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Blog RSS Feed Report abuse Latest News: Missing Information 1.6 is released!

36 comments by Junk on Apr 1st, 2011

We are pleased and relieved to announce that Missing Information 1.6 is now available to the general public. The highlight of this release is of course the heavily overhauled Hyperborea chapter. We listened to your criticisms and what you will find in this mod is a rebalanced campaign with altered gameplay and a much better sampling of health and items, as well as numerous bug fixes. Yes, the crash bug in the last map is a thing of the past, and so is Odell's surreal descent down the stairs. Although admittedly the first year of this release's development was spent doing virtually nothing, we gained a few more team members and went into overdrive in the last year and three months with the determination to deliver something that felt as close to a polished Valve chapter as possible. We spent time coming up with a plausible story behind the Hyperborea, one that we feel is probably as close to Valve's original intentions as anyone is going to get, and we have done our best to ensure the gameplay and scripted sequences keep in line with this story. Many areas have received a visual overhaul as well and a sampling of new models and textures have been created to give the mod more of a distinct feel.

Hyperborea Borealis Submarine

We hope you enjoy the updated Hyperborea. We feel confident in saying that it is the most polished example of fixed content from the Half Life 2 leak, but that is up to you guys to decide. We really cannot thank you fans enough for being patient in spite of our inability to keep true to our previous release dates. Download links can be found here.

Hyperborea The Borealis
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Missing Information 1.6 Full

Missing Information 1.6 Full

Apr 1, 2011 Demo 87 comments

It is finally here! The long awaited 1.6 patch for Missing Information!

Missing Information patch 1.5.1

Missing Information patch 1.5.1

Jan 11, 2009 Patch 38 comments

First patch for our 1.5 release. This patch addresses several issues observed by our fans. Changelog can be found in description.

Missing Information 1.5

Missing Information 1.5

Jan 8, 2009 Demo 97 comments

1.5 version of Missing Information. This is the first release since our revival. This is an updated version 1.4, running on the Orange Box engine.

Post comment Comments  (70 - 80 of 1,644)
Carbon_Based_Impala
Carbon_Based_Impala Mar 14 2014, 1:33pm says:

Combineoverwiki.net

I was reading section about Ted Backman and I feel so sad that his work wasn`t implemented later on :C

So, why don`t you guys think about making a full-working Hydra NPC? Have you thought about it?

+1 vote     reply to comment
ScarT-
ScarT- Mar 14 2014, 9:26pm replied:

Same reason Valve cut it from the game.

+1 vote     reply to comment
Cvoxalury
Cvoxalury Mar 18 2014, 2:42pm replied:

The lamest thing I've heard. The 'reason' they cut it is just absurd. Following them in their logic is purely moronic, guys.
The main reason for ever working with the leak stuff is to prove that Valve were WRONG about cutting it. And here you are just repeating their mistakes about not adding awesome stuff in the game. What kind of logic is that?

+3 votes     reply to comment
ScarT-
ScarT- Mar 18 2014, 3:15pm replied:

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.

0 votes     reply to comment
Cvoxalury
Cvoxalury Mar 18 2014, 3:58pm replied:

Have you tried improving the rough prototype - which the Hydra in the leak code really is - so it'll be possible to make fights enjoyable? Valve cut it because fighting Hydra meant instakill. Well, so what? Tentacles are instakill if you're foolish/not quick enough and I don't see them being cut. I dunno what your common methods are but I suggest watching some bosses in other games. For example, practically any normal boss fight provides the player with a way to know that the boss is about to attack. It could be a tentacle arching/coiling before smashing, it could be some other animation, sound, anything. It'll save players from instakill, and yet it'll preserve the sharpness of a fight. You should (well, I apologize if it looks like I'm telling you what to do; just suggestions, yeah) also remember that there are (at least) three types of Hydra's tentacles. The striker can, for example, make rapid strikes that could be avoided - barely - but they only deal a point damage so if you've got good reflexes, you're safe. The smacker could use a splash attack when it swings back (letting player know it's time to find cover), swinging forth, and dealing the damage over a spot, maybe with a ground wave or whatnot. And of course let's not forget that Hydra is not a common enemy, it's a boss enemy so you make some special tactics for it. You should just give the Hydra a better chance, something Valve never did. I'm not saying you're idiots, but it looks like you have a habit of overlooking things, the perspectives. I have no idea why you do though.

