VDC is incredibly useless!
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.
Is there a way to install Project Brazil w/o a mod manager? Because I can't install it on my Steam version (I have the Russian version which doesn't support Project Brazil, and it can't be switched in Steam because it uses a separate AppID), and I would have to use a pirated US version, then, but I don't think a mod manager would recognise it. Also I cannot use FOMM for it because every time I launch FOMM for either FO3 or FNV it breaks my FO3 and I have to repair files, so I simply never use it and prefer NMM (I do not know how it happens but it does happen in 100% of the cases).
The thing to look for in this case is "Fakefactory Cinematic Mod". Have a nice gaming experience!
I've said it multiple times on various forums, as well as whenever this arises during team meetings... well, two points there.
1) City 17 is not New York, in any of its versions. Never was New York! The only New York thing about C17 is the fact that the overall map of the city, the one we observe while in the Citadel in HL2, is a satellite image of New York. As an actual place within the game, C17 is a city out of time and out of geography, but with futuristic elements.
2) Even if it was New York I can safely bet that NYC has some places with European architecture. (Not so long ago I even saw a frame-by-frame comparison of Saint-Peterburg (possibly the most European city outside of Europe) and New-York and in some places the two cities are almost indistinguishable)) And this is what we are doing - there are areas in our C17 that are European-esque and others that have skyscrapers and art-deco and American brutalism which are consistent with "American theme" found in RtB (the book). So please stop forwarding this idea of there being a consistent American C17, all megapolices look alike from the distance (which actually mirros what Samuel says about various Combine cities, in the original script); also, let'snot forget that most of pre-invasion architecture of now-City 17 was destroyed during the Seven Hours war, so there goes all the typical NYC architecture like skyscrapers. City 17 is a pretty rich mix of all styles, it's got no definitive/predominant style, it has (in our vision of it) areas with some styles more distinct than the others (though you'd still be able to see newly constructed skyscrapers in the background, while dwelling in a European-esque block), we're doing what will look more like a natural city which inherently means mixing a lot of styles together.
Apologies for an absurdly long reply, have a nice day. =)
My guess, it's simply because the game would be set in the Arctic. You are aware that Hyperborea is a real term from Greek Mythology, referring to the land far north? And sometimes other, modern sources (fantasy series, tales, etc.) would refer to their fictional Arctic environment as Hyperborea. Same witht the icebreaker in Half-Life series: its original name would refer to it being assigned to some part of the Arctic region.
Ah, yes, the ruins12 (or ruins13) map. It's an older map (2001 I think) but it's nice. But don't you find those buildings in the background to be too ugly? I bet Valve wouldn't leave them just like that even if they scheduled the game to be released in 2002.
The link is exactly same and still doesn't load. Could you re-upload it somewhere? Even here, in your ModDB gallery.
I am a programmer and a level designer. Also I put everything together, meaning I compile the mod's builds.
>As a bonus, here's an image I found that embodies the Leak completely
So completely, it doesn't load. Kinda like half of the levels in the leak. =)
Seriously though, this is not a leak recreation mod. This is a storyline recreation mod. And since the storyline is full of white spots and contradictions, we are adapting it. Sorry but we are not going to stick to 256x256 world textures and 512x512 model textures, this is not happening. Modern technologies are happening. Here's something you should know about HL2, the leak... the game environments were built as not enterily realistic, and that was done on purpose, as to enhance the surrelasim. But there reason it was, at the same time, done with blocky geometry and blurry textures and all that, is simply because of the limitations back in the day. We are aware of what HL2 style represents but, in our opinion, it doesn't mean it shouldn't be beautiful and of high quality. Atmosphere has nothing to do with the amount of pixels, it's the composition and design that matters.
The choice of textures, I will agree with you that the original C17 used more brick, looked more raw and gritty and old, at the same time though, there was a big variety in textures. To grasp that feeling of C17, one has to think about how a city develops, how it grows, what it incorporates, by the way, that also means there are going to be numerous architectural styles present, not just "American style" (which isn't even a correct definition, because American cities have everything in them). City 17 is a place out of time, out of geography, with only as much as vague hints towards its location, but also with futuristic elements and a sense of change, evolution, degeneration, and oppression.
Judging by the author's blog, it's a post-HL2:Ep2 project and not a leak recreation project? It features the new Borealis, the one built by Aperture Science and stuck near the North Pole inside a glacier. Oh well.
All it gives me is Missing Info walkthroughs and a bunch of unrelated stuff (some music and such). Care to post a link?
Atm requires Source SDK Base 2013 Singleplayer (you can download it in Steam for free given you have at least 1 (any) game purchased in Steam), and it's free as are all Source mods.
What are you talking about when you say an UE4 mod? Also, what's TDI?
When there was an older build of the mod, made by a member who isn't on the team anymore (like, for more than a year), it included lots and lots of stolen/uncredited content (didn't seem to bother anybody much back then). When I joined the team I rebuilt the mod so it doesn't use any uncredited content (it actually only uses stock content and what we make), as well as any uncredited code or the leak code (which also was an issue with the older build). Don't worry, we understand and support other content makers and wouldn't try to steal anything.
I have a question for you in return... and it's a purely hypothetical scenario. Would you play such a mod - that is, a remake of anything HL-related - if it's not on Source, say, on UE4 instead?
We're not doing much of NPC coding right now, mostly we're busy with programming/modelling/putting together weapons (though there are some NPCs being implemented already). So we'll see when we get there, I guess! Can't really predict if there's gonna be any need for re-using leak code, or retail code, or writing in new stuff. One thing I can say is that I'm certain we (as players, too) don't want the Conscripts to inherit the same mind-boggling PC following habits the rebels have...
Apologies for late reply. =)
I used to "plan" in a sense "alright, I'm gotta be done with this chapter by %insert date% and will make a demo release at %insert date%". Obviously that got me nowhere. I tried to then plan by writing design documents but failed on that. How do you right one, for example? Do you actually draw a schematic layout of every map? It's hard for me to imagine not to do that on the fly, to be honest. And even then, what if I decide to edit something, a rather large part of the level? A new departure that needs additional amount of tweaking, and it all falls to pieces sooner or later. Spent more than 8 years with Source, never learned to fully make a map properly, so it seems.
Not sure if it would've applied here... Because of the lack of direction, and the habit of coming up with everything on the fly, up until the point where you don't know what to do further, my project fell into a six year development hell and I was forced, upon reading the article and confirming what I already knew, to decide not to waste any more time on it. If I'm lucky, in a few monts, maybe by the summer, or maybe later, when I'm done with other projects, I'll be able to restart the mod with episode-based approach, but not until I have a full plan for it worked out, not until I know, as you said in the article, what the player experience should be like. Without that, it would be just as pointless as the previous six years of development.
This article should prove to be very useful for any future/aspiring modders, for sure. Unfortunately it also convinced me (more like, confirmed my existing fears) that my (solo) project will never get finished since I cannot handle any sort of master planning, don't use VCS and, what else, yeah, keep redoing stuff. Please don't be like me, people.
Just found out that someone has been updating many old mods to make them compatible with Src 2013. You're the coolest guy ever, friend. =) Thank you for your time and effort!