My nickname is pronounced [kvoz/\luri].
I would suggest checking with materials\Environment maps\citadel001 for references on how exact skybox sides looked like (you'll have to use VTFedit to switch between the cubemap's slides). I mean the cubemap is hilariously small, being 64x64, but you could make it out what clouds looked like. Sorta. You'll still have to fill them on the texture manually but you'll now that here's say a dark gap and there are two bright stripes and such, and what the X'ed parts were like. And if you look at the Citadel concept you can see what _ft, _rt and partly _bk parts should look like.
And I believe the same buildings (the one with the cone-shaped roof, and the other one left to it) are featured on this concept
Which I think I could rescan as well.
As I already told TheZealot, I think it won't be unreasonable to put them on diffirent C17 maps as landmraks of sorts.
As TheZealot said, the buildings are featured on Vertigo maps. It adds reason to further assume the orange lights coming from below are conflagrations caused by the war. So, I say it's City during War, the Uprising.
And yep, the textures are recognizable. E.g. you can see composite/airexchangesetsmall002a on one of the buildings, and other composite textires as well. I mainly re-scanned it so it would be easier to look up all the details on the concept, since CO version is lowres and its color balance\brightness were chahges.
It was only yesterday that it has occured to me that the fire extinguisher was most likely meant to be a weapon to go with against sackticks. 'Cause extinguishers produce extreme low temperatures and it would be rather pointless to make a separate weapon for the sole purpose of extinguishing fires. And it would explain cutting it, due to the lack of sackticks in retail.
Then WHAT is the purpose of 'porting'? To leave them barely playable like in the Leak? Why not just play them in it, then? MI ported and fixed E3 maps. Vertigo (by HGrunt) fixed maps with the only notable alterations/additions being the crashed plane and the cradle. Numerous mappers ported Hazard, the Under, the Canals and number of other maps. And Insolence has c17_04, the full Airex, and some story unrelated maps like toxic_pit and the early Zombie town/Ravenholm. That's it, if you're after the 'pure' ports that don't feature any custom reworking, just plain fixes. A lot of others are, like, fixes+ which I would've counted as well but that's me.
They didn't start recently, really. There were a lot of mods which simply did not make it past several months, maybe a year of development. It's probably just you started noticing the leak mods recently. I can't say I recall any mods right after the leak or in a couple of succeeding years, but there were attempts at 2006, 2007, and practically every year after... some (Project 9) are even still in development (presumably) since 2007. Also interesting how you can weigh the amount of Russian mods alone. I think maybe the half of all the leak mods (including the dead ones) are the Russian ones. For some reason. Caste, Dark Atmosphere, E32K3, Old Story, Project 9, ШЛЫК's Airex, E3 2003 mappack for the Leak, Vertigo, Cremation, Dark Interval, Depot, some mods I don't remember the names of but there are some, and a lot of single-map fixes.
That, coupled with 'work is nearing completion - two maps'. lel.
Still not sure I'm getting the idea of the Molotovs starting burning on pickup. Honestly, it looks like a bit of an over-thinking the gameplay here. Just make them a grenade-type weapon, stockable and expendable, instead of a environmental prop (although it would be logical if shooting/gravipounding them while they are lying on the ground would make them burst) and it'll work. Besides, some forms of them don't even require litting the rag, having an ampule with chemical reagents inside.
P.S. Why are the comment trees so f-cked up? I've seen some sites with administration/tech support ignoring the bugs and all, but that's something beyond something and it's been like that for a long time.
This would be arguably inconvinient, imo. Imagine that when you pick up a grenade, it sets off the timer, so you have to quickly toss it away w/o a real opportunity to plan your actions. You can't have molotovs on fire forever (or even for 5 minutes, I imagine), the bottle'll simply explode in your hand. And why would they actually start burning from picking them up?
'Dark Interval is no more/has past away'. The usual 'the mod is dead', coupled with 'this mod has become a corpse' on some other page. It's not that the saying itself offends me; I just have -strong- suspicions on who this user might actually be.
And to what reaction do you aim with your statement(s)? Although, assuming you are who I strongly suspect you are, you primary concern is wasting other people's time. Unfortunately I'm not going to be able to assist you in achieving this due to my decision of ignoring you henceforth.
