Ive been mapping for various games since Timesplitters up to Far Cry 2. I ran the UNS Clan and 3 24/7 servers for FC2. Our servers were known for their high-quality maps and zero-tolerance policy for cheaters. FC2 began to die out so we shut down - rather than cling to a dying game, we bowed out with dignity. I decided that simply creating MP maps just wasnt enough anymore. I could have gone to Call of Juarez BB, or even made maps for TF2 (which I am actually doing as a side project) but I felt that moving on to Modding was the way to go.

Comment History  (120 - 150 of 1,271)
agent00kevin
agent00kevin Mar 18 2013, 9:34pm replied:

I have heard in the past that deals have been worked out that allow a license to be granted with zero up front cash. Not that Im even going to pursue it with NovaCor, but it has happened in the past. Details are few and far between as it involves a non disclosure agreement.

+1 vote   media: Onward and Upward
agent00kevin
agent00kevin Jan 29 2013, 10:53pm says:

I like the white too; it kind of makes the guns seem like they are made of a space age polymer :P It definitely fits the clean, sci fi theme.

+3 votes   media: Cypress 9mm Update!
agent00kevin
agent00kevin Jan 7 2013, 1:26am replied:

Haha :)

If only we could be so lucky. Perhaps with Steam Greenlight it would be possible, but right now, we are doing this for fun :)

+1 vote   media: Onward and Upward
agent00kevin
agent00kevin Jan 2 2013, 12:55am replied:

I get that a lot :)

+1 vote   media: Moar Screenz
agent00kevin
agent00kevin Oct 11 2012, 3:53pm replied:

I have removed the comments posted by Shaowflar due to a very immature exchange of PMs here. Rest assured, I addressed him/her respectfully and professionally, yet was still met with hostility, insults, and overall childish behavior.

+4 votes   media: Weapons!
agent00kevin
agent00kevin Oct 8 2012, 7:15pm says:

The Mod in itself is not meant to be realistic in any way. Everything from the storyline down to the textures are meant to never let you forget you are playing a game.

If you think these weapons arent up to your realism standards, then you are in for a shock later. We are going to have a pulse shotty thats completely ridiculous and obviously very cumbersome and unwieldly. Many of our weapons are going to be quite unconventional, so brace yourself!

This Mod has hovering forklifts, plasma injectors not unlike the warp core from Star Trek, force fields, etc etc. The guns need not have room for springs, bolts, lever, hammers or even a slide. One of our pistols doesnt even have a slide. Why? Because it doesnt operate on blowback. It doesnt even fire conventional rounds.

As for the detail - I specifically requested we keep the models low poly. I told him that we could add a lot of the fine detail with a good skin and bumpmap, which is completely doable and has been done in the past - most notably, with Half Life 2. This is the theme of the entire Mod - a somewhat blocky, low poly yet still detailed Mod.

Shadowflar3, this is a Sci Fi Mod, packed with cliches. Nothing about it is realistic, and we dont care. We dont want it to be realistic. This Mod is about having fun, not impressing people with our attention to detail...that only a handful of players would actually even notice, and much less care about.

We appreciate your opinions, however, enough is enough. I will promptly remove any more on the subject of realism. That is not what we are doing with this Mod, so the point is moot anyway.

+2 votes   media: Weapons!
agent00kevin
agent00kevin Jun 18 2012, 9:42pm replied:

It is a pretty big cut; but Im trying to be more realistic. Its completrely possible Ill have more than 4 hours...Im just not shooting for it at this point. Im going with quality over quantity, and if I manage to produce they quantity I want, it wont be at the sacrifice of quality :)

+2 votes   media: Still Mapping
agent00kevin
agent00kevin Mar 19 2012, 10:28pm replied:

Tell you what. Show me some simple logos and Ill decide of they fit NovaCor. :)

+1 vote   media: WIP Engineering
agent00kevin
agent00kevin Mar 12 2012, 4:53pm replied:

Oh - and there will indeed be a Agricultural section. I have nothing yet planned/designed for it, but it will be there!

+1 vote   media: WIP Engineering
agent00kevin
agent00kevin Mar 12 2012, 4:52pm says:

In a sense, I have been doing things one sector at a time; but more in actual design as opposed to finishing one area, then moving on to the next. The only area remotely close to finished are the Lab areas - the rest have just been started.

I do a fair amount of concept work, but much of the early screens of areas are also concept work. If you saw early screens of the laboratory decks, then looked through the rest, you would see a huge difference in what I started with and what I finished with.

This is probably because I prefer to do most of the real conceptual work in Hammer, as opposed to drawing tons and tons of stuff, then making it. It is a very different approach to concept work than the norm, but there is a reason for this.

It better suits development in the long run to do most of the design work within Hammer. It allows me to design something I am able to readily and relatively easily create and build, as opposed to drawing tons of pieces of art only to find great difficulty in actually building those wonderful things in Hammer.

Thats the short answer; Im actually planning a news post on the subject and reasons behind it for the near future - kind of a look into my methods of madness :)

+1 vote   media: WIP Engineering
agent00kevin
agent00kevin Feb 28 2012, 9:13pm replied:

Its ok. While I dont exactly want to continue any war of words, I think its been a long time coming that people got together and spoke up about that guy. Theres only so much you can let slide before enough is enough...thats why I left it all up instead of deleting the comments. :)

+1 vote   media: First Look
agent00kevin
agent00kevin Feb 27 2012, 8:26pm replied:

He does that to a lot of Mods, and for a while was shamelessly advertising Mxthe's Mod while doing it.

And thank you :) Theres a ton of work to go into these levels still; they have just started construction. Any ways to improve that you might come up with are always welcome.

+1 vote   media: First Look
agent00kevin
agent00kevin Feb 27 2012, 6:01pm replied:

Oh he did it a few months ago, back when its was just me.

I deleted his comment and reply, but he claimed he never did that and then pretended he didnt remember linking me screenshots and saying that NovaCor looked just like about 5 different games and Mods. He seems to have a passion for insinuating that I am ripping a number of games off when it comes to level design. This is the 3rd occasion in the past 12 months he has popped up, saying I stole assests, ripped off design etc. Im just going to delete his future comments from now on, until he can realize that I welcome constructive criticsm, but will not tolerate destructive, berating comments. No matter how politely put...its like telling someone they are fat and stupid with a smile: its still an insult and meant to degrade, no matter how nice it looks.

+2 votes   media: First Look
agent00kevin
agent00kevin Feb 27 2012, 4:34pm says:

Mkilbride, Ive told you once before that constantly comparing this mod to and and every other game/mods design is something that I will no longer tolerate.

