Forum posts

Posted 7 years ago2016-12-03 21:45:20 UTC
in Post your screenshots! WIP thread Post #332534
Oh, isn't that Water Hazard from Half-Life 2?
Well done :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-11-25 09:45:12 UTC
in CS Maps that change based on player coun Post #332448
Since you're also talking about multiple configs for each player amount, you'll probably want to also do some extra work, for example:
  • Level 1 = 8 players (M249s everywhere)
  • Level 2 = 16 players (less M249s and a few barrels)
  • Level 3 = 32 players (way less weapons and much more hazards)
That would require a system which... oh!
I know!

You can also use 1 multi_manager which activates all 3 game_counters. When the 1st one reaches the limit, it's killed/removed, etc. until we're left with the last game_counter.

Each game_counter, as mentioned, locks or unlocks something in the map. Cool, am I right?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-11-25 08:36:32 UTC
in CS Maps that change based on player coun Post #332445
I guess you could do it with a trigger_multiple and a game_counter.
The trigger_multiple activates the game_counter and if it reaches a certain number, the game_counter activates something else.

So if you have, say, a limit of 16 players on 1 team, they need to pass through a "counting center" where they are counted according to that mechanism. If 16 players are counted, something happens.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-11-24 15:00:15 UTC
in Post Your Photos Post #332425
Well, nobody got hurt, and there weren't any accidents. 2 of my friends played Vietnam War songs, we hung around etc.

In the end, everything went back to normal. I will never forget that day.

@Archie
Disturbing?
The kids even went into the big helicopter, and climbed onto the WBR or whatever it's called (the truck with a lot of rockets on it). Later on, they even pointed the guns at the teachers. Kids are kids, what can I tell you?
User posted image
That thing.

And they even showed us explosives!
User posted image
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-11-24 13:50:07 UTC
in Post Your Photos Post #332420
Well, I take precautions too. I checked if there was a bullet in the chamber, and I also checked the safety switch.

I did fire once. Don't worry, no bullets involved. It was an empty shot. We even saw a demonstration of how soldiers advance through the battlefield.

But before anything of that, we firstly listened to the national anthem, and then saw a presentation about landmines in Bosnia. My country is full of them, just like when GoldSource maps are full of leaks XD

But come on, even the 3rd-graders handled at least one of the weapons. I mean, tiny 8-year-olds held an M16 in their tiny hands, so cute :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-11-23 21:19:55 UTC
in Post Your Photos Post #332402
Actually, if you look at me holding the sniper rifle, you'll notice how I moved my finger away from the trigger. Precisely, I extended the finger.

After all, the weapons were unloaded and the fire mode was switched to safe. Good times :D

Edit: the M60 was unloaded, while the PASP and the M16A1 had empty clips.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-11-23 20:12:35 UTC
in Post Your Photos Post #332399
This was utterly epic:

Today my school organised a trip to an army base (of some sort) in Capljina (Chapp-lyee-nah). It was fun. My dad used to work there.

Here's the choppa:
User posted image
See how big is this? It's just like the osprey from Half-Life.

Here are my classmates holding weapons:
User posted image
User posted image
Poor guy broke his arm a week ago, but he handles the PASP like everyone else.
User posted image
Sadly, I can't upload more of that, it would take too much time.
Now, here's me holding the PASP, the M60 and the M16A1.
User posted image
User posted image
User posted image
Some say I know how to pose, without knowing how to shoot. Well, I do know how to shoot, but the guns were empty, and it would cause a chaos.

My physics teacher, he really got chatty about the M16 and the AK47. He said he personally used and shot from these weapons back in the old days.

One of my friends fell in love with the M60. Oh, and he started crying when he saw the soldiers taking it away.

Edit: Now you all know how I look like! Yay!
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-11-21 21:29:20 UTC
in Stronger monsters (more health) possible Post #332387
@Solokiller
Well, unfortunately, that's all I know. My first NPC was somewhat fine until "aUG" crashed as soon as the NPC saw the player.

aUG - An Unknown Game (cancelled Half-Life mod)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-11-21 13:59:28 UTC
in Stronger monsters (more health) possible Post #332378
Well, for the mapping part, I said it.

But if you're making a mod, then you can also create an entirely new NPC, like "monster_zombie_stronk" whose health is 1337. You just copy the entire .cpp file and change the class' name, adjust some stuff and there you go.

