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    <title>Game Modifications</title>
    <description>Game Modifications</description>
    <pubDate>Wed, 19 Jun 2013 13:00:30 +0000</pubDate>
    <lastBuildDate>Wed, 19 Jun 2013 13:00:30 +0000</lastBuildDate>
    <generator>ValveTime.net | Valve News, Forums, Steam</generator>
    <link>http://www.valvetime.net/forums/game-modifications.66/</link>
    <atom:link rel="self" type="application/rss+xml" href="http://www.valvetime.net/forums/game-modifications.66/index.rss"/>
    <item>
      <title>Some probably dumb questions about removing mods</title>
      <description><![CDATA[First off I am VERY new to Steam and I've recently downloaded Skyrim Legendary.  There isn't really a guide I can find that details how to remove mods.  From what I understand one can't simply unsubscribe and be rid of a mod.  I'm having multiple crash issues and I want to undo everything I did out of stupidity.  I have used other software with Oblivion in the past where I had to manually install mods and sort the order and it was pretty easy to figure out problem mods.  There is no safety net here.  I need a point in the right direction at least.]]></description>
      <pubDate>Mon, 17 Jun 2013 18:26:10 +0000</pubDate>
      <link>http://www.valvetime.net/threads/some-probably-dumb-questions-about-removing-mods.243556/</link>
      <guid>http://www.valvetime.net/threads/some-probably-dumb-questions-about-removing-mods.243556/</guid>
      <author>angela_sasser1</author>
      <dc:creator>angela_sasser1</dc:creator>
      <slash:comments>3</slash:comments>
    </item>
    <item>
      <title>Operation Black Mesa makes its way to Greenlight</title>
      <description><![CDATA[<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=133377565" target="_blank" class="externalLink" rel="nofollow">http://steamcommunity.com/sharedfiles/filedetails/?id=133377565</a><br />
 <br />
The Source remake of Opposing Force made it on to Steam Greenlight a few days ago. Tripmine Studios said they'd be submitting Guard Duty, a Blue Shift remake, to Steam some time later.]]></description>
      <pubDate>Fri, 31 May 2013 10:55:52 +0000</pubDate>
      <link>http://www.valvetime.net/threads/operation-black-mesa-makes-its-way-to-greenlight.243305/</link>
      <guid>http://www.valvetime.net/threads/operation-black-mesa-makes-its-way-to-greenlight.243305/</guid>
      <author>Danny_ZQ</author>
      <dc:creator>Danny_ZQ</dc:creator>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>The stanley Parable</title>
      <description><![CDATA[I loved this mod,finished it 3 days ago,a really short mod,but i had a laugh. Deffo recommending all to try it out. <br />
 <br />
I would like to know your toughs on it.<br />
 <br />
You only need source sdk base 2007 to play it i think,not sure tough.<br />
 <br />
<a href="http://www.moddb.com/mods/the-stanley-parable" target="_blank" class="externalLink" rel="nofollow">http://www.moddb.com/mods/the-stanley-parable</a><br />
 <br />
To anyone who would like to try it out]]></description>
      <pubDate>Fri, 31 May 2013 02:08:29 +0000</pubDate>
      <link>http://www.valvetime.net/threads/the-stanley-parable.243491/</link>
      <guid>http://www.valvetime.net/threads/the-stanley-parable.243491/</guid>
      <author>tomemozok</author>
      <dc:creator>tomemozok</dc:creator>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>Help Wanted: A Victim to learn with me!</title>
      <description><![CDATA[Heya everybody. If you are reading this that means you are actually considering modding for the first time (or you are a beginner like me).<br />
 <br />
So i need a partner(at least 1,can be more) to learn to code, animate, script and model with me in Source and 3DMax or Maya for modeling.<br />
 <br />
So no game project, the stuff we do might not even see the light of day, just learn everything.We would do this in our spare times,and would work alone even, but share what we have learned with one another, and might even make a tutorial about our &quot;findings&quot;.<br />
 <br />
Anyone interested? PM me or respond to the thread.<br />
 <br />
A good place to start is the <a href="http://www.moddb.com/engines/source/tutorials" target="_blank" class="externalLink" rel="nofollow">page</a> on moddb for source,but it's all out of focus when you do it alone. After all, gaming and making games is all about teamwork.]]></description>
      <pubDate>Tue, 09 Apr 2013 13:34:17 +0000</pubDate>
      <link>http://www.valvetime.net/threads/help-wanted-a-victim-to-learn-with-me.243336/</link>
      <guid>http://www.valvetime.net/threads/help-wanted-a-victim-to-learn-with-me.243336/</guid>
      <author>tomemozok</author>
      <dc:creator>tomemozok</dc:creator>
      <slash:comments>5</slash:comments>
    </item>
    <item>
      <title>Double Action: Boogaloo [Alpha Release]</title>
      <description><![CDATA[<span style="color: #c0c0c0">Hello everyone, today I reveal to you all a mod that has been in progress for almost 2 years now and it's called Double Action, codenamed Boogaloo. The theme of the game is based around 80s and 90s action movies like those of John Woo and The Matrix, and the goal of the game is to take down players as stylishly as possible. In return for your risks to produce stylish kills you are granted an activated style skill which you select before the match starts. For example if you select Marksman you will have more accurate aim, quicker weapon switching and reloading. Also it is a spiritual successor to The Specialists mod from Half-life, so it has dives, rolls, slides, and slow motion. Wall stunts and such are planned for the future such as wall running and climbing. Anyway, if you want to try it out we have a playable open alpha out right now, <span style="color: #ff0000"><a href="http://www.doubleactiongame.com/files/dab-install.exe" target="_blank" class="externalLink" rel="nofollow"><span style="color: #ff0000">which you can download here</span></a></span>. We also have an <span style="color: #ff0000"><a href="http://www.pcgamer.com/2013/03/11/double-action-boogaloo-dives-onto-kickstarter-with-playable-pre-alpha/" target="_blank" class="externalLink" rel="nofollow"><span style="color: #ff0000">article on PC Gamer</span></a></span> for more information.</span><br />
 <br />
<span style="color: #c0c0c0"><img src="http://media.pcgamer.com/files/2013/03/Double-Action-Boogaloo.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></span><br />
<div align="center"><i><span style="color: #c0c0c0">Click <a href="http://www.youtube.com/watch?v=1wFnVQdP99Y" target="_blank" class="externalLink" rel="nofollow">here</a> to see more gameplay footage!</span></i></div> <br />
<span style="color: #c0c0c0">If you enjoy playing the game and want to see the mod in it's full potential please <span style="color: #ff0000"><a href="http://www.kickstarter.com/projects/vino/double-action-summer" target="_blank" class="externalLink" rel="nofollow"><span style="color: #ff0000">back our Kickstarter</span></a></span>, we would really like to finish the game during the summer but we can't do that with all of life's distractions, so with these funds we could get a polished game and even an engine license.</span><br />
 <br />
<span style="color: #c0c0c0"><iframe width="533" height="300" src="http://www.youtube.com/embed/orabOvjfDxw?rel=0" frameborder="0" allowfullscreen></iframe></span><br />
 <br />
<span style="color: #c0c0c0">Above all else, we just want people to have as much fun with DAB as we do, so go ahead and play it and tell us what you think! Our forums and other sites can be found here: <span style="color: #ff0000"><a href="http://www.doubleactiongame.com/" target="_blank" class="externalLink" rel="nofollow"><span style="color: #ff0000">http://www.doubleactiongame.com/</span></a></span></span><br />
 <br />
<span style="color: #c0c0c0">Thanks!</span><br />
 <br />
<span style="color: #c0c0c0"><img src="http://media.moddb.com/cache/images/mods/1/21/20797/thumb_620x2000/da_rooftops_b100000.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></span><br />
<div align="center"><i><span style="color: #c0c0c0">A ts_lobby remake, now called da_rooftops.</span></i></div>]]></description>
      <pubDate>Wed, 13 Mar 2013 11:54:25 +0000</pubDate>
      <link>http://www.valvetime.net/threads/double-action-boogaloo-alpha-release.243255/</link>
      <guid>http://www.valvetime.net/threads/double-action-boogaloo-alpha-release.243255/</guid>
      <author>Dementei</author>
      <dc:creator>Dementei</dc:creator>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>Fudge-Life v2</title>
      <description><![CDATA[The best &quot;crappy&quot; mod for Half-Life 1 with zero awards! so amazing!<br />
 <br />
<iframe width="533" height="300" src="http://www.youtube.com/embed/Rhe6CLvuA4w?rel=0" frameborder="0" allowfullscreen></iframe><br />
 <br />
I've played this with some of my friends, was fun as hell <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie7" alt=":p" title="Stick Out Tongue    :p" /><br />
 <br />
Note:<br />
Don't use the tripmines, if you place one, everyone on the whole map dies (if you destroy it) :3 and the Tao/Gloun/Gauss Cannon is over powered <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie8" alt=":D" title="Big Grin    :D" /><br />
 <br />
Note#2:<br />
If someone is under water when a tripmine explodes, that person saved his own life by the terror mine.<br />
 <br />
Moddb: <a href="http://www.moddb.com/mods/fudge-life" target="_blank" class="externalLink" rel="nofollow">http://www.moddb.com/mods/fudge-life</a><br />
