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Valve Predictions 2017

What's the most likely thing Valve will release this year?

Nothing

18

A new game

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More overpriced hardware

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Source 2 SDK

11

An army of evil killer cyborgs

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The hounds

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57 mins

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A gaming and technology blog by TWHL admins Penguinboy and Ant. A music blog by TWHL users Ant and Hugh.

User Journals

[1]

Dr. Orange's Journals

11 comments | 18th February 2017, 10:51 AM

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Cryptic birthday journal.

7 comments | 18th February 2016, 14:26 PM

x=x-1 -> 172+-832/4298+x=y-998289=98813+x-y+7 99+x-y=2x-87

It's my birthday

2 comments | 5th December 2015, 19:13 PM

I find it kind of weird how in video games, sometimes the reload animation let the used ammo clip stay on screen, obviously showing you weren't switching it out.

Here's a gif I made to show what I mean:

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4 comments | 14th August 2015, 09:22 AM

I found an unused texture in the Half-Life 2 game files. Of course I did the one responsible thing to do:

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On the topic of map optimization:

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He's hungry:

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Then we have the obvious 'must have':

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Download the base image and make your own!

GIMP xcf

Photoshop psd

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1 comment | 11th August 2015, 15:00 PM

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I sincerely hope this is a scam.

20 comments | 25th January 2015, 10:08 AM

Light, without it we wouldn't be able to see. And so it is in videogames. Lights are fundamental, every game have some sort of light, if ever so simple. In todays 3D games, there need to be some way to compute lighting data within 3D space, as volumetricaly most of the light eixst outside of a 2D face where the light is visible. How does the lighting really work in the GoldSrc engine? Does anyone know except for Valve themselves?
This is my theory on how it works:

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Of course I can't be sure... But anyone should know.