Forum posts

Posted 11 years ago2013-11-08 17:10:56 UTC
in Source SDK non-steam? Post #316707
By testing them in non-steam cs:s?
Posted 11 years ago2013-11-08 14:16:22 UTC
in Source SDK non-steam? Post #316703
I have TF2 and HL2, but I would love to map for CS:S
Posted 11 years ago2013-11-07 19:03:50 UTC
in Source SDK non-steam? Post #316697
I remember back in around 2009, I got working Source SDK non-steam, im wondering is it possible to do right now?
Before you say - buy the game, in my current situation it is not possible, just bought this new computer and have no money for games..
Posted 11 years ago2013-10-30 15:42:12 UTC
in Textures. Post #316567
I came to conclusion that it is just my computers problem, I can't seem to fix my .NET Framework..
Posted 11 years ago2013-10-24 10:44:35 UTC
in Textures. Post #316458
Actually with decompiler, it gives out .wad files, so it must be possible.
Posted 11 years ago2013-10-24 09:01:26 UTC
in Textures. Post #316454
How can I get .wad file out of maps, if decompiler doesn't work?
Posted 11 years ago2013-10-05 08:29:30 UTC
in De_Kautkas2 Post #316086
Posted 11 years ago2013-10-03 09:31:17 UTC
in Leak problem. Post #316066
Skybox is not an option, because I get max_clipnodes then, I'll try Rimrook's method, thanks.

EDIT: I fixed my problem, by actually fixing max_clipnodes. Thanks for responses, I'll make full vis compile tommorow and post it here.
Posted 11 years ago2013-10-02 13:01:20 UTC
in Leak problem. Post #316046
I have finally finished completing my map, but I came with this leak problem. I tried fixing them with pointfile, then with leakmarker, but no use.
So, any other ways to find leaks, because my map is pretty huge 3/5 of all available space and with cliffs too.. Someone here have more than common knowledge about finding leaks?