My nickname is pronounced [kvoz/\luri]. Things I love: Dead Space, Propper (Hammer compiler), Win 8, coffee. Things I hate: TF2, Garry's mod, unnecessary graphical things like parallax and people who're praising these over anything else, and lack of real, widespread advancement in computer-user interface.

Comment History  (0 - 30 of 608)
Cvoxalury
Cvoxalury Aug 22 2015 replied:

Dark Interval.

+1 vote   media: Latest progress with the Terminal
Cvoxalury
Cvoxalury Aug 20 2015 says:

I must say, this was pretty fun! Although certain gameplay decisions - such as the lack of quicksaving - often irritates me in general, this wasn't really a case. I had good time exploring the ways to take down the enemies; the level design is simplistic yet solid and believable. I only figured out how to use medkits at 4th or 5th try :p Perhaps there can be a hint message showing up?
I also experienced a bug: when I tried to jump down from the broken wall at the final building, a Hunter simultaneously jumped up and threw me across the map! Second time it happened I was lucky enough to only be tossed across the street (right in the hands of a shotgun-wielding superhuman...). I suggest that the Hunters only apply damage to the victim in such cases and not damage + velocity. Oh maybe make it always lethal?

Overall, I'm certainly looking forward for more!

+2 votes   mod: Abandon: The Town
Cvoxalury
Cvoxalury Aug 20 2015 replied:

Are the latest Borealis screenshots taken in the new build, 5.30? 'Cause it still bears semblance to maps made by Missing Info. E. g. the label, the small platform at the forward of the ship... Oi60.tinypic.com
The particle system for snow seems to be borrowed from MI, too.
I would be glad to know whether it was addressed!

0 votes   mod: Build 2046. Beta Edition (mod)
Cvoxalury
Cvoxalury Aug 20 2015 says:

So, what was the story with this mod using Missing Info's content? I'm certain there were posts here regarding that but, they seem to have been removed. Anyone cares to explain?

-1 votes   mod: Build 2046. Beta Edition (mod)
Cvoxalury
Cvoxalury Aug 19 2015 replied:

Actual, original brushwork on Borealis maps is hideous. Too many "crossing" brushes, a floor brush on one deck serves as ceiling on another (and doesn't always fit hallways so additional brushes are added), map geometry doesn't make sense... redoing it all is the right way to do it but, no one (of the players) would care. And as proven by mods such as Cinematic and Build 2046, atrocious brushwork (and "remastering") can appeal to the public more so that proper mapping.

Anyway. Have you guys thought about porting the mod to Src2013? I presume you had but decided that public wouldn't want yet another iteration of the old maps?

+3 votes   mod: Missing Information
Cvoxalury
Cvoxalury Aug 18 2015 replied:

Source SDK 2013 Singleplayer branch. Technically speaking we cannot use HL2 or Episodic engine branch if we do our own code, and we are. 2013 branch is essentially the same engine you see in updated (Steampiped) HL2/Ep1/Ep2, made available to modders.

+4 votes   mod: Raising The Bar
Cvoxalury
Cvoxalury Aug 18 2015 replied:

That (the maps thing) is likely what caused that poor Combine soldier to get stuck in the ceiling and dragged along through it. He was taking a walk in the breeder room but, due to space continuum distortion, got stuck in the hallway's celinig. Horrible...

+2 votes   mod: Missing Information
Cvoxalury
Cvoxalury Aug 17 2015 replied:

That's what we're onto! (coupled with intent of finishing the mod, obviously =)) While we develop strong content base (entirely new and up to today's standards) and provide new code for our needs (I'm writing everything from scratch, so no leak code is used), we want to give our viewers only the best thing and this is why we ask you to be patient. We can be showing maps which are going through development phases (orange textures and whatnot) but that's not too fun, is it?
Believe me, we want to make a good update soon just as much as you guys do. =)

+4 votes   mod: Raising The Bar
Cvoxalury
Cvoxalury Aug 12 2015 replied:

They do fully work for most people. There's always some percentage of bugs and errors but there is no need to be that butthurt about it. You could've just calmed down and made your queries regarding actual problems instead of simply going 'the mod is ****, maps don't work'.
But this is probably too hard for some.