You went through great strides in the past to say that this Mod is not original in design. You even twice accused me of stealing assets from other Mods, and once suggested that I was using code from another Mod with no basis for that at all.

I will promptly delete any more comparasins you make to other Mods.

The design is mine and mine alone. It is sci fi, and there is a basic design scheme employed by every single sci fi mod and game out there. Certain shapes and schemes are the very base of defining science fiction.

So give it up. Find someone else to harass. You know I do not appreciate it, and you continue, and somehow think you are not a troll.

I hate to break it to you, but you are a troll, plain and simple.

+3 votes   media: First Look
agent00kevin
agent00kevin Jan 20 2012, 3:41am replied:

They are already gone. Most of the time when theres a solid color, its just there until I make a new texture for whatever it is on. I have this weird issue with using dev textures; I just dont like to do it.

The beams are also no longer the same texture as the roof and floor, which is what I though people would point out first anyway :P

Also, the lines, which are neon light strips, are not in the floor anymore as it contributed to the brightness. I am, however, leaving them in the walls because its part of the overall design of the engineering decks.

+1 vote   media: Mapping Screens
agent00kevin
agent00kevin Jan 8 2012, 4:13am says:

hellga!

+1 vote   media: sgt. Red Chick (the new NPC)
agent00kevin
agent00kevin Jan 6 2012, 3:12am says:

Me likes, but methinks it may be a bit out of my current abilities. We are a good way from release though, so that leaves plenty of time to get it figured out :)

+1 vote   media: HUD Concept
agent00kevin
agent00kevin Jan 1 2012, 12:25pm says:

Its a Pistol/SMG hybrid, like the Mac10 of the future :P It feeds like an SMG or AR, but is wielded like a handgun. It also fires full auto! (video coming soon) The ultimate in close quarters small arms. Designed by NovaCor, it also auto-chambers the first round, eliminating the need for a bolt. There is no slide as the upper reciever is designed as an SMG would.

The assault rifle (we dont have a name for it yet) fires pulse rounds but is more conventional in design, unlike the Pulse Rifle is. this weapon is an early NovaCor staple, used by the NovaCor Heavy Troopers as opposed to the lighter Pulse Rifles employed by NovaCor security. It will, however, be very obvious when complete that it is not a conventional weapon.

Each weapon will have a detailed history and explanation in the Mod, as an easter egg. (among other easter eggs)

+1 vote   article: 2011 - 2012: New Years News!
agent00kevin
agent00kevin Dec 10 2011, 9:19am says:

Yes. Blade Runner meets Deus Ex :)

+4 votes   media: Rain
agent00kevin
agent00kevin Dec 10 2011, 9:12am replied:

Its a single panel that slides horizontally. The new doors are the same; and the blue panel is the keypad to get in. The color coding lets you know if you can get in or not:

Green = unlocked, just waltz right in
Red = must find the door code
Darkened red = door does not open

The darkened ones will be damaged too so theres no confusion :)

+1 vote   media: Lab Textures
agent00kevin
agent00kevin Dec 10 2011, 9:08am replied:

Kinda sorta. If you look at the top and bottoms of the frame, it meets the angle of the wall flush. I can make the doorframe angled too but it would either a. be flush with the wall or b. be uniformly sticking out of the wall. And yes, its a step...if I got rid of it Id have to go back through 4 maps and redo all the doorways :( I dont like it much now, but thats a lot of extra work. However, I am going through anyway now and changing all of the frames (and cleaning up some sloppy construction around them) so its not out of the question.

+1 vote   media: New Door and Doorframe
agent00kevin
agent00kevin Dec 6 2011, 12:08am says:

Wow I didnt realize your age :) Nice to see some people my age here working on Mods too. Maybe Ive just been to the wrong pages, but it seems like teens are abundant here :P

+3 votes   member: Eyaura
agent00kevin
agent00kevin Nov 30 2011, 7:59am says:

The supports are all ststic props :) Id probably have vertice problems if they were all brushes.

+1 vote   media: Updated Pulse Rifle, new models
agent00kevin
agent00kevin Nov 29 2011, 7:26am replied:

Awesome :) The pulse ball launcher would be perfect because I was going to make it launch a 'pulse blast' instead of a normal 'nade. Sounds like we are thinking along the same lines :)

Since this is getting a toal makeover, Im keeping it in. I like it too damn much anyway. Ill start working on the ammo counter, changing it into a small window to see the blue plasma inside, animated of course!

+1 vote   media: Pulse Rifle Upgrade
agent00kevin
agent00kevin Nov 29 2011, 5:54am replied:

Thats the ons Spy-maps!

Im going to change the counter to show a little of the blue plasme energy it fires and make it an animated texture to add a bit of 'pop' to it. Evilwevil offered to do animations for this Mod, including some new ones for this weapon. I think it will be fine to use if its highly customized just for NovaCor though.

It might not even make it to release though - A modeller here on Moddb offered to help out and do the weapon models, so if he pulls through then I wont use this. If this does get customized for NovaCor, I really like it and will keep it in.Ill name him when he gets the fisrt model done of course, but I dont want to go spreading names around just yet :)

+1 vote   media: Pulse Rifle Upgrade
agent00kevin
agent00kevin Nov 16 2011, 1:58pm replied:

Absolutely! I have taken everyones opinions seriously and considered every suggestion so far. Many times, I put my own spin on the suggestions, but they still are based on feedback Ive gotten. I do this because I enjoy it, but in the end, if no one enjoys the final product, I will have wasted my time.

+1 vote   media: Texture Updates
agent00kevin
agent00kevin Nov 15 2011, 4:11pm says:

Nah I wont get burned out. Now that Ive got a handle on the textures and overall appearance of the Mod, I just have to map map map and get er all polished up. I may even have a demo for Christmastime...but dont hold your breath.

+1 vote   media: Texture Updates
agent00kevin
agent00kevin Nov 14 2011, 10:35am replied:

yep...had "$surfaceprop" set as tile. Fixed, and thank you!

+1 vote   media: Texture Updates
agent00kevin
agent00kevin Nov 14 2011, 9:32am replied:

I'll have to make sure, but it should have a metal surface property. If not, easy fix. Its completely possible that snuck by me...it was a wee tad past my bedtime :P

+1 vote   media: Texture Updates
agent00kevin
agent00kevin Nov 13 2011, 3:08pm says:

Very nice. Gritty and futuristic with lots of geometric angles. Me likes!