And yes, "stronk" and "1337" were on purpose, just for the lols :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-11-20 22:03:19 UTC
in Startup videos? Post #332366
Hmm, it makes sense now, thank you Qwertyus. Before 2006, lol. Don't get me wrong, but I guess that's one positive use of piracy. Getting older, unavailable versions of software.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-11-20 09:27:48 UTC
in Stronger monsters (more health) possible Post #332352
I think it's possible, even in Hammer.
If you set a rotating door's damage to -10 (or any negative value) then instead of killing it, the doors "heal" the monster. And then you can simply teleport the monster.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-11-19 19:50:23 UTC
in Startup videos? Post #332343
Hmm, let me check something...
*opens properties of hl.exe

Oh, I have version 1.1.1.1, so it means something? I downloaded it from 'cswarzone.com'.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-11-18 21:58:32 UTC
in Startup videos? Post #332332
But still, it works. The code has to be somewhere.

How come that startup videos work on my mod? My mod uses the vanilla GoldSrc yet it plays that opening clip very well. No freezing, stuttering etc.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-11-18 18:29:07 UTC
in Startup videos? Post #332330
I'm sure it's not that much of a handicap. Videos are still possible, though.

About the properties part, I remember the video either must have DivX encoding, or either it mustn't be compressed at all.
I remember that its resolution was also 1024x768.

And, if by 'vanilla' you mean the WON GoldSrc, it should work the same, although I'm fairly unsure about that.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-11-18 12:08:18 UTC
in Startup videos? Post #332326
I actually included an AVI file with my (cancelled) mod. It plays sometimes, but sometimes doesn't.

As much as I remember, you need to have this TXT file called startupvids.txt or something. And yes, even though it is the 'non-Steam' version, it IS basically the Steam version, the one I have.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-11-13 18:11:40 UTC
in Post your screenshots! WIP thread Post #332271
@Dallas
It wouldn't work, because the players can move around freely and I don't want to freeze them in a spot :(

Hmm, but then I would have to control the players even more, because these rushers can go out everywhere. When the osprey's tail explodes, you can actually get out through the window on the osprey's top.

Still, fog is my #1 option.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-11-13 10:39:36 UTC
in Post your screenshots! WIP thread Post #332265
@Dr. Orange
Good idea, but not exactly where I plan to insert it.

Darude - Sandstorm will be in the credits and a cinematic cutscene,
Foghat - Slow Ride will be in the osprey ride,
and for the rest, I'll make my own, probably. That includes:
  • The hill defense
  • The jeep ride
  • Other parts and sequences
  • The ending sequence
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-11-12 20:51:22 UTC
in Post your screenshots! WIP thread Post #332258
@Solokiller
Thanks, but it apparently won't work well with my truck. It's because the camo net has Render Mode set to Solid. And it says that entities with Render Mode other than Normal won't be affected.

But I will still use it on the second map, with the osprey ride.

"How do you like the sandstorm here, fellas?" - Sgt. Belly in sc_sandstorm0.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-11-12 19:05:38 UTC
in Post your screenshots! WIP thread Post #332255
Well, they ARE the skybox bounds, because I increased the view distance to 8096. Also, the func_trains look like they "pop up" when they teleport. In Software mode, they used to be visually blocked by the sky brushes, because I created another sky room.
Apparently, entities behind sky brushes are displayed even though they should not.

Actually, I can use sprites to simulate fog. I think fog isn't a thing in Sven Co-op, HOWEVER, I can use sprites with the following:
  • Render Mode: Texture
  • Render Amount: 100 (defines the density)
  • Render Color: 255 200 128 (let's give it a sandy colour)
  • Filename: sprites/wep_smoke_01.spr
  • Scale: 2 to 10 (varies from each "particle")
I also added 10 same sprites with the Glow render mode, and they look cool.
User posted image
(look up, it looks like a white blob)
The glow sprites disappear when you're far away, and shine when you're very close. So it makes a wonderful extra smoke effect.
User posted image
EDIT: Yes, it's 640x480. I don't have a high-end card like the GTX 1080, but rather an iGPU which is worse than Intel HD Graphics.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-11-11 18:38:51 UTC
in Post your screenshots! WIP thread Post #332251
I continued working on my Sven Co-op map pack "Sandstorm". It's doing very well ever since the update that fixed the enormous lag on OpenGL.
User posted image
User posted image
And here's one of the much older screenshots:
User posted image
This is pretty much the basic setup behind it:
User posted image
And, yes, I used teleporting func_trains for that one. It's the 2nd level, sandstorm1
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-10-27 19:59:18 UTC
in Post your screenshots! WIP thread Post #332138
I presume it looks nice, but on my phone's screen it looks too dark. On my laptop's monitor, though, it would look perfectly bright enough.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-10-25 18:10:59 UTC
in I need h Post #332124
Oh hello Maha! Remember me?

