This member has provided no bio about themself...

Comment History  (0 - 30 of 274)
FreeSlave
FreeSlave - - 274 comments @ Half-Life: Field Intensity

Hi. Your download probably was corrupted. Try redownloading the archive. Make sure there's a field_intensity/unrandom.wad file and its size is 5 819 232 bytes.

Good karma+1 vote
FreeSlave
FreeSlave - - 274 comments @ Intense Force

Hi. It's the same in Opposing Force. Hitboxes depend on the model. Gearbox forgot to mark some monsters' hitboxes as heads.

Good karma+1 vote
FreeSlave
FreeSlave - - 274 comments @ Field Intensity v1.6

I've managed to replicate it.
If I add -noforcemparms -noforcemspd (it's not the same as -noforcemaccel I mentioned earlier) to the launch parameters, the mouse setting won't change while in game.
The same happens in Half-Life for me, btw, not only in the mod.

You can find open issues regarding this problem on Valve's halflife github.

Good karma+1 vote
FreeSlave
FreeSlave - - 274 comments @ Field Intensity v1.6

I forgot to list the weapons

weapon_crowbar
weapon_9mmhandgun
weapon_357
weapon_9mmAR
weapon_shotgun
weapon_rpg
weapon_gauss
weapon_crossbow
weapon_egon
weapon_tripmine
weapon_satchel
weapon_handgrenade
weapon_snark
weapon_hornetgun
weapon_eagle
weapon_penguin (this is for alternative snark)
weapon_pipewrench
weapon_knife
weapon_grapple
weapon_shockrifle
weapon_m249
weapon_sniperrifle
weapon_displacer
weapon_sporelauncher
weapon_medkit

Good karma+1 vote
FreeSlave
FreeSlave - - 274 comments @ Field Intensity v1.6

Thanks for the video. I'll try to reproduce it.
What operating system is it?

Good karma+1 vote
FreeSlave
FreeSlave - - 274 comments @ Field Intensity v1.6

Regarding mouse issues: have you tried adding -noforcemaccel to the mod launch options? (you can do it on Steam) Does it fix the issue for you?

The English translation has been checked by two people already. Can you give us example of what is wrong with it?

Good karma+1 vote
FreeSlave
FreeSlave - - 274 comments @ Half-Life: Field Intensity

Thanks for playing. The campaign is definitely not fitting for such large amount of players though :)
I'm glad you didn't encounter any critical bugs.

Good karma+4 votes
FreeSlave
FreeSlave - - 274 comments @ Field Intensity v1.6

Huh, we should test it again then

Good karma+1 vote
FreeSlave
FreeSlave - - 274 comments @ Field Intensity Sven Co-op Port

We decided to not port intro and outro maps because they don't have any gameplay on them, so they're not essential for co-op.

Good karma+1 vote
FreeSlave
FreeSlave - - 274 comments @ Half-Life: Field Intensity

Yes, Sven Co-op port of the campaign is based on 1.6

Good karma+1 vote
FreeSlave
FreeSlave - - 274 comments @ Field Intensity Sven Co-op Port

Btw did you play with any server plugins?
I'm not sure what's wrong with the spikes (talking about the softlock part), as I can't replicate the issue.

Good karma+1 vote
FreeSlave
FreeSlave - - 274 comments @ Field Intensity v1.6

No, voice lines are the same

Good karma+1 vote
FreeSlave
FreeSlave - - 274 comments @ Half-Life: Field Intensity

You can type pushablemode -1 in console if you want the old pushables behavior back. This is however a server cvar and won't get saved to the client config.cfg. You can put this command in field_intensity/game.cfg so it will be preserved across runs.

Good karma+2 votes
FreeSlave
FreeSlave - - 274 comments @ Half-Life: Field Intensity

Перевод должен подойти тот, что есть

Good karma+1 vote
FreeSlave
FreeSlave - - 274 comments @ Field Intensity Sven Co-op Port

Thanks for the reports.

