This member has provided no bio about themself...
We still haven't updated but you're still an ******* so I guess we're even.
There is no original hl2 story.
I think to make the fassassin work you have to save and reload after spawning it.
Maybe, maybe not.
Tundra_cool has a games industry job and probably has better things to do. Mods are a hobby and hobbies have a tendency to get pushed aside by real life. If you are that offended by a mod not being updated, you need to get away from the computer and get some fresh perspective on life. I am sick of talking to people like you.
Banker2001 tells me you are a horrible person and that I should never let you work on Missing Information. What did you do to him?
Actually I just went and looked at the Provenance page and all the garbage you posted on it and you seem like an entitled little ****. Stop that.
hope this helps
Tundra_cool hasn't been on the team for some years now, but we're on good terms.
Start and end fades are set up beforehand. When Valve demonstrated it, they weren't playing a video, they were running the actual game with a script that played demo files. If you listen closely to the camcorded videos of the e3 demos, you can hear the "pre-cache jitters" sound effects as a level finishes loading between scenes.
The untextured ends of the docks map is irrelevant anyway, they set up that version of the map to only look good if you were standing on the end of the docks. The trigger to fade out is in the water.
The fades were set up in Hammer beforehand. For the demos to work, the player had to wind up in that specific scenario. Like I said before, the e3 demos are entirely scripted ********. Sorry, but you were wrong when you argued with that person. As for the Striders being shot by bullets: I remember that Valve was being cagey until release on how or even if the Striders can be killed. None of the demos shown before release ever had a Strider get killed, and the e3 2004 demos showed one being pummeled by about two dozen rockets. The purpose of the demos is to build anticipation and intrigue and shooting the Striders with the MP7 is just a part of that.
I have no doubt in my mind that the E3 demos were recorded by developers. The maps are designed to be showcases. The triggers and scripted events are set up way too precisely for a tester to just stumble upon and make it look that good.
The point of the E3 chapter is to just pretend you are doing the E3 demos. They are 100% scripted ******** and I think we even put a disclaimer message about them... does that still work?
You may see a more playable version of that map in the future... ;)
Well, there isn't really a real "old story" more like a collection of ideas for the story that Valve eventually scrapped. We know them through careful analysis of the files from the anon leak and from reading Raising The Bar.
Thanks! Glad you liked it!
I dunno, are you?
Thank you for being literally the first person to say they like the rooftop map!
I would like to suggest that you not use the low-res composite building materials. They are pretty damn ugly.
Seriously fix the fog effect guys, or pick a skybox that matches it.
The mod's folder has to be named MissingInfo. Are you sure you put it in your sourcemods\ folder? There is no reason it wouldn't show up in Steam.
Oh yeah lol
What are you even talking about?
No way, man.
Dude shut up already.
Also I don't really know what any of that has to do with what I was talking about but whatever.
I'm not even going to answer this question because that would be an update.
Alright, I see what you're saying now. That's a good analysis, but "proof" is a pretty strong word to use when we really don't know what Valve was thinking at the time.
I think you're drawing connections that aren't there.
Just because the Assassins were cut does not necessarily mean the whole Borealis was cut for that reason. The Borealis went through a few different roles during development before being cut.