The low fps is probably because your map is very big, and you said it does not have a sky brush. When I inspected your RMF I saw objects with a lot of detail, that might be the reason, and of course, cylinder stairs...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-10-23 18:53:11 UTC
in Can CS Source handle this model? Post #332106
He becomes too squarish and angular.
Are you serious about that? Because low-poly models don't usually mean low quality:
User posted image
Picture taken from here.

That's a low poly model (I think it's less than 400 polys), yet it still looks like it has 10 times more than that.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-10-16 16:05:01 UTC
in AllocBlock:Full Post #332042
I heard that scaling down a lot of 512x512 textures causes this error. Maybe you're using an old compiler?

By the way, welcome to TWHL. "It's safer here."
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-10-15 18:45:52 UTC
in Post your screenshots! WIP thread Post #332024
@Trempler
Sure, this will do. Don't say "Get something better", because before this one, there was this list, and it had even worse things in it.

And no, I can't buy a used PC and then upgrade it, because my dad wouldn't buy me a used PC, not even if it meant the whole world to everyone.

In fact, I think that he wouldn't buy me the parts anyways, because my PC building wish has been on since 2013. Back then I wanted the Radeon HD 6450.

And then, I can't afford a seemingly "better GPU for the same price" because I live in Bosnia and Herzegovina, where the prices are 2x higher in 2 cases. With 1 case being the USD to BAM chart (1 USD = 1.75 BAM), and the other case being that you would expect a $100 card here to cost 175 BAM, right? No, it costs twice more than that.

To keep this on-topic, I will also share a little more information:

I am currently "tessellating" the terrain, and adding the credits into the already mentioned tunnel.
User posted image
User posted image
It's nice to see how this map evolved, you know, from this:
User posted image
User posted image
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To this:
User posted image
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(of course, those are older screenshots)
User posted image
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-10-14 20:49:23 UTC
in Post your screenshots! WIP thread Post #332016
20fps isn't a problem. It was the average framerate while looking at the terrain. However, if you're inside, then it's a solid 50fps, I think.

While play-testing the map, I monitored performance on 5 spots:

Spot 1. 50fps, inside
Spot 2. 5fps, outside, most detailed area
Spot 3. 20fps, asphalt road
Spot 4. 20fps, upper floor
Spot 5. +60fps, vents

So, a total average of ~33fps. But my GPU really is the bottleneck here, I've seen Intel HD Graphics perform better at any game, when compared to my laptop's GPU, including any GoldSrc game.

Of course, that is only approximate info, only raw assumptions, because I didn't really activate r_speeds when monitoring.

And yes, I didn't provide the link in this thread. But rather in the Vault.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-10-14 18:54:54 UTC
in Post your screenshots! WIP thread Post #332013
Well, I uploaded the map, test it for yourselves, don't just stand here.

@DiscoStu
Most of the terrain is accessible, only the edges aren't.

@Loulimi
Heh, framerate isn't a problem on my device. I have a crappy Intel GMA 965 chipset, with only 64MB of dedicated VRAM. And it handles the map like a pro at average 20fps, and drops to 10fps on more demanding cases.
The lowest I get is 5fps. And 90% of you have 100x better systems than my "carrot" (worse than a potato!) laptop.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-10-14 15:23:11 UTC
in Post your screenshots! WIP thread Post #332010
Emphasizing the "Gold" in GoldSource:
User posted image
I recently added a nice tunnel:
User posted image
User posted image
Admer456 Admer456If it ain't broken, don't fox it!
This post was made on a thread that has been deleted.
Posted 8 years ago2016-10-06 15:51:41 UTC
in Post your screenshots! WIP thread Post #331909
Nothing dies until it gets a cannonball in the chest, or becomes too old, not-literally speaking.