Download: <a href="http://www.moddb.com/mods/fudge-life/downloads/fudge-life-v2" target="_blank" class="externalLink" rel="nofollow">http://www.moddb.com/mods/fudge-life/downloads/fudge-life-v2</a><br />
 <br />
 <br />
Note:<br />
But I have seriously have no idea how, and why people love it so freaking much, even the administrator's of Moddb loved/liked it, so maybe that's why they removed my access to remove it xD oh, the irony.]]></description>
      <pubDate>Mon, 04 Mar 2013 16:15:20 +0000</pubDate>
      <link>http://www.valvetime.net/threads/fudge-life-v2.243229/</link>
      <guid>http://www.valvetime.net/threads/fudge-life-v2.243229/</guid>
      <author>JonnyBoy0719</author>
      <dc:creator>JonnyBoy0719</dc:creator>
    </item>
    <item>
      <title>loading map error; CD Key authentication invalid</title>
      <description><![CDATA[Hi!<br />
 <br />
I hope somebody can help me with this.<br />
 <br />
I just started into SDK and set up my mod. So far I could handle all the errors I encountered and I can start the mod. But when loading a map (dm_lockdown) I get disconnected with this error message in the console:<br />
 <br />
<pre style="margin: 1em auto" title="Code">*********************************************************
*	Unable to load Steam support library.*
*	This server will operate in LAN mode only.*
*********************************************************
'listenserver.cfg' not present; not executing.
CD Key authentication invalid for internet servers.</pre>During my research I couldn't find any thread or hint that somebody had this error during modding, only with certain games such as CSS<br />
 <br />
<a href="http://css.setti.info/forum/topic/1380-counter-strike-source-orange-box-nosteam-setti/page__st__3380" target="_blank" class="externalLink" rel="nofollow">http://css.setti.info/forum/topic/1380-counter-strike-source-orange-box-nosteam-setti/page__st__3380</a><br />
 <br />
They got the very same error, but got fixed with a patch.<br />
 <br />
 <br />
Help would be awesome!<br />
 <br />
 <br />
Notes:<br />
I created a Half-Life MP_DM mod<br />
I'm using VS2012 with a VS2010 express platform tool]]></description>
      <pubDate>Mon, 04 Mar 2013 15:54:06 +0000</pubDate>
      <link>http://www.valvetime.net/threads/loading-map-error-cd-key-authentication-invalid.242645/</link>
      <guid>http://www.valvetime.net/threads/loading-map-error-cd-key-authentication-invalid.242645/</guid>
      <author>Recom</author>
      <dc:creator>Recom</dc:creator>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>Can't get my HL2 map to work</title>
      <description><![CDATA[Whenever I try to play a HL2 map I'm making for a mod, the game messes up. The strange thing is when I did a test map in the same setup while following tutorials , the test map worked fine. Is my map not working because there are &quot;ep2&quot; or &quot;episodic&quot; props in it? Or textures from the episodes? I tried deleting any props that I knew came from &quot;ep2&quot; or &quot;episodic&quot;, but the map still didn't work.]]></description>
      <pubDate>Mon, 11 Feb 2013 19:11:28 +0000</pubDate>
      <link>http://www.valvetime.net/threads/cant-get-my-hl2-map-to-work.243165/</link>
      <guid>http://www.valvetime.net/threads/cant-get-my-hl2-map-to-work.243165/</guid>
      <author>Red</author>
      <dc:creator>Red</dc:creator>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>Black Mesa: Insecurity</title>
      <description><![CDATA[&quot;Black Mesa: Insecurity is a re-imagining of the Half-Life expansion Blue Shift, created for the Source engine mod Black Mesa.&quot;<br />
<br />
Moddb: <a href="http://www.valvetime.net/steam://openurl/http://www.moddb.com/mods/black-mesa-insecurity" class="internalLink">http://www.moddb.com/mods/black-mesa-insecurity</a><br />
FacePunch: <a href="http://www.facepunch.com/showthread.php?t=1242157" target="_blank" class="externalLink" rel="nofollow">http://www.facepunch.com/showthread.php?t=1242157</a><br />
Black Mesa Forums: <a href="http://forums.blackmesasource.com/showthread.php?t=14680" target="_blank" class="externalLink" rel="nofollow">http://forums.blackmesasource.com/showthread.php?t=14680</a>]]></description>
      <pubDate>Sat, 02 Feb 2013 23:36:30 +0000</pubDate>
      <link>http://www.valvetime.net/threads/black-mesa-insecurity.243140/</link>
      <guid>http://www.valvetime.net/threads/black-mesa-insecurity.243140/</guid>
      <author>Danny_ZQ</author>
      <dc:creator>Danny_ZQ</dc:creator>
    </item>
    <item>
      <title>Double Action</title>
      <description><![CDATA[I'm working on Double Action, a multiplayer action game in the vein of The Specialists and Action: Half-Life. Here's a video:<br />
 <br />
<iframe width="533" height="300" src="http://www.youtube.com/embed/1wFnVQdP99Y?rel=0" frameborder="0" allowfullscreen></iframe><br />
 <br />
We need some artists! Like, badly. Weapon models, player models, model models. I'd appreciate it if you know anybody who played TS or AHL back in the day and might want to see a new incarnation of that genre, please pass the word along. The website is <a href="http://doubleactiongame.com" target="_blank" class="externalLink" rel="nofollow">doubleactiongame.com</a><br />
 <br />
Thanks!]]></description>
      <pubDate>Wed, 23 Jan 2013 13:16:46 +0000</pubDate>
      <link>http://www.valvetime.net/threads/double-action.242983/</link>
      <guid>http://www.valvetime.net/threads/double-action.242983/</guid>
      <author>Vino</author>
      <dc:creator>Vino</dc:creator>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>Setting up character model on CS:S rig?</title>
      <description><![CDATA[is this possible and is there a tutorial to do this?]]></description>
      <pubDate>Wed, 23 Jan 2013 13:16:00 +0000</pubDate>
      <link>http://www.valvetime.net/threads/setting-up-character-model-on-cs-s-rig.120750/</link>
      <guid>http://www.valvetime.net/threads/setting-up-character-model-on-cs-s-rig.120750/</guid>
      <author>Shinobi</author>
      <dc:creator>Shinobi</dc:creator>
      <slash:comments>15</slash:comments>
    </item>
    <item>
      <title>Amnesia:The Dark Descent Co-op mod [HIRING]</title>
      <description><![CDATA[Hello fellow modders,<br />
 <br />
I and a friend have decided to create an Amnesia Mod. We were planning on asking a friend of mine, TheGreyFox, but he was last seen August 7th, 2009.<br />
 <br />
The both of us are amateur modders but we have minor modding experience.<br />
 <br />
If you know anything about TheGreyFox whereabouts then please reply.<br />
 <br />
TheGreyFox was on the HalfLife2.net forums and he was really good to work with. We lost contact with eachother and have not spoken since.<br />
 <br />
Thanks for reading,<br />
-Gman]]></description>
      <pubDate>Sun, 30 Dec 2012 01:42:56 +0000</pubDate>
      <link>http://www.valvetime.net/threads/amnesia-the-dark-descent-co-op-mod-hiring.206097/</link>
      <guid>http://www.valvetime.net/threads/amnesia-the-dark-descent-co-op-mod-hiring.206097/</guid>
      <author>Gman</author>
      <dc:creator>Gman</dc:creator>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>Create Mod Wizard Problem</title>
      <description><![CDATA[I'm starting a mod to add a new custom weapon to Half-Life 2.  The problem I'm running in to is with the mod creation wizard within the Source SDK.<br />
 <br />
If I choose Source Engine 2007 in the wizard, the mod will run but it will always run as Half-Life2: Episode 2.  I really just want the mod to be for standard Half-Life 2.  However, if I choose the 2006 engine, the mod will not run when I hit &quot;play&quot; in steam.  In fact, nothing pops up, not even a dialogue box.<br />
 <br />
Has anyone else run into either of these problems?]]></description>
      <pubDate>Tue, 18 Dec 2012 05:24:00 +0000</pubDate>
      <link>http://www.valvetime.net/threads/create-mod-wizard-problem.242954/</link>
      <guid>http://www.valvetime.net/threads/create-mod-wizard-problem.242954/</guid>
      <author>Nightmare Games</author>
      <dc:creator>Nightmare Games</dc:creator>
    </item>
    <item>
      <title>Looking for somebody with SDK 2007 /  C++ experience !!</title>
      <description><![CDATA[Hello everybody,<br />
 <br />
my name is Jerome. Im 18 years old and im looking for somebody who can handle both  SKD 2007 and C++.<br />
 <br />
Why?:<br />
 <br />
Im very interested in counter strike source moviemaking. There is a way to render a depthmap in new counter strike source, but it looks like shit and its buggy. There is a person in my steamlist who showed me a perfect depthmap in old counterstrike source (nonsteam) but he wont make it public for me. So im looking for a person who is able to make me a hook for the Source Depth Buffer to old counterstrike source (non steam). The command for retail counter strike source is &quot;r_depthoverlay&quot;<br />
 <br />
Here is what i mean:<br />
<a href="https://developer.valvesoftware.com/wiki/Depth_buffer" target="_blank" class="externalLink" rel="nofollow">https://developer.valvesoftware.com/wiki/Depth_buffer</a><br />
 <br />
For what do i need it?:<br />
 <br />
You can do so much with the depthmap. Create Depth of Field, Fog , Shadows etc...<br />
 <br />
I hope there is somebody who can help me out with that.<br />
 <br />
(Sorry for my bad english)<br />
 <br />
Greez Jerome aka BeJay]]></description>
      <pubDate>Mon, 10 Dec 2012 09:12:11 +0000</pubDate>
      <link>http://www.valvetime.net/threads/looking-for-somebody-with-sdk-2007-c-experience.242904/</link>
