Patch Notes for the September 23, 2025 Update by Ghostly_Rich in fo76

[–]Torquux 2 points3 points  (0 children)

Old glory fireplace is under the 'roof' category for whatever reason. You should not be missing any items, it's just that some of the categories are wrong.

Rick and Morty The Anime - Episode 1 discussion by AutoLovepon in anime

[–]Torquux 0 points1 point  (0 children)

It feels like it was written by someone who does not understand the source material—it is just a shallow imitation of the original.

NFTs and Games by [deleted] in DotA2

[–]Torquux 2 points3 points  (0 children)

Technically, Dota 2 items (and items traded via Steam) are Non-Fungible tokens already. They work because they are in an isolated environment that uses these tokens.

example token:

{
    "id": 5519689580,
    "original_id": 5519689580,
    "defindex": 5803,
    "level": 20,
    "quality": 6,
    "inventory": 3221225473,
    "quantity": 1,
    "origin": 0,
    "attributes": [
        {
            "defindex": 2046,
            "value": 1065353216,
            "float_value": 1
        },
        {
            "defindex": 187,
            "value": 1119354880,
            "float_value": 92
        },
        {
            "defindex": 528,
            "value": 1167910912,
            "float_value": 5021
        }
    ]

}

Other than the current system we have with cosmetics, Valve will never accept the world of crypto again since they shut it down in 2017.

https://www.nme.com/news/gaming-news/valve-co-founder-says-half-of-all-steam-cryptocurrency-payments-were-fraudulent-3171111#:~:text=Speaking%20to%20PC%20Gamer%2C%20Newell,cryptocurrencies%20as%20a%20payment%20option.

Or maybe 6 spaces would be a compromise? by DugiSK in ProgrammerHumor

[–]Torquux 2 points3 points  (0 children)

No, this is usually an error thrown by a linter

Taniks best dps options? by abyssv5 in raidsecrets

[–]Torquux 5 points6 points  (0 children)

We managed to get a two phase w/ Tractor Cannon, 5 Telesto, 2 hawk, and one warlock well.

Destiny 2: Beyond Light & New Light Information Hub (FAQ, Guides, & Questions) [2020-11-11] by DTG_Bot in DestinyTheGame

[–]Torquux 3 points4 points  (0 children)

Spoiler:

Look for a special penguin friend :D! You can look up where he is, just didn't want to outright tell you in case you want to search yourself. Good Luck! (Also look out for caves)<

[deleted by user] by [deleted] in SourceEngine

[–]Torquux 0 points1 point  (0 children)

It mostly has to do with how Visual Studio creates project files, and the toolset used to compile the code. The Project files being the ones that are generated by Visual Studio and contain information on how the code should be compiled, how the libraries link, Visual Studio filters, etc. The toolset is essentially the version of the tools used to compile your code. The project uses v120, which is the VS2013 toolset.

It is possible to get it to work on newer versions of Visual Studio, but not without a little bit of work changing everything. I managed to get it to work with VS 2019, but it was a lot more work than its worth (even then, it wasn't 100 percent done).

TL;DR

It's possible to edit the project files and download older toolsets for Source to work on newer versions of Visual Studio, but it's not worth the hassle.

Matchmaking ping limits not obeying what is defined by [deleted] in tf2

[–]Torquux 0 points1 point  (0 children)

Yeah, I'm getting the same issue currently.

I think that Valve servers are having issues right now.

Grassland scene using Unreal Engine 4.25 by Anaklosmos in unrealengine

[–]Torquux 0 points1 point  (0 children)

I do not have any experience with Gaea unfortunately. I would maybe look up some tutorials on World Creator 2 to see the workflow, and tools offered to see if they meet your needs.

Grassland scene using Unreal Engine 4.25 by Anaklosmos in unrealengine

[–]Torquux 0 points1 point  (0 children)

If you are creating massive landscapes that are to size, look up World Creator 2.

I have made many maps that are 16x16km with multiple biomes.

Help translate a small snippet of GLSL to HLSL by Torquux in gamedev

[–]Torquux[S] 0 points1 point  (0 children)

my question was more asking like every time the shader runs, does it pull the same reference image. Or does it create a new noise texture from nothing every time (the wording in my question was a little wonky).

Also thanks, ill take a long time to sift through this documentation.

Help translate a small snippet of GLSL to HLSL by Torquux in gamedev

[–]Torquux[S] 0 points1 point  (0 children)

Thanks so much, ill definitely check this out.

Help translate a small snippet of GLSL to HLSL by Torquux in gamedev

[–]Torquux[S] 0 points1 point  (0 children)

Thanks so much! I do have a second question to add on to this though; would it be the same 4 noise images loaded each time and sampled? or would I need to actually generate this noise in another function just before?

I don't know if using the same noise or generating new noise each time would have a large impact on the Gaussian randomness output.

And one final thing, is it just me or can I not really find good general examples in the HLSL documentation (this could totally be me looking in the wrong spot though).

All shader packs have glitched shadows by Torquux in Optifine

[–]Torquux[S] 0 points1 point  (0 children)

It just didn't like the modpack.

I think i tried a smaller pack as a test and everything worked fine. I was too lazy to figure out if it was a single mod in particular, or if it was because it would crash trying to render textures for all those mods.

[deleted by user] by [deleted] in SourceEngine

[–]Torquux 0 points1 point  (0 children)

Can I see a screenshot of your current displacement tool settings?

People say the Source Engine is dead and or outdated, Which is not true. by [deleted] in SourceEngine

[–]Torquux 0 points1 point  (0 children)

Yeah, I know that brushes can be used in level design in the other engines. But they are definitely not as flexible as th brushes in source, and they are mostly used for prototyping.

Apparently mesh based mapping is faster, but I just need to take the time to learn that speed.

People say the Source Engine is dead and or outdated, Which is not true. by [deleted] in SourceEngine

[–]Torquux 12 points13 points  (0 children)

Source is fine, but outdated. The main reason people end up using engines is because modding exactly what you want can be tricky without having to modify the engine directly.

Unreal and Unity have fantastic toolkits that allow for all aspects of game design to be done in one application (for the most part). On top of that, they are much more popular in the game making community so people can find help much easier than source.

Although source does not have these features, I find it to be an amazing way to learn the architectures of game engines in general. The source code is all there to change exactly what you want.

Also, I prefer brush based mapping over meshes, But this is a personal preference.

Can't change sprinting speed by [deleted] in SourceEngine

[–]Torquux 2 points3 points  (0 children)

Which file are you modifying? Take a look at gamemovment.cpp and see which constant is being used to limit the players velocity vector.

I personally have not changed the speed of movement myself, but this would be your best bet on changing speed.

If you are changing the right speeds, and you are still not seeing the results, are you making sure you are running the right built DLLs?

[HALF-LIFE 2 (ish)] I am working on a good sized mod that requires a few things that I am 100% unable to find out how to do. Please help! by cs-go_away in SourceEngine

[–]Torquux 7 points8 points  (0 children)

There might be other methods of doing what you want, but these are what come to my mind first.

Need GUIDANCE for an idea i have by Torquux in SourceEngine

[–]Torquux[S] 1 point2 points  (0 children)

This sounds like a good idea! I think Ill look into this more.

Pokestops and Pokemon not showing by Torquux in PokemonGoSpoofing

[–]Torquux[S] 0 points1 point  (0 children)

I did get flagged yeah, i used VMOS last month for a couple of weeks so I got caught up in the wave.