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Comment History  (0 - 30 of 62)
filthy_beast
filthy_beast - - 62 comments @ Abandon: The Town

I'm not seeing how to use the health kits. My health seems to have topped out at 80. I read that the player can pick up and carry health kits; how do you access them, assuming I am actually carrying some? I checked the keyboard options, but I do not see a key assignment for anything like that. I am standing in front of one on a shelf, but it stays there and I can't pick it up or take it, and I see no counter icon that would tell me how many I already have. I am also NOT a fan of losing the HUD to select weapons.
Edit: Lost some health, so I went back to the health kit on the shelf. I can't use it or pick it up. How is this supposed to work?

2nd edit: Screw it, if you can't pick up a health kit to restore health when it's low, how can you get through this? It was working for the guy who did the walkthrough, obviously, but it's not working for me. Too bad, this looked promising.

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ Post Script

First chapter, drop into the tunnel, follow that to a room with an obvious elevator structure in the middle. Elevator door won't open. Stuck. Sucks. If you can't make something that simple work right, what else is broken? Uninstall and move to next mod.
Edit: Go back into the game one last time just to try once more on that door befoe ininstalling. Load the savegame....and now the elevator door is open! What the hell???? Still wondering if the rest of this is full of similar glitches. But I guess I will move forward and see.
2md edit. No good, when elevator stops the door won't open. I'm done with this mess. Too bad, it looked at least different from most HL2 mods.

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ Nestlings

Well at first I was tempted to DL and try this, but then read the comments about the notes being both important, and difficult to read. I DON'T have 20/20 vision. I'm OK with requiring a player to apply a little thought to solve a puzzle, and to have a certain measure of skill and experience to get past a tough fight. But "difficult" is one thing, and "inscrutable" is another. No thanks. On to the next one in the list.

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ Bridge

See comments in "Files". Please post detailed instructions on how to get this running. I've run hundreds of HL2 mods, but have no idea what to do with a .vmf file.

Good karma+2 votes
filthy_beast
filthy_beast - - 62 comments @ Bridge

Yeah, if you want anyone to play this you need to re-upload it in bsp format so we can play it. Or at least give detailed instructions on how to use the file you made available.
Just another modder who will spend months developing a great map, but won't spend five minutes on a readme file with instructions on how to get it running.

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ Half-Life 2: EXIT

Very nice mod, especially for a first effort.

Only one complaint.

I'm sorry, but [spoiler below].....

"Let's see if using a grenade on this door that won't open will maybe explode an explosive barrel on the other side, that we can't see, and blow the door open for us. Yay, it worked!"

.....is not being even remotely fair to the player. There are lots of inoperative doors, and only a couple of grenades available. This is not a puzzle; this is just forcing the player to throw explosives at everything in sight, reloading the game again and again to try new areas, until he stumbles upon the secret. Give the player a clue, such as a window in the door to see what's on the other side, or something. I only caught on by using noclip.

If you liked this one, you will also enjoy a more recent and elaborate mod by this author, Exit 2.

Good karma+2 votes
filthy_beast
filthy_beast - - 62 comments @ EXIT 2

A large, complex and [mostly] very well made mod. Interesting and challenging puzzles. Nice, cluttered maps with a lived-in look and feel.

Combats were challenging, at least at first. Then, as often happens with these mods, they started to get past challenging and into stupidly over-the-top, nearly impossible. If a half-dozen opponents at once is good, a dozen at once is better, right? This theme continues right through the last half of this mod, and gets old very quickly. There are other, better ways to make combats a challenge besides just throwing ever increasing numbers of opponents at the player.

But still an excellent mod that I do recommend.

Now I have to go dl the original Exit mod and play that.

Good karma+2 votes
filthy_beast
filthy_beast - - 62 comments @ EXIT 2

Odd, this looks like an absolutely normal HL2 Ep 2 mod structure and install to me. Unzip the download file direct to Sourcemods. Exit Steam and relaunch, and Exit 2 is now in my games list. There was no need to do what "Guest" suggested below.

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ Combat Zone Survive

Update. Not a bad multilevel maze map. lots of familiar enemies to fight, and plenty of ammo and health. No real story or point other than to explore the whole thing. Apparently the .jpg pics in the folder are not called by the map, so it runs fine no matter what you do with them.

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ Combat Zone Survive

No instructions, of course. Spend months developing a nice mod, but spend five minutes on a readme file to instruct a user how to install it? What a waste of time that would be! I have more mods to develop.
Put the combatzone.bsp file in your Steam/Steamapps/common/Half-Life 2/hl2/maps folder.
In your Steam games list, right click Half-Life 2 Episode 2, and select Launch Parameters. Insert "-console" without the quotes and click OK. This will bring up the in-game console whenever you pause the game.
Launch HL2 Ep 2. In the Console command line, type "map combatzone" w/o the quotes, and hit enter. This should bring up this map so it can be played.
Put the .jpg files wherever the hell you like, and hope the mod does not crash because it can't find them. The author gives us no clue where they should go.

