The MMod Compatibility Patch was designed by a third-party therefor I cannot offer any support in that regard.
The MMod Compatibility Patch was designed by a third-party therefor I cannot offer any support in that regard.
Hey thanks for sharing! Always nice to see people’s experience playing though!
Yeah I figured out what went wrong. My archival software seemed to have missed a few files when compressing the mod, but this issue has since been fixed. You can download version 1.1 and everything will work as intended.
Yeah I figured out what went wrong. My archival software seemed to have missed a few files when compressing the mod, but this issue has since been fixed. You can download version 1.1 and everything will work as intended.
Not sure how it happened, but quite a few sounds were removed from the file directory. A patch with the missing sounds will be released before the day’s end.
Not sure what would be causing this, but I will investigate.
That’s odd. Feel free to join our Discord and I can try and help you sort out the issue later on today when I get home from work. Discord.gg
THAT WAS AWESOME!
I really hope this mod continues with the quality it's shown in this preview. I'm really glad that something like this exists as while I really am excited for Guard Duty and OBM, I like the look of these types of projects a little more simply because they have the same models, sounds, and consistency between the parts of the levels that cross over with Black Mesa, similar to how the original expansions handled it with Half-Life 1.
Looking for more “full game experiences” that cater to a large audience. My guess is, it’s mainly due to how short Local-Motive is.
Actually Local-Motive was developed by Abraham Lee (ihonnyboy). I’ve just been working the development of it’s refreshed Steam release alongside Abraham to add stuff like developer commentary system and refine some of the gameplay and visuals. Levi, the main character of Local-Motive was planned to appear in Reclamation Act and that’s where the idea of bringing Local-Motive to Steam came from, as it would be hard to make a sequel released on Steam without having the game before it also on Steam. Now that it’s almost ready for Steam we’ve been working on ways to bring Reclamation Act back into the fold. A reboot felt like the only option since we got a little too over ambitious with Reclamation Act and needed a clean start with a solid and organized development base.
Everyone! This mod is being rebooted! Please be sure to check out Local-Motive: Definitive Edition as this reboot is planned to be a sequel to that mod. Right now we are currently in the writing/planning process, but a ModDB page will be created once we have stuff to show.
We’re currently in the planning stages of a reboot of this mod as we did not like the direction this one was going in.
We took things back to the drawing board to make some major refinements. We'll make some sort of announcement about what we've started working on once we have enough to consider worth posting about.
Ambience seems on the loud side for what is I'm assuming an abandoned part of Aperture, but other than that it's looking pretty good :)
We'll likely be looking for beta testers at some point. When that time comes, I'll keep you in mind. As of right now, we're really ironing out some new and exciting story/plot details.
Sorry for the late reply. Here you go! Discord.gg
Lot of backwoods in the chapter I'm currently working on. This whole nature trail idea I'm going with might have taken some inspiration from it...
Yeah I noticed that once I took the screenshot, but didn't want to take the time for another full compile. Already fixed
The holiday slowed down my workflow, but I'm getting back into things. Progress might not return to the speed it once way as I've started doing some volunteer work around town. I am still working on Reclamation Act, and I hope to have some more media out soon, so stay tuned!
It can't be yet. It's still in development.
The time changes as you progress through maps, just like in HL2. Source isn't capable of a true day/night cycle. In the case of this area, the player passes through it at a later date, hence the time change.
A bunch of different sounds mixed together. Makes it super easy to modify based on preference and/or feedback :)
I then use it as a base for other soundscapes. For example, I can child it to another soundscape that just plays occasional zombie sounds, or one that adds water sound effects for a nearby river, all without having to reference the specific sound effects all over again.
Would it be cool if I used them in my mod?
Moddb.com - link to my mod
If you're okay with it, I actually have a question regarding the models, so if you could DM be that would be great! Thanks in advanace :-)
Couldn't tell ya, as I've never used an OS outside of Windows. But best of luck to you :-)
All you should have to do is install Source SDK Base 2013 Singleplayer from the Tools section of your Steam library.
Actually, I'm one for the little details, hence all of the electrical piping on the walls in some of my newer screenshots. That decal however, slipped past me. Thanks for pointing it out!
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