VDC is incredibly useless!
Ну это когда едем на поезде, и въезжаем в город. А дальше идёт сортировочная с крематорами и сталкерами.
Я вообще в итоге отказался от ЦК, и стал использовать для настройки атмосферы только освещение, текстуры и туман. Хотя на своей Эп3-карте я включил ЦК, впервые за несколько лет запустил редактор фильтров.
We can go on and on about what Combine can and should do, it's a bit pointles. Hey why no synth antlions? Surely the Combine can do that! Hey what about modified synth zombies, they already shelling rebel camps, why not. Oh let's make synthetic bullsquids do, they can shoot Combine balls instead of acid spit.
Everything has its niche. Humans become soldiers or become Stalkers. Vorts become living power cells. Maybe they're too worthless for the Combine, maybe the Combine cannot sustain them in modified form. All I know is I'm not a fan of "let's stick anything into everything and make synth version of everything", it's boring. I never saw a good fan-art of a new synth enemy. It's always either overdone, or repetetive and copying other sucn works. I even saw someone blatanly copying Reaper design from Mass Effect and calling it his new Combine synth units. I don't want to spend time and effort trying to come up with something that always, on historical basis, made me cringe.
I do want more variety in enemies, and I'm looking for that variety in something we haven't got to experience a lot and few people at all tried to expand on it - Xen fauna. New creaturs. Old creatures, from Raising the Bar book. So many examples left unrealised. For me, this is way more interesting.
But they use them as slaves. As a power source.
Vortigaunts are locked inside vorti-cells and have their bio-energy syphoned from them (very reminiscent of The Matrix). Maybe they're not compatible with synth tehcnology, who knows. Vortigaunts are a hive-mentality species, so maybe disconnecting them makes them disfunctional, which is why they cannot be transformed.
Instead they are treated... basically as fuel, so their 'rank' is even lower than that of the stalkers.
Gameinfo is certainly present, unless your download and/or unpacking broke somehow. HL2 or Episodes shouldn't matter, because all needed content is present in SSDK Base 2013 SP, it includes files from HL2 and Ep1 and Ep2.
Sorry I couldn't be of much help.
There's sterility field in place, just like with retail HL2. This is why children are absent.
You don't need anything else for it to show up, no. I've heard that there's this new (-ish) bug with Steam where you need to move everything out of your sourcemods, delete sourcemods, create it again and move everything back... or something. I haven't had this bug myself, but it basically makes mod disappear from your library. I'm afirad this is out of my jurisdiction.
I'd like that, but, man, that's just so much work. The original model is barely usable. The hands are messed up. The textures are bad. No flexes, ideally would need to attach citizen heads, and then also build helmets based on the concept... we'll see. I would like to replace the rebels with something even only a little bit fresh.
Inepticus I'll elaborate on this one. They were always 'proper npcs' as in, they always had their own entity, npc_crabsynth, and some AI. These ones are npcs and not dummies, but you won't be fighting them in the city during the first chapters. They're like that first strider walking in the background in d1_trainstation_02.
It won't be. I'll be honest with you: it's almost completely ready, and just a tiny bit whacky in couple places and a bit wobbly with its scripts and new features, and it could be released as is; instead we're taking a bit more time to ensure it's presentable. Unless something major and terrible happens, I just don't see how it can take us any more time.
The thing with the original Airex is it's so barely remote from any real life factory, it's boring. It's just concrete and metal, concrete and metal, and only at the end it gets a little bit more advanced and weird. I'd like to make it way more advanced, almost like a Combine stronghold/city filled with strange apparatuses (compare it with the original ideas for Nova Prospekt, with all the machines and snaking wires). But it won't make it unrecognisable, it'll still be the Airex, but more interesting.
This is how it always starts. First I'm floating in the air, then the entire city gets ejected into orbit. They have no reason to keep us on this planet.
These are nice brick buildings. Very lifelike.
That built-in double fan idea w/ warm composite background comes from my maps... THIEF!
P. S. Nice lamppost, brush-based or no?
There is no merging, psilocibinum's "MI Global Pack" is a totally separate, third-party addition that wasn't sanctioned by the team.
The Borealis will be present but in a completely different way from what you've seen in MI. (MI uses restored and renewed maps from the leaked WC mappack, I build from scratch). Meaning that while the overall theme of the icebreaker, taken over by the Combine, will remain, all the deck layouts, player path, etc will be different. There will be no E3 maps, and no Rooftops battle section (at least not how it was done in MI). So the two mods barely intersect at all, so to speak.
Does that mean the mod is dead? It says we're closed! They've closed!
Rebel scum living in here! Civil Protection team, assemble immediately!
Don't you laugh at me! Cave rats!
What would you suggest in terms of the lighting? Because I see it as mostly finished, it's very realistic for this kind of overcast, pre-thunderstorm weather.
edit: nevermind, saw your other comment.
Don't you laugh at me! I know a spell that will make you show your true form! Cave rat taught it to me.
The APC is the most likely candidate to be present in driveable form. Jetski requires lots and lots of testing and tuning, it caused people at Valve seasickness, it was thus transformed into the airboat, but even still I have some friends who disliked the airboat greatly due to it inducing motion sickness. So I have to be real careful around this, espeically since you cannot really have it be optional. Digger is the least likely to be featured.
I certainly don't mind but I don't like taking administrative positions so I'll just be a regular there, thanks. =)
Can you check what it says in the console right after you get teleported? Also to temporarily circumvent this you can use "map ch01_consulcast" in the console.
I wasn't aware there was any. What soundtrack there is in the leak is almost exactly same as retail, isn't it?
The Manhack Arcade, the steam tunnels, Kleiner's lab & escape from the lab.
Well... they had their reasons right?
For example some things are broken in Src2013 compared to Src2007. Minute facial animations, some rendering stuff, some scripted sequences. Plus their compilation is pre-steampipe so they mount their project onto appid 420 and you can no longer do that with projects with custom codebase, in Steampipe format. And they lost their programmer so they won't be able to rebuild the codebase for Src2013 (which they don't want to do anyway, because of the stuff I mentioned).
It includes HL2\Ep1\Ep2 assets except for the maps. So the installation packs excessive stock models, textures, sounds instead of mounting that content from Steam gamebases. So in effect the mod becomes 7 gigabytes in size when it could be just ~1 gigabyte. That's the number once issue. Number two issue is that the installation also comes with edited binaries\exe files for Ep2, i. e. with a built-in Steam emulation. Which can lead to users being banned from Steam (there are precedents to that).
I'm not sure you can call that distributing a warez version of those games because the maps aren't included.
Make sure Source SDK Base 2013 Singleplayer (located it in Steam>My Library>Tools) has the "-upcoming" beta option enabled. Necessary for the mod to work, causes crashes otherwise.
Well, for one, with the mod I'm building a custom story, so I don't feel obliged to use all that intended material. Vorti-cells did exist as a concept no matter how temporal or draft-like, so even if they never made it to being put on maps, I then go further and do put them on my maps. Airex being a power station for other worlds is deginetely more interesting of a background\role for the complex as opposed to it being merely an Earty-type factory (which it is when we look at the existing levels).