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### Background
Upgraded to lnd-v0.16.0
### Your environment
* version of `lnd`: v0.16.0
* which operating system (`uname -a` on *Nix): 5.15.0-67-generic #74~20.04.1-Ubuntu
* version of `btc…
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See https://github.com/SamVanheer/halflife-unified-sdk/issues/431
A separate model `holo_cart.mdl` has been created to include `pushcart` sequence. Sequences `troom_talkidle_1` and `troom_talkidle_…
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Low definition:
- [x] HEV hand
- [x] Guard hand
High definition:
- [x] HEV hand
- [x] Guard hand
- [x] Soldier hand
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Low definition:
- [x] HEV hand
- [x] Guard hand
High definition:
- [x] HEV hand
- [x] guard hand
- [x] soldier hand
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LD HL1 LD Op4
- same grenade mesh
- different hitboxes
- same bodygroups
- same textures
- different sequences
- same sequences fps
LD HL1 LD Blue Shift
- same grenade mesh
- differen…
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I m testing a map with an elevator ( a func_train with 2 path_corner ) and there is a big distance the elevator should travel and the problem is at some point the elevator starts moving without its mo…
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# General
https://github.com/ValveSoftware/halflife/blob/master/utils/qrad/qrad.txt
https://sites.google.com/site/svenmanor/tutorials/light
Also:
https://csm.dev/threads/radius-osveschenija-v-half…
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LD Op4 HD Op4
- same bodygroups
- same attachments
- same bone controllers
- same hitboxes
- same sequences and fps
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- [x] Create LD model
- [x] Create HD model
### Additional inf…
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LD HL1 LD Op4
- same crossbow meshes
- different hitboxes
- same bodygroups
- same textures
- same sequences and fps
LD HL1 LD Blue Shift
- same crossbow meshes
- different hitboxes
-…
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In the original Blue Shift `ba_yard1`, one of the `monster_scientist_dead` entities uses the fourth scientist head (Rosenberg), although this is not noticeable because the tunnel door closes before th…