+1 vote   media: New Textures
agent00kevin
agent00kevin Nov 7 2011, 10:29pm replied:

This Mod is meant to be as far frpm HL2's atmosphere as possible. Everything is crisp, with what destruction there is having obviously occured very recently. Its a very distinct art style as well. I dont intend on changing much about those two aspects as they are major components of what makes the Mod what it is. I have a slew of textures that would be great in the HL2 universe, or ny run-down smosphere, but thats not this Mod. Parts two and three will have some run down, dirty locales, but not this one.

+1 vote   media: Texture Art Progress
agent00kevin
agent00kevin Nov 3 2011, 8:39am replied:

I wont promise it, but I will give it serious thought :P It would be more likely to see a few mutilated crewman in exceptionally bloody areas as opposed to on the Infected models. For instance, right before you get swarmed with a mob of infected...I WAS planning some L4D Horde-style sequences, so that might be the perfect way to let the player know whats coming :)

0 votes   media: Updated Textures, New Infected Model
agent00kevin
agent00kevin Oct 29 2011, 12:47am replied:

Lol :P I should really play those games. I missed them since I was a console gamer in those days. Id have to say when it comes to comparasins, I get 'this looks like System Shock' more than anything else easily. That really encourages me to continue. Its almost better than creating something and having someone tell you its uniqie, because I thought it was. It turns out, apparently I have the same design ideas as pro developers :D

+1 vote   media: Employee Quarters
agent00kevin
agent00kevin Oct 25 2011, 12:39am says:

Hmm. Sounds like its a good thing I keep my Dev rig offline. Im sure Ill pay for that later, but I relly hate being interrupted in the middle of my project.

+1 vote   article: Fun
agent00kevin
agent00kevin Oct 21 2011, 8:45pm replied:

I dont care so much about the textures as grafitti decals. I am tired of seeing the same few tags in every city in the HL2 world, as if 5 people travelled the globe just spraying their tags and moving on.

+2 votes   media: Chapter 2 - Аttic
agent00kevin
agent00kevin Oct 21 2011, 3:11pm replied:

Im not making new NPC models for this Mod. They are Infected, not Zombies, therefore will remain very hunam like. They are reskinned, recomiled HL2 citizen models that run on the fastzombie AI. They use animations from the Citizens, Fastzombies and Zombine.

The texture used isnt just 'red paint' either. Its a texture found on the zombies in HL2.

The 'white paint' is their uniform. All Lab employees wear the white NovaCor uniform.

After all, I have never seen a movie or game yet where the first thing Infected or Zombies do is strip down naked.

+2 votes   media: Reskinned Infected
agent00kevin
agent00kevin Oct 18 2011, 11:41pm says:

Yes, thats a kitchen bar. The countertop is white marble but for whatever reeason it didnt come out in the screen. My guess is the light above it is too bright. I went with a semi-modern design, much like apartments built in the late 20th century. There will be some art pieces and other things to 'cozy it up' a little more in some of the units. Others will be clean and almost spartan. You'll be able to tell the different living styles of its inhabitants by what their quarters look like.

+1 vote   media: Employee Quarters
agent00kevin
agent00kevin Oct 18 2011, 9:21pm says:

There will be some areas where the tenants have become infected and have furniture strewn about the corridors, but other than that, I wouldnt know what to put there either. I figured some plants would add a little detail. Theres not a lot you can put in corridors like that, where they are meant to be clean and clear for people.

+1 vote   media: Employee Quarters
agent00kevin
agent00kevin Oct 10 2011, 8:44pm says:

This is a great Mod. I love it. It has its own style with some hints of Deus Ex and some other games here and there, but none are overdone. Very very good stuff.

+1 vote   media: Every city needs a landmark
agent00kevin
agent00kevin Oct 7 2011, 12:43pm says:

The large, multil level areas will definitely be used for battles. I really wanted to open things up and give the player a sense of freedom after the clausterphobic, linear labwork levels. Im also working on some puzzles, though the Tech puzzles wont require large areas. The later levels will be in more of a platforming style, requiring lots of space.

Id see it as a huge waste of time if the player just ran right through them without using that space for something :)

+1 vote   media: Tech_02 WIP Screens
agent00kevin
agent00kevin Sep 5 2011, 3:51pm says:

I did a minor redesign and added a stair tower on one end of this room. I didnt like not having immediate access to the upper level with enemies up there.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Sep 5 2011, 3:47pm says:

Yes, they run, but the player is faster so they arent too hard to evade. I refer to them as zombies a lot, but 28 Days Later Infected are more accurate. There are slow ones and there are even some who havent fully 'turned' yet and who can still use weapons.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 27 2011, 1:43am says:

Not so much in this screen as the previous one I guess. I suppose I will keep the theme metallic and plastics since it matches the rest. Also, nothing else on the station is run down so this area shouldnt really be either. (i was really happy with how these textures came out) The end of this mods story puts you on the planets surface, so I will use them there. Or maybe I will just move this map to the surface, which would eliminate a lot of issues I have with making large, open indoor areas.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 23 2011, 10:03pm says:

Ah its not hard to edit that particular entity. A couple clicks and keystrokes and it will be all fixed up :)

+1 vote   media: Labwork_2 map progress
agent00kevin
agent00kevin Aug 23 2011, 11:09am says:

Yes, those are incubator-type tanks kinda like something you might clone a humanoid creature in. I didnt picture them too well, but I have a lot of new props to show so I figured I may as well wait on that. I have decided (with graph paper) to go ahead and make this a multi level room to have better combat. I am also heavily considering putting some infected in the tanks, so that if they get shot ot otherwise damaged, it will unleash more enemies to fight...though they will also go after NovaCor Security forces so it can work either for or against you.

+1 vote   media: Labwork_2 map progress
agent00kevin
agent00kevin Aug 10 2011, 8:54pm says:

Sinced this is based in the HL2 universe I personally wouldnt waste time in custom textures. The stock HL2 ones would be perfect, though I might go ahead and tweak some of them and add some new color schemes to the old building template textures, metal and concrete textures. :) ( i actually have already done that if youd like to use them)

+1 vote   media: A Sand Texture
agent00kevin
agent00kevin Aug 8 2011, 6:16pm says:

In normal circumstances this room would be full of Novacor employees tending to the equipment, but since everyone has been either infected or killed, they are all gone or laying on the floor full of holes :P

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 4 2011, 10:08am says:

Its a long hard road, and Im travelling it too. I think you are making a well though out move in pausing. I do hope you come back and finish this Mod, as it has a great theme and I think you can produce something fun to play. You have the ability, you just need the knowlege to let it out. You can feel free to message me with questions about Hammer; Im no expert but I have been developing a Mod for 8 months now, after about a year of learning how to deal with Hammer's various issues. You may also want to visit the Steam Users forums for help; they have a section just for the SDK. I believe in this Mod and your ability!