In this case, a "cannonball in the chest" is a very very big flaw of the programming language, and "becomes too old" simply means "not up to the standards".
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-10-03 18:55:49 UTC
in Post your screenshots! WIP thread Post #331888
I weren't asked anything, but here we go:
I'm a CryEngine fan. CE1 can even run well on my "tomato" laptop.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-10-02 13:57:28 UTC
in Post your screenshots! WIP thread Post #331879
I'll attempt at modeling the fake water.
That's pretty much all you need to know.

Edit: Here's the plan:
User posted image
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-10-01 06:08:25 UTC
in editor clipping 3d view Post #331843
In JACK I went above the map limits a few times.

JACK has an integrated option of choosing your world's size limit. I normally set it to about 13000x13000, and it gives me no problems. And so I made a 8192x8192 map.

It turns out to be helpful in Sven Co-op 5.0, with their new Svengine improvements.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-09-30 16:51:40 UTC
in Post your screenshots! WIP thread Post #331817
Please do stay that way, for me it's too late.

Meh, I only have 2 years of mapping experience, 1.5 years of texturing, 1 year of music production, 6 years of video-editing (man, since I was 8 years old), and only 6 months of modelling experience.

But at the very least I know coding. I only spent a few weeks in coding, but luckily I wasn't lazy enough to find tutorials and try to learn basic programming :)
To be a man with free time or not to be a man with free time? That is the question :P
I don't know about you, but I never have free time even when I'm not at my "beloved" laptop. There's always something. :\
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-09-30 11:29:28 UTC
in Post your screenshots! WIP thread Post #331813
@Alberto309

Well, you made your point.
I, however, will be a 1-man modding machine, because of the numerous advantages: making my own music, textures, sounds, models and other assets by myself.

To be, or not to be? That is the question.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-09-29 11:38:10 UTC
in Post your screenshots! WIP thread Post #331800
If you don't know how to animate, then don't do it for GoldSource. Instead, look for some tutorials on general animation, and then expand that knowledge to GoldSource.

And as much as I know, vertex animation should be used for fake water, if GoldSRC supports vertex animation (I highly doubt it does, since it's a 1998 engine).
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-09-26 17:49:07 UTC
in Post your screenshots! WIP thread Post #331768
@Alberto309

This could be used for fake water, or even simulating mercury (the liquid metal).

However, in its current state, the tiles seem to be reflecting clouds.

In my opinion, you could maybe trigger an env_render entity, to set the Render FX to something like 50, which would certainly lessen the effect.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-09-25 20:47:21 UTC
in Post your screenshots! WIP thread Post #331760
As much as I remember it was 800x600. That stupid bangs head into wall, integrated bangs again, Intel breaks skull, frickin' GMA... the lagggg!!!
And now I'm dead for hitting the wall with my head.

And don't worry, I already made the roads wider, before anyone told me.
Also, my settings are different, I have a bit more gamma and contrast (the sliders in the Video tab). Therefore, I'll use my phone's screen to see what you see.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-09-24 18:37:26 UTC
in Post your screenshots! WIP thread Post #331754
Anyways, here are some more photos, now in-game:
User posted image
User posted image
User posted image
The map is now in beta, a week after I began working on it.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-09-24 18:09:23 UTC
in Default CS Sprite List Post #331753
@Loulimi
But for a game like CS 1.6 still available, cheap and running on modern machines, you're definitely not taking the moral high ground pirating it.
Some people simply won't care, but:

Some kids have the financial resources (a.k.a money) needed, but no payment method for things via the Internet. That's a big reason for people pirating games.
But I'm getting a debit card this year, so I'm about to abandon piracy once and for all, mostly because the pirated games don't have working multiplayer.
AND, I'll break the Steam account "barrier" by spending more than 5€.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-09-24 06:54:59 UTC
in Default CS Sprite List Post #331751
@Bruce

Exactly. Over here in Bosnia and Herzegovina, absolutely nobody bought CS 1.6. Instead they found it on a site which has a free download for Counter-Strike 1.6.

And no, I'm not going to tell the name.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-09-22 19:23:35 UTC
in Post your screenshots! WIP thread Post #331748
@JeffMOD

Pseudo-3D? I'm not sure what that is, but I guess it's the 2.5D feature of DOOM, because it was essentially 2.5D, but rendered as 3D.

There will be hidden areas if I make them fit into the map (and probably I will, such as a mini-cinema).

No filtering? Maybe if you turn on Software mode.

Sector-based lighting? Heh, GoldSource doesn't probably support that natively, however I could convert each "sector" to a func_wall, and then control their minimum light level. But no.

