Goldsource mapper April 2001 - February 2007 / Source mapper November 2004 - Present /

Comment History  (0 - 30 of 264)
Kasperg
Kasperg Feb 17 2015, 7:39am replied:

There was never a "Part 3" planned or advertised as such. The Citizen Returns is exactly what we had planned as a sequel to The Citizen. All of the maps in this release already existed when we released Part II.

I do agree that a boss battle would've been a better conclusion. There just wasn't any point to adding another gunship or strider encounter, let alone use Dr Breen etc.

+2 votes   mod: The Citizen Returns
Kasperg
Kasperg Feb 14 2015, 4:12pm replied:

Currently on hold. But a lot has been done so far.

+3 votes   mod: Random Quest II
Kasperg
Kasperg Jan 25 2015, 6:11am replied:

We put several systems in place to hold back the level transition until the 4 allies are there, but it isn't 100% fail-proof.
However, I'm sure that if you reach the next map with no NPC allies with you, all four of them will spawn.
In fact, all maps that you start with allies by your side can be loaded separately and the NPCs should spawn in all of them.

+1 vote   mod: The Citizen Returns
Kasperg
Kasperg Jan 12 2015, 6:39pm replied:

There are no plans for a continuation of this story. We have a sequel planned for Random Quest, and perhaps another smaller project as well.
We need to distance ourselves from the HL2 themes a little bit. While there's advantages to building inside an established theme and story, it also limits our creativy, both in the narrative and visual sense.
We're glad you enjoyed the mod in any case!

+2 votes   mod: The Citizen Returns
Kasperg
Kasperg Jan 4 2015, 5:46am replied:

Episode 2 is needed. The mod is listed under the Ep2 category for a reason :)

+1 vote   mod: The Citizen Returns
Kasperg
Kasperg Dec 30 2014, 7:25pm replied:

Depending on when you start shooting, Larry will have a better chance of surviving. If you shoot too soon, you can't really cover him well. The best moment is probably before he actually steps on the platform. The other rebels join in at that point so they should be helping you take of the Combine. Larry also runs and hides in normal conditions.

+1 vote   mod: The Citizen Returns
Kasperg
Kasperg Nov 16 2014, 1:14pm replied:

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.

+1 vote   mod: Fallingliquid
Kasperg
Kasperg Oct 18 2014, 4:11am replied:

Verify the game files of Half-life 2 Ep2 (right-click menu on the Steam shortcut for Ep2)

+1 vote   mod: The Citizen Returns
Kasperg
Kasperg Oct 4 2014, 4:14am replied:

It's possible to drop something like a crate or monitor on top of his head to get rid of him.

+1 vote   mod: The Citizen
Kasperg
Kasperg Aug 30 2014, 10:33am replied:

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.

+2 votes   mod: Random Quest II
Kasperg
Kasperg Aug 25 2014, 6:23am replied:

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.

+1 vote   mod: The Citizen Returns
Kasperg
Kasperg Aug 25 2014, 6:20am replied:

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.

+2 votes   mod: The Citizen Returns
Kasperg
Kasperg Jul 21 2014, 5:45pm replied:

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.

+1 vote   mod: The Citizen Returns
Kasperg
Kasperg Jul 16 2014, 11:00am replied:

It's intentional.

+1 vote   mod: The Citizen
Kasperg
Kasperg Jul 8 2014, 3:33am replied:

It has been for quite some time.
Moddb.com

+1 vote   download: The Citizen Returns
Kasperg
Kasperg Jul 6 2014, 4:16pm replied:

Press crouch or jump when you're in the vent. One of them should work.

+1 vote   mod: The Citizen Returns
Kasperg
Kasperg Jul 6 2014, 10:44am replied:

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 :)

+2 votes   download: Russian subtitles
Kasperg
Kasperg Jul 4 2014, 10:55am replied:

Yes. This mod actually replaces Part II entirely and begins with those maps.

+1 vote   download: The Citizen Returns
Kasperg
Kasperg Jul 3 2014, 4:11am replied:

That was the end. Next thing you'll see from this team is our mod Random Quest II Moddb.com

+1 vote   mod: The Citizen Returns
Kasperg
Kasperg Jul 3 2014, 4:10am replied:

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.

+1 vote   mod: The Citizen Returns
Kasperg
Kasperg Jul 1 2014, 4:46pm replied:

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.

+1 vote   download: The Citizen Returns
Kasperg
Kasperg Jun 30 2014, 5:42pm replied:

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.

+1 vote   mod: The Citizen Returns
Kasperg
Kasperg Jun 30 2014, 2:38pm replied:

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.

+2 votes   mod: The Citizen Returns
Kasperg
Kasperg Jun 29 2014, 10:05am replied:

Which of the three options did you pick?

+1 vote   download: The Citizen Returns
Kasperg
Kasperg Jun 28 2014, 4:26pm replied:

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.

+2 votes   mod: The Citizen Returns
Kasperg
Kasperg Jun 28 2014, 4:31am replied:

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.

+1 vote   mod: The Citizen Returns
Kasperg
Kasperg Jun 27 2014, 9:51am replied:

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.

+1 vote   media: The Citizen Returns Screenshots
Kasperg
Kasperg Jun 27 2014, 3:10am replied:

The mod was first released in 2007. It sort of makes sense, doesn't it?

+1 vote   download: July 2010 Patch
Kasperg
Kasperg Jun 27 2014, 3:03am replied:

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.

+3 votes   mod: The Citizen Returns
Kasperg
Kasperg Jun 26 2014, 4:59pm replied:

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.

+1 vote   mod: The Citizen Returns
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