+1 vote   article: Red Planet - Exodus
agent00kevin
agent00kevin Jul 29 2011, 11:18am says:

Yes, I will be adding a lot of different decals of papers and debris for the prision maps. I will also have some models of books strewn about. As for justifying this much paper in this level as opposed to the Labs, the prisioners dont get electronics to use - its all old school for them since weapons and other devices potentially used for escape could be made of them. The inner areas for the guards will have book carts and stacks of papers, to illustrate to the player where it all came from. In addition to that, some of the cells will have papers and books in them.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 29 2011, 11:10am says:

They are newspaper style material that the prisioners read (and occasionally use for other stuff) They will be scattered around more after I make some more decals of them. Right now I only have 2 styles and In didnt want it to be that repetetive...there will also be totally different stuff too. The texture on the debris piles will be a lil different too...its a placeholder from the labwork maps and I need to make a new blend texture for these prision decks ;)

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 27 2011, 6:21pm says:

Of course not :) I have been hard at work designinhg more levels, mapping amd modelling and making new textures. I cut down on the updates since most of what I have done is either 1) already been pictured or 2) not textured or detailed yet.I have completed about 70% of the Labwork maps, but since Ive already shown the design, I decided not to post more screens of them. I havent had much outside of new map beginnings and models to show, which I havent felt were worthy of a news post just yet :)

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 27 2011, 6:10pm says:

All good opinions. I will be doing some more skins in the future, so when that happens Ill make some revisions :)

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 27 2011, 5:41pm says:

Yes they are plastic...those inmates...always with the stabbing.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 27 2011, 5:39pm says:

Very good ideas. I may implement something similar. Instead of blasting it open, which might require barrels in odd places, I could add 'crate keys' which can be used once, carried for any period of time and usable on any red lit crate. Kinda like a surprise....you might not want to use your key on the first crate you see only to find old shoes in it.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 12 2011, 8:56am says:

Both the yellow and the red ones are volatile...as of now they explode the same but I was considering making the yellow ones blow up without catching fire and the red ones catch fire before they go. I am even considering the possibility of green ones that are radioactive and spread a little toxic waste when you break them.

+1 vote   media: More Screens!
agent00kevin
agent00kevin Jul 12 2011, 12:13am says:

Lol yeah it kinda reminded me of that too. Those models were originally designed to be mounted on the walls vertically, so I will most likey design a similar unit that looks better attatched horizontally, to the ceiling. And sadly, companion cubes wont fall out of them. Its going to be pretty lonely on NovaCor :(

+2 votes   media: NovaCor Tech
agent00kevin
agent00kevin Jul 2 2011, 3:18pm says:

The AA is on...I have to convert the BMP file to JPG to upload here. Moddb doesnt accept bitmap files so the quality is lower. I use JPG as opposed to PNG because its roughly 1/3 the file size. It indeed looks much cleaner on my monitor. When I convert the file I do 85% quality. As for the textures, I do know that Source can do 2048X2048 but I have no desire to try and make an ultra realistic/detailed environment. In fact, this whole Mod has a high chance of being converted to cel-shaded textures. The Mod is meant to have simplistic graphics as my first endeavor in Modding. Its focus is on gameplay and story without taking itself too seriously. Thats because this is a one man project and I cannot spend lots of time on any one particular aspect. This needs to be fun and engrossing before graphically amazing. Lots of full scale commercial products fall short of their goal by spending too much time on appearances and end up lacking in experience. Thats not what I want.

+1 vote   media: New Screens
agent00kevin
agent00kevin Jun 26 2011, 8:41am replied:

Yes...I am trying to make this run as buttery smooth as possibke :)

+1 vote   media: Couple Screenies
agent00kevin
agent00kevin Jun 8 2011, 8:07pm says:

OMG what HAVE you done?????

+1 vote   media: 6-6-2011
agent00kevin
agent00kevin Jun 7 2011, 8:59am says:

Exactly. I can place them horizontally but thats about as far as it goes. They fall how the engine makes them fall, and the only solution I see is to change the bones in the models to help them 'fall' better. That would force me to make 2 sets of models for every NPC, and then the ones that start live and get killed would still act funny when they die.

+1 vote   media: 6-6-2011
agent00kevin
agent00kevin Jun 1 2011, 7:07pm says:

Thx :) Ill have the crates gone when its done; I tend to slap them in when I need to feel like the room isnt too empty; then they eventually get rotated out for consoles or something else.

+1 vote   media: new models, puzzle
agent00kevin
agent00kevin Jun 1 2011, 1:08pm says:

No, no bribes accepted! I look at it like this: I can make more in my whole career as an inspector than any one person could offer anyway...plus its a safety thing. Id hate for a building to collapse and hurt people so I could make some fast cash.

You were right about the wire though; I didnt like it but I stuck it there for some detail anyway. Now its gone :)

+1 vote   media: new models, puzzle
agent00kevin
agent00kevin May 27 2011, 8:20pm replied:

Yep, Ive tested every prop so far. Actually, Ive tested that map so much Im starting to hate seeing it at this point :P Every time I change or add something, I test it to make sure it works. I wish I had kept track; I would bet Ive ran through that map 500 times now. Aside from my 'test as I go' approach, I have two testers to come to the studio in person who will make a few runthroughs and try to find some exploits/problems.

+1 vote   media: Models, Mapping
agent00kevin
agent00kevin May 24 2011, 1:41pm says:

Lol yeah 3m might just do the trick. Its a cover to the bed; i just havent dont the arm that moves it yet. I will be working on that soon! I already have some robot arms for the next section of the labs done so it will be pretty easy to edit one to use for the beds. I might get to it tonight, but im not sure. Ive been tweaking the textures too and making replacements for the things that are still plain white, like the doorframes for example. i never really know what i am going to work on until i sit down at the computer :)

+1 vote   media: Models, Mapping
agent00kevin
agent00kevin May 23 2011, 9:28pm replied:

Yeah the tables wont break apart on you. They are pretty lightweight, made of a plasticy material so they just kinda get riddled but dont break apart. I had toyed with destructible cover but I didnt end up liking it very much, because once it was gone not only was there less detail but no more cover to use. Instead, I am heavily scripting the NPCs to react to most of the combat options you will use.

+1 vote   media: Models, Mapping
agent00kevin
agent00kevin May 23 2011, 3:32pm replied:

In this particular area, you dont want to run by those cables (and yes K05T4R they are sparking :P) because they will zap you. The tables in the halls are lightweight and the player can just bump them right out of the way, or even pick one up and carry it for impromptu cover. The crates and utilty carts dont move so easily and you do have to weave around them, but they arent placed in such a way that you are constantly fighting your way through the props. In many cases, they are used for cover or cover points as youadvance on the enemy.