      <guid>http://www.valvetime.net/threads/looking-for-somebody-with-sdk-2007-c-experience.242904/</guid>
      <author>BeJay</author>
      <dc:creator>BeJay</dc:creator>
      <slash:comments>4</slash:comments>
    </item>
    <item>
      <title>Vortex- A HL2 modification</title>
      <description><![CDATA[<b>*Story</b><br />
Vortex is a first person mod that mixes action with completely innovating puzzles. In the story, your character, James Faith, finds himself trapped in a strange laboratory. But he's not alone.<br />
To survive until the last chamber, you'll need to work in team and fight the unknown forces that lurks in the complex.<br />
<b>*Gameplay</b><br />
The mod mixes first person action with puzzles. You will have some weapons( a flare gun, the gravigloves...), but mostly you'll have to interact with different elements such as suppresors, magnets, gravity panels...<br />
<b>*Screenshots</b><br />
<a href="http://i.imgur.com/wwVrL.jpg" target="_blank" class="externalLink" rel="nofollow">http://i.imgur.com/wwVrL.jpg</a><br />
<a href="http://i.imgur.com/Bw6OZ.jpg" target="_blank" class="externalLink" rel="nofollow">http://i.imgur.com/Bw6OZ.jpg</a><br />
<a href="http://i.imgur.com/9J5P6.jpg" target="_blank" class="externalLink" rel="nofollow">http://i.imgur.com/9J5P6.jpg</a><br />
The little thing appearing in the last one was our old logo <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie1" alt=":)" title="Smile    :)" /><br />
<b>*Links of interest</b><br />
MODDB page:<a href="http://www.moddb.com/mods/vortex" target="_blank" class="externalLink" rel="nofollow">http://www.moddb.com/mods/vortex</a><br />
Steam group:steamcommunity.com/groups/vortexmod<br />
 <br />
What we need help with: Basically, we need a 3D modeler and a 2D artist for textures. It would be appreciated.<br />
See ya!]]></description>
      <pubDate>Sat, 01 Dec 2012 14:11:27 +0000</pubDate>
      <link>http://www.valvetime.net/threads/vortex-a-hl2-modification.241247/</link>
      <guid>http://www.valvetime.net/threads/vortex-a-hl2-modification.241247/</guid>
      <author>Readyus</author>
      <dc:creator>Readyus</dc:creator>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>Problem putting altered NPC's back into Half Life 2</title>
      <description><![CDATA[Hey guys, I'm working on a University project and I need to alter NPC's. I've extracted a model (GCFScape), decompiled it (MDLDecompiler/VTFEdit/Notepad++) and gotten it into XSI. When I try to get it back in the game I can compile my QC correctly with edits but I must be doing something wrong because the game doesn't read it. My compiled .mdl can be seen by HLMV but I get an error trying to load the model. Could someone talk me through the process after importing the reference.smd and materials into XSI?]]></description>
      <pubDate>Wed, 17 Oct 2012 12:15:46 +0000</pubDate>
      <link>http://www.valvetime.net/threads/problem-putting-altered-npcs-back-into-half-life-2.231754/</link>
      <guid>http://www.valvetime.net/threads/problem-putting-altered-npcs-back-into-half-life-2.231754/</guid>
      <author>Volter</author>
      <dc:creator>Volter</dc:creator>
    </item>
    <item>
      <title>Help understanding custom animations for source engine</title>
      <description><![CDATA[From what i understand you have to compile to smd format, but when i watch a youtube video on this subject its showing bone names valve.bipped-male, where does that come from ?]]></description>
      <pubDate>Fri, 14 Sep 2012 19:28:44 +0000</pubDate>
      <link>http://www.valvetime.net/threads/help-understanding-custom-animations-for-source-engine.224596/</link>
      <guid>http://www.valvetime.net/threads/help-understanding-custom-animations-for-source-engine.224596/</guid>
      <author>Anddos</author>
      <dc:creator>Anddos</dc:creator>
    </item>
    <item>
      <title>Half Life 2: Can You Set Individual Skin Textures For Citizens?</title>
      <description><![CDATA[Hello new here, I bought Half Life 2 on Monday when it was on sale for $3.40! Great deal in my opinion. I'm having fun playing it and adding some mods and skins. Anyways, I downloaded some Skins for my Half Life 2 game and they work great, but I want to have different outfits for each citizen. Each group seems to share the same citizen_sheet.vtf file, is there a way to give each model it's own sheet file?]]></description>
      <pubDate>Mon, 10 Sep 2012 13:16:37 +0000</pubDate>
      <link>http://www.valvetime.net/threads/half-life-2-can-you-set-individual-skin-textures-for-citizens.222412/</link>
      <guid>http://www.valvetime.net/threads/half-life-2-can-you-set-individual-skin-textures-for-citizens.222412/</guid>
      <author>Scorpio1991</author>
      <dc:creator>Scorpio1991</dc:creator>
      <slash:comments>6</slash:comments>
    </item>
    <item>
      <title>The Biohazard Project -RECRUITING-</title>
      <description><![CDATA[The Biohazard Project is a collection of classic scenario's based on the events of the popular Resident Evil franchise. We aim on delivering the best nostalgia injected experiences on the Source Engine in a new and exciting way for old and new fans to enjoy. This mod is a total source conversion and will include all new player models, brand new firearms, thrilling and gripping scenes, heavily detailed maps, multiple game modes, all new scores that set the mood and keep you on your toes, and much more!<br />
 <br />
 <br />
-<b>Raccoon Police Department</b>-<br />
 <br />
Our first project is based on the famous RPD, allowing gamers to experience the amazing adventure of the atmospheric and nostalgic Raccoon Police Department in a new Co-Operative fashion. Great attention to detail and re-creation of the stations rooms brought to life in a long and intense single map, combined with the fantastic &quot;Survival Horror&quot; game play you are all craving<br />
 <br />
Following the events of the Leon A scenario from Resident Evil 2. Survivor's have barred themselves into the stations lobby to escape the swarmed streets of Raccoon City, they must work together to reach the sewers to escape the doomed station. You must work as a team to explore dangerous unknown areas, solve mysterious and unusual puzzles, fight off flesh eating zombies and whatever else lurks the hallways and offices of Raccoon's ex finest!<br />
 <br />
<b>Features</b><br />
 <br />
- Puzzles as seen in Resident Evil 2.<br />
- A complete RPD experience promising a gripping and authentic trip to most of the stations rooms.<br />
- Cinematic scenes.<br />
- Classic Resident Evil situations in a new Co-Op friendly way.<br />
 <br />
-<b>Other Maps in Progress</b>-<br />
*Umbrella Labs - Objective based<br />
*Clocktower - Survival (Survive against hordes of endless zombies)<br />
 <br />
 <br />
-<b>RECRUITING!</b>-<br />
The Biohazard Project is currently looking for:<br />
 <br />
- 2D Texture Artists<br />
*For creating map textures (High detail textures, bumbmaps, normal maps, etc.)<br />
 <br />
- 3D Modeling Artists<br />
*Prop models / organic models ( Must be a clean Mesh Unwrap Model Texture to a good standard Compile for Source.)<br />
 <br />
Interested in joining us?<br />
Contact us and send us samples of your skills. <b>These are non-paid jobs!</b><br />
<span style="font-size: xx-small">Note: It would be great if you own any source game like Half-Life 2 or any others.</span><br />
 <br />
<b>-Contact-</b><br />
Mail your sample(s) and the job you are applying for to <a href="mailto:dafh_terminator@msn.com">dafh_terminator@msn.com</a><br />
 <br />
-<b>Updates</b>-<br />
You can track our progress at our Moddb Page<br />
<a href="http://www.moddb.com/mods/biohazard-project" target="_blank" class="externalLink" rel="nofollow">http://www.moddb.com/mods/biohazard-project</a><br />
 <br />
-<b>Team Members</b>-<br />
The current team members are as follows,<br />
Morgoth - Project Leader, Lead Level Designer and Coordinator<br />
Shane Murphy - Co-Leader, Lead 3D Artist, Scenes, Level Designer and Graphics Designs<br />
Pandom - Lead Texture Artist<br />
Adam - Video Editor<br />
CrazyB200 - 3D Artist<br />
Wmpunk - 3D Artist<br />
Violaton - Level Designer<br />
ESE - 3D Modeler<br />
Box - Lead Programmer, 3d Artist, Texture Artist<br />
 <br />
-<b>Latest Media</b>-<br />
<img src="http://media.moddb.com/cache/images/mods/1/20/19188/thumb_620x2000/nmo_rpdre2_a1_detail0018.jpg" class="bbCodeImage LbImage" alt="[IMG]" /><br />
 <br />
<img src="http://media.moddb.com/cache/images/mods/1/20/19188/thumb_620x2000/stars_hallway_1.jpg" class="bbCodeImage LbImage" alt="[IMG]" /><br />
 <br />
<img src="http://media.moddb.com/cache/images/mods/1/20/19188/thumb_620x2000/RPD_East_Office.jpg" class="bbCodeImage LbImage" alt="[IMG]" /><br />
 <br />
 <br />
Apply Today!]]></description>
      <pubDate>Thu, 30 Aug 2012 14:36:35 +0000</pubDate>
      <link>http://www.valvetime.net/threads/the-biohazard-project-recruiting.182202/</link>
      <guid>http://www.valvetime.net/threads/the-biohazard-project-recruiting.182202/</guid>
      <author>VIOLATION</author>
      <dc:creator>VIOLATION</dc:creator>
      <slash:comments>4</slash:comments>
    </item>
    <item>
      <title>Half Life 2 mod Synergy commands?</title>
      <description><![CDATA[Me and a couple of friends have been playing through HL2 on the mod, Synergy. However, i run the server and i want to know a couple of commands. I know stuff like kill, kick and enabling cheats.<br />
 <br />
But is there pvp commands or anything like that?]]></description>
      <pubDate>Sat, 11 Aug 2012 08:27:30 +0000</pubDate>
