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GoldSrc works exactly like this, and it's truly better way to store custom content downloaded from servers, instead of storing it inside "downloaded" folder in game directory.
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I cannot make brushes bigger than the default +-32k grid. With a quick search, I find this.
https://github.com/TrenchBroom/TrenchBroom/blob/d2d8fc268877e7c9a656cc4a0cd4b4a25e6becf7/common/src/View/…
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That would fixes a known issue when BXT huds does not work in HL: Blue Shift at build 4554 (GoldSrc Package 2.3)
Open-source algorithm for decrypt **client.dll**, **hw.dll**, **sw.dll** from GoldSr…
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A feature in VHLT and forks, "embedded" lightmaps are lightmaps that are baked into the diffuse texture, for textures that cannot be lightmapped on certain engines.
These have a few use cases:
* L…
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Sometimes it works, sometimes not, in unpredictable manner. Seems that UDP broadcast packet sent only to one of network interfaces (of course it can be multiple in system), and sometimes it can't be s…
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It looks like GoldSrc engine support only 8-bit bmp textures. From: https://the303.org/tutorials/gold_texture.htm
> GoldSrc textures must be BMP format with an 8-bit depth (256 colors index/palette…
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Hi. This has been mentioned before I'm pretty sure, but it's more of a question. So far, OpFor, BShift, CS etc. are missing the required files for the new (old) menu system to look correct. I have tri…
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Using the latest release of NohBoard, I've been noticing an FPS issue in game. The framerate of the game will occasionally drop a significant amount of frames, making it nonviable to use in real-time …
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is source engine usable already or only goldsrc?
thanks
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I want to try and walk around some of the old half life maps in Godot Engine and VR.
Is there any public .map sources of any Natural Selection maps?
.map in goldsrc format.
https://github.com…