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Infinite_Data
Infinite_Data - - 14 comments @ Panopticon

That is rather unlikely right now. I have no experience with MMod and while I'm sure there are tutorials on how to implement it in another mod, that is not what I'd like to focus on right now. I have begun work on another mod and I only planned to revisit this one whenever I came up with a major fix for it. I could consider having someone else do this for me but up until now, Panopticon has been 100% a one man job and I don't think any of my friends could be of much help here.

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Infinite_Data
Infinite_Data - - 14 comments @ Panopticon

Since you requested it, detailed fix descriptions will be included from now on.

As for the turret, yes, it should fire on you. If you trip the lasers, the turret will attack you. In fact, tripping the lasers should be the only way to get it to activate at all. Since it's a resistance turret, it will shoot all non-resistance/citizen NPCs automatically, it's also set to attack the player as well.

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Infinite_Data
Infinite_Data - - 14 comments @ Panopticon

Are you playing 1.1 or 1.2? This was fixed in 1.2, or at least I attempted to fix it.

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Infinite_Data
Infinite_Data - - 14 comments @ Panopticon

I still haven't figured out why this happens, though the fact that it occurred to you when going this way sheds some more light on the issue. Try to enter the tunnel in the very centre or check to see if the game didn't actually load the next level and create an autosave past the level change. Alternately, at this point you can take the other way around, go through the "residential" map instead. I will continue to investigate this and I'm disappointed that my attempted fix didn't work (as I assume you're playing the 1.1 version).

Edit: after reading your comment again, I realized I misunderstood you. You're saying that the game crashes whether you go through the tunnel under the train tracks or the one near the sawmill? If that's the case, that changes a lot. I assumed the problem originated from one of the levelchange triggers. This would imply that's not the case at all.

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Infinite_Data
Infinite_Data - - 14 comments @ Panopticon

I actually found out that the gate has no collisions myself while working on its button, so that's been fixed. I would very much like to hear any other observations like this you might have. I had a few of my friends test the mod first but clearly they didn't notice or experience many of these issues. Panopticon 1.2 will feature fixes for the "commercial" Combine gate, its corresponding button and what we've come to call the "zombie closet". I'm uploading it now and it will be available as soon as Moddb authorizes the file.

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Infinite_Data
Infinite_Data - - 14 comments @ Panopticon

The outskirts->commercial freeze is an issue I've been working on for a while. I hope 1.1 will fix it but I have my doubts about that. It seems to occur only if you walk into a specific spot.

Many thanks for reporting that lock, it does in fact have a flag I neglected to check.

The sequence break you described is something I probably won't address, as I'm sure there are numerous ways you can achieve similar effects if you really try. You can always just grab a piece of wood and fly over the map if you want to. I'd have to glue every box to the ground or put invisible walls everywhere and that's something I'd prefer to avoid.

I'm not quite sure what you mean about the Combine gates. I assume you're referring to the blue forcefields. If that's the case, that is how that texture works. It only appears when you get close to it.

I'm still rather surprised by the zombie issue but if it is something that happens commonly after all, I'll go ahead and prevent it. Since all these issues concern the "commercial" map, I'll try to roll out 1.2 today with an improved version of that level.

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Infinite_Data
Infinite_Data - - 14 comments @ Panopticon

Oh, I've thought about a counter like that but it would require a lot more work than you may imagine. The entire upgrade system, while far from perfect technically, has the advantage of being completely contained within the maps - meaning there is no real "modding" involved as such, it's just part of the level design. There is no efficient way to handle a module counter this way.

As for the zombie, you must be extremely unlucky. I have played that part dozens of times and never encountered that issue, even now that I actively tried to. Neither has anyone else reported it. I'll keep it in mind but theoretically, this applies to a lot of areas throughout the mod.

Finally, like I said, it's not cool that you found a module and couldn't get it because of a bug but you were not actually stuck. There are 38 modules altogether. 36 are required for the forcefield upgrade. If the "zombie closet" module brought you up to 36, there were still 2 others you could have found instead. I could make a crude map with all the module locations but I'm not sure how to publish it so that only people who need help can see it.

And thank you for the review, it means a lot.

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Infinite_Data
Infinite_Data - - 14 comments @ Panopticon

The "zombie closet" door has no inputs, I've just checked. Nothing can lock it. You must have been extremely unlucky and somehow got the zombie to stand in a really specific position where it somehow prevented the door from opening. I assume that's theoretically possible but I've been unable to replicate that situation. However, while I appreciate your information, I don't think this unlikely issue is fix-worthy, and here's why: I always knew players may end up losing or missing some of the modules, so I left a "margin of error" - at every point of the mod, you have access to 2 more modules than you need. You can complete the whole thing without getting all of them. So while it's very unfortunate that the zombie decided to rob you of a module, you must have missed 3 other ones elsewhere.

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Infinite_Data
Infinite_Data - - 14 comments @ Panopticon

I don't believe that's possible, unless you didn't kill the metrocops that appear after your return from the docks - but if she was killed by them, you should get a game over screen. It must have been a rebel that spawned with the same head. That would mean she's still at the pub, in which case I have no idea what could have happened. If Kira is in the pub and you can open other Combine doors on the same map, you must have encountered some strange bug not related to the way the level is designed. One last question I can ask is whether you tried to open the gate before you got the appropriate upgrade but if you didn't, I'm afraid I don't have any idea what the cause of the problem could possibly be. I'll keep checking the map but so far I've found nothing wrong with that button. Meanwhile, I suggest you just noclip through the gate.

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Infinite_Data
Infinite_Data - - 14 comments @ Panopticon

Yes, there is a separate power that allows you to walk through forcefields. The RPG forcefield going down is an oversight. As for the lock, I'm really confused. It is handled by an invisible button that starts out locked and becomes unlocked once you have enough modules. But it's handled by the same output as all the other locks on the map so it really should be impossible for it to stay locked when all the others are unlocked. I intend to upload an update for the mod with an improved version of the "outskirts" map today. It will fix the forcefield oversight and hopefully the level change freezes too, though I can't guarantee that as I only have a theory as to why they're happening.

Edit: this might be a bit weird but it would help me determine what is wrong with that button - could you tell me where Kira, the resistance engineer, is at the moment in your playthrough? She will be either still at the pub or out in the street.

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Infinite_Data
Infinite_Data - - 14 comments @ Panopticon

That is very strange and I'm honestly absolutely baffled how that could have happened. In order to get the upgrade that allows you to walk through Combine forcefields, you need to get at least one of the modules from behind the gate unlocked by that button - there simply aren't enough modules to do it otherwise. I will look into this but I'm quite stunned, nobody has reported anything like this and I'm fairly confident it should be theoretically impossible. Can you interact with the other Combine buttons on the same map?

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Infinite_Data
Infinite_Data - - 14 comments @ Panopticon

You're not the only person to report this issue, so this will be a top priority for a fix. However, to be honest, right now I have no idea what the cause is. Maybe Source doesn't like diagonal level change triggers?

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Infinite_Data
Infinite_Data - - 14 comments @ Panopticon 1.0

Could you elaborate a little more? There aren't that many background sounds other than the music, so I'm not sure what you're referring to exactly.

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Infinite_Data
Infinite_Data - - 14 comments @ Panopticon

You do need all 3 versions of the SDK (basic, 2006 and 2007). If you still have trouble getting the mod to show up in your library, try verifying the file integrity of HL2, Episode 2 and the SDKs.

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