      <link>http://www.valvetime.net/threads/half-life-2-mod-synergy-commands.216726/</link>
      <guid>http://www.valvetime.net/threads/half-life-2-mod-synergy-commands.216726/</guid>
      <author>Gman</author>
      <dc:creator>Gman</dc:creator>
    </item>
    <item>
      <title>Survival Horror Mod -HELP WANTED-</title>
      <description><![CDATA[Hello,<br />
<br />
I am looking to make a single-player survival horror mod. I am the project leader, a level designer, and I also wrote the script for the story. I began working on this mod around December of 2010, but at the time I was just writing the script, creating characters and researching as to what I could do to make this mod an awesome one at best. When I discovered the Source SDK program in the summer of 2011, that's when I decided to start level development of my mod. Originally, I wanted to have this game done all by myself, but seeing as how I have little to no experience with 3D modeling, LUA scripting, or anything complex at that level, it would be hard for me to do so. <br />
<br />
What I have as of now:<br />
- Myself. Like I said before, I am the project leader, a level designer,  I wrote the story and created all the characters, and a project manager.<br />
- My friend who is also a level designer.<br />
- Another one of my friends who is a voice actor. <br />
<br />
What I need:<br />
- Prop Modelers<br />
- Skinners/ Texture Artists<br />
- Sound Engineers/ voice actors<br />
- 3D Animators (Someone who has experience with Valve's Face Poser program.)<br />
- LUA scripters/ programmers<br />
- Concept artist<br />
 <br />
I am also looking for people who have creative talent. While hard work is a must for this project, I also want other members to have fun and be creative with the ideas they dream up.<br />
 <br />
I will NOT disclose the title of my mod or any further information on this thread. If you are interested and would like more information regarding my mod, please contact me at <a href="mailto:steve094@prodigy.net">steve094@prodigy.net</a>.<br />
 <br />
Thanks!]]></description>
      <pubDate>Tue, 07 Aug 2012 14:56:57 +0000</pubDate>
      <link>http://www.valvetime.net/threads/survival-horror-mod-help-wanted.214286/</link>
      <guid>http://www.valvetime.net/threads/survival-horror-mod-help-wanted.214286/</guid>
      <author>Supernova Nexus</author>
      <dc:creator>Supernova Nexus</dc:creator>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>Looking to put together a team....</title>
      <description><![CDATA[Hello,<br />
<br />
I'm looking to put together a team for a TC Mod (Fantasy/Sci-Fi Genre). I am an experienced programmer and have a lot of experience with the source SDK. I'm familiar of course with the code, as well as modeling, animation, hammer, graphic design, texturing, etc, etc...<br />
I have had a game idea for many years now, and even started a mod a few years back, but had to give it up due to time constraints/lack of team. The tools have matured, and I have given myself enough free time that I would like to start it back up.<br />
There are a lot of aspects that I can do, but doing them all myself is proving to be much to difficult.<br />
<br />
<b>What I have so far:</b><br />
Me - Lead Programmer, Graphic Designer, Game Designer, Story, Project Management, Composer, and tons of other things....<br />
Bryndon Everett - Concept Artist (<a href="http://www.bryndoneverett.com" target="_blank" class="externalLink" rel="nofollow">http://www.bryndoneverett.com</a>)<br />
<br />
<b>What I'm Looking For:</b><br />
Talented individuals who do any of the following:<br />
Modeling,<br />
Animation,<br />
Texturing / UV Mapping,<br />
Level Development,<br />
Concept Art<br />
<br />
<br />
What I'm initially looking to do is a proof of concept, which is 1 &quot;episode&quot; featuring 2-3 hours of gameplay. I've got a well structured story arc, and the basics of this first chapter mapped out.<br />
<br />
If you are interested or want any more information, I ask that you email me at: <a href="mailto:administrator@siosphere.com">administrator@siosphere.com</a> or reply to this thread.<br />
<br />
<img src="http://gyazo.com/0b0177e2727c9199470b29bf7ba8e83b.png" class="bbCodeImage LbImage" alt="[IMG]" /><br />
<img src="http://gyazo.com/760a3ad4efab05d6e8bd5a4d5092d826.png" class="bbCodeImage LbImage" alt="[IMG]" /><br />
<img src="http://gyazo.com/cb52a579b3a18527e58938b229901da8.png" class="bbCodeImage LbImage" alt="[IMG]" /><br />
<img src="http://gyazo.com/da3fc3bafa52341f40988b4e762e44e5.png" class="bbCodeImage LbImage" alt="[IMG]" />]]></description>
      <pubDate>Fri, 03 Aug 2012 18:46:06 +0000</pubDate>
      <link>http://www.valvetime.net/threads/looking-to-put-together-a-team.182004/</link>
      <guid>http://www.valvetime.net/threads/looking-to-put-together-a-team.182004/</guid>
      <author>siosphere</author>
      <dc:creator>siosphere</dc:creator>
      <slash:comments>5</slash:comments>
    </item>
    <item>
      <title>CSPromod is hiring</title>
      <description><![CDATA[Hi,<br />
the <b><a href="http://cspromod.com" target="_blank" class="externalLink" rel="nofollow">CSPromod Team</a></b> is now hiring new members.<br />
 <br />
First of all, they need a new <span style="font-size: medium"><b>coder</b></span> - requirements are: strong C++ skills and Source SDK experience <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie1" alt=":)" title="Smile    :)" /><br />
We'd also appreciate a <b>weapon modeler</b>, <b>environment artist</b> and <b>texture artist</b>.<br />
 <br />
For further informations follow: <a href="http://wiki.cspromod.com/Jobs" target="_blank" class="externalLink" rel="nofollow">jobs at csp</a>.<br />
 <br />
Contact: <span style="font-size: medium"><b><a href="mailto:jobs@cspromod.com">jobs@cspromod.com</a></b></span>]]></description>
      <pubDate>Sat, 16 Jun 2012 04:48:11 +0000</pubDate>
      <link>http://www.valvetime.net/threads/cspromod-is-hiring.176536/</link>
      <guid>http://www.valvetime.net/threads/cspromod-is-hiring.176536/</guid>
      <author>notyuri</author>
      <dc:creator>notyuri</dc:creator>
      <slash:comments>7</slash:comments>
    </item>
    <item>
      <title>Node Graph out of date: REbuilding How do i get rid of this?</title>
      <description><![CDATA[How do i get rid of that message?]]></description>
      <pubDate>Wed, 16 May 2012 16:19:34 +0000</pubDate>
      <link>http://www.valvetime.net/threads/node-graph-out-of-date-rebuilding-how-do-i-get-rid-of-this.58778/</link>
      <guid>http://www.valvetime.net/threads/node-graph-out-of-date-rebuilding-how-do-i-get-rid-of-this.58778/</guid>
      <author>DieScreaming</author>
      <dc:creator>DieScreaming</dc:creator>
      <slash:comments>25</slash:comments>
    </item>
    <item>
      <title>Half-Life Decay: Source (mod)</title>
      <description><![CDATA[I stumbled across this mod a couple days ago and I thought it looked pretty spiffy. I haven't seen much talk about it so I decided to post it to get the word around. It even has a Moddb page! <a href="http://www.moddb.com/mods/hazard-team1" target="_blank" class="externalLink" rel="nofollow">http://www.moddb.com/mods/hazard-team1</a>]]></description>
      <pubDate>Sun, 13 May 2012 10:49:58 +0000</pubDate>
      <link>http://www.valvetime.net/threads/half-life-decay-source-mod.195064/</link>
      <guid>http://www.valvetime.net/threads/half-life-decay-source-mod.195064/</guid>
      <author>Danny_ZQ</author>
      <dc:creator>Danny_ZQ</dc:creator>
      <slash:comments>3</slash:comments>
    </item>
    <item>
      <title>Modding groups dedicated to training/educating newbies?</title>
      <description><![CDATA[I'm a bit curious, as diving in and out of different online communities, I ran into a very unique scenario with EVE University in EVE Online, and was wondering if something similar may exist in the Source modding community. That means nothing without explaining what the hell EVE University is though, so to explain, it's a corporation in EVE Online dedicated to helping out new players and teaching them some of the tricks of the trade of the game.<br />
 <br />
Thus, what I'm wondering, is if there may be some Steam group of modders, or a random modding group out there that's main goal is to help those interested in modding to learn how to go about it, how to do it in general, what to try learning, and so forth. I know a large amount of modding is learning by trial and error, and reading a ton of tutorials, but I didn't know if maybe a group had developed to make that process a bit smoother, to help guide those interested to the tutorials they found useful and explain things if questions cropped up.<br />
 <br />
TL;DR: Do any of you know of any educational/mentoring modding groups?]]></description>
      <pubDate>Fri, 11 May 2012 05:52:38 +0000</pubDate>
      <link>http://www.valvetime.net/threads/modding-groups-dedicated-to-training-educating-newbies.187961/</link>
      <guid>http://www.valvetime.net/threads/modding-groups-dedicated-to-training-educating-newbies.187961/</guid>
      <author>Gmr Leon</author>
      <dc:creator>Gmr Leon</dc:creator>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>New 3ds Max tool to send models to Source much faster</title>
      <description><![CDATA[I wanted to share with any modelers and level designers a tool I've recently made called the <a href="http://wallworm.com/projects/utilities/docs/" target="_blank" class="externalLink" rel="nofollow">Wall Worm Model Tools</a>. It's a MAXScript tool that helps speed up the process of sending models from 3ds Max to Source. If you've ever done it before, you know how much of a pain it can be.<br />