+1 vote   media: Models, Mapping
agent00kevin
agent00kevin May 23 2011, 2:42am says:

Agreed. I havent touched the music since I worked out this litle beat. Been all wrapped up in modelling and mapping and texture art.

It will eventually get mixed into a much better track though :)

+1 vote   media: Updated Battle Loop
agent00kevin
agent00kevin May 13 2011, 1:01am replied:

I think he means take them OUT.

+3 votes   mod: The Escapist
agent00kevin
agent00kevin May 11 2011, 1:18pm replied:

To help speed that up, Ive accepted an offer for help from one of this Mod's trackers. He says he can do weapons and NPCs so I went ahead and tentatively accepted the offer. If the work is a good enough quality, there will be some no ones to show much sooner than I expected. I have another I edited myself and he looks much different then the HL2 models, but he is not pictured yet. I will get him in the next set of screens :)

Aside from that, Ive been creating custom sounds from scratch too. I have Cakewalk Music Creator. and it can be used for much more than music!

+1 vote   media: Updated Models
agent00kevin
agent00kevin May 5 2011, 9:50pm replied:

Ageed. Source is a very powerful engine, and easy to use. I messed around with the UDK but it seemed a little more complicated; maybe I just didnt give it enough of a chance. Ive seen some jaw-dropping stuff on Source; I think its just the sheer number of mediocre/average Mods and basic HL2 mods that exist give it a bad name. Source also uses C++ so its much easier to jump right into as opposed to UDK, which apparently uses a proprietary language you'd have to learn, and only use in that engine. C++ is so widely used it just makes sense!

+1 vote   media: Few new screens
agent00kevin
agent00kevin May 5 2011, 8:52pm replied:

Yeah, none of them will simply leave your team - unless the story advances to such a point - once they join. They will stand by your side until you lose their trust somehow, or become infected. There basically is no neutral ground once they join up with you.

+2 votes   article: Trust/Fear Mechanics
agent00kevin
agent00kevin May 5 2011, 12:50pm replied:

No, most of them wont at least. They will stick with you until the story separate you or you lose their trust. A couple here and there will be infected and eventually turn on you AND the others, but it wont be something you have to constantly worry about.

+1 vote   article: Trust/Fear Mechanics
agent00kevin
agent00kevin May 5 2011, 1:45am says:

Yes K05T4R, thogh I changed this, I will be sure to have some dark and creepy places in the future :)

+1 vote   media: Labs - New Textures
agent00kevin
agent00kevin Apr 29 2011, 9:47pm replied:

Then you sir, are very good at what you do.

+4 votes   download: Mystery Combat Man full version
agent00kevin
agent00kevin Apr 29 2011, 8:25pm replied:

Nope, and it wont be in the final build, because its actually a pipe from the canals in HL2 that was modified to be a melee weapon :P

+1 vote   media: Massive Redesign Update
agent00kevin
agent00kevin Apr 29 2011, 1:49am says:

Im guessing h is a baritone... :P

+1 vote   media: Sentient being
agent00kevin
agent00kevin Apr 27 2011, 2:11pm replied:

Definitely! I cant leave the doorways all blocky now; but I dont want to make them models either, which limits what I can do with them to what is possible in Hammer, taking performance into account. (cant make them models without a day or two's work on adjusting the brushes at each one to keep areaportals sealed)

Something will definitely be done; I do have some room number decals for indvidual lab entrances so Ill make some for doorways that say what section you are in. I think the inlaid lights are a reasonable solution too.

And thank you; Ive taken care to not appear to be a 'sci-fi HL2'. A lot of Source Mods definitely have that look to them and I want this to be as original as possible with my abilities.

+1 vote   media: Massive Redesign Update
agent00kevin
agent00kevin Apr 25 2011, 1:14am says:

I just wanna poke one of them in the eye...

+2 votes   media: Super Data (DCI Soldier)
agent00kevin
agent00kevin Apr 22 2011, 11:20pm says:

Thanks :) I work on this almost every day in all of my free time. I am 100% comitted to releasing a polished product. Any suggestions for improvement are always taken into careful thought.

+1 vote   article: Promo Video
agent00kevin
agent00kevin Apr 18 2011, 11:17pm replied:

Unfortuantely, to do much more, I have to code new panels in - panels are what the background the 'Health' and 'Ammo' displays are on. I can alter what is there somewhat, like I did already, but its a litle trick I discovered and its pretty limited in what you can do with it.

Not to say its out of the question - I will definitely have to do a little coding to get all the features I want in the game. That will come after the maps are done, because Im going to have some headaches getting it right sice I am pretty weak in the C++ area.

+1 vote   media: HUD, DataTab Update
agent00kevin
agent00kevin Apr 18 2011, 11:00pm says:

Its actually a map background with an overlay applied to it...I thought it was pretty clever :P

+1 vote   media: Main Menu
agent00kevin
agent00kevin Apr 16 2011, 7:49pm says:

To offer some constructive criticism, you could easily take each set of models from their respective games/mods and make several different min-mods in their own world. Stormtroopers? Make a couple Star Wars maps and call it a minimod. Halo stuff? Great, make a Halo mini-mod. Cramming it all together in this manner just isnt what most players want.

I can see the point, mindless fun, something to do that makes no sense and just shooting it up with Ronald McDonald (admittedly very funny) and stuff. I just think you can do a better job and actually reach more players with a focused experience.

I apologize for the somewhat harsh criticism in my previous post.

In all reality, you have enough content crammed in here model-wise to make a few different and possibly good Mods. Work on your mapping a little and you'll do great. If this is the type of thing you want though, then by all means do what makes YOU happy.

Thats what Modding is all about.

+1 vote   download: Mystery Combat Man full version
agent00kevin
agent00kevin Mar 31 2011, 8:25pm replied:

Yes I did. The two colors are set to a dark gray and a lighter gray, distance set to start at 1 and end at 2000.

+1 vote   article: Labwork WIP Vid
agent00kevin
agent00kevin Mar 8 2011, 7:00pm says:

Am I thinking of a similar game or was The Suffering a sequel? Same thing: Jail Guy turns into monster and kills crap hard? Awesome game if I am thinking of the same thing.

+1 vote   mod: Hunter The Reckoning: Source
agent00kevin
agent00kevin Feb 13 2011, 2:05pm says:

Ok I have no idea why the vid wont embed, its done correctly, so I just stuck a thumbnail link in there.

