Hot answers tagged source-engine
Source Engine games (all those you've mentioned) are really closer to what you'd usually call a ("total conversion") mod. You're never running the game - you're running the engine, telling it to select a given mod (note how the games are run like hl2.exe -game cstrike, for example). The exe file is just a bootstrap that prepares the engine, and loads the ...
At least in Portal, there is no air resistance, though whether this is due to the engine or the game design itself, I'm not sure. It's easy to test -- simply place two portals on the floor, and fall directly down onto one. If done correctly, Chell will continuously fall through the one portal, exit through the second, reach the apex, fall back through the ...
I believe the first time you load a map during a session in Source games, the engine will cache some loaded map resources. This is done to speed up subsequent load times for the same map. When you close the game, the cache is deleted.
Because all/most of their games are build on the Source Engine. The Source Engine was originally made for Half-Life 2. Which started the trend of hl2.exe. So in short: Games made in the Source engine have their executable named hl2.exe
Ha! I did it by cheating: finding an existing sound mod for Portal and examining it :D. Here's how, for posterity: Apparently, the Source engine does not look for sounds in the directory. It looks for script files instead. Those script files define where to look for stuff. So I did the following: Opened the main Portal GCF (that's portal content.gcf) ...
I play full screen mode windowed. All the gfx without the minimizing. How do you turn on "fake fullscreen" in TF2 and other Source games?
Use the following as your command line: (From the library right click on the game, then pick Properties → Set Launch Options.) -sw -noborder -sw means "Start Windowed." -noborder tells Windows to not draw borders (titlebar, window buttons) around the window. You can also designate screen size (e.g. -w 640 -h 480), skip the intro video (-novideo), turn on ...
Their lagging does not hurt the server. Players with high ping usually lag visibly in-game, such as seeming to stutter or 'teleport'. This makes them more difficult to hit as they're not actually where they appear to be, giving a bad experience for the other players.
You can write your configuration file to disk using the following command in the CS:GO console; host_writeconfig <name_of_file> For example, if you wanted to write your current configuration settings to a file called "myConfig.cfg", you would use the following in the CS:GO console; host_writeconfig myConfig This would create a file called ...
One thing you can try (with sv_cheats on) is the console command r_drawclipbrushes 2. This should draw all clipping brushes as solid objects, letting you see most invisible walls/floors/ceilings/etc. Set it back to 0 to turn it off.
The server alias syntax is the same as on the client side. You can place aliases inside server.cfg or choose to separate them into their own file for the sake of neatness. server.cfg exec aliases.cfg aliases.cfg alias "meleeon" "sm_cvar sm_meleemode_enabled 1;sm_cvar example 0" alias "meleeoff" "sm_cvar sm_meleemode_enabled 0;sm_cvar example 1" You ...
There is a terminal velocity. Props and actors can only move up to a certain speed in any given direction at a time. This is to help collision detection so props don't get stuck in clipping zones. The terminal velocity is constant across all Source games, I believe, as it is a non-configurable engine option. It is most noticeable in Portal and Garry's Mod. ...
When in-game, and with a level loaded, the 'status' command in the game's developer console will show the exact detected public IP address that would be used to invite others. The developer console can be enabled under Options -> Keyboard/Mouse.
In short: It is used because it preserves your configuration. If you edit the config.cfg or use the ingame console directly the settings will only stay until you closed the game. First we need to clarify what happens when you start a source-engine game from steam. At startup steam - if activated - loads a config from the cloud and checks back with the ...
You probably don't hit his hitbox. This can be caused by you (not hitting hitbox) or your internet (lag). If bleeds when you hit him on your pc and not on server (lag) or when you shoot his model, but not his hitbox. Image courtesy Blankooie.
Enter cl_showpos 1 in the console. This will display your current position, angle, and velocity in the upper-right corner of the screen. To get the distance, open http://www.calculatorsoup.com/calculators/geometry-solids/distance-two-points.php in the in-game browser, plug your starting coordinates into the first box, your ending coordinates into the second ...
All you need is to set the correct attributes of your wav file. I have changed files for Alien Swarm, it is also a Source SDK powered game. So I assume the steps are the same: Get the free application Audacity, install and run it. Set sound frequency to 44 100 Hz Go to audicity options, Formats and select WAV (Microsoft 16 bit PCM) Record your sound and ...
FPS configs will reduce your graphics much below those inside the game: http://www.fakkelbrigade.eu/chris/configs/
The place you configure your sprays is in the options menu, under multiplayer. From this place you can import an image of the proper dimensions, which will show up when you use the spray command (default T) in game.
Valve's wiki has an article on the topic. Too much to quote, but the link should be stable. http://developer.valvesoftware.com/wiki/Server_queries
Always face towards and in the direction you wish to move (across the ramp.) Move left and right (strafing) and avoid pressing the forward or backward keys as they will often cause you to stop. Jumping or crouching is often not necessary.
To cycle through different names/settings/scripts etc you need to follow the following pattern (At the end there is the full code if you want to skip the details): Cycling through self made scripts using alias Step 1: Set a starting point alias cycler "useName1" Now if we trigger cycler -> useName1 will be executed. cycler and useName1 are names i made ...
Like all the other answers, this is just going to be a guess, but this one is backed up by actual history. It's because of how Steam packages files. Valve's games made prior to Left 4 Dead all include the Half-Life 2 Shared Files. One of my old answers breaks down how the GCF files were laid out for TF2 specifically. There are 2,722.83MB taken up by ...
Unfortunately, no. The only way the player is notified of achievement progress is via those little messages that appear on his or her screen when he or she actually unlocks one.
The default key for sprays is T in TF2. It is likely the same in L4D, though if you look through the keyboard settings it should be there. Bear in mind that some servers restrict sprays to avoid objectionable (porn or other shock) sprays. If you're on such a server, when you attempt to throw up your spray, the noise will play but nothing will happen.
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