I'm not sure what you mean by point checkpoints not working properly. In this campaign they activate only when there're dead players. You probably expected them to activate unconditionally like on other survival maps?

The part in chapter 7 I'll fix later.

I don't know what happened to the cleansuit scientist. Before he got fixed, was he revived by other player while in fact he was still alive?

Exploits you found are tied with Sven Co-op bugs. And if players are using such exploits, its their decision and responsibility. Thanks for showing anyway.

Good karma+1 vote
FreeSlave
FreeSlave - - 274 comments @ Field Intensity Sven Co-op Port

Good idea. We'll add them a bit later

Good karma+1 vote
FreeSlave
FreeSlave - - 274 comments @ Half-Life: Field Intensity

The mod hasn't been ported to Android yet

Good karma+1 vote
FreeSlave
FreeSlave - - 274 comments @ Half-Life: Field Intensity

You can also try setting hud_renderer cvar to 0

Good karma+1 vote
FreeSlave
FreeSlave - - 274 comments @ Half-Life: Field Intensity

Play in OpenGL mode, not Software.
We're aware of the issue and this will be fixed with the next update.

Good karma+2 votes
FreeSlave
FreeSlave - - 274 comments @ What are your thoughts on pre-disaster levels?

It depends on the plot of the mod.
If the main character works at some special section of the research facility (or just happens to be there at the pre-disaster time) and you have some ideas on what you could show there - something that provides more information on the plot, some details or side-characters that play their role further on or just something that we haven't seen before - then make a pre-disaster intro.
Half-Life has pre-disaster levels, but it reutilizes them later as post-disaster levels. And it's nice to see the same area in different states throughout the game. So if you can reuse these levels later, it's another reason to add the pre-disaster section.
Definitely don't make generic lab/office levels just for the sake of having them if you don't have any cool ideas about them.
As for the how long it should be, I think the HL's "Anomalous Materials" has a good length. Maybe a bit shoter is even better.

Good karma+3 votes
FreeSlave
FreeSlave - - 274 comments @ Field Intensity Enemies

You should destroy his shield. Explosives are the best do deal with it.

Good karma+1 vote
FreeSlave
FreeSlave - - 274 comments @ Half-Life: Field Intensity

Don't mess with valve folder when installing mods that have their own directory.
You probably had some other hl.exe instance running before launching the mod. Check the process list via the process manager.

Good karma+1 vote
FreeSlave
FreeSlave - - 274 comments @ Half-Life: Field Intensity

We prefer the original vort mesh. The HD one is too humpbacked. Btw the version used in the mod has clearer textures than original LD model.

Good karma+2 votes
FreeSlave
FreeSlave - - 274 comments @ the development of the mod

Keep up good work

Good karma+3 votes
FreeSlave
FreeSlave - - 274 comments @ Intense Force

It should be compatible. In fact it should have been never got broken by the anniversary update.

Good karma+2 votes
FreeSlave
FreeSlave - - 274 comments @ Intense Force

Thanks for reporting the issue. Fixed in the re-upload.

Good karma+3 votes
FreeSlave
FreeSlave - - 274 comments @ [OUTDATED] Field Intensity v1.5

Try running the mod with -noforcemaccel option (You can set it in Steam Launch Options for the mod).

Good karma+1 vote
FreeSlave
FreeSlave - - 274 comments @ End of the year update

Such an impressive update! With a lot of new features and great attention to details. The mod really starts to look like its own game now.

Good karma+2 votes
FreeSlave
FreeSlave - - 274 comments @ Half-Life: Field Intensity

We'll consider implementing a mobile version only after the new Xash3D FWGS engine gets a proper Android support.

Good karma+2 votes
FreeSlave
FreeSlave - - 274 comments @ Half-Life: Induction

I've just updated the upload. It should be compatible with both new release and steam_legacy one.

Good karma+3 votes