+1 vote   article: Functioning DataTab Demo
agent00kevin
agent00kevin Feb 7 2011, 12:07am says:

Thx guys :)

+1 vote   media: New Ceiling Texture
agent00kevin
agent00kevin Jan 19 2011, 10:34am says:

You could already set respawn time in DM unless you are talking about setting it in Ranked Online matches too now - setsetting_respawntime 5 was the console command and server.cfg parameter. Its great to have that as a menu option now if it is for Ranked Matches too-but I have to say if you cant use the console you dont have business hosting a match.

Setsetting_maxplayers 1 is also the command and server.cfg parameter for setting max players. Again, its nice to have that as a menu option, but using the console is key to hosting an online match in any game, especially FC2.

The rest of it is great though! (not that having those two as a menu option isnt worthy of praise)

Question: Do the weapon unlocks work for everyone when activated server-side or does every player have to have the mod to unlock it individually? I ask this because it wouldnt exactly be fair to those who didnt have the Mod to join a game with those who did have the unlocks. (ie: nade launcher secondary w/ USAS) Also, does it work online? With all of thse Mods so far, it breaks online play (with PB enabled that is)because PB detects changes it doesnt like. (I did hear that PB is defunct now, but I havent played in a year)

Anyway, Im not downing your mod - I wish we had this when I was running UNS. We got razorfinnish's Mod right when things were dying out and getting bad with Ubi's crashing, and even that was too late. I bet if we'd have had this as a community, the game would have fared better. (where were you then? hahaha)

I may have to check this out though I dont play anymore :)

Edit: ya got another tracker. Even though I dont plan on playing online again, or hosting for that matter, I like this a lot.

0 votes   mod: Far Cry 2: Reloaded
agent00kevin
agent00kevin Jan 16 2011, 11:38pm replied:

A very good philosophy indeed. And by all rights I should have known that by now :( Still have to get that 3rd save, but at least I did keep things spread out. (kinda by sloppiness though, not exactly intentional)

Gotta dig out my original Hitachi HDD now and do backup #3! I knew there would be a good reason to keep a 130GB 5 year old hard drive around. Wait - thats probably not reliable either hahaha!

+1 vote   article: Good News, Bad News. Thats Life.
agent00kevin
agent00kevin Jan 13 2011, 2:16am replied:

Lol well, I actually half DID expect it :) I'm still working on what I didnt lose!

+1 vote   article: Good News, Bad News. Thats Life.
agent00kevin
agent00kevin Jan 10 2011, 2:44pm says:

Well, thats very nice of you! I wish we'd have had more people like you back when the game was more populated. Had I not uninstalled this, I'd be downloading this because it looks beautiful!

+1 vote   download: Minas thrith
agent00kevin
agent00kevin Jan 6 2011, 10:18am replied:

yep, otherwise right handed shooters (the majority) have to start left handed to pull the bolt then switch to firing position.

Doesnt matter to me though, looks good. Maybe a few simple scratches to give it a slightly used look, but either way looks fine.

+1 vote   media: FN-SCAR
agent00kevin
agent00kevin Jan 5 2011, 3:22pm says:

I like how the environments keep a certain theme, and do it very very well. The textures and lighting really make it say 'Im origonal' I may have to try this one out :)

+1 vote   mod: return
agent00kevin
agent00kevin Dec 14 2010, 2:29am says:

The screens Ive posted today are ONLY for showing the new textures. Some need aligned, some lights need tweaked, and the envirnoments are generally bare still. I am simply showing the new textures and look of the Mod after the total revamp, nothing more. I have nearly 150 custom textures created and many many more coming, so these screens are barely the tip of the iceberg.

+2 votes   mod: NovaCor: The Fringe
agent00kevin
agent00kevin Nov 8 2010, 12:06am says:

BTW a test box is a big hollow cube I make for testing purposes only. You have to have the map sealed off for testing so I just build, then surround it in a box so I can make sure the scaling on everything is right. Most important aspect of creating a mod (or game) - Testing! I just happen to take most of my screens while Im testing. :)

+1 vote   media: Small amount of progress
agent00kevin
agent00kevin Oct 29 2010, 2:24pm says:

In the video I didnt post :p

+1 vote   media: More HDR
agent00kevin
agent00kevin Sep 29 2010, 9:17pm says:

The Ivy doesnt look right hanging there; maybe make a decal of some moss or mildew or something instead. Construction looks good, just needs some detail...or somthing that I cant quite place...

+1 vote   media: New and old maps ( refresh )
agent00kevin
agent00kevin Sep 7 2010, 10:40am says:

Thanks guys, Ive reworked the textures due to an SDK update that killed my customs, so new vid with more detailing is coming :)

+1 vote   article: AI Scripting Progress, Detailing Progress and Item System In Action
agent00kevin
agent00kevin Aug 1 2010, 9:40pm says:

Its actually not anywhere near done...Im guessing most of you who complain about detail and this and that have no idea how long it actually takes to finish a level or even one small area. I post screens before its done all the time, and thats because if I waited until the entire level was done, I would have about 4 posts over the course of a year or however long it takes to finish a mod.

Not exactly how you keep players interested.

Also, you dont build an area then fully detail it, then build another area and sully detal it etc. At least I sure dont. I build the entire layout and then go back and add detail. That makes it a much faster process. If you added all of the detail to every small area as you went, imagine the time it would take to make even the slightest change to the layout. You add detail and all the little things that make a level nice AFTER the layout is done and deemed ok to proceed. You throw in some proxies to get the size right. You een add little point_messages to remind you of things when playtesting, or mark what is going to go/what is going to happen there.

Also, if you read the DESCRIPTION up to the right, it says it was from a level that was cut.

*sigh*

Every pic posted on here has both the caption and the description. It would probably serve you well in the future to read them before hastily posting comments that make you seem rather...unintelligent.

+1 vote   media: 'Scrapped Level'
agent00kevin
agent00kevin Feb 27 2012, 5:05pm replied:

Some people have to try; others, its just comes naturally.

+2 votes   article: Still Going
agent00kevin
agent00kevin Feb 27 2012, 3:30pm replied:

Yes, I am using existing textures atm. Eventually, I will create textures specifically for these levels. I will, however, be keeping it darker and ominous :)

+2 votes   media: First Look
agent00kevin
agent00kevin Feb 27 2012, 3:00pm replied:

Thats part of the problem with the negaivity in this news post...all these guys see is 'I want to enjoy some of my free time playing games too, not just making them'.

