You can all go to hell. I mean it most sincerely.
But that's just T-Braze's APC with more fatty phong to it. (Yes, I know he released it publically, but still)
Are you using a separate skin for these, or simply IsNPC proxy in the vmt? The proxy would be more efficient in every way.
I believe I ripped it from the 2003 leak. The splash originally is a particle effect (since Ep2) and I added a 'warp' child particle that uses an animated bumpmap. Then I tweaked some things in the code because I didn't always wanna call this expensive particle (for example avoid it for heli trails or reduce number when a ragdoll is in contact with the water (they tend to bounce up and down for a while which can reduce framerate). So some things would refer to the cheap effect and others would use the expensive one. Plus there's slime ripples too, it's all in water_impact.pcf.
When I tried to get Stalkers to work, I too had to get rid of the scorcn marks from the laser, I tried pulling off the particle trick (I previously done it with procedural footstep marks) but there's something weird going on when the surface is vertical. Generally there's the orientation part of the emitter that lets you define how it shows (always follows view, lies flat on the ground, or perpendicular to the ground), but something didn't work right. Oh well. So frustrating that Valve carelessly broke the fadeout down on the engine level, stupid.
Decals are even more of a mess in SDK 2013 where decal fade is broken on engine level and they don't ever fade away (see for example how the buggy's gauss cannon's melt-marks don't fade away anymore). You can override basic decal system so it places simple particle sheets (like literally 1 particle that has long lifetime) with proper orientation, but that's kind of a long shot, the system's maybe even more messy.
With scripts, well, my point was to have more stuff exposed in a script so you can just change it with Notepad. You don't have to necessarily declare stuff in the script - when not declared, you'd just have it fallback to default values. Anyway, I did some research on it, it's the matter of expanding weapon_parse.cpp/h functions and tieing 'em to CBaseCombatWeapon class (and its derivatives).
I just strongly prefer, overall, when stuff is configurable. For example how in STALKER you can just edit a lua file w/o recompiling anything and change just about anything (naturally, that's LUA but the point stands).
Feel free to PM me here or in Discord (Cvoxalury#9681) if you wanna discuss any of it. Like I said, I do have work done in that direction.
Oh, and I had some more stuff like bumpmapped water impact effects (animated ripples) that I can also share if that falls into the scope of this mod. I feel it could!
Say, do you think you can make it so that different firearms would leave different decals according to their caliber and projectile type? Not just burn marks from gluon gun, etc. but say, 9 mm pistol would leave those rather tiny holes, but OICW would leave a considerably larger mark, and then AR2 would leave a small melted spot (since it's shooting pure energy, presumably)... that sorta thing.
Also, and I hope I'm not coming off as too demanding or anything... but would you be able to change the weapon script system (weapon_parse.cpp/h) so it takes more customisable parameters? So you can change more things with external edit rather than have them hardcoded. Declare particle effects, muzzleflash size & colour, decals which I mentioned. Recoil and rate of fire. They can all be made accessable from the weapon script but the original system is pretty clumsy. I can even share the code I wrote for old Dark Interval where I made muzzleflashes customisable.
I don't see you say "I went to Source SDK 2013 Singleplayer settings and opted for 'upcoming' beta", though
The actual colour on the texture is white, and the tint is applied via an editable parameter, so we can use any colour and even change them on the fly. We primarily used the blue because it's the characteristic Combine colour, doesn't mean it will only be blue, it was there only for a short scene.
Where's your sourcemods located? Some people reported it didn't work for them unless the Steam folder (and steamapps inside it) were on C:\.
You can also run the mod manually, by creating a shortcut for Source SDK 2013 Singleplayer and it'll be like that
"C:\Steam\Steamapps\common\Source SDK 2013 Singleplayer\hl2.exe" -game [full path to darkinterval-release folder, with quotation marks around it]
Здравстуйте, мы не заинтересованы в передаче нашего контента сторонним лицам.
Типун вам на язык
Спасибо за предложение, но мы не открыты для доната.
