VDC is incredibly useless!
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).
I felt that I did sufficiently hinted at how the zombie part happened: someone tried to smuggle a bunch of headcrab cannisters through the construction yard (into the garage), some of those got opened, and everyone at the constr. site got turned into zombies, the CP team quarantined the area (as Barney mentiones) and hide the truth about it. I suppose it could've been explained in a more clear way if I had access to voice over and such. The entire point of early fights is to make the early levels not just 100% exploratory but sometimes have action.
Whoops, this is what happens when you get to manage a two-language version. Didn't notice a tiny mistake in the script file. Can you get a screenshot of the broken dialogue caption though? It should be working correctly.
Nvm, found it.
I'm gonna compile a patch when I accumulate more reports but for now this is an extra-quick one-file patch to address the missing captions:
Put it in darkinterval\resource, overwrite the existing one.
Depends on how you play it. If it helps, then 1st chapter = four maps, medium size, plus a bonus map I included due to a request that was made. I don't want people to overhype it because this first chapter is definetely not big. You can compare it to HL2's first chapter I suppose, only w/o the Gman intro, but you can get through it pretty quick if you aim at it. "Whole first chapter" sounds big but it's not. Also first chapter doesn't mean prologue, that will be added later. After all it is a demo release to see how people react to it.
You do know I was part of the team right? So I have access to all of it, not just what was shared
It requires Source SDK Base 2013 Singplayer to be installed, and that is free.
As for right now I'm not including skins and whatnot, I try to use minimal amount of leak textures/models (there still are some, no doubt). Since the mod is based on SSDKB 2013, you can apply any custom skins by placing them in the \custom\ folder so you're free to use any skins you wish...
As for music, I'm afraid no. I'm no composer and I haven't collaborated with any. It's possible though. I'd like it but with this first release, everything's gonna be pretty modest and tame, especially in modeling, texture and sound departments.
I'm no voice actor and I'm the only person on the team, so naturally I resort to using text captions and such. If this thing flies hopefully I'll find some help in that field and all will justify people spending time on doing that so we'll get voice acting this way. I'm not opposed to custom voice over at all, as well. I think for consistency we then would be re-recording the lines from the leak? Sounds like a plan.
But for this firt demo it's just text captions, yeah.
It's a possibility but a remote one at this moment.
Well, currently I do use the main menu background - an edited version of it - in DI. Apart from that not much, it was mostly the opposite - when I joined RtB I brought some of my content to it, some custom materials, NPC/weapon code, brush prefabs. As for the content of the demo. It's gonna include the first chapter (starting in Industrial). The prologue (Chapter 0) will be added later, in a subsequened update. I plan on releasing chapter after chapter, so some time after the initial release I'll build and upload chapter 2, then chapter 3, etc. I'll be sustaining it for as long as it takes, ideally. =)
It's for early access demo but yes. I'm switching to episodic release system.
Hello, and this is a pretty tough question. I suppose nominally you can say RtB had a 'pro' because it had modelers and texture artists (I am neither of those), but collabortion wasn't at its best which is why I say it's a "nominal" pro. Dark Interval has bigger material base, I created a lot of maps, although all current concent is created in 2016, so it's all fresh, and previous 5 years were more of an exercise to me. DI has more maps than RtB did, RtB had better (more organised) design documentation... this really is a hard comparison to make.
Fun mod with beautiful design and well-tuned gameplay. Puzzles are mostly simple and few of them have more than 1-2 steps to them, but they still will probably take a few tries for you to complete. Those that are more complex made me appreciate the mod even more because I know how much scripting those required. Puzzles are followed by action arenas which are well made, neither too easy nor overwhelming, everything felt well balanced and playtested (no suprise, it was beta tested by a whole collective). Doesn't seem to follow any kind of story but instead just aims to creating fun challenge. Did I mention that level design is beautiful? Because it is quite well done, very well done if fact, and you wouldn't normally expect it from a puzzle mod; what I mean that it's not sterile and monotone like Portal, but quite the opposite. I was very pleased with observing quality level design. Good visuals, good balance, fun arenas and good pacing of action and puzzles - which is why I gave it 10/10. Go try it, it should be a fun ride.