<br />
<a href="http://wallworm.com/projects/utilities/docs/" target="_blank" class="externalLink" rel="nofollow">http://wallworm.com/projects/utilities/docs/</a><br />
<br />
This tool has the following features:<br />
<ul>
<li>Automatically generates a QC text file for your model &amp; auto-compiling</li>
<li>Can automatically generate convex collision hulls for your model</li>
<li>Allows you to pick your own custom collision model if you don't want to use the auto-generated model </li>
<li>Auto-generate LOD models of your model </li>
<li>Gives you a visual representation inside Max of the limits (range) tied to each LOD model which is especially helpful if you are also building your level design inside of Max (with Convexity) </li>
<li>Visually set the $illumposition position and $masscenter</li>
<li>Assign a surface property to your model from inside the Max interface </li>
<li>Set various model flags including $staticprop, $opaque and $mostlyopaque </li>
<li>Assign multiple Skins</li>
<li>Assign $bodygroups</li>
<li>Prop Data &amp; Custom Gibs controls</li>
<li>Will automatically create textures for your model and each LOD</li>
<li>Batch functions to export multiple models at once</li>
</ul><br />
Screen Shot: <br />
<img src="http://wallworm.com/projects/utilities/docs/media/model_rollout.png" class="bbCodeImage LbImage" alt="[IMG]" /><br />
<img src="http://wallworm.com/projects/utilities/docs/media/collision_model_rollout.png" class="bbCodeImage LbImage" alt="[IMG]" /><br />
<img src="http://wallworm.com/projects/utilities/docs/media/lod_tools_rollout.png" class="bbCodeImage LbImage" alt="[IMG]" /><br />
<img src="http://wallworm.com/projects/utilities/docs/media/lod_list_rollout.png" class="bbCodeImage LbImage" alt="[IMG]" /><br />
<img src="http://wallworm.com/projects/utilities/docs/media/sequences_rollout.png" class="bbCodeImage LbImage" alt="[IMG]" /><br />
<img src="http://wallworm.com/projects/utilities/docs/media/attachments_rollout.png" class="bbCodeImage LbImage" alt="[IMG]" /><br />
<img src="http://wallworm.com/projects/utilities/docs/media/lighting_rollout.png" class="bbCodeImage LbImage" alt="[IMG]" /><br />
<img src="http://wallworm.com/projects/utilities/docs/media/utilities_rollout.png" class="bbCodeImage LbImage" alt="[IMG]" /><br />
<img src="http://wallworm.com/projects/utilities/docs/media/prop_data_rollout.png" class="bbCodeImage LbImage" alt="[IMG]" /><br />
<br />
<iframe width="533" height="300" src="http://www.youtube.com/embed/z74zF4W1fVg?rel=0" frameborder="0" allowfullscreen></iframe><br />
<br />
The current version is 1.41. The tool is still a work-in-progress.]]></description>
      <pubDate>Wed, 11 Apr 2012 13:58:38 +0000</pubDate>
      <link>http://www.valvetime.net/threads/new-3ds-max-tool-to-send-models-to-source-much-faster.174589/</link>
      <guid>http://www.valvetime.net/threads/new-3ds-max-tool-to-send-models-to-source-much-faster.174589/</guid>
      <author>shawnolson</author>
      <dc:creator>shawnolson</dc:creator>
      <slash:comments>26</slash:comments>
    </item>
    <item>
      <title>Player modeller needed for established Source mod</title>
      <description><![CDATA[<span style="font-size: large"><b><span style="font-family: 'arial'"><span style="font-size: small">Hey!</span></span><br />
<br />
<span style="font-family: 'arial'"><span style="font-size: small">I manage the development team for a Source mod called International Online Soccer (<a href="http://www.iosmod.co.uk" target="_blank" class="externalLink" rel="nofollow">http://www.iosmod.co.uk</a>). The mod is fairly established, but it was out of development for a while as the creator (of IOS and Vampire Slayer) gave up modding. We've got a new development team together, and the coding updates have nearly been finished, along with maps, but our player modeller disappeared and we're left without a new model. The current model is essentially the model for the HL1 version of the mod, so it looks incredibly dated (and slightly like a vampire, as the model was created by the same guy who did the Vampire Slayer models!). So we're looking for someone who could make us a player model. The team and community would be massively grateful for any help. Get in touch if you think you can! My e-mail address is <a href="mailto:thinge@iosmod.co.uk">thinge@iosmod.co.uk</a></span></span><br />
<br />
<span style="font-family: 'arial'"><span style="font-size: small">Thanks!</span></span><br />
<br />
<span style="font-family: 'arial'"><span style="font-size: small">Rich (Thing'e')</span></span></b></span>]]></description>
      <pubDate>Sun, 08 Apr 2012 13:43:56 +0000</pubDate>
      <link>http://www.valvetime.net/threads/player-modeller-needed-for-established-source-mod.186073/</link>
      <guid>http://www.valvetime.net/threads/player-modeller-needed-for-established-source-mod.186073/</guid>
      <author>Thing'e'</author>
      <dc:creator>Thing'e'</dc:creator>
    </item>
    <item>
      <title>Which are your favorite portal mods?</title>
      <description><![CDATA[I have played several mods and among them my favorites are those that bring something new to the game: nice history, funny maps, new npcs, options, skills ...<br />
 <br />
I advise you to try the following ones:<br />
 <br />
+ Rexaura - with new items that bring new challenges (19 chambers)<br />
+ Factum Solus I - Episodic history with killing chambers and a new npc (but very short)<br />
 <br />
It would be interesting if you also tell us which you played and what is your opinion about them.]]></description>
      <pubDate>Mon, 02 Apr 2012 18:24:41 +0000</pubDate>
      <link>http://www.valvetime.net/threads/which-are-your-favorite-portal-mods.182138/</link>
      <guid>http://www.valvetime.net/threads/which-are-your-favorite-portal-mods.182138/</guid>
      <author>MetalWrath</author>
      <dc:creator>MetalWrath</dc:creator>
      <slash:comments>6</slash:comments>
    </item>
    <item>
      <title>we require help!</title>
      <description><![CDATA[i habe advertosed my game to reddit and after alot of helo we determined we need a programmer to.help, a modeler would.also be great. If you want to help leave a reply, thanks]]></description>
      <pubDate>Fri, 09 Mar 2012 05:04:02 +0000</pubDate>
      <link>http://www.valvetime.net/threads/we-require-help.182053/</link>
      <guid>http://www.valvetime.net/threads/we-require-help.182053/</guid>
      <author>base89</author>
      <dc:creator>base89</dc:creator>
      <slash:comments>4</slash:comments>
    </item>
    <item>
      <title>Fortress Forever, an incredible Source mod!</title>
      <description><![CDATA[Hello HL2Net! <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie8" alt=":D" title="Big Grin    :D" /><br />
<br />
I would like to humbly inform you of a fantastic, free Source mod: Fortress Forever.<br />
<br />
Fortress Forever is, in essence, a modern rendition of Team Fortress Classic that “is supposed to be about bringing Team Fortress to modern times, evolved into something more fun and appealing without losing its soul.” <br />
<br />
Originally a Quake mod by Robin Walker, John Cook, and Ian Coughley, Team Fortress combined the strategic class, team-based elements in 1996 that we see in Fortress games today with fast pace of Quake to make a dynamic and engaging experience for all involved.  It became widely popular mod that was played by the thousands.<br />
<br />
The next iteration of Team Fortress came about as a mod for Half-Life in the form of Team Fortress Classic, which became wildly popular and successful.<br />
<br />
Team Fortress “revolves around a number of teams competing in a variety of game modes with players selecting one of nine classes to play as… The way a player acts in a game is mostly defined by which class they select, and as such, Team Fortress Classic relies heavily on teamwork between players of different classes.”<br />
<br />
Fortress Forever was released on September 13, 2007 as a free Source mod that was heavily inspired by Team Fortress Classic, but was nonetheless built from the ground up.  The idea of Fortress Forever is to provide new players with an engaging, endlessly compelling game to get engrossed in while at the same time providing Team Fortress Classic players with a pleasing, more modern alternative to their beloved, timeless game. <br />
<br />
The gameplay is fast-paced, dynamic, engaging, and very difficult to master, similar to the beloved Quake physics.  The nine classes that have been ingrained in the game for so long are all dutifully represented in style in the Source engine. The developers are active and engaged with the community, which is comprised of quite a few passionate, dedicated, and helpful individuals. It is an enjoyable, adrenaline-pumping, fantastic team-based game that is sure to please both TFC and Quake players with its superb, fast physics and its awesome gameplay. <br />
<br />
There is a relatively active pickup community, which can be found at #ff.pickup on QuakeNet, and spectating them is always encouraged for new players and old. Participation, after some time spent in-game, is encouraged even more. Although the community is still small in comparison to a number of other shooters out there today, our community is slowly growing in size, and we’re starting to reach out to the gaming world at large to help expand, as well as reaching out to various leagues and event organizers.<br />
<br />
