SmileyAG
SmileyAG
I once again emphasize the fact that if you are interested for solving that issue only for official Half-Life maps, and not on a global scale, then the Valve mapper...
> because imagine what that code is placed in function that called each frame and was overwritten each time with a value In case if someone would think that Valve...
Oh that issue is still active, I even forgot about that, but yeah @0Ky let me reply to previous message that you addressed me > Although, I'm not sure if...
> but I need to see both invocations to tell for sure. ```cpp if (hw.is_hl25) DrawPolygons(pTriAPI, model, i); else DrawPolygons(pTriAPI, model, i); ``` Compilers will simply create two functions in...
# Example of presets I use: ``` _bxt_cap_override_ffmpeg_args "-c:v libx264 -crf 15 -preset ultrafast -color_primaries bt709 -color_trc bt709 -colorspace bt709 -color_range tv -chroma_sample_location center" ``` ``` _bxt_cap_override_ffmpeg_args "-c:v libsvtav1 -crf...
Sorry for bumping this PR, but since this topic has been discussed by gamers and speedrunners for years and shawns recently has been started updating it, I couldn't just ignore...
- Valve stopped exporting all dynamic symbols to the `.dynsym` section starting with the 25th anniversary update, which is why they cannot be picked up with `dlsym` now. - There...
Consider rollback to `steam_legacy` as a temp fix, since 25th anniversary versions of both engine and client/server DLLs are not supported for now: 
> > Replying to [#3614 (comment)](https://github.com/ValveSoftware/halflife/issues/3614#issuecomment-1829736942) > > sorry to ask so late but what command did you use to view the polycount of the map? `r_speeds 1`