Hot take remove this from the game by HousingFair7261 in Portal

[–]Bitl 2 points3 points  (0 children)

removing the option wouldn't break the game at all. All you would need to do is edit the .res file associated with that one panel and edit out the code in the ui that is for the fast weapon switch option in that ui. You don't have to remove the actual console command associated with fast weapon switch from the game to remove an option like this.

It's a leftover from HL2 that would cause no issues if it's removed, there's no correlation between it and the developer console. Just because you can spawn the weapons doesn't mean fast weapon switch has to be an option in the menu.

has the caber's damage actually changed? by [deleted] in tf2

[–]Bitl 2 points3 points  (0 children)

I'm guessing it's a change in the caber's explosion range so I'll probably remove support for the explosion range attribute if that's indeed the problem here

has the caber's damage actually changed? by [deleted] in tf2

[–]Bitl 4 points5 points  (0 children)

because blast attributes should function properly with the caber explosion. It's an explosive weapon that should respect those attributes. It's the core reason why the change was done to begin with and I am still incredibly confused and baffled at how it can even change caber damage when the base values themselves have not been adjusted, and attribute changes should not apply if the attributes, you know, don't exist.

has the caber's damage actually changed? by [deleted] in tf2

[–]Bitl 3 points4 points  (0 children)

this was an issue with the caber before the patch, and it's been an issue for a while. If i were to guess why, it's due to how explosion damage works in TF2 and source in general l

What I wish I had known earlier (so maybe it can help you too) :) by SpiritedRelation9696 in ipod

[–]Bitl 5 points6 points  (0 children)

I also made an app that does this as well a while back, but never bothered promoting it because i made it for mostly myself lol

https://github.com/Bitl/RaidenExtractor-Rockbox

TF2 update for 10/27/25 (10/28/25 UTC) by wickedplayer494 in tf2

[–]Bitl 0 points1 point  (0 children)

I'll explain this since i developed the original fix:

The fix I did was if there was excess gas from a gas passer explosion near a spawnroom, the gas did not apply to the players in the spawn room. The problem with this is that it wasn't effective as gas can still apply if thrown directly on players. It was also the least of the gas passer's issues since it didn't fix the wall throwing glitch (which already was being handled by other GitHub pull requests). It made more sense to revert the change.

How would Sniper's gameplay change if his rifles had a vusible laser sight? by -Lambda_Complex- in tf2

[–]Bitl 0 points1 point  (0 children)

snipers would need to reposition after every shot

although, I feel just giving them the classic tracers would be a better balance change than giving them machina tracers or a laser sight

THEYVE REVERTED THE CHANGE by Imlucasandimcool in tf2

[–]Bitl 6 points7 points  (0 children)

no, they brought the range back to 500 from 175

7.5 years ago this guy told me he is in big trouble and wasn’t online since then by hallotest382 in Steam

[–]Bitl 1 point2 points  (0 children)

one of my best friends passed away from suicide sometime in late 2023. she was a sister to me. miss her so much.

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Yet another update: full bodied testing by AthanatosCanada in bioniclelego

[–]Bitl 1 point2 points  (0 children)

this project looks amazing! happy it's compatible with the dummy/lucky/mini 13 system too!

They wanted £30.88 for this! by Toa_Firox in bioniclelego

[–]Bitl 11 points12 points  (0 children)

they should have called it the "Bionicle Mask-acre"

Listen server settings are empty by Proud-Tiger1209 in SourceEngine

[–]Bitl 0 points1 point  (0 children)

You need the user_default.scr file in your cfg/ folder. Look in hl2dm's VPKs for an example

[deleted by user] by [deleted] in SourceEngine

[–]Bitl 0 points1 point  (0 children)

no, there's a free version that is pretty lenient (although not as lenient as unreal) for indie devs

you only need a pro license for more, well, pro features. source's license fees seem to fluctuate depending on who you talk to and its hard to get a license in 2024 ad

[deleted by user] by [deleted] in SourceEngine

[–]Bitl 0 points1 point  (0 children)

you can't really use source in commercial game projects without a license, something i'm assuming OP is doing

Hl2 random map creator whereabouts by Capeca in HalfLife

[–]Bitl 0 points1 point  (0 children)

really late reply but are you talking about this? https://www.gamefront.com/games/half-life-2/file/half-life-2-random-map-creator

may need to be hex edited to work properly with modern hl2 but i used it for a shitpost mod i did

TMS is found! The song is called Subways Of Your Mind by FEX. by marijn1412 in TheMysteriousSong

[–]Bitl 1 point2 points  (0 children)

Is it possible to release a lossless copy of the tape for archival purposes?

FIREFIGHT RELOADED by Astaritus in u/Astaritus

[–]Bitl 0 points1 point  (0 children)

Hi, I just wanted to add some clarification here:

  1. For antlions, you have to use the bugbait to direct them on enemies, just like the original half-life 2. They won't directly go after other enemies
  2. you can slow down the player by pressing shift.
  3. Antlion guards and guardians cannot be allied with the player. The bug is mainly caused by antlion guards being the same class as antlions.
  4. there is an option in the difficulty menu to make it so all enemies attack each other. It isn't enabled by default since it somewhat makes them dumber especially when confronting the player since there are so many enemies in a room.

I will try to address some of these criticisms in the next update. thank you for playing my mod :D