I guess I'll have to figure out how to do that. Thanks.
I may as well post some pictures when I'm done with that so we can be on-topic.
Created 16 years ago2007-12-16 00:58:58 UTC by doodle
"nice try son, you forgot one thing : clipnodes."Nice try, and that "try" had its success in one of my maps.
@Victor That is the first time I've seen somebody use func_train for an actual train.technically it's 14 func_trains set to passable, with a ton of func_wall_toggle and trigger_hurt to maintain the illusion of running people over; if I simply relied on func_train collision detection they'd "stick" on people and get out of sync. It's split up because if they were all one brush entity it'd be longer than Hammer's max allowable dimensions.
lightmap scale has nothing to do with the compilers or the editor, its in the engineLightmap scale do affect the compile time, since a lower lightmap scale requires more calculations on a single surface. Lightmaps can therefore be optimized where high quality lighting isn't required, or in low-contrast light areas.
lightmap scale has nothing to do with the compilers or the editor, its in the engineLightmap scale do affect the compile time, since a lower lightmap scale requires more calculations on a single surface. Lightmaps can therefore be optimized where high quality lighting isn't required, or in low-contrast light areas.
if this is why Valve is not releasing the code then i applaud them.Quote from here :
Once a year someone talks about maybe pulling it together to open source it but once again there are not resources to do the actual work need to package it up. The Sven Co-op team was luck in that there was a package and someone to make it available to them, that does not exist today.
i can bet you Valve would be too lazy to release the updated version on Steam anywayYou are right, Valve can't monitor 540545640 versions of Gold Source. But developers can provide the changes as some kind of "unofficial patch/port" like ezQuake, Darkplaces does for QuakeWorld. Those who prefer to stick on standard Gold Source stick to Steam, those who want more stuff would look to these ports.
My only nitpick is that the signal lights are wrong* ;PThe signals do change. They switch to yellow first, then green, then switch back to red as the engine passes.
Once a year someone talks about maybe pulling it together to open source it but once again there are not resources to do the actual work need to package it up. The Sven Co-op team was luck in that there was a package and someone to make it available to them, that does not exist today.Someone made it available, who's that someone? 5 min question for Valve to ask internally. If Valve's intentions are to open source it and only sven has the code then get the code from sven... (Has no one thought about this?)
I don't like Xash3D tooI like it because it overrides most of the limits of GS engine.
...what did the Xash3D "steal" from Valve to make that company so angry.IIRC, Xash3D and other sorts of projects that use it had code from the 2003 HL2 leak. Which is deemed illegal to use by Valve, and for good reason.
Also, Xash IMO is lego-work that crumbles if you touch it, I appreciate the effort that the developers put in, I just don't like the end-result.It works fine, except for sprites, it does extrange things (bad colors or sizes, or sometimes they even show up), but I think UnkleMike is working on that, at least I hope so.
I say that Valve policy about independant developers is not very clear or helpfulFactoring in everything, today it sounds like this: Do what you want as long as you don't make money off it.