However I don't think this is all. Among your lines were some like "I expected it to be the fix" and "why only release snipperts". Still makes no sense to me.

+1 vote   mod: Missing Information
Cvoxalury
Cvoxalury Aug 10 2015 replied:

What did you expect from the mod in the first place? Sounds like you've made your expectations too high and now blame the creators for not satisfying them. Makes no sense.

+1 vote   mod: Missing Information
Cvoxalury
Cvoxalury Aug 9 2015 replied:

That's not at all that simple.

+1 vote   mod: Project Hyperborea
Cvoxalury
Cvoxalury Aug 9 2015 replied:

I am very much eager to use the "why don't you try and make something better" argument.
I don't understand you problem, pal. The maps are fine. The whole mod is fine. How would it be -better- with -less- maps in it? The team presented the playable E3 demonstration to people in its best form, with most features preserved and with looks a bit better. Since then, no one really needs to redo them, because it would be either exactly same or somehow twisted. And I don't see why we would want that.

+2 votes   mod: Missing Information
Cvoxalury
Cvoxalury Aug 8 2015 replied:

Assuming you're talking about the storyline formed from fragments found in Raising the Bar (the book), there are at least three projects that are doing exactly that - recreating the storyline, with they're own style. I'm not sure whether Project 9 is still afloat, if it is then make it four.
Not counting this one, Project Hyperborea, too little info as of yet.

+3 votes   mod: Project Hyperborea
Cvoxalury
Cvoxalury Jul 31 2015 replied:

There's a console variable for that

+3 votes   mod: Missing Information
Cvoxalury
Cvoxalury Jul 30 2015 replied:

Our AKM only has semi-auto and full-auto fire modes. Those weapons that have real prototypes, are being designed to closely resemble said prototypes in terms of functionality, RoF, recoil, accuracy and so on. This includes the AKM, OICW, GR9, etc.

+4 votes   mod: Raising The Bar
Cvoxalury
Cvoxalury Jul 26 2015 replied:

Does it matter who did you write that about?

>But it is you came here to see me and began to raise a stink.

I was browsing through HL2 mods and saw a dude with his low quality mod, who's pretending he's better than others. Good luck with your project, anyways.

+2 votes   mod: Half-Life 2 Oldschool Story
Cvoxalury
Cvoxalury Jul 26 2015 replied:

Why do I have to interpret your words the way -you- like it? To me, it looked exactly like that - trying to elevate yourself above others by saying that other teams are greedy and uncaring. This is how -I- see it.

+2 votes   mod: Half-Life 2 Oldschool Story
Cvoxalury
Cvoxalury Jul 21 2015 replied:

>Bring proof

How about reading your first reply here?

"[...]most of these people are too greedy. They do not want to share, or work with newcomers [...] they produce an error, and then long they can not solve. [...] but simply hide or delete all content. We constantly recruit [...] compared with other projects, it at 8 times faster [...]"

So stop backing off, you basically saying that other teams suck because - in your imagination - they're greedy and unwelcoming, and work too slow. You, on the other hand, are fast working and welcome newcomers. Pointing out these things only makes sense if you claim that you're different, ergo, better.
I'd say it's you who needs to stop slandering on other teams, and better reconcile your point of view with reality.

+2 votes   mod: Half-Life 2 Oldschool Story
Cvoxalury
Cvoxalury Jul 20 2015 replied:

They didn't have enough time... probably. For example, they could've really used more nodraw here and there, reducing compile time and map filesize... but it requires routine activity, i. e. more time.

+1 vote   mod: Half-Life 2 Oldschool Story
Cvoxalury
Cvoxalury Jul 20 2015 replied:

Физикс энжин ИМПРУВЕД. Нагрузка на процессор КРАЙНЕ МАЛА.

+1 vote   mod: Half-Life 2 Oldschool Story
Cvoxalury
Cvoxalury Jul 20 2015 replied:

It's optimised for its content, though. The levels are relatively small, and sometimes you can see the cheap optimisation maneuvers like with distance clipping. Plus it lacks expensive effects like true dynamic shadows (other than from player's flashlight), or the expensive particle effects (snow, rain, etc.)

Another really good point, imo, is that NO ONE needs 100-200 fps! And everyone can have 60 fps if you make your level right, WITHOUT the need to cut the quality below that of the vanilla (and episodes).