+1 vote     reply to comment
Junk
Junk Mar 18 2014, 4:19pm replied:

How about you try rigging the E3 smacker and seer models to a skeleton that works with the hydra's mathematical animation structure, make it fun to fight against, and THEN get back to us about how easy it is and how we are morons who "overlook things."

-1 votes     reply to comment
Cvoxalury
Cvoxalury Mar 18 2014, 4:25pm replied:

You try so hard to be 'professional', you loose pretty much all the creativity. Cutting the Hydra, cutting stickylauncher and stuff because it was test weapons (lol, it was a test TO see how good the ideas were in-game, but you cut it because it was a test and not a final decision?..). Besides, it's you guys who are great at coding and stuff and you coudln't have made it? Well. Alright. It only works in my favor.

P.S., why would I need to rig the seer? Its function is, true to its name, to provide Hydra with information, it's a sensory organ. It doesn't attack the player, so I don't need to put all the math in it.

P.P.S. And why would I need to use the E3 model in the first place? Or, why would you suggest it since MI team was always about making stuff themselves? Make a model with the hydra.mdl body and Smacker's head and see how it goes.

+2 votes     reply to comment
Junk
Junk Mar 18 2014, 4:35pm replied:

"why would I need to rig the seer? Its function is, true to its name, to provide Hydra with information, it's a sensory organ. It doesn't attack the player, so I don't need to put all the math in it."

Because those models have a singular animation that only looks good when played in the E3 demos. In their current state they are incapable of free movement like the non-E3 hydra model. You know how the hydra entity (not the canned-animation model in the E3 demo) knows how to wrap itself around world geometry? Swaths of mathematical calculations which are the biggest roadblock to getting this thing to work. Oh, the seer provides the Hydra with information? Yeah, on paper. AI is not as cut and dry as you are making it sound. Get a goddamn clue before running your mouth like some kind of authority on the subject.

0 votes     reply to comment
Cvoxalury
Cvoxalury Mar 18 2014, 4:37pm replied:

Lol. All I said was 'why would I need THAT model with a single animation and not make a new one WITH the appropriate skeleton structure'. I never said it's super easy to use THE e3 smacker, I said that there is a smacker tentacle and since Hydra does have more than one type of tentacles it should posess several attack moves, hence the perspective to make the Hydra gameplay more interesing. And what about the seer? You can't make the Hydra bent very well around geometry? Then put in in a well or something, damn it. Get seer cheking whether it's damaged, when it is, the Hydras' attacks would be weaker (or otherwise) and it'll aim poorly (get a target's position and add a random shift so it'll miss a bit more). There you go, think the rest yourself.

+1 vote     reply to comment
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Half-Life 2 Icon
Platforms
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Developer
Gabe's Love Tub
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Released Dec 29, 2008
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Highest Rated (18 agree) 10/10

This modification not only follows the original valve art style but is also keeping users up-to-date again. With moronic individuals posting 5's out of 10 because of their lack of interest or understanding of a project of this scale, this leaves fans with pretty much all the knowledge of the Half-Life universe to rate a 10/10 and give information to support. Half-Life 2 was to have a 50+ hour campaign and have over 20 weapons. Fun fact: The Borealis in fact was owned by a scientific research team…

Jan 28 2011, 6:15pm by av3nger

Lowest Rated (4 agree) 5/10

Well, it is a great mod, there have really been some work in this, but there is also some big glitches that makes it... bad. The stalker-looking enemies is not well made, they doesn't look good, but a nice detail with the laser, but it damaging a little too much. And if you have passed a checkpoint/loading screen, you can't go back without it crashes (or at least it was what happened to me). Then your partner tries to walk down stairs, he just flyes around it, walking in walls and so on, undtil…

Oct 22 2010, 5:13pm by JK4ever

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