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Youve earnt it!
Really looking forward to this, Dissolution was just a great little mix of some of my favourite games: SS2, HL2... Serious Sam :P
"Hidegpuszta" ... Cold Steppe? Cold plains maybe?
Cool name! Pun intended...
Best of luck with this project. It would be awesome to actually play a game set in Hungary!
Yes Linux support would definitely be welcome, then I could actually play this game!
Congrats on being featured in PC Gamer!
Man... been waiting on this for so long and now my graphics card is dead :-(
Still, congratulations on the release!! I'll definitely play it as soon as i can.
So many contributions from people who have worked on greatly anticipated mods that sadly ceased development. Perhaps some of these dead mods could be seen as living on in Snowdrop Escape! If so I anticipate its release even more so...
I have been following Dark Interval since then, but i'm a stalker I rarely comment :)
I was a huge fan of Missing Info and used to spend a lot of time in Gabe's Love Tub like a decade ago, but when your mod came along it actually pulled me away from MI because I muvh prefer your vision for the betaverse. ;)
Oooooh!!! A cryptic update after half a decade of silence!!!
I need a beer.
Man... Can't wait!! :D
Your work is fantastic
///From the front page!///
MGSO and Morrowind Rebirth
I do not recommend MGSO for two reasons: 1) It's outdated 2) It's unoptimized. MGSO includes a heap of stuff including textures that are inconsistent, and meshes that are so badly optimized that they can cause serious fps-issues. This is especially troublesome when using Morrowind Rebirth along with MGSO, since Rebirth adds a ton of stuff to the gameworld. One object without proper collision or with too many polys won't cause any harm, but multiply that by ten and you are bound to experience massive framedrops.
Rebirth on the other hand includes a large number of mesh replacers that are, in most cases, optimized. These meshes are also up-to-date, ensuring that you, the player, will have the best looking models possible without causing a ton of hitching. With that said I wouldn't recommend MGSO. The proper way to play Rebirth with the best possible fidelity is to use MGE XE: Nexusmods.com? and handpick texture replacers from either morrowind nexus or morrowind modding history.
Yeah I really like it, honestly!
I would say don't waste time going over this; it already looks great and does its job just perfectly. Best to spend your time progressing with the mod ;-)
Appreciate the re-upload!
Will this version of the mod work with a steam install of M2TW?
So, are many of these new economic structures we can build?
Is there going to be new ways to develop your economy in the mod?
These are awesome!!!! Is that Skanderbeg i see over there... Can we expect a John Hunyadi / Hunedoara (?, Sorry, can't quite remember the Romanian version of his name...).
Oh really!? Man that's so frustrating, I'm sorry you guys were wronged like that. It's a shame because I was keen to see the new units in action but I understand why you made this decision...
It's kind of a shame that the image is stretched horizontally... I know it has to fit the vanilla proportions but rather than stretch it out would it not be better to keep it in the original xy ratio and maybe fill in the sides with a parchment texture or something?
They look really great!
Which faction will be able to use these?
So, what cities will have unique models in the final game?
BTW, AWESOME WORK!!!
Woooah! I remember that mod! Comatose... Shame that the guy who made it appears to have totally retired from modding, I was really impressed with that one. It would be great if you could fix it, Malortie. If I recall correctly it was certainly worth the time it took to finish it. It had a great story and was kind of experimental with the game-play I think...
Just played the mod and I got to say I really enjoyed it. I consider myself to be a veteran HL2 Mod player by now but the tweaks you made to the gameplay and the AI really threw me and made the level much much more challenging.
Some constructive criticism I have is that I feel like the aesthetic of the maps are a little TOO sparse (particularly early in the game). I know you are going for a bleak and abandoned feel, but sometimes there were large rooms or open spaces that seemed unrealistically empty, I found myself wondering how the town ever functioned. I liked that you put in details like barricaded windows and doors, but perhaps more props littering the ground and more evidence of what actually happened when the town got abandoned would go a long way to improving this. (ie blood stains, impact marks on walls with dislodged bricks, broken pipes that drip, looted kitchens and bedrooms, even some minor additions like painted parking lines and arrows on the pavement in some of the open spaces behind one of the factory floors.) Also, some vegetation early on, like grass growing through the cracks in pavement or vines growing up the side of a building would probably add to the "abandoned" feel of the town. Also, the levels are very very flat, which is something else that makes the town seem a little 'fake'. Roads that go up or down or curve around slight inclines, even a hill or two beyond the boundaries of the play area, would make it seem much more real. Finally, a more detailed skybox that gives the player more of a sense of the overall layout of the town would add a lot to the atmosphere too.
As far as gameplay is concerned, I found myself thrown by the combine barriers. When they are de-activated I noticed that you did indicated this often through red/green status lights and the absence of the moving "lines" effect across the barrier; however the blue like flame is still emitted from the actual barrier brackets themselves. This made me think that the barrier was still turned on, and after the first hunter battle I turned left instead of right after killing the manhack-thrower and ended up back-tracking through the whole level as I hadn't noticed that the barrier on the right was now deactivated. (of course, this could be largely in part to my stupidity and not the level design lol)
Overall I really enjoyed it though. I look forward to following your progress with this mod, and to see if you develop a plot or back-story into it in subsequent updates.
Ooooh DLing now!
I think you put it best, Unbeholden, when you said that what it comes down to is what is best for the mod. Although it would be pretty sick to have a single big release for the mod with both of the parts as one, putting the complete first part out now would do a lot for campaigning on Steam Greenlight and with a successful campaign you could release the second part to a much wider group of people.
I think you should definitely go for it man. Currently Triage isn't finished. It's a cool mod, but not one that I keep in my library because (not only until recently it didn't work :S ) it isn't a complete project. Ideally, I'd like to see the final levels added into the original mod with the custom programed features patched back in so that it's all one neat and awesome package but I appreciate that it won't happen. Still with the patch Malortie made and an extra few levels that complete the story being released we can play a complete story, that would be the next best thing!
Holy ****! This is finally released after so many years!? I must admit I had actually forgotten about this mod altogether... Wow I can't wait to play it! [shame my PC is currently lacking a graphics card! :-( ]
Yeah I second that. Third would be best if not for that monstrous piercing...
Hey thanks so much for this! Personally I would love to see Human Error done first, though I understand that you've already started to work on 1187. After 1187, then, my preferred order for patches to be made would be:
1.) Human Error
3.) Heart of Evil: Source
Definitely would be interested to see those lore snippets!