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Linked it on our twitter. Thanks for the support, really appreciate it.
The folder needs to be called "MissingInfo" for it to work.
512x512 texture for that? Oh my.
Check the console for texture names, and I'll supply you with them.
The HMG and SMG2 should be in the mod as far as I remember. The Brickbat and missle launcher aren't. They're not being included.
That should give you all available weapons.
They used to be in "<path to your Steam Folder\Steam\SteamApps" but they're not being used anymore so they might not exist on your system.
You can find the skins and models manually in the Half-Life 2 GCF files, if you've still got those lying around. If not then wait for a patch from us (no date yet).
As for the node graph out of date, that's not critical and won't affect your gameplay experience.
Source SDK Base 2007 the SteamPipe edition. Half-Life 2 and Half-Life 2: Episode Two would be good to have as well.
ok thanks for playing.
Haha, oh boy! This is almost worth an update :)
Make sure to upload a video of your despair and hopelessness to YouTube! Thanks.
Yes, we've got more followers than ever, and the numbers keep rising.
Also nice edit fuckface.
**** the "public". We're making this mod for own sake, and not some whiny-*** 12-year old claiming we owe him something because he's too inept to do anything on his own.
Have you managed to fix the Hydra so it isn't a laggy ************? I thought not. Fix that and we'll talk. We're not wasting anyones time on animating that blue ****.
You can take your flames and get the hell out of here. I don't care what you thought. We're not your punching bag.
As Junk said, you're in too much denial to realize you might be the biggest ******* that's ever come across this page. You're not the all-knowing-leak-god so shove that attitude up your *** or leave.
As Junk again pointed out, you don't know what we've tried. We've been around since 2005, we've had plenty of time to mess around with ****.
You know what I'd appreciate? If you stopped assuming things based on your interpretation of past events.
We're not implementing the Hydra, and we're not wasting time on arguing with you when all you're doing is insulting our team and the people behind our mod.
There's no point in trying to argue this with you because you obviously doesn't value reason at all.
Take it somewhere else. May I suggest http://agnmi.roflforum.net?
Any more posts like these that I feel is slightly insulting to anyone on this page, this team or anything in that nature will be deleted without further warning.
Have a nice day.
Feel free to do that. I'll include the code in the binaries so at least you'll be able to spawn the entity but I won't spend any time on fixing anything.
Biggest problem being people will see the Hydra and want to fight it. So they'll actively pursue something that'll always kill them. The Hydra will not be included in our mod.
Have you tried fighting the Hydra? We're trying out concepts because just cutting it. We're not idiots, and I'd appreciate it if you stopped suggesting it.
Same reason Valve cut it from the game.
You need to extract the mod to <Path to your Steam Install>\SteamApps\SourceMods\.
You need to restart Steam before the mod will show up in Steam. It should be listed as a separate game.
Feel free to send me a private message if you need more help.
Valve removed a bunch of textures when HL2 and EP2 was converted to SteamPipe, and that's why they're suddenly missing from Missing Information. They'll be readded in an upcoming SteamPipe patch (no idea when it'll be ready, please don't ask).
You shouldn't have to change anything in the gameinfo.txt. Upload a couple of screen shots of areas with missing textures and I'll check it out.
Just send them in a private message to me.
No we haven't.
Episode Two is required since we use some models and materials from that.
Could you send me a picture of these bugs?
There'll be a SteamPipe version of 1.6 coming.
The Combine works in mysterious ways :)
You don't have to reassign the textures in 3ds Max. Only if you want to see them in 3ds Max. If you export it without reassigning the textures it'll work just fine when compiled.
Yes. Much better. The yellow lights. They rarely look good, same goes for red lights (see the 1.4 Borealis).
Is this image down scaled? Everything seems more jagged than usual.
Terrible. Nobody would be able to look at that for a longer period of time. Bloom is a terrible effect.
Imagine if I made a website with colors like that. You'd close the page after a few minutes because your eyes would be tired from looking at the page.
Odd. Does the 3d skybox fog color match the world fog color?
Get some proper particles in there. The fog is a bit too harsh on the chimney.
This would be the proper fix.
This image shows it quite well.
Check the texture they're using on the chimney, and check the real VTF file. You'll notice the colors are a lot different. E.g. they used color correction to change the color saturation.
Does this have some sort of terrible color correction applied? Everything looks like poop.
Draining the colors from the scene is a terrible idea.
Holy butts that fog effect is terrible! There simply is no other way to put it.
Did you skip vvis, or is the 3d skybox just placed retarded :P?
Fairly certain that those aren't decals.
Please don't do this. It's terrible. Fog should be subtle, not all up in your face. I don't think the AI takes fog into account so you could be shot by some silly Combine soldier, and you wouldn't even be able to see him.
The lighting doesn't fit at all. The light under the bridge really makes that clear. I'm guessing this is still showing off that old map thingy?
A little too dark.
Ah, I completely forgot about this. It would be cool to see a video of your progress :)
I'd do it the other way around. Before you know it the exterior will **** over your interior :P
What's the bit rate on this?
Can't see ****.
We're not ;)
Are you planning on using a different model for the AK47?
Most likely the code for the sniper rifle. My best guess right now is the act table.
Sounds like a problem with the weapon code. Hard to tell without having everything in front of you.
The code is my best bet.
Quality of the shadows is the lightmap scale.
I'm guessing you're going to use the particle system?
Uh oh! The lightmap scale could use some tweaking in that shot ;)!
Are you planning on a different precipitation system? I never really liked what Valve gave to us in the SDK.
Good to see a lot of updates! Maybe break up the texture repetition a bit?
You should break up the repetition on the buildings.
Looks pretty repetitive tbh.
The muzzleflash position could need some tweaking. Other than that (and the floating weapon on the right) it looks alright.
Fits just perfectly. You can see it ingame in the other images that's been added!
Its a working progress. We've scaled it down for exactly that reason ;)
I READ IT LOL
Uh oh! Didn't think anyone would see it this fast :P!
All videos uploaded here are on our YouTube account too, where they most likely will be uploaded first ;)!
Call it whatever you want. This is the last update as you say, but after that we will be releasing episodic content, not mappacks :-)
I didn't really feel like changing map to show off a new weapon. And I certainly aren't posting renders.
I kinda felt this place was too empty. Figured I'd add some media, people might get interested by seeing it so... :)
I took the liberty of deleting your comments on Gabe's Love Tub group, and the mod Missing Information seeing how you didn't want to elaborate on the matter. Have a nice day.