Yeah, I must admit, I didn't find that funny.
By the way, I own that cat. Alex and I are partners in screwing your mind.
security failures or stability problemsI find that VERY hard to believe.
jealousNot sure where you pulled that from. It's more of an annoyance that a company can present themselves as superior to another due to their dominance on the world.
windows is not a bad OSSure as hell isn't a good one either.
Once i make my websites Opera compliant, i'll post updatesGlad to hear.
I had that same doubt, however, I think during the game, in Dr Kleiners lab, there were multiple screens with different imagesIf you open up the model in model viewer, you will see that all the other monitors are just textures. The central monitor switches between camera views, but does NOT display two different views simultaneously.
Maybe my memory is playing with me, I'll have to check it out again
I dont remember reading anything saying that in the tuts though.I got the info from the SnarkPit tut, "Advanced Camera Techniques".
I have a playlist stalker!You have two of em now. Most of your songs appear in my list too!
Detail brushes are a class of brushes that are grouped to avoid unwanted face splits when small, detailed brush objects meet large surfaces. Detail brush geometry is made by creating a func_detail entity out of a set of brushes. The brushes that are included in the func_detail will not clip (or split) non-detail brushes. A common example is a cylinder brush (such as a pillar) touching a floor in a room. Normally the cylinder would split the floor face into many smaller faces where the two brushes meet. By making the cylinder detail geometry, no such splitting will occur. Any rotated piece of brush geometry is also a good candidate, and will cause fewer vbsp splits if it is made into func_detail.http://www.valve-erc.com/srcsdk/Levels/performance_and_visibility.html
Detail brushes do not block visibility and cannot be used to seal the world or areaportals. Since they do not block visibility, detail brushes have a side benefit of simplifying the visibility set. Proper use of detail brushes can greatly decrease the time it takes for vvis to compile the level.
Brushes that are func_detail are an entity in the Hammer editor, but the entity information is discarded after the map is processed in VBSP. This occurs to reduce the memory requirements of the geometry. The entity information is no longer needed once vbsp has used it for reducing splits. In the engine, surfaces that were created with detail geometry are identical to all other solid brush geometry in the level.
Objects that are small, complex, and/or do not seal areas are good candidates for detail geometry. Examples include pillars, gates, small rocks, fences, debris, piers, etc. A good way to tell if you need to switch non-detail geometry to detail geometry is to use glview. In places where you see a high density of leaves in glview, you'll want to switch some of the geometry in those areas to func_detail.
See func_detail in the entity documentation for more information.
See mapssdk_func_detail.vmf for an example of how detail geometry can be used to reduce face splits.
There must be a way to limit weapons so that they can not use the gravity gun???Yeah, don't overload maps with props.