The scanner pinata fell off the ceiling in valves lobby because of a poor taping job on the line. Later one of the cleaning crew of their building came in to replace the receptionists garbage can, seen the broken pinata, cleaned it up, and told some friends of his what he seen. The info got...
Don't hold your breath.
And anyways, make sure you relise that I did not say that I knew if it was true or false, I merely posted the fact that Gabe confirmed in an email that they have no pinata. At the same time I also mention that the date of that email if from September 16th 2004, so...
It's better to just get over it now, rather than have your hope building up for the entire weekend, only to have it crushed in the end when it's at its highest.
Erm.. this has 'fake' written on it. Considering this email that has Gabe confirming they have no Pinata that is already posted in the valve questions/anwsers thread.
Then again, look at the Sent: date. They could have gotten one since then.. But im willing to bet this is all bogus info once...
...?
What does that sentence have to do with you quoting me? If the questions were never anwsered before, my point still holds in that I could just ask him the question myself.
But that is not true. I made maps for many mods, and had to actualy change Zonners compile tools to be able to bypass certain limits the tools added that was restricting my maps from compiling anymore due to their massive complexity and size. And it was not for NS. Infact NS maps are not much...
It depends. A dynamic shadow could be the distinction between a shadow cast by a static box, (precalculated in this sense from static light sources) and a shadow under an NPC that moves with the character as it walks around.
But others will bypass that true definition and come up with terms...
Your almost implying that all non NS maps are made from hollowed out boxes... kinda silly. Also, NS maps are all indoors, which would explain why RAD takes longer than VIS. Outdoor areas with mountains and high visibility to all areas of the map at the same time can cause a much higher VIS with...
Yes, those are dynamic in the most simplistic sense. But if you want to get on the level where everyone debates, you start talking about wether the lighting and shadows are fully calculated real time based on objects in the scene, or are simple precalculated lightmaps that move around the scene...
Valve said so numerous times.
Bout the only thing Steam will do before the games finished printing/etc, is start preloading for people, but it will be locked until you can buy it in stores.
Actualy that can't hold up well. However long it takes for them to print the CD's and place the games on the shelf, is how long it will take before the game will be available on Steam also. Steam has to wait on the publication of the actual game no matter what since Valve is going to release the...
I have a coupon from my ATI card that gives me the game for free, so I will get it from that. I also have a copy reserved at my local Gamestop, and my Dad might get it on his PC through Steam, so basicaly im going to get the game at every angle! lol
HL2 lighting is a small pain to the mapper, but a huge gain in performance for your gamers who will play your map in a higher framerate. Which would allow you to add more detail to your map anyways.
They said 3 mins for networked compilations, not a single computer doing the job. The HL2 SDK...