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^in my opinion it's not an interesting or fun news post. It's a bloody annoying news post. Why should I have to decode the damn posts just so I can get the facts. What the hell? If this site post hl2 related news then actually post the news, that's my advice.
It doesn't even make sense, it'll confuse the readers and make them more likely not to come back to the site.
Blah
Thats logic, if people are not happy they complain, and if they complain a lot it means there is a problem...*sigh* Some people jsut cant do anything but complain.
CLICK HERE!Maybe they don't need readers that would rather whinge than appreciate the time put into something less generic and rather witty ?
Thats logic, if people are not happy the complain, and if they complain a lot it means there is a problem...
and no, its not the complainers who are the problem.
CLICK HERE!
Have fun!
HOLY ****ING SUCTION BATMAN!!
I can't believe I just saw that.
Interesting fact - the vacuum system is dynamic. It's responsive to what's open, and what's not, so it really is possible to suck everything on the map out into space, with any configuration of open doors.
-Angry Lawyer
Still doesn't seem that hard... especially if the airlock sections are grid-like, which it looks like they are.
I mean, sure, its really, really COOL, but I am not impressed. If you know what I mean.
Being someone who helped conceptualise it (although, someone much more talented than me actually implemented it) it's a lot more complicated than you think. It works in a similar way to info_nodes, and it finds a path to the nearest void. It supports all manner of crazy-shaped room arrangements, and will happily work its way down bendy corridors and odd angles.
-Angry Lawyer
yes, because the nodes are dealt with in realtime (updated every 0.1 seconds). However, unless you have a dynamically-destructible environment, then it's easy to place nodes around destructible points - they'll automatically work when the obstruction is gone.