Commented 2 months ago2024-10-04 12:28:21 UTC
in journal: 2^5Comment #106441
How was the restaurant? Would you go back? :p
I'm def. going back. I tried grilled squid with a side of grilled veggies and was delighted. Over here, most restaurants offer meat with not much else. Like sure, ćevapi are great, but it does get boring after a while. I really need to find more places with seafood, been meaning to explore that front for a while now..
Commented 2 months ago2024-10-03 13:08:16 UTC
in wiki page: trigger_counterComment #106436
Between 1.0.0.0 and 1.0.0.9 when the game_* entities were added, this entity is the only entity available for counting. Therefore, it's NOT just a "debug" entity, and I've removed that red notice.
Commented 2 months ago2024-10-03 07:14:00 UTC
in journal: 2^5Comment #106435
Better than half of them being burnt!
For plain popcorn I microwave them until it takes about 4 seconds between each pop. In my experience that's a good balance between getting as many popped as possible, without burning them :p
For pre-buttered popcorn I'd just do whatever the instructions say and play it safe. Those burn very easily.
Np, someone dm'd me over Discord about making skyboxes so I figured I'd whip something up and make it into a resource. There's probs some better methods when it comes to getting the TGA files, but with what I say in the thing is that it's just how I've personally been doing it all this time. You might be able to export the right type of TGA files right out of blender without needing to get a second software how I did but it's just something I'm not fully knowledgeable on, but at least I know my method still works ig lol.
Commented 3 months ago2024-09-26 04:21:10 UTC
in wiki page: func_monsterclipComment #106419
blocking hull0 (point hull) entities like snarks might require a completely separate method: An invisible func_wall with "passable" set to yes (zhlt_noclip = 1) which makes it have no clip for monsters using other hulls but solid to entities using hull0.
Можешь ещё сделать модельки для кс 1.6
(Джей, син, тессин и ви) как для теров как и для спецназа, пажалуйста пжпж 🙏🙏🙏
И ещё желательно для кс сорс(необязательно)
You can make models (J, Syn, V and Tessyn) for CS 1.6 as for terrorists and special forces, please
Commented 3 months ago2024-09-23 22:05:17 UTC
in journal: It's my birthday today!Comment #106410
Happy birthday! I'm too lazy to write down that link, but the solution is to step one key forward. For example, g = h, r = t, o = p, that means that "grroa://" = "https://". It's a YouTube video link, by the way.
Be careful with this. You only have 31 named lights to work with per map.
A more optimized way, that comes free with most entities, is to use entity effects (effects) property.
There's a way to use just a single set of path_corner's by using both a boundingbox brush (center of path) and an origin brush (center of beam targets) for the func_train's. while traveling on the path both trains would align their `boundingbox`-es to the path, but have different origins, so the beams and lasers continue to work.
'But why bother?', you ask? Well, less entities mean less surface area for mistakes.
Commented 3 months ago2024-09-18 01:45:55 UTC
in wiki page: func_tankcontrolsComment #106403
You can maybe have an ambient_generic play a cocking up sound (just like when using the emplaced pulse gun in hl2) by having it have the same name as the tank, so the func_tankcontrols triggers both of them.
Commented 3 months ago2024-09-15 07:01:53 UTC
in poll: Favourite HL TitleComment #106398
@DaSalba, good point. I agree with your arguments, HL2 is still my number one due to sheer nostalgia... hard to choose between HL1 and HL2 for me though. I never really clicked with any of the expansions
I'm shocked to find today that for whatever reason default builds of VHLT removes all falloff code from the executable. No _falloff KV, no -falloff # argument. Codebases that have #ifdefs removed outright removed the code for the feature altogether! Idk how falloff even functions now.
Happy birthday!
game_*
entities were added, this entity is the only entity available for counting. Therefore, it's NOT just a "debug" entity, and I've removed that red notice.For plain popcorn I microwave them until it takes about 4 seconds between each pop. In my experience that's a good balance between getting as many popped as possible, without burning them :p
For pre-buttered popcorn I'd just do whatever the instructions say and play it safe. Those burn very easily.
Tried microwaved pop corn for the first time today lol
How was the restaurant? Would you go back? :p
I've been alright, visited a new restaurant today, it's got seafood and stuff.
I won't be doing much to celebrate, just going to bake a cake and cook a fancy dinner and enjoy some stout beer ^^
zhlt_noclip
=1
) which makes it have no clip for monsters using other hulls but solid to entities using hull0.g -> h
r -> t
Each of these is 1 key to the left of its original.
The ' and " part I'll leave as an exercise to the reader.
There's a little trap in that part.
Happy birthday also!
(Джей, син, тессин и ви) как для теров как и для спецназа, пажалуйста пжпж 🙏🙏🙏
И ещё желательно для кс сорс(необязательно)
You can make models (J, Syn, V and Tessyn) for CS 1.6 as for terrorists and special forces, please
A more optimized way, that comes free with most entities, is to use entity effects (
effects
) property.path_corner
's by using both aboundingbox
brush (center of path) and anorigin
brush (center of beam targets) for thefunc_train
's. while traveling on the path both trains would align their `boundingbox`-es to the path, but have different origins, so the beams and lasers continue to work.'But why bother?', you ask? Well, less entities mean less surface area for mistakes.
CBaseDelay::SUB_UseTargets
hasdelay
andkilltarget
. descendants:item_airtank
weapon_
entitiesCBaseEntity::SUB_UseTargets
doesn't havedelay
norkilltarget
. descendants:item_
entitiesammo_
entitiesCBasePlayerAmmo
don't callSUB_UseTargets
so bothtarget
andkilltarget
are useless.ammo_*
= noneitem_*
=target
only, nodelay
/killtarget
weapon_*
anditem_airtank
= all oftarget
/delay
/killtarget
body
property packing. 🙂I'm glad to hear you're doing better, Overfloater
pitch
into the pitch component ofangles
. World and model lighting should just work.I hope you're feeling better now 🙂
_falloff
KV, no-falloff #
argument. Codebases that have#ifdefs
removed outright removed the code for the feature altogether! Idk how falloff even functions now.