When I lived in a house and had the gas-powered (not sure how to call t properly lol) heating in the house, we used the red propane canisters. I hardly recall any pictographs or even 'Огнеопасно' writings. Those are usually written on gas equipment or service trucks and not on canisters.
P.S. It's pretty nice to see the localized textures, in global.
This would make sense if the mod is going to keep up the idea of the Combine upgrading human weapons, thus increasing ammo capacity, adding combat attachments, etc. Either way, it should remain balanced, i.e. it won't be so good to have an overpowered weapon because of MP5's high RoF plus high ammo capacity plus the amount of spread, plus the abundance of the ammunition... (that's what I'm experiencing in Insolence for example, the AK-47 is just too good because of its minimal spread, high RoF, good damage and relatively common ammo)
*a very late rhetorical comeback/reply*
Interesting how basically every time someone's showing some WIP, you come along and say 'yeah well we did it 5 years ago we just never released it because kids would butthurt and steal our work' stuff. Really, what does it matter if you did not release it? Have it in your collection while we have it our way. Make the new MI, then play Gaben not releasing it, because that's what you do.
I totally agree.
Not thinking much. Not really tracking this kind of mods.
Depends on what are you ready to work on. What I mean is, there are certain standards I work within. A map must be made unique, highly detailed and in the same time truthful to original concepts and common HL2 sense. I'm not sure if you'd be able to meet the standards for making a map ready for the final product, but! But if you can fix a WC mappack map to a level when it is working alright and is playable, so then I could get on it and start detailing and tweaking it, and, more importantly, if it is ok with you to have the assistant role (not a leading one), then it will certainly be a big help.
Tl;dr version: I cannot grant you a leading position (on pair with me) right away but if you can and willing to make starting fix-ups for leak maps, then we have a deal.
>E3 terminal was never at e3 2003
There is the word 'supposed'. You even quoted it as well. There was supposed to be the game demonstration on E3 in 2002, you see? And the E3 maps — The Terminal, The Depot, The Borealis, The Hydra — they are all e32002 maps that were never shown (except for the very old and short trailer and early screenshots). They are the last carriers of the old storyline.
And AFAIK you can disable the disclaimer by using e3_disclaimer 0 convar.
On the other hand, don't listen to me. Do what you want and what you can. There are plenty of Source mods already, but this is *the HL2* mod. Maybe it'll make Valve care a little bit more.
At this moment it's both. I certainly would like it more to have my own textures and I do make them, but there are just too many areas and models to cover texturing single-handedly, so I have to use retail and leak textures.
And I do plan releasing the assets for sure.
^ This is what I came here to say too. Surprisingly fitting.
Sorry, understated it a bit. According to log, it took 11 minutes for each pass.
It takes mere minutes actually. I dunno what Valve did, but the latest tools compile maps incredibly fast. Probably because vrad doesn't compile light surfaces anymore (i.e. beta lamp textures)?.. I can even compile it in HDR in under 15 minutes.
Well, I know he designed the tech (which is SO resemblant of Combine tech), he made concept arts for game areas, dunno about characters. He is, what it's called? Art director, I think. Obviously there were other designers but you can say that Antonov made the look of the game, and it turn out to be absolute awesome. Some didn't like the game, which is totally unfathomable by me.
Use the brushed cars per se? No chance. Use the car models (Chevrolet Caprice, Ford -something-, GMC Vandura) — yeah, after remaking them. Come on, you can't put a brush-based vehicle on a level in 2013.
Erm… Dishonored is designed by Viktor Antonov who created the image of HL2 (except Ep2) back when he worked at Valve. Hence the visual similarity.
And this worked great actually.
A Sourse версия когда нбудь будет ?
Oh yeah. Actually, most of allied NPCs can 'use' them without additional coding on the NPC side; the only problem is that they NEVER hit a target unless they are elevated above the enemy and the latter is far away enough, but that'd be about it.
I suspect that the NPC simply do not calculate the ratio between distance and throwing force. Antlion workers use some new (Ep2-implemented) algorithms for this issue, dynamically calculating the throwing arc for their acid projections.
Honestly it is a bit blocky. The glass cylinder looks hard-faceted.
Though it is only a third version of vorti-cell I've seen, so it is a nice start.
P.S. I suspect the cells were rather re-designed than cut. The device in Nova Prospekt is basically doing the same thing to a vort in it.