VDC is incredibly useless!
I'm no voice actor and I'm the only person on the team, so naturally I resort to using text captions and such. If this thing flies hopefully I'll find some help in that field and all will justify people spending time on doing that so we'll get voice acting this way. I'm not opposed to custom voice over at all, as well. I think for consistency we then would be re-recording the lines from the leak? Sounds like a plan.
But for this firt demo it's just text captions, yeah.
It's a possibility but a remote one at this moment.
Well, currently I do use the main menu background - an edited version of it - in DI. Apart from that not much, it was mostly the opposite - when I joined RtB I brought some of my content to it, some custom materials, NPC/weapon code, brush prefabs. As for the content of the demo. It's gonna include the first chapter (starting in Industrial). The prologue (Chapter 0) will be added later, in a subsequened update. I plan on releasing chapter after chapter, so some time after the initial release I'll build and upload chapter 2, then chapter 3, etc. I'll be sustaining it for as long as it takes, ideally. =)
It's for early access demo but yes. I'm switching to episodic release system.
Hello, and this is a pretty tough question. I suppose nominally you can say RtB had a 'pro' because it had modelers and texture artists (I am neither of those), but collabortion wasn't at its best which is why I say it's a "nominal" pro. Dark Interval has bigger material base, I created a lot of maps, although all current concent is created in 2016, so it's all fresh, and previous 5 years were more of an exercise to me. DI has more maps than RtB did, RtB had better (more organised) design documentation... this really is a hard comparison to make.
Fun mod with beautiful design and well-tuned gameplay. Puzzles are mostly simple and few of them have more than 1-2 steps to them, but they still will probably take a few tries for you to complete. Those that are more complex made me appreciate the mod even more because I know how much scripting those required. Puzzles are followed by action arenas which are well made, neither too easy nor overwhelming, everything felt well balanced and playtested (no suprise, it was beta tested by a whole collective). Doesn't seem to follow any kind of story but instead just aims to creating fun challenge. Did I mention that level design is beautiful? Because it is quite well done, very well done if fact, and you wouldn't normally expect it from a puzzle mod; what I mean that it's not sterile and monotone like Portal, but quite the opposite. I was very pleased with observing quality level design. Good visuals, good balance, fun arenas and good pacing of action and puzzles - which is why I gave it 10/10. Go try it, it should be a fun ride.
Why are there lit buildings outside of the City, in the dead canals? This makes about zero sense. That and the gun model is ugly. I know you didn't make it so why further decrease the quality of your content? Just bein' honest.
This shot makes so little sense. Why is all this there? Also the quality of the picture itself, is ******. Some antialiasing would be of help. Just bein' honest.
Seeing as Source 1 is almost utterly unusable, both the engine and the tools, and Source 2 is more modern (surprusingly enough) and its tools at least resemble a sensible SDK, I'd say this is more than likely.
Oh well. Guess it all was a big mistake.
Check local files cache for Source SDK Base 2007? It's in the Tools section of your Library.
Plus more tentacles did appear right there in the desert later on, in HL.
People of Russia can't afford DX9 equipment, THIS IS JUST TOO MUCH
Huh. I guess so. It's just, for me, the outlands and the Hydra were on kinda different sides of the spectrum. Never would image facing Hydras out there, that far from the city. Thanks for the suggestion!
How would the Hydra, a creature that presumably consist mostly of water, survive in a dead seafloor? The Hydra was to be encountered in the Canals where there's plenty of moisture. Seafloor would have featured hardy creatures such as antlions and sand barnacles.
But objectives were always part of Half-Life series. Remember how when you kill/lose some essential scientist or gurad in HL1, there was this message saying "Assignment Terminated", same in HL2 if you lose the jeep or anything similar... so technically there were always objectives (or assignments).
This map is intended to mirror the "Scrapland" concept which feature dark green, cloudy sky, thus I opted for the green haze in the background, but since it's during high noon or so, more daylight is featured.
Can't wait for DX9 support in this mod.
You're certainly the most qualified person to judge this! Thank's for clarifying our own project's details for us.
Everything that spawned from the Leak is Leak-related. If only because it was the theft of the game that got people's attention and made them create mods, etc. You're the archmaster of assuming unproven things but please stahp.
They're making the Earth into their colony, naturally they need fitting atmosphere. It's called terraforming (actually ironic considering the etymology of the word). It was basically explained in the slide-show Eli would be showing you.
You make good points there but the whole reasoning behing Inner Party's propaganda, the Big Brother, the Two Minutes Hate, was to guide Outer Party members' conscience away from the actual problems, from thinking. The Combine doesn't even need that! Valve later decided the Combine didn't even need propaganda but we are doing it because, well, we've chosen to. Also while in 1984 the was no actual resistance (the protagonists though there was but the big man in this hypothetical resistance turned out to be a member of the Inner Party whose job was to seek out, provoke, and catch anyone who posessed any thinking ability), in HL2 there is organised resistance, it has leaders, it has technology, it has image behinid it - and that of the one free man. Otherwise there would be no point in building the game around it. Could you imagine "1984: the video game"? It would all be one big cutscene. As far as for the Combine being more straightforward. I personally do not believe that should be taking place in the game. The Combine choose the Consul to be their representative on Earth, and to present/control the local apex species. The Consul is biologically and psychologically human and also a posthumanist, he believes there is better future with the Combine, and he maintains order here, using more subtle approach instead of military conquer - of which the Combine is undoubtedly capable. He bargained for his position and for the fate of the species and now is taking careful steps towards his plan. This allows to build a big picture with more depth to it, to show this twisted but working society, and of course to have actual gameplay happening, because if there was no Consol and if there were no "liberties" and holes in his system, well, Freeman would never have gotten off that train. But it's happening, ergo, "soft" Combine regime is also happening.
At least that's how I see it. Whenever the actual writers of the project care to reply further is their choice. =)
And that would work how? Look, in 1984, the whole point was that fighting is impossible and pointless and hopeless. Whatever you do, you will be crushed and all your secrets will be - already are - known, but don't worry, you'll be 'fixed' and you'll enjoy increased chocolate rations and your share of "Victory" gin. But HL2 is a game about fighting and prevailing, there's the whole Resistance system which would be impossible in 1984 (prols aren't resisting, they're simply unorganised and it works for the government, and 90% of the population is prols, too). The game just works from another basis altogether. I agree that the initial atmosphere was one similar to 1984 but that in no way means it would follow the principals of the book, or the movie (I think the game design was following that of the movie because well, you don't get specific visual details in text and the movie showed us the outfits, the devices, etc. which the game closely followed).
One way is to make smart use of terrain, placing believable obstacles that limit the player's progression. Another way is to use hurt triggers with, say, radiation type damage, or spawn enemies which would guard the perimeter... but Source does allow for a pretty big map, you won't feel confined on it.
Oh great, thanks, downloading now. =)
Hello, would this work on the Steam version?
You're making this stuff up. And HEV was in Kleiner's lab as proven by the old draft of the dialogue sequence, see the Butou's fix for the lab.
Not really, every part of what you've described belongs to a different stage of the game's development. I. e. Cohrt was very early in the script, and then replaced by Kleiner. Whenever Eli had the HEV suit also must had been very early. And the non-functional teleport is mentioned in the dialogue between (already by then) Kleiner and Mossman so it's later in the development (when they got to dialogues and whatever). So it's all bits and pieces and there's no right way to sew them together, just what every developer wishes to choose to do with them.
Also this is the first time I heard about "rebuilding HEV using combine scrap", so there's that.
How's the arms not shown? They're a part of every weapon's viewmodel...
I would be the first one to agree here.