, 12 Oct 2006 (PDT)
Hah, didn't even know that existed. Thanks. Wraiyth 23:27, 12 Oct 2006 (PDT)

"Channel for sound play commands"

I don't have a clue what that means. Can you elaborate? --TomEdwards 01:17, 29 Jan 2007 (PST)

All of the commands that allow you to play wav/mp3/script files are played on this channel—ts2do 19:39, 29 Jan 2007 (PST)

I know its been a while...

Hey, General Eskimo here. I haven't talked to you in ages (almost a year, I think). Anyways, I had a quick question for you about the source engine. I read in this article that Phong was added to the Source engine in HL2:EP1. This confused me a bit, because I always thought that the Source renderer used phong. Tell me if I am missing something:

In HL2, they didn't use phong (ie- no specular highlights), but instead used diffuse lighting combined with cubemaps, thus reflections were added using some sort of "reflection texture" for the model, performed using a fresnel sampling from a cubemap (making shiny floors and metal bits).

In HL2:EP1, they used traditional phong-based specular highlights, interpolated (or are they sometimes calculated in the pixel shader + surface normal?), which is then added onto the original HL2 diffuse image.

So, is this right? Until I read that I was sure they used specular highlights, but now that I think about it, what I have been passing off as specular highlights was really fesneled (or just reflected) cubemaps. Right? General Eskimo 18:34, 21 May 2007 (PDT)

Are you there? You seem to be editing things, but I guess you may have forgot I posted... General Eskimo 12:42, 28 May 2007 (PDT)
You talking to me? I know nothing about this stuff—ts2do 15:26, 28 May 2007 (PDT)


PW round source code?

Hey, a while back you gave Regular K a few source code files from your Plastic Warfare mod that demonstrated how to make a round-based mod. The PW site is down and the files are gone now, so I was curious as to whether you still had them? If you could share those again or just send them to me that would be much appreciated. Thanks! --Wildfire 19:42, 6 Jun 2007 (PDT)

Here you go: pwround_gamerules.cpp pwround_gamerules.h mapentityfilter.cpp mapentityfilter.h gameeventdefs.hts2do 21:02, 6 Jun 2007 (PDT)

Awesome! Thanks a bunch --Wildfire 13:58, 7 Jun 2007 (PDT)


Spam

We really have to do something about all this recent spam yet im not sure there is much to be done unless Jeff Lane comes up with something.--Gear 17:23, 9 Aug 2007 (PDT)


VTF and Valve texture file

Checking the history to Valve texture file, which seems to be the correct abbreviation of VTF, I see that you've tried to move VTF to that page once before, but then moved it back to VTF afterwards. Why did you move it back again? (I'd like to move VTF to Valve texture file too, now that it's settled that VTF stands for Valve Texture File.) --Andreasen 11:13, 28 Aug 2007 (PDT)

Just redirect it...people know extensions better...you wouldn't move TGA to targa or txt to text, would you? A simple redirect to VTF will suffice—ts2do 12:00, 28 Aug 2007 (PDT)

Yes I would direct TGA to targa, and even TXT to text, because that's proper Wikipedia standard, and the title is where people will expect to find the proper meaning of the extension. What VTF has done in this case, is to obscure that meaning, because both "Valve Texture Format" and "Valve Texture File" link to VTF. --Andreasen 14:28, 28 Aug 2007 (PDT)


You Rock

Over 13500 changes. You undefeated champion of this wiki, you. :) (I'm only at over 2000.) --Andreasen 18:37, 29 Aug 2007 (PDT)

It's all spam, I tells ya! --Daedalus 05:29, 30 Aug 2007 (PDT)

Thanks!

Thanks, for fixing up the Sky List article. Also thanks for showing a little error I made while doing the Episode One Sky List. Fixed it now :P --Frostbite 12:09, 25 Sep 2007 (PDT)


TF2 main page

Thanks you made it more sexeh looking.--Gear 09:21, 27 Sep 2007 (PDT)

Marking spam articles

If you're going to make an article as spam like this, please make sure to remove the actual spam content from the page before you add the template. Otherwise it may get overlooked, and you're helping the spammers with their goal. --JeffLane 12:00, 2 Nov 2007 (PDT)

EF_NODRAW and AddOutput?

Hi, I was looking to use EF_NODRAW to hide an npc_rollermine temporarily, using an input "AddOutput effects 32" - but what if I want to make it visible again? Do I use input "AddOutput effects 00"? Thanks. --Campaignjunkie (talk) 17:24, 5 Nov 2007 (PST)

Yes...effects 0. But be aware that using this approach will make the rollermine non-solid on the client so if the client collides with it, it will seem to them that they are being pushed out of an invisible sphere. You may also consider logic_collision_pair...unless you're hiding it in a location that the player cannot reach—ts2do 19:01, 5 Nov 2007 (PST)

HL:S(DM) FGD

Hey, I'm making a unified FGD set. I used some of your excellent Half-Life: Source and Half-Life Deathmatch: Source fgds. Are you OK with that?

--Gman003 17:00, 9 Nov 2007 (PST)

Go ahead—ts2do 18:12, 9 Nov 2007 (PST)


Material Proxies spam revert

You failed in reverting this article. (You missed all the apostrophes.) I hope you didn't miss more than just this article. You better check. --Andreasen 19:52, 12 Feb 2008 (PST)

Talk:IFileSystem

Hi, could you help me on this one ?

Scripting

Would you consider yourself good at scripting? Because I do not want to sound like someone looking for an exploit I instead state now that I seek a way to disable a client's console and keep it disabled using the while command so that they cannot use any exec commands to run bad .cfg files. If you cannot help I will seek another. PatPeter 22:28, 18 Nov 2008 (PST)

a big grassy field: a huge prop_dynamic or animated textures on optimized prop_statics with LoDs?

Hey, I was wondering how expensive animated textures are (if you know) -- I have a huge scene (3000 x 3000 [1]) full of LoD prop_static grass props, but the grass doesn't sway and it's kind of dead-seeming. Detail props are out of the question with the extremely limited draw distances and performance hit to get the kind of density I want. So I've come up with two possible solutions:

1) A huge animated prop_dynamic to make the grass "sway". This isn't ideal because there won't be any LoD support, and I can't chop it into 50 prop_dynamics because then that's 50 props animating which will kill the engine too. It'll save a lot on texture memory though.

2) Keep the prop_statics, but change the VMT to an animated texture, with maybe 10 frames of really subtle movement. These would all be alpha-tested too. Can Source do that? Will it kill swapbuffers or whatever it would do? What do you think?

Any thoughts would be appreciated. --Campaignjunkie (talk) 20:24, 11 July 2010 (UTC)