+1 vote   mod: Half-Life 2 Oldschool Story
Cvoxalury
Cvoxalury Jul 18 2015 replied:

You can't see the trainstation from the Industrial anymore (too cluttered with factory buildings). The glass one was at one point intended as the main station, but I switched to the one with cylindrical roof (like the one seen in c17_01_** map series). The one you see above, the smaller one, is more of a warehouse-like station.

+1 vote   media: Latest progress with the Terminal
Cvoxalury
Cvoxalury Jul 17 2015 replied:

Such cruelty.

// can you check PM? Thanks.

+2 votes   mod: Missing Information
Cvoxalury
Cvoxalury Jul 17 2015 replied:

It's 2015, most people play in FullHD, some in 2k and 4k, they have - unbelievably enough - quad-core CPUs and multiple GPUs. It's time to make picture acceptable, make it HD. For example, in RtB we're doing no less that 1k textures for world objects (unless they're really small), and 4k for close up objects - like weapons. For those who play on a potato, there's Low settings. When I recorded my DI Airex demo I had an old dual-core Intel and used Fraps (huge mistake). My guess is that you just use assets of very, very bad quality as an excuse for poor optimisation. Why do that instead of progressively learning Source, is beyond me.

+1 vote   mod: Half-Life 2 Oldschool Story
Cvoxalury
Cvoxalury Jul 17 2015 replied:

It's one of the leak's brush versions. Certainly a placeholder, with it's low amout of detail and high render budget.

+4 votes   media: Latest progress with the Terminal
Cvoxalury
Cvoxalury Jul 11 2015 replied:

It is a solo project but if needed I can always ask my friends to help out in those fields I'm not adept with, such as texturing or composing - I am a level designed and programmer, more than anything. But I am very interesting in learning that and completing this project myself.
As for other mods, I believe it is benefitial to both sides at the end - e. g. I can re-use and adapt code I wrote for RtB in DI, and vice-versa. I'm writing all the code from scratch to keep it clean, up-to-date and legit, and don't use leak code (other than for guidelines, so to speak). Mapping - from scratch as well. Same goes for RtB mod.

+3 votes   mod: Dark Interval
Cvoxalury
Cvoxalury Jul 11 2015 replied:

Надо делать текстуры максимум 1к. И правильно конвертировать, они должны не больше мегабайта весить. Я вот в принципе жду новую версию, но скачать-то не смогу. Вот был бы мод гигов 6, это ещё куда ни шло.

+1 vote   download: All versions of Build 2046.Beta Edition on torrent
Cvoxalury
Cvoxalury Jul 8 2015 replied:

Way to offend other teams who love their work and the game, congrats!

-1 votes   mod: Half-Life 2 Oldschool Story
Cvoxalury
Cvoxalury Jul 6 2015 replied:

Sorry for this overwhelmingly late reply.

The cituation is as follows:
1) I do continue working on this mod. Not dead/cancelled. Still waiting to release it one day.
2) I've got less free time now than when I started, so there's that.
3) I restarted the project several times, so the '5 years in dev' is more of a formal thing. You can say that all the relevant content I've got now is about 1 year old or less. Constantly redoing lots of things, improving or revisioning.
4) I'm also working on Raising the Bar mod (check it out, the guys are amazing Moddb.com) as a programmer, thus occupying two time-consuming positions on two mods. The experience I gain from this will come handy in the future, so I don't really subtract much from DI development!
5) Also waiting for Source 2, getting very tired of the old engine, hopefully with Source 2 there's much more freedom and convinience. And backward compatibility...

Thank you for still keeping an eye on my project, be sure to also check the RtB mod!

+7 votes   mod: Dark Interval
Cvoxalury
Cvoxalury May 20 2015 replied:

The downloads are safe. The mod itself, you may like it or you may find it revolting, depends. The game doesn't even need HL2 or Steam to run, thus it has nothing to do with HL2 files and such. It's somewhat big (5.0 is 10 gb archive, 26 installed, future versions should be of less size); also, I use Comodo antivirus, it didn't find anything, so, yeah, safe for that matter.

+1 vote   mod: Build 2046. Beta Edition (mod)
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