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ Aurora: Reinstated

Short, but well executed. Nice looking maps, good combat but not over-the-top stupid impossible, that some modders seem to think makes a mod unique.

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ return

Glad to find this. The only "download" available on this page now is something else entirely. However, the necessary text for the modified gameinfo.txt file is listed. Copy and use that to replace the gameinfo text file in the game download. Worked fine.

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ Half Life 2: Deep Down

Very nice, well done mod.
Alex has an interesting manner of getting to the passenger seat of the car; instead of walking around to the right side, she just...climbs over the top of the driver.
But the programming is well done; she follows so well that when she eventually stopped I thought I might have encountered a glitch. But she also stays out of the way and avoids getting killed in fights where I am OK, but could likely not protect her well enough. I have played many games where my AI buddy insists on charging into the bad guys guns blazing, making it unnecessarily difficult to keep them alive.
The idea of taking the car down into the mine is novel, to say the least. +

Good karma+2 votes
filthy_beast
filthy_beast - - 62 comments @ Half life 2: Deep Down (Steampipe Version) 1.3

Note: In a 2016 post on the main page, Partridge notes that betas should NO LONGER be selected for this to work.

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ Stasis

WinRar says file is corrupt or empty. Properties says it's 58 MB, so it looks like corrupt.

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ Dead Lab

Excellent, hightly detailed and complex maps. Does a good job of ceating a claustrophobic, mysterious atmosphere.
For an alpha release, this is in great shape, I really have not seen anything that did not work, and only a few places in which it was possible to see map edge artifacts.
Issues:
The stunt of throwing a horde of various types of zombies at the player each and every time you achieve one step nearer solving a puzzle starts to get very old after a while. I wish you could have used your imagination a bit more on this element.
There are various vertical mazes in which, if you fall off, you wind up at he bottom of a pit with no way to get back up and try again, other than to go back to a previous load point. Need to add a few ladders/ramps/whatever to make it a bit more forgiving.
Needs some sort of animation to confirm that the generator has been fueled when you bring gas cans up next to it.

Good karma+3 votes
filthy_beast
filthy_beast - - 62 comments @ Steam Pipe patch + full game DVD

Update: OK, of the six files listed, you need the fourth one from the top [full game v2.0] and the one at the top [SDK patch}. Install the game in Sourcemods, then install the SDK patch to the DangerousWorld folder, overwriting the duplicate folders and files.
It baffles me why so many modders will spend months or years developing these things, and won't take five minutes to post clear instructions on how to get them installed.

Good karma+3 votes
filthy_beast
filthy_beast - - 62 comments @ Steam Pipe patch + full game DVD

What the heck???? This is NOT a "full game" as described. It is a single text file, specifically a gameinfo file. You REALLY need to clean this file situation up; it is not even remotely clear what files and patches one needs to download and install to get this running.

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ The Closure

I am certainly no expert on file compression/extraction programs. I just fumbled around with it until I found something that worked. I thought possibly others might have the same problem, and would be interested in my solution.
And thanks for taking the time to have a civil discussion about it. It's sad we live in a world where I feel like I have to say that, but we both know there are plenty of people on the internet who would have just told me, "Get lost, idiot."

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ The Closure

To be a bit more specific and correct, when I choose the "extract in Halflife2 Episode3\", the zip is extracted to a folder with that name in my Users/MyName/Downloaded Files folder. With this process it does have the necessary correct format, everything inside a single folder. I could move it to my Sourcemods folder myself, if I had not already got it working with the alternate procedure I described above. Not sure how, using yuour procedure, you would get it to unzip directly to Sourcemods since, as I noted above, I do not get any prompt to select a destination location when I use your method.
And in case I have not yet said so, I am enjoying playing through this massive and well crafted mod.

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ The Closure

Well when I choose the "extract in Halflife2 Episode3\", the zip is extracted to a folder with that name in my MyName/Downloads folder. It could be then moved [drag and drop] to Sourcemods. I don't get any sort of prompt to select a different destination for the unzipping process-such as, direct to Sourcemods.

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ The Closure

I have used winrar to open dozens of mods within the last few months with no issues, including both zip and rar files.
When I double click on the download, it opens a window that shows the file's structure. There is no master folder, only the individual files and mod subfolders. I checked another recent rar download, The Citizen. I can clearly see the master folder, which contains the mod files and subfolders.
The file I downloaded does not have a master folder to contain the mod files. It is structured as I described above.
Avyone who downloads a file similar to the one I got will have the issues that various have described with the mod not installing right with the given instruction.

