Supernova4422

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That's strange, but I can't even remember how I found it. I think I used another steam library (the c# one) and grabbed the information from there.

I believe V6 uses a completely different protocal, so it's not swap in and out. I'm also unsure how your work is a spinoff of this repository as this repositiory...

Is this the documentation you're looking for? https://github.com/Fantasmos/LimitlessLED-DevAPI/blob/master/RGBW.md

I have mixed feeling on this because there's too many existing maps that utilise HL2 assets. I suggest that during the map-loading phase TF2 will identify assets that are apart...