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Would be lots of work though (and editing brushes/terrain is pretty much out of the question). I want to focus on things which are hard/annoying to do in Hammer.
See the changelog in "read more". It's mainly bug fixes, updated maps and two new maps.
Click on "Read more". It's not possible to add all the changes in the "short description" part.
I will change it for the next release.
Correct. You can't bind some of the keys in rts mode, because they are reserved for hotkeys.
Thanks for your input, it would end up just as fast. There is no difference anyway when moving one or more than four units.
How so? The Alien Swarm engine is less demanding than the 2007 Source engine. And the mod will still require HL2: Episode Two.
We have armor types but the values are still a bit conservative.
See the following link: Hl2wars.com
Use Desura in case you want incremental updates.
I doubt you have been waiting for this mod 1 year, since the mod has been started 4 months ago ( and went public 2 months ago ).
I wouldn't say it's frozen, but overall the team is not very active.
We got a lot of new stuff in the dev build, of which the combine vs rebels and real base buliding are the most important new features. So a new release will certainly come. But I would also like to have some servers up when we do a new release...
Coding wise I'm currently porting the mod over to the Alien Swarm engine (because of the performance improvements).
It means you do not have Episode Two installed.
Source sdk 2007 includes all half life 2 models/materials.
However it does not include content from Episode Two and we do use some content from that game in hl2wars.
That's fixed in the current release.
Yes, in our current dev build they sink into the ground (and throw around some smoke and explosion particles).
Make sure you first installed 1.0.3 and then applied patch 1.0.4. The bug you describe is patched in 1.0.4.
Probably not, because the models are from l4d (and that video runs on the alien swarm version of the mod).
However the normal hl2 fast zombie is included, which uses the same climbing code (although it has less cool animations).
Sure, why not. Something like this?
First wave: headcrabs
Third wave: headcrabs + normal zombies
Fived wave: headcrabs + normal zombies + fast zombies
Both will be included.
Currently we have the following units and buildings per faction:
I'm not sure what you mean with "village, zombie takeover, and combine station levels". If you mean the maps in the addon section: they only work with release 0.5. The current releases (1.0 and higher) basically have nothing to do with version 0.5.
Skirmish provides three game modes:
Sandbox: No objectives, just spawn units using the provided tools.
Annihilation: Start with a base building, produce units and kill your (cpu) opponent.
Overrun: Start with base building and defend against waves of antlions.
In the Annihilation gamemode you can only play with "Antlions". In the Overrun gamemode only with "Combine".
In the next release this will be changed to "Rebels" and "Combine" in the main game modes.
The next version will have rebels vs combine (including a lot of base building).
"Desura is a digital distribution app created by the Mod DB, which allows you to install and play mods with one click. So if you want to play Half-Life 2: Wars and other great Half-Life 2 mods like it, we recommend you give Desura a try, it is free to use and makes installing mods simple."
Good point, right now you won't be able to see the enemy. But this could be improved of course (if needed).
It's a bug in version 1.0.3, so you likely didn't installed 1.0.4 correctly.
In sandbox there is already an option to directly control an unit (in thirdperson). After taking control you can go into first person using the console commands (firstperson).
It's certainly possible to do ( Youtube.com ), however I think we lack time and (active) team members to integrate this into the mod in a nice way.
As long as it's static/part of the world: yes. It uses the navigation mesh to determine if it can climb up and the navigation mesh doesn't cares about whether it's a prop or a brush.
And if the navigation mesh generation fails for such a prop/fence you could still manual edit the navigation mesh.
It means one of your cache files is corrupt or not fully downloaded (not a mod problem). The file in particular is "Half-Life 2: Episode Two English.gcf" (you can find it in your steamapps folder).
One thing you could do is try to start Episode two. In case it's not downloaded fully yet, it will do now.
If that not helps delete the file. It should download a fresh copy of the file.
You simply need a Source Engine game that includes mod support to run this mod. The mod does not do a hard check on whether you have Episode two or not. However we used content from Episode two (antlion worker model, forest assets), so you will see missing content.
The wiki is getting a bit outdated, it doesn't contains overrun info.
However it is similar to normal hl2wars maps:
The only difference for Overrun is that the map is now prefixed with or_ and you place "overrun_wave_spawnpoint" entities to indicate the spawn positions for enemies.
You might also want to look how alien swarm maps are constructed (in terms of the top down view).
If it returns to the gamelobby after exactly 63 seconds, then it means the game timed out because it thinks there are no players. In that case it probably failed to retrieve your steamid. I made a fix that uses as fallback the player name, instead of the steamid:
Extract the contents into your sourcemods folder and overwrite the existing file.
Do you get that error before the game starts in the first place or do you get it during loading the game (when you see the mod's menu background)?
In the first case it has nothing to do with the mod.
It would also help if you specify the exact error message.
Hold the left mouse button while placing the turret, and then drag in the direction you want.
Give some more detail then. You only say that you can't play it for more than 60 seconds.
Should be solved in 1.0.4.