Goldsource mapper April 2001 - February 2007 /
Source mapper November 2004 - Present /
Still shows up as Fallingliquid in my games list. I know for a fact that some mods just register as "Half-life Ep2" to everyone else when you are playing. But I don't know if that's been fixed.
Verify the game files of Half-life 2 Ep2 (right-click menu on the Steam shortcut for Ep2)
It's possible to drop something like a crate or monitor on top of his head to get rid of him.
It's something worth thinking about. RQ1 pushed the engine limits and our BSP files maxed out on a lot of things. Perhaps an Ep2 version of RQ1 on par with what's coming wouldn't be a bad idea.
I'll see if Playbus can track down the files.
Sorry for replying so late. You probably figured it by now. As for anyone with the same question, just release the pigeon near the window with a hole.
This has sadly been reported before.
-If you restart the level via the game console, all four NPCs will show up (you'll lose ammo and easter eggs that you had up until then)
-If you 'noclip' out of that area, you will miss the briefing (Argento is the one usually missing) but the rest of the map will work fine.
-If you reload your latest saved game in the previous map, chances are the map transition might work properly the next time.
As a side note, do you remember if you went with all of them through the last door or did you wait some time? Knowing that might help solve the issue for a fix.
The Citizen Part II didn't include the maps from The Citizen (except a little chunk of map in the intro).
The Citizen Returns begins exactly where The Citizen Part II began. That is, after the train incident that ended The Citizen.
It has been for quite some time.
Press crouch or jump when you're in the vent. One of them should work.
Moddb user MisterDude made the translation. Obviously there's no way for me to proofread it without learning Russian first.
Since the closecaption_russian.txt file is available in the patch, you are welcome to check it and send me a corrected and improved version :)
Yes. This mod actually replaces Part II entirely and begins with those maps.
That was the end. Next thing you'll see from this team is our mod Random Quest II Moddb.com
Yes. Only four characters call the player soldier.
-One of them you only see in the second and third map.
-One only shows up in the fourth map (the Odessa-type guy).
-The 'commander' only talks to the player in the 9th map.
-As for Larry, you see more of him, and he does refer to the player as soldier. Sorry if it's annoying.
The old Source engine is gone (AppID 215). The Citizen can only be played by tweaking the gameinfo.txt file and having it run in other engine versions. How "playable" it becomes is subject for debate. I think it's unplayable.
Recompiling the maps might be possible, but it's not high on our list when it comes to future mapping plans.
As explained in the Readme pdf, we couldn't fix this issue without coding. Letters work as regular buttons do. You must be looking at them to trigger them, both to read and to stop reading them.
Stack some crates to get over the Combine metal shield and reach the button to deactivate the forcefield.
The only ally NPCs in the yellow building are either dead or die very quickly. You don't need them to proceed to the top.
Which of the three options did you pick?
You didn't make it in time to safety. Go back to the autosave where the radiation doors open and Sarah escapes.
You have to be further away from the explosion to survive it. If you saved it before getting in the cart with too much of a delay, you'll be doomed in all your attempts.
No. The trigger_weapon_strip entity is somehow bugged and this can happen sometimes. We did re-check the entity setups and nothing was out of place.
It's never happened to me even though I've been through that map transition... quite a few times :) But as I said you're not the first to report this.
The Citadel cables not being affected by the fog does take a bit away from it.
As for the screenshots themselves, I tend to use a bit of sharpening and I offset the image's green channel by half a pixel.
The mod was first released in 2007. It sort of makes sense, doesn't it?
Part I might work somewhat with some fixes to the gameinfo.txt, but I'm not sure. Other problems are:
-The maps themselves are almost 7 years old and are a noticeable step below these in quality. Layouts, lighting, time it takes to run through them etc.
-Some of the same models have different skins in each mod.
-The engine updates since it was released cause severe problems in the maps (they do so in Part II and Returns, but less), such as disappearing geometry.
Basically, it would be a tremendous effort to put those 16 maps up to date again.
Use a combination of the crate and the blue barrels nearby. Something happened the last time I compiled that crate prop and the physics are a bit jerky sometimes. But it's do-able.
You're not the first person to report this. I really don't know what could be going on. Try re-installing Ep2 or re-validating the game cache files.
As stated in the readme, this was impossible to fix without coding. You must be looking directly at them to trigger them off. They work like all regular buttons in the game.
The music tracks in the end credits are "The Long Road Ahead" and "Atlantean Twilight", both in the sound/mp3 folder. Cas1 is just just music for the casino.
Is the file missing? cas1 is the intro music to the casino level. If this is not working I suggest you re-download the mod again or place another sound in the sound folder and give it that name.
This mod is now obsolete.
All the maps of The Citizen Part II are part of The Citizen Returns.
I'm sorry to hear that. I spent hours playtesting that part in particular, and the only problems came up when Larry actually got to the top of the platform. Besides that possibility, I've never seen him not run for cover when the mayhem starts :(
Try verifying the Game Cache in the Ep2 shortcut's options. I'm not sure what could be happening. The mod loads fine for me right now and my Ep2 seems updated.
Try starting the shooting at different moments, preferably before he gets on the platform. And take out the elite soldiers first. Larry should run for cover not long after. He has to be in plain sight too. Shooting immediately after they've brought him out will make things harder.