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Gold source engine
Gold source engine












gold source engine gold source engine

I've been doing some work on the prototype engine i talked about a while back, you can find the repo here: Then, of course, since I mentioned Quake-based engines, comes Medal Of Honor Allied Assault, and Call of Duty, but now I'm apparently writing way too much. If you see what DOOM does (I mean, GzDoom) then you'll see that it has multiple map format compatibility (e.g. The possibility of opening Blue Shift BSPs, Quake 2 BSPs, normal HL BSPs, and other BSPs would be a great deal for a megamod mega-engine which combines every Quake-based game engine (from Quake engine to Half-Life 2's Source engine) into 1 big engine. Also, converting a brush into an editable voxel pile would work.Īnd, of course, I forgot this: compatibility with all BSP versions, although I'm not sure if that's possible with the SDK (I know that the SDK is not the same as the engine code, so don't tell). Like, func_detail_voxel, and 1 voxel would have the size of 1 cubic unit. I meant point entities which use voxel models (like. Responding to what Shepard62700FR said, I wouldn't implement the voxels in the way you think. When using the Windows Notepad, there is a dropdown menu in the save file interface that reads ANSI by default.Mmm, the update which removed Software rendering made me uninstall Sven Co-op from my laptop, whose GPU struggled to handle their new OpenGL renderer. You may also want to make sure to save the file in UTF-8 encoding, if it is not working. In certain games sv_cheats might need to be set to 1 for this to work (I just encountered this problem in CS:GO). The last line is sometimes needed, sometimes not - it can be frickly and different from game to game in my experience. If you want to do both at the same time, you can use a semicolon to bind multiple command to one key: bind "h" "incrementvar r_drawviewmodel 0 1 1 incrementvar cl_drawhud 0 1 1" It works the same on on the "j"-key with cl_drawhud. The incrementvar keyword will count upwards from 0 until it reaches 1 by increments of 1 - that's how that works. This will toggle the r_drawviewmodel command each time you press the "h"-Button. The syntax may look like the following: bind "h" "incrementvar r_drawviewmodel 0 1 1" You should be able to add a line for your keybind in here. In this autoexec.cfg file we can add commands that will be automatically called on launch of the game. You should not change the existing config.cfg, but you can have a look into that file for further reference.

gold source engine gold source engine

Team Fortress 2/tf/cfg) you can find (or create if it isn't there) a file called autoexec.cfg. Of course, you can also use the syntax described below directly in the console as well - it just won't be persistent that way. >Reference to a relevant Portal 2 question I am not sure, if all Source engine games do it this way, but in Team Fortress 2 I use the autoexec.cfg file together with a few additional files.














Gold source engine