I, like every other person who mods, has every right in the world to spend his or her free time as they choose. Should I choose to spend 100% of my free time Modding, thats fine. Should I choose to spend 65% of it Modding, whats the difference? Im still working on a project with little to no prospect of pay. Theres no difference between me camping or fishing or hiking in the summer as there is in me deciding to take it easy for a couple months to relax and enjoy myself with a game.

I simply thought it might be nice to inform the players who actually care about the Mod what exactly I was doing with my time, as a courtesy. I wasnt looking for approval, much less for those few who rarely if ever post anything good, and instead troll about, waiting for the opportunity to pump ther egos up by telling someone else that they are doing something wrong.

+2 votes   article: Still Going
agent00kevin
agent00kevin Feb 27 2012, 11:40am replied:

And this is what happens when you reach into every Mod you can find and berate it.

People stop liking you.

+2 votes   article: Still Going
agent00kevin
agent00kevin Feb 27 2012, 11:33am replied:

You have to realize you guys are telling us that we should not do anything other than work on the Mod. This is so very ridiculous. Do I enjoy Modding? Of course. Thats why I do it. I also happen to enjoy playing games. I didnt play anything for 15 months straight, and rarely did anything with friends.
Where does it end? Should I not watch movies either, because that time could have been spent working on the project? Maybe I should not take the dog for walks, because I enjoy that too, and he does have a big backyard. Maybe I should quit camping and fishing, because those are recreational activities too, and would be taking away valuble Modding time.

How do you think people who Mod got into it? They enjoyed playing games first. Thats not something that just goes away.

What gets me most is you guys thinking you are in a position to tell me how I should run MY life and MY project. Who the **** do you think you are? STFU and GTFO if you dont like it.

+2 votes   article: Still Going
agent00kevin
agent00kevin Feb 27 2012, 2:01am replied:

Personal Insults?

Thats how the Pros do it.

You sir, are pure genius.

0 votes   mod: Mystery Combat Man 2: Electric Boogaloo
agent00kevin
agent00kevin Feb 27 2012, 12:50am replied:

Im guessing Joker's reply is what set most of it off. Ill honestly say that with the experience I had with you before, I didnt exactly take it as a joke...but the I read Joker's post, and the sh!tstorm ensued.

+1 vote   article: Still Going
agent00kevin
agent00kevin Feb 26 2012, 6:37pm replied:

Thank you sir, Ive worked on that for a long time. i was finally pushed to finish it when I actually got a small team together, and they needed a test build for their side of development.

+1 vote   media: Updated Main Menu
agent00kevin
agent00kevin Feb 26 2012, 6:35pm replied:

Thank you :)

I am astounded at the turn this post has taken, but I suppose it does bring to light an interesting question: How much dedication is required for a free product? When do you take a break, if ever?

+2 votes   article: Still Going
agent00kevin
agent00kevin Feb 26 2012, 6:09pm replied:

I think most if not all of it was aimed at Joker. Although I might add, Mkilbride does indeed have a reputation here for degrading people in a 'nice' way. I didnt take it as a joke either; its kind of like saying someone is fat and ugly and stupid with a smile on your face. Its still an insult, and still meant to be degrading.

And while I appreciate your support, calling them names is worse than anything any of them did here; you saw it, recognized it was wrong, then did it yourself too.

Please guys, I think we all know where we stand with those two, lets not turn my news post into a flame war. I never thought the news would take such a turn - I was genuinely surprised to see Mkibride and Joker here flaming me and my team for relxing a little bit.

+1 vote   article: Still Going
agent00kevin
agent00kevin Feb 26 2012, 2:58pm replied:

Thanks for your support! We are still doing things, just less of it within the SDK. Really, looking at the time spent inbetween the two, Skyrim only has 1.9 hours over SDK anyway. Thats not much; its close enough to call it even. Especially given the fact that Ive been modelling, writing the story and doing layouts on graph paper. So, sure Im not giving 100% of my PC time to the Mod, but its not like we just totally shut down to play Skyrim :D We are humans, and enjoy a good game. Thats part of what makes us want to Mod.

+1 vote   article: Still Going
agent00kevin
agent00kevin Feb 26 2012, 10:54am says:

Now that Ive responded to the comments, id like to point out that things are indeed still getting done. While time in the SDK is down, you dont do everything in the SDK. The majority of SDK time is spent solely on mapping, which is a small fraction of what all goes into making a Mod and/or game.

So please, before anyone else rants, read the entire news post, and realize that we are indeed still progressing. The majority of the work we do is actually outside of the SDK. In the grand scheme of the project, mapping time vs time spent doing everything else will always be lower - you just dont write your story in the SDK, you dont model in the SDK, you dont compile within the SDK, you dont texture, code, skin, script in the SDK.

We have more things to show, and in reality, the only thing that is down on production is mapping. Why? As the news post states, layouts and storyline really need to be completed - in their entirety - before you make all of the maps. Now that Ive got the general theme and aesthetics down, its time to dig in and work on the story and 'what-happens-where' aspect of the Mod.

So please, calm down, read the news, soak it up, and realize that the amount of progress getting done is pretty much the same as before, its just in different areas.

Thank you,

Kevin M

+2 votes   article: Still Going
agent00kevin
agent00kevin Feb 26 2012, 10:43am replied:

Thank you. Its amazing to see such ranting about what I do with my free time, and just as refreshing to see others who understand the difference between Modding and Professional Game Development.

+2 votes   article: Still Going
agent00kevin
agent00kevin Feb 26 2012, 10:42am replied:

Says the teen who has no clue what its like to have to maintain a 5 person household and keep your head in YOUR FULL TIME JOB NOT A ******* FREE MOD.

Ahem. Sorry about that.

Seriously - we arent professional developers, we dont set deadlines, and we dont put food on our table with this project.

If this was my full time job, it would see the type of commitment and dedication that I apply and am well known for at my real world job. I am their go to guy, I never turn down work, I do the very best I can and have worked 20 hour days numerous time for them. If I were getting paid for this and did not have to worry about my current career, things would be 100% different.

But this is NOT my full time job. I do not feed my family with this, and I most likely will never, ever see any income from this project.

+8 votes   article: Still Going
agent00kevin
agent00kevin Feb 26 2012, 10:26am replied:

I hadnt planned any teamwork with the crabbot, but it actually wouldnt be hard to add a mission involving one...thats a good idea and you may see it in the final product. :D

+2 votes   article: Still Going
agent00kevin
agent00kevin Feb 26 2012, 10:25am replied:

Thank you. I wont quit, and Im thankful that some people understand :D

+2 votes   article: Still Going
agent00kevin
agent00kevin Feb 26 2012, 10:20am replied:

We are not professionals, and we have lives that include school and full time jobs. We cant be 'all work all the time'. If developing games was my full time job, I would still come home and play Skyrim. If I could spend 8,10 or even 12 hours a day on my Mod and still have time to play my favorite commercial titles, I would. But I am an adult. I have a full time job that may keep me out of the house for 12 or 14 hours a day. I need to have fun like everyone else.