So why not swing by <a href="http://www.fortress-forever.com" target="_blank" class="externalLink" rel="nofollow">www.fortress-forever.com</a> and check it out? If you have any fond memories of Team Fortress, TFC, or are simply interested in trying out a new game that will hopefully appeal to you as a Quake player, I can’t recommend Fortress Forever enough. <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie1" alt=":)" title="Smile    :)" /> <br />
<br />
Some important links to follow if you would like to try it out:<br />
<br />
<a href="http://www.fortress-forever.com/" target="_blank" class="externalLink" rel="nofollow">http://www.fortress-forever.com/</a><br />
<br />
<a href="http://steamcommunity.com/groups/FortressForever" target="_blank" class="externalLink" rel="nofollow">http://steamcommunity.com/groups/FortressForever</a><br />
<br />
<a href="http://twitter.com/#!/FortressForever" target="_blank" class="externalLink" rel="nofollow">http://twitter.com/#!/FortressForever</a><br />
<br />
<a href="http://www.facebook.com/fortressforever" target="_blank" class="externalLink" rel="nofollow">http://www.facebook.com/fortressforever</a><br />
<br />
<a href="http://www.youtube.com/fortressforever" target="_blank" class="externalLink" rel="nofollow">http://www.youtube.com/fortressforever</a><br />
<br />
<a href="http://www.reddit.com/r/fortressforever" target="_blank" class="externalLink" rel="nofollow">http://www.reddit.com/r/fortressforever</a><br />
<br />
Here are some videos if you have made it this far. <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie2" alt=";)" title="Wink    ;)" /><br />
<br />
<a href="http://www.youtube.com/watch?v=-0-6wdDyGLI" target="_blank" class="externalLink" rel="nofollow">http://www.youtube.com/watch?v=-0-6wdDyGLI</a><br />
<br />
<a href="http://www.youtube.com/watch?v=WI5wC9hJdCE" target="_blank" class="externalLink" rel="nofollow">http://www.youtube.com/watch?v=WI5wC9hJdCE</a><br />
<br />
<a href="http://vimeo.com/2705770" target="_blank" class="externalLink" rel="nofollow">http://vimeo.com/2705770</a><br />
<br />
<a href="http://www.youtube.com/watch?v=rv2cbtJXbcg" target="_blank" class="externalLink" rel="nofollow">http://www.youtube.com/watch?v=rv2cbtJXbcg</a><br />
<br />
<a href="http://www.youtube.com/watch?v=wPG-gplH_A0&amp;feature=relmfu" target="_blank" class="externalLink" rel="nofollow">http://www.youtube.com/watch?v=wPG-gplH_A0&amp;feature=relmfu</a><br />
<br />
<a href="http://www.youtube.com/watch?v=Z-MiXBRC1uM&amp;feature=relmfu" target="_blank" class="externalLink" rel="nofollow">http://www.youtube.com/watch?v=Z-MiXBRC1uM&amp;feature=relmfu</a><br />
<br />
And finally, some TFC gameplay:<br />
<br />
<a href="http://www.youtube.com/watch?v=TnXIH3s5DUw" target="_blank" class="externalLink" rel="nofollow">http://www.youtube.com/watch?v=TnXIH3s5DUw</a><br />
<br />
I hope you check it out, and thank you for reading. Join our amazing, bustling community, and help this wonderful game grow! <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie1" alt=":)" title="Smile    :)" /><br />
<br />
Have a good one.]]></description>
      <pubDate>Sun, 26 Feb 2012 20:22:44 +0000</pubDate>
      <link>http://www.valvetime.net/threads/fortress-forever-an-incredible-source-mod.182057/</link>
      <guid>http://www.valvetime.net/threads/fortress-forever-an-incredible-source-mod.182057/</guid>
      <author>CaptainAhab</author>
      <dc:creator>CaptainAhab</dc:creator>
    </item>
    <item>
      <title>Garry's mod no steam</title>
      <description><![CDATA[i'm love half-life games, but i hate that steam thing<br />
i bought half-life 2 and putted an no-steam patch on it<br />
and i wanna play garry's mod, but i can't find a patch for no-steam, but you can download an stand-alone version of it, but could that be possible an stand-alone version of garry's<br />
becaus its 700Mb, and i don't want to waste it if it's not possible and fake<br />
and if it's possible, could i use it with my half-life 2?<br />
<br />
thx]]></description>
      <pubDate>Thu, 23 Feb 2012 22:28:43 +0000</pubDate>
      <link>http://www.valvetime.net/threads/garrys-mod-no-steam.144466/</link>
      <guid>http://www.valvetime.net/threads/garrys-mod-no-steam.144466/</guid>
      <author>bertyball</author>
      <dc:creator>bertyball</dc:creator>
      <slash:comments>9</slash:comments>
    </item>
    <item>
      <title>Is it possible to disable or even delete specific parts of Half-Life 2 maps?</title>
      <description><![CDATA[Basically I want to make certain pieces of the worlds brush (you know like a room that is a brush) to become either disabled or killed at any point that I enter a trigger or an event takes place. <br />
<br />
<br />
Why? Well When I combine 5 different maps such as all the Trainstation maps I experience a memory error. So basically I want to disable say d1_trainstation_02 through d1_trainstation_06 until I reach the end of d1_trainstation_01 where the first part of d1_trainstation_01 are disabled EXCEPT the parts where the player walks. Then when the player reaches where the loading trigger would be normally the player would instead warp to another location without invoking the loading screen.<br />
<br />
<br />
**MY GOAL**<br />
<br />
To disable/delete certain parts of a maps brush such as a part of the floor or a room even. I want to do this so that I can have later maps disabled and I can easily go to them WITHOUT going through a loading screen. <br />
<br />
<br />
**what I have tried**<br />
<br />
1. I have tried to convert the worlds brush into a func_brush and then having a trigger disable this brush. It works on small rooms but not on large maps. I constantly experience memory errors. I am not sure what to do. Any help is appreciated.]]></description>
      <pubDate>Sat, 11 Feb 2012 02:23:14 +0000</pubDate>
      <link>http://www.valvetime.net/threads/is-it-possible-to-disable-or-even-delete-specific-parts-of-half-life-2-maps.181963/</link>
      <guid>http://www.valvetime.net/threads/is-it-possible-to-disable-or-even-delete-specific-parts-of-half-life-2-maps.181963/</guid>
      <author>woodwkwokw</author>
      <dc:creator>woodwkwokw</dc:creator>
    </item>
    <item>
      <title>HL2 custom map: Prop shadows do not match lighting.</title>
      <description><![CDATA[The title pretty much says it, physics props in my maps never cast accurate shadows. No matter if the lighting is a light, light_spot, or coming from the skybox via light_environment; prop shadows never cast in the same direction as shadows casted by brushes. Nor do they cast in a direction relative to any light source at all.<br />
<br />
This is only a problem in the Orange Box source engine, as props shadows work correctly when i compile Portal 2 maps.<br />
<br />
<img src="http://i864.photobucket.com/albums/ab201/rockoman100/2012-01-26_00001.jpg" class="bbCodeImage LbImage" alt="[IMG]" /><br />
<br />
<b><span style="text-decoration: underline">Quite obviously the shadows cast by the prop are completely irrelevant to the light source.</span></b> <br />
<br />
This happens in all my maps, i have even tried <b>advanced fixes</b> such as:<br />
<br />
<span style="text-decoration: underline">Created a custom light RAD file (texeltestlights.rad) with this line added:</span><br />
<br />
forcetextureshadow models/props_borealis/bluebarrel001.mdl<br />
<br />
<span style="text-decoration: underline">Added these parms to $light_exe:</span><br />
<br />
-both <i>-final -lights texeltestlights.rad -textureshadows -StaticPropLighting -StaticPropPolys</i> -game $gamedir $path\$file<br />
<br />
The parms in <i>italics</i> are ones ive added in order to correctly render prop shadows, but it still does nothing different. These same parameters are seen in the default Portal 2 compile options, so i figured they would work since it works in Portal 2. I was wrong. Nothing seems to work.<br />
<br />
I am 100% positive that this is possible to do in the OB engine because ive seen in in Half-Life 2.<br />
<br />
If anybody has any insight as to how to fix this, please, please help.<br />
<br />
<b><span style="text-decoration: underline">EDIT: DO NOT suggest shadow_control</span></b>, that is not exactly what im looking for. Shadow_control defines the direction for prop shadows throughout the ENTIRE MAP. I want the shadows for my props to move dynamically according to the light sources, which ive seen in HL2 and works perfect when i compile in Portal 2.]]></description>
      <pubDate>Fri, 27 Jan 2012 01:14:29 +0000</pubDate>
      <link>http://www.valvetime.net/threads/hl2-custom-map-prop-shadows-do-not-match-lighting.181870/</link>
      <guid>http://www.valvetime.net/threads/hl2-custom-map-prop-shadows-do-not-match-lighting.181870/</guid>
      <author>Rockoman100</author>
      <dc:creator>Rockoman100</dc:creator>
    </item>
    <item>
      <title>strange bright lines</title>
      <description><![CDATA[hi, 1st time post <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie7" alt=":p" title="Stick Out Tongue    :p" /><br />
<br />
i have a problem with building my maps, they all look like this<br />
<img src="http://i1218.photobucket.com/albums/dd420/VoteSkipper/2011-10-31_00001.jpg" class="bbCodeImage LbImage" alt="[IMG]" /><br />
<br />
you see those bright lines? <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie3" alt=":(" title="Frown    :(" /> what im i doing wrong? every map i build is like that, other source maps are all perfect and doesnt have any of that nonsense, <br />
help!<br />
<br />
<pre style="margin: 1em auto" title="Code">Welcome to VBCT
Session Date: Tuesday, November 01, 2011,  3:41:07 AM
VBCT Version: 1.0t