What I really meant by the mentioned method, was actually this: "every floor; different wall texture".

It implies that for every new floor/sector, there has to be a different wall or floor texture for each floor.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-09-20 13:34:53 UTC
in Post your screenshots! WIP thread Post #331739
@DiscoStu

If you refer to my map, ts_untergrund is not a map for CS, but rather for TS, another great Half-Life mod.

And that's the exact reason why I'm putting so many func_breakables in there, so you can have more fun when you kill an enemy in-air, and then the enemy's body falls into the fragile crates, and breaks them. And of course, bullet time!

But, this will be the first map of mine to have a port to other GoldSrc games, so it's:
-25% for The Specialists,
-25% for Half-Life,
-25% for Counter-Strike,
-and 25% for Sven Co-op if it gets a port.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-09-19 14:26:20 UTC
in Post your screenshots! WIP thread Post #331726
@23-down

Don't worry about the repetitive textures, I'm going for the method used in the first DOOM games.

In fact, here's some more screenshots:
User posted image
And when a lot of it is broken:
User posted image
And a realistic approach to light bulbs:
User posted image
Behold! The latest and greatest lightbulb tech!
Shoot one, and it's off until it re-spawns :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-09-18 15:40:29 UTC
in Post your screenshots! WIP thread Post #331719
User posted image
A lot of func_breakable's.
This part, the U-turn, is mostly complete.
Admer456 Admer456If it ain't broken, don't fox it!
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 8 years ago2016-08-21 05:49:16 UTC
in hammer editor entity angle problems Post #331338
When you switch from GoldSrc/Source/IdTech2 to Unreal, it is very hard.
Because Unreal doesn't use brushes, but rather depends on carving. Every room is carved into the space. You know, "subtractive" space. GoldSrc is "additive" space.

Now, talking about other engines, I'd recommend CryEngine 1. It is sure hard as hell, it was to me, but it's so powerful, and runs well on old PCs. Luckily, I started writing my "Tutorial Center" for it, so everyone can easily learn each part of it.

I mean, it is very hard, that's why you should not waste much time learning how it works, I mean there's scripting, and no Half-Life brushes. At least there's no leaks in CE.

About the compiling issues, I use J.A.C.K, and the VHLT compiling tools. Never gave me a problem.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-08-20 21:18:47 UTC
in hammer editor entity angle problems Post #331330
After typing in the angles into Pitch Yaw Roll (like 90 45 0) press Enter on your keyboard.

If the problem is still there, then turning off SmartEdit mode could help, maybe...

And if that doesn't work either, then check the .fgd file you're using. Who knows, it might have predefined angles (but the chance for that is 0.1%).

If you're mapping for GoldSRC, then you can switch to Hammer 3.4 and the 3.5.2 Beta, to see if it makes any difference.

And if none of that works, either wait for new answers, or switch to a new editor (for GoldSRC, use either Sledge Editor or J.A.C.K, and for Source you can use QuArK).
___
Edit: By the time I wrote this, someone already gave an answer (>XD)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-08-15 20:50:46 UTC
in is it possible to create a "surviva Post #331260
That's how I think so. But upon the headcrab's death, a new entity should spawn (meat_headcrab) right next to it, so the player can pick it up.

Then the player would carry the entity (in their inventory), and find a nearby func_fireplace, or func_furnace, they can both be either point entities or brush entities, or both (4 entities in total, if both).

Then there would need to be an energy source for the func_furnace, which can be electric, or one which uses anything that's flammable. As for func_fireplace, you could light the trunks somehow, probably with a tool_lighter, tool_matches or a weapon_laserpistol.

Man, if this idea ever gets realized, it's going to be the best example of GoldSource's timelessness. Let's see, that's 8 possible entities, 3 at least, if we're going to just make one from each mentioned category (meat, furnace, energy source/tool).

Edit: And then we should consider if the headcrab is poisonous, or does the meat have any effects. For example, a normal, cooked headcrab meat would give the player 10 health, or 10 food points (if we include the hunger bar), which would be used to regenerate health partially.
And then a poisonous headcrab's meat is very likely to give the player a bit of nausea, and a loss of 10 health.
And an overgrown headcrab's meat (assuming there is one) would have better attributes than normal headcrab meat. But leaving all that on the ground for 20 minutes, uncooked, untouched, would make the meat rotten, which would then cause a loss of 15 health if eaten.
Admer456 Admer456If it ain't broken, don't fox it!