Developing games is NOT my full time job. So what little free time I have after taking care of the household is split between Modding, family activities, and yes, once in a while, I like to actually play a game.

I dont think you guys understand being 31 years old with a full time career and family to take care of, and all the odds and ends that need to get done inbetween. Im not some teenager who has all the time in the world to spare; my free time is at a premium and hard to come by.

So, I am developing a Mod. Does that mean I am not allowed to play games; that I must work 10 or 12 hour days at my RW career, then come home and instantly start plugging away on NovaCor until bedtime?

Think about what you are saying here. You are telling me that I am not supposed to play games now, only develop. And what happens when summertime rolls around? Should I not take the family on camping trips or go fishing because its something recreational and not including working on a FREE MOD for you to play?

I think enjoying myself by playing one of the best titles out there is a great reason to not have made progress. I am not a machine, and I am not getting paid for any of this. I am a human being, and sometimes, I like to just have fun.

+6 votes   article: Still Going
agent00kevin
agent00kevin Feb 25 2012, 9:35pm says:

He does great work, and is a little modest about it!

+1 vote   media: pulse rifle
agent00kevin
agent00kevin Feb 22 2012, 12:21am replied:

Not really pushing; but kind of forcing mapping progress at times. Other aspects, no, definitely not. We will have it done when we are ready :)

+2 votes   mod: NovaCor: The Fringe
agent00kevin
agent00kevin Feb 21 2012, 8:27pm replied:

Yes, I as well have been uber-busy, but I am in hammer right now. Its actually nice to take a breather; Ive been sitting in front of the PC for about 15 months now, solid. Every day after work, every weekend spent working...it wears on you. Ive been relaxing a bit and enjoying some gaming again, not pushing so hard to make progress. I thought I wasnt pushing things so much before, but now that Ive taken a step back I can see how hard I was pushing things.

Today I continued retexturing one of the Tech maps, did a little more mapping on the new crew quarters level, and did some storyline work.

Breaks are good; we can all come back fresh after some R&R :D

+2 votes   mod: NovaCor: The Fringe
agent00kevin
agent00kevin Feb 13 2012, 4:56pm says:

Quick update in lieu of news for now:

I am still going over the overall story and how it progresses, reworking a lot of the older maps and what happens in each one. New areas are also being designed, both on good old graph paper and concept work in the SDK.

This is definitely a neccesary step at this point to ensure everything is in order and as seamless as possible. Also, the older maps really need reworking and in some cases almost completely redoing as they were nowhere near the quality of the newest maps.

I am also anticipating the animations for our newest customn weapon, the Assault Rifle to be complete sometime on the near future. Our animator has school and that must come before doing things for a Mod. I myself have also been extremely busy at work, especially given this time of year in the midwest should leave me more then ample free time. Fortunately for my personal finances and unfortunately for Mod progress, this winter has been unseasonably mild and I have been working much more than any other winter before.

Fear not, we are still progressing albeit slowly. I still do some work on this Mod every day, though it may be something small.

+2 votes   mod: NovaCor: The Fringe
agent00kevin
agent00kevin Feb 9 2012, 12:33pm says:

This very same thing happened to my first mod, HL2: Retribution. I did have a few files floating around on an older HDD, but it wasnt nearly enough to start over on.

So, what I did was take a few of the VMFs I still had that were suitable to my 2nd Mod, and retexture/rebuild them for NovaCor.

So maybe you could use some parts of whatever you find lurking and use that as a jumping off point for your next Mod.

For now, Id say just enjoy some gaming and think about what comes next. You obviously have a passion for the work and are able to produce; it would be a shame to see that wasted.

+1 vote   article: Downfall
agent00kevin
agent00kevin Feb 6 2012, 5:26pm says:

YAY :D

I was worried that Aliens had abducted you again. Good to hear from you; and as always, real life before modding. We will be here when you are ready to continue :)

+2 votes   mod: NovaCor: The Fringe
agent00kevin
agent00kevin Feb 6 2012, 5:25pm replied:

No struggles: im pretty much relying on animations this time around. (for news)

Ive been working on some new layouts and redesigning several of the older maps, so theres not much to show as far as that goes. I will definitely inform people as to whats going on with the maps though...I have to pretty much go back and redo everything Ive done up until the Labs took on their new look. If I dont, then there will be an obvious 'quality gap' from maps made recently to maps made 15 months ago.

+1 vote   mod: NovaCor: The Fringe
agent00kevin
agent00kevin Jan 29 2012, 12:26am replied:

Im going to go with later next week, unless I get some video of animations tomorrow. Ill try and see what our animator is up to and if he has enough to make a demonstration video. Thats about the biggest things we'll have to show; besides some models for the Engineering/Power Supply decks Ive been working on lately.

+2 votes   mod: NovaCor: The Fringe
agent00kevin
agent00kevin Jan 25 2012, 10:42pm says:

Also be aware I am not part of GString; this is all just to help a very good Mod out. I really like the story and design.

+2 votes   mod: G String
agent00kevin
agent00kevin Jan 25 2012, 10:31pm says:

I have determined that the Headcrabs arent precached by the SDK Base; changing the App IDs to mount HL2 Ep2 might help, but Im unsure if that will fix the problem. (App ID 420, this is done in the gameinfo.txt file)

Also if you try this be sure to not what the original one was so you can restore it should there be problems.

Im also working on tracking down the problem; or rather a solution to is as I know what the problem is but not how to fix it without coding. I have a few ideas that still must be tried out, and Ive been unusually busy with work lately. Its supposed to be winter; and since I work outside its supposed to be slow. Not the case this year in my part of the country. Little precip; warmer than usual temps :(

+2 votes   mod: G String
agent00kevin
agent00kevin Jan 25 2012, 10:13pm says:

We are going to do a news post soon; I think most of the team has come down with a case of Skyrim. I personally have Skyrim and a light case of Team Fortress 2 again...but I did take 15 months off of gaming to work out the Mod, so Ive got some catching up to do.

Also, as I always say, I am not forcing development. Two of us have school and I have work, which is full time. I also have been having a really busy winter, which is unheard of in my part of the USA. We are having an extremely mild and dry winter compared to usual and its seriously cutting in to my game time!

+2 votes   mod: NovaCor: The Fringe
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