hex

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if you have a list of existing cvars to add to settings that'd make it a lot quicker to add this in, though parallax mapping is a good start

Note this is not perpetual but during ctap #7 your height is reset to the starting value. Also, doing a normal jump or walking off a ledge will reset height...

so in laymans terms this exists in all source games already, changing would just make it different from those. the ways we could change this are: 1. messing with valve...

it is used commonly to line up overbounces to my knowledge because you need exactly 0 hvel to get the height. imo if it's going to be allowed anywhere it...

If you can convince valve to waive the NDA and make their code open source then it could probably be opened up. Until then, it legally can't be.

No, that compile option just launches the game normally using some special launch parameters. There's no risk in h++ or any other version of hammer.

still happens for me, but only when the timer is running. easy to repro on triggertests since it has a start entity and a no-jump trigger in the main room

Seems like blockbullets (/blockbullets2 possibly) were not included. ``` [engine] "r_drawclipbrushes" = "2" ( def. "0" ) [engine] cheat [engine] - Draw clip brushes (red=clip, pink=playerclip, blue=invisible, purple=npcclip, yellow=grenadeclip) ```...

after talking to some rj players its unclear if this would be unanimously good or bad (e.g. changing the angle rockets go at for quints, throwing off visuals) so it...

is there any technical reason this is limited to 2 at minimum rather than 1 or even 0? it would be pretty useful if it could actually go that low...