I use Crowbar, since it can launch the HLMV for any game/mod configured, it can load from VPK ( although it has the same problems as the default one, it can't enter on folders if these doesn't exist outside of the VPK first ) or the model directly.
Is faster and easier than editing batch files.
Recording that video made me think of the cut special attack of the houndeyes that surprisingly wasn't demonstrated in that one video about the shockwaves. Probably late, but I thought the effect was cool.
https://puu.sh/CEImF/6380ac44a3.mp4
I always liked it. Sure it looks like a bit over the top ( and likely too much for the low end computers back at then ) but it feels like it makes more sense, like they compressing the air.
it wasn't a special attack, its just apart of the original shockwave effect.
https://files.facepunch.com/forum/upload/211260/8e00608e-d67b-4588-96ee-ec1bd38dd976/Office_magazine05.png
The linguistic semantics of the code seems to suggest otherwise, though it's likely nothing more than a visually distinct attack (including rapid eye blinking), as it still triggers the exact same sonic waves as the regular attack, interestingly enough without using the event system.
I finished writing the documentation for Deleted Scenes' trigger_sequence entity: Wiki
I'm surprised they never released the source code for this, since it eliminates the problem of having so many entities to handle complex entity setups.
One trigger_sequence can trigger entities, kill entities, play sounds and sentences, and display HUD text like game_text does, without any limitations on the number of commands (multi_manager can only have up to 16).
It also doesn't need sentences to be in the sentences.txt file; once you've added the code to use the engine's sequence based sentence lookup you can have a practically unlimited number of sentences to use.
All in all trigger_sequence is a just a really simple scripting system somewhat like Lua, the fact that they had it in 2004 in GoldSource is pretty impressive.
I think that's a lazy way to dismiss an argument and is just shutting down discussion. Yes, we don't know what an alien life form from another universe (or even another system within our own galaxy) would do or how they would act. But by all accounts (at least here on earth), no matter what species you examine, they all come from a common ancestor and all are produced from the same base form of matter. Look at most animals and you will see a front and back end, a symmetrical face, body, or patterns (for most creatures, at least) with an even number of eyes, ears, nostrils and several other facial features, a single mouth, etc. These are all common evolutionary features that have become relevant to the survival of a species over millions of years. We don't have examples of life other than on our own planet, but if science is anything to go by, life, (as with science/math) is universal. Patterns like pi or the golden ratio are everywhere in nature and extend beyond just life. To dispense with these observations is to refuse to even entertain the possibility that we are not as unique as we make ourselves out to be and that life elsewhere can or would be similar.
Vorts are extra-dimensional and yet they can speak our language and understand math and science (and have arms and legs and a mouth and eyes and.... you get the point). Nihilanth could also speak our language and looked much more humanoid than a lot aliens encountered in Half-Life. In fact, most aliens we encountered in Half-Life were acutely humanoid or had characteristics shared by animals on Earth to some degree. So without further evidence within reality, we have the ability to conclude that the Combine (or its myriad species) would *at least* have a similar anatomical evolution as us and by that account, they must have evolved towards some form of intelligence that allowed them to communicate among the stars or travel between them. Regardless of whether they are from another universe or not, these features they possess (or that are possessed by whatever the Combine conquered) seem to have similarities to us in one way or another. The advisors may be a hivemind. I don't think any other part of the Combine are hivemind-oriented in the same sense that they are. At least not naturally. Is that really relevant? Who says that a hivemind does not allow for freedom? Or that it being a hivemind implies that there is no understanding of freedom?
Yet you are essentially implying we don't know what an alien would do, while simultaneously attributing the concept of "hivemind" to them and saying "this is what they probably think or don't think". In reality, as far as we know true hiveminds to not exist. Even ants or bees who we often labeled as "hiveminded" are really just operating on a level that benefits the whole rather than the individual. When the individual is separated, they are still able to interact with the environment and move of their own free will and survive (if the conditions are right). Most animals require a community and operate among groups. Are these animals therefore part of a hivemind? Or do they resolve individual problems through mutual interactions between their (and sometimes other) species? And anyway, who is to say another universe even exists, or what we think of another universe is simply not another part of our universe that we have no way of accessing? We can argue semantics. But that usually doesn't seem lead to a conclusion. We can agree to disagree though. That's where I'll leave this.
This is where I think the confusion is. I'm not saying "the combine is probably a hivemind" or making any kind of claim of how the combine would think or behave. I'm saying that YOUR assertion that the combine logically would understand freedom, essentially because humans do, is pretty silly. We have literally a sample size of 1 for how intelligent species evolve and think, 2 if you look in-universe and count the vorts, and we don't even really know how the vorts think either. I don't get how it's so unreasonable to say "in the entirety of the multiverse, an intelligent species could show up that does not value freedom whatsoever and thinks any species that DOES value freedom to the extreme has very little value." I'm not saying "this way of thinking IS how aliens would think", I'm saying "an alien species that thinks this way is fair game for sci-fi because we know nothing about how aliens might think". Valuing freedom isn't even a biological constant for animals on earth, we can't assume it would be in the multiverse.