Warning: ... Your VMF File is located in the &quot;...\sourcesdk_content\&lt;mod&gt;\mapsrc Folder!
Steam will likely prevent it from compiling there.
Move your VMF to somewhere else like C:\mapsrc

Invalid Map location: D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.vmf

Final Compile Selected!
Compile Start Time: Tuesday, November 01, 2011,  3:41:11 AM

-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!

VBSP:  d:\steam\steamapps\skip\sourcesdk\bin\orangebox\bin\vbsp.exe  -game  &quot;d:\steam\steamapps\skip\counter-strike source\cstrike&quot; &quot;D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom&quot;

Valve Software - vbsp.exe (Oct 17 2011)
12 threads
materialPath: d:\steam\steamapps\skip\counter-strike source\cstrike\materials
Loading D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.vmf
Could not locate 'GameData' key in d:\steam\steamapps\skip\counter-strike source\cstrike\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 80 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_08*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_08*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (43169 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 15 texinfos to 11
Reduced 5 texdatas to 5 (138 bytes to 138)
Writing D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.bsp
0 seconds elapsed

Compile Complete for this module.
VBSP Completed: Tuesday, November 01, 2011,  3:41:12 AM
VBSP:  Compile time: 0 seconds elapsed

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS:  d:\steam\steamapps\skip\sourcesdk\bin\orangebox\bin\vvis.exe  -game  &quot;d:\steam\steamapps\skip\counter-strike source\cstrike&quot; &quot;D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom&quot;

Valve Software - vvis.exe (Oct 17 2011)
12 threads
reading d:\steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.bsp
reading d:\steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.prt
  31 portalclusters
  50 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 2 visible clusters (0.00%)
Total clusters visible: 603
Average clusters visible: 19
Building PAS...
Average clusters audible: 31
visdatasize:500  compressed from 496
writing d:\steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.bsp
2 seconds elapsed

Compile Complete for this module.
VVIS Completed: Tuesday, November 01, 2011,  3:41:14 AM
VVIS: Compile time: 2 seconds elapsed

-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!

