Whurrhurr

Results 24 comments of Whurrhurr

the problem with no truce is just merasmus imo, his problems include: - has way too much health - requires _the entire server_ to focus on him to take him...

actually looking at these class portraits, pyro, heavy, engie, sniper and spy all use the old beta lighting, but scout, soldier, demoman and medic use the current (at least as...

> > mat_picmip now can go lower than -1 so i guess you can close this issue. > > Depends, does being allowed to set mat_picmip below -1 also imply...

the only possible way i see this being intentional is so you can hear their minigun when they are firing it at all times, but if this was the case,...

just make it so spies can sap buildings and engies/pyros with homewrecker can damage sappers, there's no real need for an overly complex solution when there's just a simple answer...

remove the mechanic that makes merasmus spawn 1 minute faster every time you kill him until his respawn timer becomes 1 minute and then make the round timer 3 minutes....

i'm gonna pitch in and shine a light on what the actual issue is: the [classname]_[team]_zombie.vmt files, they have rim lighting parameters that are not consistent with the class' normal...

update: made a vpk that makes the phong and rimlighting parameters on the zombie vmts consistent between the human vmts [ConsistentZombieVMTs.zip](https://github.com/ValveSoftware/Source-1-Games/files/7587213/ConsistentZombieVMTs.zip)

it was an undocumented change and to be frank, i don't get why they did it, monoculus still has purple flaming bits on him. it just makes the horsemann look...

can confirm this has been fixed, Burnt Horsemann on plr_hacksaw_event looks a little weird now though, some extra ghost_pumpkin effects are on one of his hands. ![image](https://github.com/ValveSoftware/Source-1-Games/assets/33162051/e084507f-05ed-436c-8ccc-e1ba2f5bfe13)