How unfortunate that the dynamic lighting capabilities of the engine are seldom used, even by modders, for they offer a step up by having proper local directionality.
https://puu.sh/CEReW/5aec85ea71.mp4
So I put out a request on Gamebanana for someone to recompile BlueFly Trap's Gravity Gun on MMOD aniomations and its got a ridiculously high bounty now.
https://www.youtube.com/watch?v=_vlnPpRlX20&feature=youtu.be
I donated my entire 9 years worth of GameBanana points just because I could and to my knowledge, the request isn't even that hard.
Have you considered just asking me to make an MMOD version?
This script was originally created for single-player campaigns in multiplayer maps. It has been developed by Gearbox Software, not Ritual or Turtle *** Studios. An early version of Xbox has been found source code single-player from Gearbox and Ritual. Yes, the early plans were going to play single Xbox.
TRS and Ritual did the XBox port, not Gearbox and Ritual. Gearbox would of been long since removed from the project by the time CS XBox came along and CS XBox was built upon the then in-development Ritual build of CSCZ (which had a single player focus compared to the XBox version.)
Additionally, Gearbox's Single Player did not get that far into development and from what I can tell, Ritual restarted the programming instead of using Gearbox's code.
Hey, you seem to be an expert on converting PBR-workflows to source with model stacking and the like, any idea how hard it'd be to port Liz Edwards' headcrab and bullsquid to source? Or do you think it'd be too much perf loss for relatively small enemies
No performance loss. Stacking wouldn't be needed as that could all be fit into one material.
Assuming you don't want to fake subsurface scattering anyway. That would need a stack if only to get around $halflambert being forcibly enabled whenever phong is.
Really? How exactly do you duplicate non-tinted specular in source without model stacking?
You don't need to duplicate it for anything that isn't mixing metals and non-metals.
I suppose if you wanted to be very precise you could but otherwise an alteration to the gloss/roughness in the normalmap alpha and as a greyscale exponent is all you'd need.
only nihilianth uses dynamic lights in retail, right?
ps funny that the slow garg stomp bug is so old people just look at it like it's always been like that nowadays
Sometimes I forget that Goldsrc is even capable of having dynamic lighting. I knew people complained about it being broken in that one James Bond game using Goldsrc but I don't think I've seen a Goldsrc game that made heavy usage of dynamic lighting.
That's a bug? How fast is it supposed to be then?
Gargantua flames, controller glows, alien slave bolts, and if you will, the overly subdued explosions and gunfire.
In context, it's understandable that they were so conservative with the effects. Half-Life uses a very inefficient lightmap update scheme. Certain hardware at the time came to a crawl when it came to sending texture data to the GPU, and because lightmaps are sorted only once, a single dynamic light can easily end up manifesting on 8 different 128x128 maps. Quake 2 used a much better approach that dedicated a single texture atlas to the task of procedurally packing and unpacking all the surfaces being affected by lighting, while keeping the remaining data statically in the VRAM. This is what allowed the game to so liberally attach lights to everything.
I'm playing Deleted Scenes and there seem to be invisible walls in the Building Recon level, right here:
https://i.imgur.com/a2YbSOd.png
Has anyone else encountered this issue? It could be because i'm running with developer 1, but i'm not sure.
I unironically like deleted scenes
No, and I played that game a fair amount of times.
does it happen each time for you?
I'll replay that mission later on when i'm done.
I just died in the Alamo because an NPC shot the American flag :/
lol what
if its true then that sounds like an easter egg. But there's only one flag near the embassy and I don't see why AI would have a reason to aim at it.
Shooting the flag kills you instantly. An NPC shot it because the helicopter flew close enough to it that it sprayed it. I could see blood coming from it (which happens when it's shot).
yeah okay I checked and that's definitely intended. I did have some weird deaths at times on this part but I always just assumed the chopper TKed me with rockets.
considering how large the breakable is, it's certainly easy for monsters to accidently trigger it. It's quite a dangerous easter egg.
Yeah but this is the first time in 15 years i've died this way.
I noticed that the end credits were changed, this is how they showed for me:
https://i.imgur.com/W38J48q.png
And this is how it was originally:
https://youtu.be/aThCDJ2M_Pg?t=315
Maybe it's because i'm playing on widescreen but i don't think cutting off the company names is intentional.
Also the end credits has a LAW terrorist that no longer fires his rocket so the script looks kinda weird. He also doesn't speak his "kill em all" line like he does in the video.
It's triggered by an animation event, and since these are decided at file level, there is a chance that custom models forego the necessary trigger. Quite a lot of gameplay changes can occur due to badly assigned model values. I believe that the official """high-definition""" pack fails to register the head as being one, rendering headshot multipliers non-operational.
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