Goldsource mapper April 2001 - February 2007 /
Source mapper November 2004 - Present /
I thought Valve discontinued support for AppId 215!
Are you sure this works?
Part 2 has been ported since it's also in the next release. Can't say the same about the first one. We would do more changes to it if we ever re-released it. But never before the release Random Quest II, if at all.
It will depend on a few factors, including availability of our regular voice actors. I'll probably put up a Moddb entry for it when we are done and in the process of intensive playtesting. I'm guessing this could be in April.
No sewers are present in the next 8 maps. Although there is plenty of water. And toxic slime too.
Valve's discarding of the engine version used in The Citizen Part II (AppID 215) causes several problems with this mod. Broken scripted sequences and animations among them. I have spent a few weeks and sorted them out for the next release.
As for what you can do now, faced with that situation:
Use the game console and type this line
ent_fire seq_left4dead_* CancelSequence
and then type
ent_fire seq_left4dead_tostairs BeginSequence.
That should sort it out. However, you'll run into a lot of these bugs in the next maps, I'm sorry to say. Most notably in the last map, where the rebels that vote get stuck on a loop.
They mostly play "Lemmings", "Pikmin" and "Destroy All Humans".
This mod was split in two back in December 2010. Only 9 maps out of the 17 total that we had made were considered playable.
Those 9 maps have been improved upon and the next 8 are being completed as of now. Possible release (if all voice acting can be wrapped up) in a couple of months or so.
Copy the vtf files that don't have "_widescreen" in their file name and add it to them.
I really have no idea. To be completely honest, it's been more than 2 years since I've had "The Citizen Part II" in my Sourcemods folder. I only have the next release (that includes all the maps in part 2) so I haven't really checked if Part 2 runs or not. Nor am I aware of the specific fixes needed. I would discourage anyone to play Part 2 now, since my idea is to release the whole thing in two or three months.
The engine for which it ran, AppID 215, is no longer supported by Valve. Even if you edit the gameinfo.txt in the mod folder to make it appear in Steam and run, it will eventually crash. Wait a few months or so for the full release. It'll be worth it.
The Citizen Part II is currently broken. There are some fixes to the gameinfo.txt that can actually make it run, but it will crash in some maps.
Wait a couple of months and you might be able to play the whole thing :)
I finally have a stable version of the mod running, although I'm not sure if it will work with Ep2 or will need HL2 installed too.
Most of the issues that need fixing are the different way the engine code has of handling scripted_sequences. AppID 215 did it differently, and AppID 420 has a horrible habit of getting stuck on looped sequences, not displaying certain animations that worked before, etc.
Slowly, I have been sorting most problems out (the map where you rescue Larry is proving difficult to fix due to the sheer amount of sequences) while implementing the rest of the voice acting.
Subtitles for 100% of the mod dialog will be available, although I'm not sure if we'll add close captions for languages other than English and Spanish.
I'm also on the thread considering using HDR lighting. It seems our custom 2D skyboxes would need to be edited or else outdoors HDR is impossible right now.
If all goes well we could be looking at the release of Part3 around March 2014. It will depend on the availability of our regular voice actors though.
And Valve not updating (breaking, messing up) the HL2 engines, of course.
Since I wrote my previous comment I have been able to fix all of the game-breaking bugs in 16 of the 17 maps, so we can consider that very, very good news.
With the steampipe conversion of Half-life 2 etc, the current engine build we were using for The Citizen 2&3 is pretty much gone from the editor and impossible to set up properly. I have been doing some testing with the Ep2 engine but it brings up more issues than it solves.
Playbus and I are more fans of the content creation part of the modding process than the engine/bugs/fixing aspect of it, which is why we have been making some very nice progress with Random Quest II.
We will shortly make a decision on what will happen with the unreleased maps. Ingame text messages instead of the missing voice acting is even a possibility at this point. We'll see.
Also, There won't be a separte "Part 3" release. The maps from The Citizen Part 2 have been improved upon since 2010 and would be released along with the remaining maps.
Looks great so far.
It's an ingame screenshot :)
This would be a real aerial picture of the place
The ball is a reference to a very popular 80s and 90s anime. More hints on the opposite wall to the chest where you found it ;)
I was unable to fix the dissapearing disk even though I tried. The entity setups are the same as for the other disk (except the disk names) but for some reason it likes to teleport itself to another part of the map (under the river and near the map limits). Since you can restart the map as many times as you want, it shouldn't be a problem.
The ball is just for throwing around. Doesn't do anything on its own. You would need another six just like it, but there's only one in the map ;)
I will try to have a working download before 23:00 GMT today.
We are both alive but our lives have changed a lot in the past two years. I have been away from mapping for a long time but will be returning soon.
The Citizen Part 2&3 is still in the same "almost complete" state as it was when I last commented here. Some voice acting left to do, joining two of the last maps and possibly (although I feel unlikely now) implementing easter eggs.
However, it's much more likely you'll see the sequel to our 2009 mod "Random Quest" before this one comes out. I'm also using my newly acquired 3dsmax and Zbrush modeling skills to re-release my Fallingwater map for Ep2 (expect that one in the following days or weeks).
So my question is, ¿Is anyone interested in an unfinished version of The Citizen 2&3 (you could say an alpha/beta sort of thing)? Otherwise it's still months away. Sorry for the delays.
The next part of the citizen is really just pending voice acting and an easter egg system. It shouldn't take long when we get to it. But getting to it atm is the tricky part.
As for Random Quest 2, there's quite a lot made, but currently disjointed (Hence the 'Random' part, like the first mod :D )
Currently on a huge mapping slump. I have moved houses this past Christmas and don't even have STEAM installed on my desktop computer.
The "To do" list is down to voice acting and (not sure yet) easter egg implementation.
Although there's very little left to do, it's going to be tough getting it finished.
A couple dozen problems came up when we attempted to do that. Ranging from texture alpha channel problems to missing npc animations and broken choreographed scenes. We prefer to use our time to create the actual content rather than fixing those issues.
Expect the Random Quest sequel to be made in the Ep2 from scratch, though :)
There are quite a few things to do in the building before leaving.
Try the youtube walkthrough available in Planet Phillip's page for this mod (youtube user HL2mod)
The Citizen 1 is already on Desura.
Since this version will be obsolete after the next release (Part 2+3) I don't think it's imperative.
That's easter egg-related, so it won't be useful until the next release.
Break the wooden boards in one of the attic walls and leave through that gap.
There will be no announcements soon. The mapping itself is done, but Faceposer not working with Windows7 (and other voice acting related issues) have to be sorted out before we can get it completed.
So it's currently on hold.