Насчёт стены, к комментарию Hildagos. Прежде чем выйти за неё, до неё надо добраться, лаборатория всё-таки ближе к центру, чем к окраине со стеной. Поэтому третья глава - аналог "Через каналы" - будет от лабы до стены, четвертая - аналог "Водной преграды" (или "Опасной воды" в старом переводе) - за стеной. И между ними большая разница в оформлении. Внутри огромной городской стены всё-таки город с поддерживаемой (более-менее) инфраструктурой, за стеной - почти полный хаос и разруха.
Superman IV: The Quest For Peace
Мы намеренно так сделали, чтобы уровни не казались однообразными. От "токсина в воздухе" отказались ещё до 2001 года. Старые прототипы и так все с солнечной или слегка пасмурной погодой.
He never says 'still behind'. He says the exact same thing but in the slightly different way (so we didn't just repeat the original). And of course Gordon never made it to the city after the disaster, he was plucked out of time by G-man and put in stasis. You sure you even paid any amount of attention? You have played HL1, yes? The original I mean. With the ending and all.
Well, the reason there's no full UI is because you're not in the HEV suit yet. You're in the worker suit, which is far less advanced. But you still have the bars around the crosshair, no? The ones that show your health level and ammo reserve.
We are working on a simplified yet functional UI for the early chapters, though.
The 'ice' (it's actually supposed to be web) suffers from one not-so-good idea of mine. It won't break until you dealt with the headcrabs but they sometimes get stuck up on the ledges in that tunnel. We're now well aware how awful that idea was!
We wouldn't be showing it otherwise. We want it to pretty much replace Combine dropships when deploying troops.
It says right there that the model was ported, otherwise we specify when it's custom mesh.
Keep in mind also that the original used 10 separate texture files ranging from 64x64 to 512x512 and now it's one much better texture in 1024x1024. Plus effects like bump mapping, phong, and emissive blending for the glowing parts. The mesh is same but now it looks, you know, normal and fresh.
The change in colour, and how colours are set in relation to each level, is intentional and tightly controlled. We're not, you know, idiots to just randomly change settings or anything.
Part 2 is proceeding really well. A media update is in the works!
Good question, what about Part 2?
Glad to hear that! What did you like the most? Anything in particular that you didn't like?
We are very, very much encouraged to make sure this mod gets all the way to the end.
Just like with any other Source 2013 mod, you MUST locate 'Source SDK Base 2013 Singleplayer' in your Library, find its settings, and change the beta option to "upcoming". Then it'll download a few files, and when it's finished updating, the mod should work fine.
I cannot change SDK settings so that users don't have to go through that procedure (nor can any mod do that), and Valve will never actually update the SDK to include it by default, so you and everyone else have to do that by themselves.
I can afford a microphone (sure, Russia is a 3rd world county somewhat, but believe me, we're able to buy things) and I can do a voice. It's not a priority at the moment, though, so I'm not 'investing' into a good mic just so I can re-record a dozen lines.
Be glad you have what you have now, it's more than *all* other beta mods done. Be patient, and things'll improve. Keep bringing up every tiny thing as if it's a major flaw, order me 'make it better', and risk never getting an update. It's getting annoying.
But please don't use this one. Moddb.com
Find someone who actually knows BOTH languages. That one is dreadful in its grammar, and doesn't convey the original meaning properly.
Even the screnshot right there has a massive typo.
Sorry folks, had to change some technical info and it'll flash as an update in your news feed. There's no actual update yet, I'm sorry but it ModDB just works like that.
As the year moves closer to its end, our rate of work may have decreased a bit, but we're in no way dead or anything. I'm taking a break from Hammer and currently I'm making some new models (some new creatures, some props). I think there will be a media update before the year ends. There are already new levels, but they're all very early WIP, grey-box phase.
Not sure what you mean by changing between episodes? Each new release is a cumulative update, so Part II will include Part I, Part III will include II and I, and the final part will have all the previous parts. That's because we'll also be updating our older maps, there's always something to improve or add to them.
We know all of that. The voice is intentional, we wanted our own spin on it.
And so did dozens of other mods, it seems. That's not how voting works...