Hi, I would be interested in that too. I think I'm witnessing some kind of an archival phenomena recently, everyone seems to be interested in collecting and preserving things, maybe it was always like that, not sure. Maybe it's natural... Have you found anything interesting yourself? Did you look into archive.org?
on the top left corner of the 3d window click on "camera" and select a textured mode. Or press anywhere on the 3d window and then TAB to cycle the modes.
That's what Penguinboy meant. Your button should turn on the multi_manager. multi_manager can act like a timer to perform multiple tasks, first it turns on your ambient_generic immediately and then it turns it off after 10 seconds. If your ambient_generic is named "coolsound", then keyvalue pairs on your multimanager should look like this:
coolsound 0 coolsound#1 10
The #1 should appear by itself when you use a name more than once. Read the tutorial to learn more.
I have touched very few Apple devices. Once in a school a classroom was populated with certain Apple desktop computers and I think the keyboard and mice were Apple too. The mice had these tiny balls which I thought were for scrolling but they seemed to be impossible to use, either they were clogged or just plain bad design. I also witnessed a rather recent iPhone, it seemed very difficult to set up after you buy it and it didn't seem very intuitive with just a single physical button. I know once on a certain Apple presentation with Steve Jobs, John Carmack displayed his Doom 3 technologies and I've read Steve asked John to remove all the scary stuff from the video. I find it kind of funny, Apple is all pretty and white while Doom 3 is the complete opposite, dark and scary.
oh yeah, stay as low as possible with this mod, the watchowskis are nasty people, theres a story on the net about them threatening to kill the actor of the "operator" cause he refused to star in the sequels
I started mapping way back in 2005 when I was a little kid pretty much, I would name my maps de_something but they didn't have a bomb spot because I didn't know what de_ meant. I also made a "first map" tutorial which was a single 20 megabyte sized, 20000 pixels tall picture, the tutorial stated that light_environment has to be high enough so it can light the entire map... Also later on I would obsessively NULL every single surface that's invisible or outside world, which now I believe is quite meaningless.
there is an entity limit, and all entities add up to the limit, models, brush entities, point entities, except light and light_spot entities which i think is around 512? not sure about that
Compilers generate a few game variables sv_skyvec_x/y/z and sv_skycolor_r/g/b and models which are "in the skylight" use those variables, rather than the lightmap below them. This is so they could have more accurate shading. vluzacn made an entity for VHLT called info_sunlight, if you set it's Brightness to 0 0 0, then models won't use those variables and will be lit from the lightmap below them.
separate the model into two models of the lamp body and the glass, and for the glass model, give the model additive texture mode and brightness of 255, just make sure the glass texture is bright and precolored, that should work.
just make the glass from brushes and then you have many ways of making it bright, whether func_illusionary with various render modes like additive, texture or color, or use texture lights. This method would be easier for the second lamp model since it has only 4 flat pieces of glass.
it is possible to light a model with specific values but you have to place a small texture lit brush just below the origin of the model, that brush has to be world or func_detail, not a real entity. It can be as tiny as a few units and inside the model so its invisible but that's the only way, unless the model is huge, then you can use a tiny light_spot on the ground where it stands.
CLIP brushes are part of the compiled map it's just that visible geometry and player collision geometry are separate and decompilers can't tell apart from CLIP generated from ordinary brushes and CLIP brushes
Agree Youtube is becoming a monstrosity. It's getting bigger and bigger, probably thousands of times bigger than it was 10 years ago and the search system haven't advanced at all to accommodate it. All you see on it these days are users paid by Google to keep doing useless crap. I would definitely choose anything over Youtube
Jessie, Valve gives the game as a bonus to everyone who buys their headset. I think they made a very good decision making it VR only. To make it support both they would have to water out the VR experience to the point where neither way would work well. I haven't ever tried VR but it's pretty obvious a game designed from the ground up for VR is a completely different beast.
It is not random. If maps are well made, as in not enclosed in a skybox so the ground doesn't have a thickness and the player takes his time to make sure there are no rooms below it, it can be almost fully avoided. HLDM is taken seriously enough and was taken even more seriously back in the day before Valve ruined it's netcode in favor of CS. And rufee is absolutely correct. One classic scenario is a battle between two players armed with gauss in an area prone to that self-gaussing. The player better at taking the aforementioned considerations will have an advantage. Hundreds of maps are built on these assumptions. Thankfully the server-client model should prevent all the weepers and noobs from undermining all the good work and all the fun.
lol, that auto death with gauss aka selfgauss is intentional and has been a critical part of hl deathmatch since the beginning of time and most of the time its very predictable, depending on the thickness of the brush being shot at. I think they should leave hl alone and just release the code so people can do whatever they want without messing up hl itself
double check if you are really using vluzacn's tools, this seems really unusual. are those bugged areas "world"? or maybe you accidently made them func_detail or some other entity?
are your vhlt 3.4? perhaps youre using JACK and the tools that came with it? i might be wrong but i think they are modified, if so, try using original 3.4 vhlt
also it seems like youre using direct3d mode, or is it opengl?
You have two options 1. Learn C++ and code it or borrow the code from another mod and squeeze it in your own (which still needs learning C++) 2. Find a coder
In essence this effect works by lagging the viewmodel in relation to player's eyes/camera.
also when models have controllers for pelvis, torso, mouth, usually when you use such a model with cycler_sprite, for example a dead sitting helmet, the guy will be twisted to one side with all controllers to the maximum. You can use "controller" keyvalue to set them, but you have multiple controllers and only one controller, so theres some weird formula to turn those three values into one value. I can't find how it looks right now, but it should be possible to figure out from the hl sdk
Stojke, hardware causes are possible but in this case I think it's more related to software. It's even happening to me on linux HL. As for ps/2 you are probably right, afaik its easier on cpu than usb. Also the unlimited key presses at once, I really struggled with usb keyboards on hldm when sometimes I had to use like 5 keys at once.
GoldSrc is not a very stable engine, the same thing has been happening to me every once in a while over many years, on different versions of HL and different OSes.
how about a bigger picture? a huge xen tree grows in black mesa and protrudes through the surface of the desert and grows all the way into the sky and at the very top is the xen command base, like some kind of biomechanical castle