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ The Closure

I posted this in the comments on the Files page, but I think more people who need this info will see it here. Once I realized the nature of the problem, I used the procedure I describe below to install, and it worked fine first try.

I think I see why some of you are having trouble getting this installed and working.

Ordinarily a HL2 mod zip file contains everything inside a single folder with the mod name, which is to be unzipped directly to Steam/Steamapps/Sourcemods.

It appears this zip file is not structured this way. The zip file contains all the files necessary for the mod to work, but the downloader must create his own mod folder to contain the mod files within the Sourcemods folder. You can call it whatever you want; mine is HL2 Ep 3. [Steam does not use that folder name to display the game in your games list; it uses the gameinfo text file within this folder.]

If you unzip the download directly to Sourcemods as directed by the ReadMe, and as you would with most other mod downloads, it scatters the game files and folders in Sourcemods, instead of putting them in a single destination folder with the mod's name.

Create a new folder within the Sourcemods folder, and then extract the downloaded files to that. Exit and re-log in to Steam, and the game shows up on your games list and launches just fine. Of course you must also have the SDK 2013 files properly installed.
Looks like this:

Steamapps
.....Sourcemods
..........Mod 1
..........Mod 2
..........etc....
..........HL2 Ep 3 [Exact title is unimportant]
...............game files and subfolders
..........Mod XXX
..........etc....

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ Half-Life 2, Episode 3 The Closure v. 2.0

I think I see why some of you are having trouble getting this installed and working.

Ordinarily a HL2 mod zip file contains everything inside a single folder with the mod name, which is to be unzipped directly to Steam/Steamapps/Sourcemods.

It appears this zip file is not structured this way. The zip file contains all the files necessary for the mod to work, but the downloader must create his own mod folder to contain the mod files within the Sourcemods folder. You can call it whatever you want; mine is HL2 Ep 3. [Steam does not use that folder name to display the game in your games list; it uses the gameinfo text file within this folder.]

If you unzip the download directly to Sourcemods as directed by the ReadMe, and as you would with most other mod downloads, it scatters the game files and folders in Sourcemods, instead of putting them in a single destination folder with the mod's name.

Create a new folder within the Sourcemods folder, and then extract the downloaded files to that. Exit and re-log in to Steam, and the game shows up on your games list and launches just fine. Of course you must also have the SDK 2013 files properly installed.
Looks like this:

Steamapps
.....Sourcemods
..........Mod 1
..........Mod 2
..........etc....
..........HL2 Ep 3 [Exact title is unimportant]
...............game files and subfolders
..........Mod XXX
..........etc....

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ Half-Life 2, Episode 3 The Closure v. 2.0

Comment removed by poster.

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ The Citizen

Very nice mod. Level design and detail top notch, HL2 quality.

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ Human Error

PK: I posted this elsewhere in the string, then decided to repost it as direct reply to your commment hoping you would receive an email notification of the reply so you might get this info:

"The downloaded SDK 2013 patch files are in a folder inside a folder, and I did not know how to unzip them directly to the H_E folder. So I unznipped them to a separate temporary folder, and then did a drag and drop to move them to the Sourcemods/Human Error folder, enabling overwrites to update existing files. Worked fine. "

Check the Sourcemods/Human Error folder. If there is a subfolder titled "Human_Error_01_01_16", the SDK patch files were not correctly installed. They are inside a subfolder of the above listed folder; it is titled "Human Error". You must poll them out of that folder and drop them directly into Sourcemods/Human Error, with overwrites enabled.

I hope this info helps you get this excellent mod running.

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ Human Error

A very nice, somewhat eccentric mod with some innovative elements.

Using manhacks as ROVs was both very clever and very well executed.

The banter among the team members was hilarious.

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ Human Error

Installed in the order RedMenace recommends above, runs just fine.

The downloaded SDK 2013 patch files are in a folder inside a folder, and I did not know how to unzip them directly to the H_E folder. So I unznipped them to a separate temporary folder, and then did a drag and drop to move them to the Sourcemods/Human Error folder, enabling overwrites to update existing files. Worked fine.

Good karma+1 vote
filthy_beast
filthy_beast - - 62 comments @ FCAM (FarCry Addon Mod)

I tried this to be able to play FC singleplayer without the mercenaries being able to see and shoot me through the tents, and it fixes that fine.

I do have one issue: saved games. At any time there are only two saved games available: the start of the level I'm playing, and the most recent quicksave. Not how that used to work.

Not going to stop me playing, but if anyone has any ideas for a simple fix, I would like to hear them.

Good karma+2 votes