VRAD:  d:\steam\steamapps\skip\sourcesdk\bin\orangebox\bin\vrad.exe -final  -game  &quot;d:\steam\steamapps\skip\counter-strike source\cstrike&quot; &quot;D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom&quot;

Valve Software - vrad.exe SSE (Oct 17 2011)

      Valve Radiosity Simulator     
12 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.bsp
Setting up ray-trace acceleration structure... Done (0.03 seconds)
820 faces
84840 square feet [12216960.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
820 patches before subdivision
77500 patches after subdivision
sun extent from map=0.000000
7 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (37)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 11019766, max 455
transfer lists:  84.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(327001, 197496, 91275)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
	Bounce #2 added RGB(75353, 48799, 29476)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(21337, 13885, 10624)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(6298, 4026, 3982)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(1914, 1176, 1508)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(597, 345, 579)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(191, 101, 223)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(63, 30, 87)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(21, 9, 34)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(7, 3, 13)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(3, 1, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(1, 0, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done&lt;0.0163 sec&gt;
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                127/8192         1524/98304    ( 1.6%) 
brushsides             762/65536        6096/524288   ( 1.2%) 
planes                 200/65536        4000/1310720  ( 0.3%) 
vertexes              1226/65536       14712/786432   ( 1.9%) 
nodes                  131/65536        4192/2097152  ( 0.2%) 
texinfos                11/12288         792/884736   ( 0.1%) 
texdata                  5/2048          160/65536    ( 0.2%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                  820/65536       45920/3670016  ( 1.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              281/65536       15736/3670016  ( 0.4%) 
leaves                 133/65536        4256/2097152  ( 0.2%) 
leaffaces              822/65536        1644/131072   ( 1.3%) 
leafbrushes            204/65536         408/131072   ( 0.3%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             5217/512000      20868/2048000  ( 1.0%) 
edges                 3134/256000      12536/1024000  ( 1.2%) 
LDR worldlights          7/8192          616/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             63/32768         630/327680   ( 0.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1128/65536        2256/131072   ( 1.7%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1784092/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]         500/16777216 ( 0.0%) 
entdata               [variable]       11181/393216   ( 2.8%) 
LDR ambient table      133/65536         532/262144   ( 0.2%) 
HDR ambient table      133/65536         532/262144   ( 0.2%) 
LDR leaf ambient       421/65536       11788/1835008  ( 0.6%) 
HDR leaf ambient       133/65536        3724/1835008  ( 0.2%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/12       ( 8.3%) 
pakfile               [variable]       86742/0        ( 0.0%) 
physics               [variable]       43169/4194304  ( 1.0%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 2453
Writing d:\steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.bsp
46 seconds elapsed

Compile Complete for this module.
VRAD Completed: Tuesday, November 01, 2011,  3:42:02 AM
VRAD: Compile time: 46 seconds elapsed

One Line Summary: 11/1/2011 3:42:02 AM, testroom.vmf, Counter-Strike Source, normal , normal, final, 00:00:01, 00:00:02, 00:00:47, 00:00:51
History.csv was updated.

Compile Summary - job mode: FINAL
Map Name: testroom.vmf
VBSP - mode:normal , 0 seconds, 00:00:01 elapsed
VVIS - mode:normal, 2 seconds, 00:00:02 elapsed
VRAD - mode:final, 46 seconds(LDR), n/a(HDR), 00:00:47 elapsed
Total Compile time: 00:00:51
                                                                  

NOTE: old BSP file deleted: d:\steam\steamapps\skip\counter-strike source\cstrike\maps\testroom_old.bsp
NOTE: old BSP file renamed to : d:\steam\steamapps\skip\counter-strike source\cstrike\maps\testroom_old.bsp

File copied: D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.bsp to d:\steam\steamapps\skip\counter-strike source\cstrike\maps\testroom.bsp</pre>]]></description>
      <pubDate>Thu, 26 Jan 2012 20:11:17 +0000</pubDate>
      <link>http://www.valvetime.net/threads/strange-bright-lines.181288/</link>
      <guid>http://www.valvetime.net/threads/strange-bright-lines.181288/</guid>
      <author>VoteSkipper</author>
      <dc:creator>VoteSkipper</dc:creator>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>An Idea</title>
      <description><![CDATA[Hi Forums, I had an Idea of a great hl2/portal mod, <br />
Game play:<br />
It would use the portal gun as the only weapon. almost same mechanics as Portal as a puzzle game but with a bit more combat (like placing portals to a.redirect bullets or b.put traps for enemies to fall into. But heres the kicker. This mod is a Musical. It would work out that in some points in the story the Npcs would go into song and as for the player (Chell) you would pretty much just watch. Chell herself as a mute (I think she is?) can't sing, but she would Hum during her songs. The Mod would also include Gordon Freeman He would also Hum during his songs.<br />
<br />
Plot:<br />
The game takes place after Portal 2(but sadly with hl2 Graphics) and Chell walks through the field and finds a farm house. Through the window Chell see's 2 refugees in the house singing like Husband and wife and they see her peeking into the window and let her in and ask were she's from, soon finding out she can't speak. the wife see's the portal gun in her hand and says something like &quot;*GASP* can it be true? You're from Aperture!, How long have you been there?&quot; After they see her confused looks they tell her the whole HL story with the combine and Breen and lastly Gordon the savior... After that a Gunship finds them and attacks the house they tell Chell to run to White Forest after leaving the house the player sees the house being destroyed. Then Chell goes to the City and finds ruins, and a monitor that replays Barney saying to follow the dirt road after the highway to White forest. Later in the Mod Chell finds Gordon and that's all I have.<br />
<br />
I Can't code or anything. I can be a writer or do some lines(I am still a Teen) I am a male actor and can sing.<br />
I will need:<br />
Mappers,<br />
Coders,<br />
Model makers,<br />
and whatever a mod needs.  I hope we can make my Idea an Awesome mod! Thanks for reading.]]></description>
      <pubDate>Sun, 15 Jan 2012 19:03:07 +0000</pubDate>
      <link>http://www.valvetime.net/threads/an-idea.181789/</link>
      <guid>http://www.valvetime.net/threads/an-idea.181789/</guid>
      <author>portalish</author>
      <dc:creator>portalish</dc:creator>
      <slash:comments>5</slash:comments>
    </item>
    <item>
      <title>Looking to design a half-life 2 RPG modification!</title>
      <description><![CDATA[Hey guys I am currently looking to see if anyone out there is still interested in designing a role playing game for half-life 2. It hit me that I truly wish to make it happen, currently learning modeling and have the know-how to make game levels. <br />
<br />
We would need a programmer, sound designer, texture designer, mappers/modelers]]></description>
      <pubDate>Sun, 25 Dec 2011 20:11:41 +0000</pubDate>
      <link>http://www.valvetime.net/threads/looking-to-design-a-half-life-2-rpg-modification.181569/</link>
      <guid>http://www.valvetime.net/threads/looking-to-design-a-half-life-2-rpg-modification.181569/</guid>
      <author>aimbotist11</author>
      <dc:creator>aimbotist11</dc:creator>
      <slash:comments>4</slash:comments>
    </item>
    <item>
      <title>Sprite? Model? I dont know.</title>
      <description><![CDATA[Hey so i am not very good at making models. By not very good i mean i Really really suck at it. I was wondering if It was possible to make a COmbine soldier replacement that looks like the marines from beachhead 2000. not Like a 3d model. But a 2d Model. Similar to the nazi's in wolfenstein 3d. If that makes any sense.]]></description>
      <pubDate>Sun, 25 Dec 2011 20:09:01 +0000</pubDate>
      <link>http://www.valvetime.net/threads/sprite-model-i-dont-know.181636/</link>
      <guid>http://www.valvetime.net/threads/sprite-model-i-dont-know.181636/</guid>
      <author>Thisguy123</author>
      <dc:creator>Thisguy123</dc:creator>
      <slash:comments>3</slash:comments>
    </item>
    <item>
      <title>Coding Question...</title>
      <description><![CDATA[Guys, question for ya:<br />
<br />
Is it possible to implement dialogue choices into Half Life 2? For instance, in Bioware's Dragon Age/Mass Effect games, when the player enters into a conversation, they're given three dialogue options that often will affect the course of the story. Do any of you have an idea how this can be done, have any of you done it, or do you have a link you can provide? Thanks, guys.<br />
<br />
Joshua.]]></description>
      <pubDate>Mon, 28 Nov 2011 23:14:44 +0000</pubDate>
      <link>http://www.valvetime.net/threads/coding-question.181578/</link>
      <guid>http://www.valvetime.net/threads/coding-question.181578/</guid>
      <author>BatKnight</author>
      <dc:creator>BatKnight</dc:creator>
    </item>
    <item>
      <title>Coding Question...</title>
      <description><![CDATA[Guys, question for ya:<br />
<br />
Is it possible to implement dialogue choices into Half Life 2? For instance, in Bioware's Dragon Age/Mass Effect games, when the player enters into a conversation, they're given three dialogue options that often will affect the course of the story. Do any of you have an idea how this can be done, have any of you done it, or do you have a link you can provide? Thanks, guys.<br />
<br />
Joshua.]]></description>
      <pubDate>Mon, 28 Nov 2011 23:14:44 +0000</pubDate>
      <link>http://www.valvetime.net/threads/coding-question.181578/</link>
      <guid>http://www.valvetime.net/threads/coding-question.181578/</guid>
      <author>BatKnight</author>
      <dc:creator>BatKnight</dc:creator>
    </item>
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