assuming they're going to make a million of these, it's likely faster and/or
more conveinent to use multiple models, instead of one model with a bajillion
skins.
On Tuesday, October 14, 2014 1:34 PM, Niels Gade nielsg...@gmail.com wrote:
Wouldn't it be better with multiple skins instead?
Call me Nick. I have the same problem with some mailing list users ending up
in my spam folder too.
!self is good to go, it's a universal for whatever calls itself or you could
name it and refer to it's own name, they work the same, but !self is easier.
Unbreakable, might have been something
Hey,
If you want to get your map hosted for testing, I've got a server for you.
A few criteria:
It has to be on the workshop (I will use the workshop version for my server)
Playtesting relies on you being there to test it, bring your friends.
Minimum requirements:
Has spawns for both teams,
Valve Handbook for new employees, page 52
What is Valve Not Good At?
Disseminating information internally
Whether this list is considered internal or not, who knows. Somebody might.
Isn't it operation Phoenix? Like, rise from the ashes phoenix? Like, return
to life phoenix? As apposed
First thoughts are a typo in a custom texture's shader, or a $value that isn't
used in csgo, probably the latter. I have/had some textures that would spam
the console with something like that because ... the $alphainbumpmapwhatever
shader was something different in Go.
On Monday, November
vrad will use all your cpu if it can. If I want to surf while a map compiles,
I go into task manager and set vrad's affinity to to 4 of my 6 cores. My
browser has it's affinity set to one of the empty cores, and everything else
usually runs on the other empty core.
But could there be a
I was under the impression that ropes would sway regardless of an env_wind. It
was an internal property of the rope, which was turned on by default. However,
my experience is a bit dated, and I haven't messed with wind blown ropes since
DODS.
On Wednesday, October 9, 2013 4:21 AM,