Tommy of Escondido's Mapping help Tutorials for Half- Life & Mods: Errors & solutions // - -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -// Counter- Strike game definition file (. Version 0. 8. 0. 0// For Worldcraft 3. Hammer 3. 4 - 3. 5beta. Half- Life 1. 0. 0. Last update: Agust 2. Anders Jenbo (fuck@os.
This is my blog for news and information on my hometown Lower Macungie Township! In January 2014 I was sworn in for a 4 year term as township Commissioner. The Watergate complex is a group of five buildings next to the John F. Kennedy Center for the Performing Arts in the Foggy Bottom neighborhood of Washington, D.C., in.
King's Quest: Mask of Eternity has loads upwards of twenty minutes for each level. It takes forever to load each area, with multiple loading screens each time you. Jokes aside, can the Paleo Diet actually deliver on these claims? What is the Paleo Diet? Paleo is a contraction of paleolithic, which refers to the. KFM 34 http:// Shower 04 http://tenchunk.net/blog/wp-content/uploads/2015.
As many details as you are comfortable telling us. We do not have to answer to the banks or lending institutions. We print all the news no one else dares to print.
To learn how to use these entities, please visit Valve Editing // Resource Center// (AKA the VALVE- ERC/VERC) at http: //collective. Justin De. Jong aka . The following baseclasses and// entities listed could support it so I added it to them.// BASECLASSES: Breakable, door, Basetank and Trackchange// SOLID ENTITIES func. This options works a bit buggy since the spawned items// will continue to respawn on its own after its been picked up.
Not that this option is// usable for this mod, but I added it so whoever does the next Half- Life FGD// update, realizes that it supports that option.// - Added missing Renderfields baseclass to func. This allows the option for// hostages to be transparent, distorted, flickering or any of those other effects.// - Added . This option does require the// entity to have a name for it to work.// - Added the .
Works the same as hostage. The scientist type(luther, einstein, etc.) is// also selectable. While it is possible to change hostage. Whoever plans to// updates those other FGD files should take note of it.// - Added . These options// should only be used for single player maps.// - Changed the baseclass name, zhltlightflags to ZHLT.// - Rearranged some of the entities code so that the most common fields and// options come before the other options.
It was annoying having to scroll to// the bottom just to find out what some of them trigger or what their names are.// The Name of the entity should always come first and the other important// options right after. Something in the fashion listed below, that is, if they// contain those fields.// - -- -- -- -- -- -- -- -- -- -- -- -// Name// Global Entity Name// Master// Target// Trigger delay// Pitch Yaw Roll (Y Z X)// Render FX// Render Mode// FX Amount(1 - 2. FX Color (R G B)// Light Flags (ZHLT 2. Light Origin (ZHLT 2. Not all of them are exactly in this order since that would require re- writing// the whole FGD file, but I did manage to rearrange them to some extent for the// following baseclasses and entities listed below.// BASECLASSES: breakable, gibshooterbase and trigger// ENTITIES: env. These are the following baseclasses and// entities that I removed the Master string from their code and replaced it with// the Master baseclass.// BASECLASSES: door and trigger // ENTITIES: game.
It didn't need it.// - Added . It caused ZHLT options to repeat.// - Added a Targetname and ZHLT . Angle does not reset with a new round.// Hopefully VALVe will fix this in the future.// - Changed trigger. Seems its just a big smoke sprite used for machine wrecks// so I edited it to not show the targetted sprite by default. If it does show the// sprite, it will simply look like a sprite stuck inside the smoke stack.
It was// best to make it invisible. If a bigger sprite is used like say 3. Bigger sprite = wider smoke stack. Currently doesn't work with// Counter- Strike version 1. LIMITATIONS: // Currently (as of Half- Life 1.
This entity is// still quite under development.// The fog is only drawn in Open. GL mode. This means users who are viewing the level// in Software or Direct. D rendering will not see the fog. Airlink 101 Super G Wireless Driver.
For this reason, if you// plan on releasing your map publicly, the env. Currently the dmdelay,// . Hopefully// this will be fixed in the future.// - Added func. Almost did a complete re- write to this// entity to make it alot easier to use. I just can't figure out nightvision goggles// and ammo for the para.
If you figure it out, please contact me.
Loads and Loads of Loading. How we loathe them, and yet how common they are. However, those aren't the subject of this trope . Computer gamers of the 1.
But it didn't take too long for games to take advantage of increasing disk size and grow so big that they took as long to load from the hard disk as their ancestors did from floppies. Solid- state cartridges from the old days had fast random access times that some cases match or is faster than ram(snes), but their severely limited capacity increases the temptation to use data compression in larger modern games, which can take a very long time to decompress on a game console.
This not only allows them to store more of the game's data, which will usually load faster from the hard drive than from an optical disc, but also allows them to use uncompressed storage, which takes a lot less work from the CPU to load. However, on an optical drive, compressed data can be faster to load and decompress than uncompressed data.. Point of advice: bring a book for some of these, preferably a thick one you can put..
LOADING.. down quickly. See also Dynamic Loading, when loading sequences are performed . The game also suffered noticeable amounts of slowdown even with these load times, leading to some calling it a Porting Disaster. Which is a bad thing, as the game is a classic, and the Play. Station version is otherwise the definitive one.
Other games in the series ranged from short to barely existent loading times. Soul Reaver in particular only had one loading screen, when you first loaded the save, after which all new environments were streamed as you came to them, with nary a hiccup. Strangely enough, it seems playing it on the PSP cuts loading time in half (or it feels that way). PSP has a option to speed up the loads time. Some games runs BETTER on the PSP. A good example is Bomberman Fantasy Race, who has SLOW load times on PS3 and very short load times on the PSP.
In fact, the last few games released for the Play. Station acknowledged this and specifically said to not enable this feature. Not to be confused with Superman for the Nintendo 6. That, and later Aria of Sorrow, actually put small hallways between two areas to give it even more time to load the graphics and enemies for the next area. Not a big deal, but certainly miles better than a typical static version of the same thing. Cartridges work, in theory, by allowing the system to access data near- instantly (as fast as electricity can travel through the solid- state ROM chips used to store the game data).
Though some consoles like the N6. CPU didn't have access to the ROM directly: It can only stream items that don't require fast memory, like sound or animation and load everything else in RAM. The problem is that solid- state memory is not nearly as fast as dynamic RAM (except for the NES, SNES, Turbo- Grafx 1.
GBA), so most of the time, the CPU can't work with it - it has to run off of program code stored in RAM. Moving data from solid- state to RAM takes time, and while it's not nearly as bad as long disc- based load times, it can add up.. Decompression times can also bottle neck graphics like. Crazy Taxi with a lengthy load time after you pick a car.
Every time you enter a level, you have to wait for it to load. While the load times aren't terrible (about 5 seconds at most), don't forget that this is a cartridge. Not to mention, the SNES version didn't suffer from this problem, and that came out 9 years earlier. They're retained to give a smooth transition of music and art style. Consequently, load times for this game are unusually long for an SNES title - normal areas take around 5 seconds to load, while the title screen, with its long voice clip of the main character saying the game's title, takes upwards of 1. And there is a 9- second long clip of the main character's voice actress talking about the game, accessible only in the Sound Test menu, which makes the game freeze as it loads and plays.