A longer time period ago I was just a normal player like so many others like you. But now I'm a developer and mapper myself. I will update my modpage as often as possible. Should you speak german then make also sure to visit my website which is supporting a game named: Operation Flashpoint.

Comment History  (0 - 30 of 2,766)
23-down
23-down @ Half-Life : Echoes final polish

Now that's some fantastic news.. I can hardly wait for it Gnang..

It has been a long journey indeed. I'm glad and happy that you managed to stick with it..

This may very well become the closest thing we ever get to a Hl3 despite the fact that it plays during Hl1 timeline ofc.

The polish, the scripting the amount of beta testing you take into play all by itself suggest that this will become a top mod just like

Point of view, Azure sheep - Poke series just to name a few, etc.. Keep it coming.

Reply Good karma+1 vote
23-down
23-down @ Tur Heavy Gun Cruiser

sounds good.

Reply Good karma+1 vote
23-down
23-down @ Notarged 2 - Security (Objective)

I'm not sure what this area or building are supposed to be but the walls look a little simple for a game in 2018.

Perhaps add some posters or industrial signs or sorts to them. Maybe a window letting you look into a collapsed room on the other side. Or add some proper architecture to the walls itself to make em look more complex.

Other than that some lovely work here.

Reply Good karma+1 vote
23-down
23-down @ Tur Heavy Gun Cruiser

This looks epic just not sure how well it looks if there are several of those on the field. The effects might become to much for the eyes.

I'd slightly decrease the range of the explosion effects but maybe it looks perfectly fine when you're not zoomed in that close. I can't say.

Either way as said before impressive work, good job. :)

Reply Good karma+1 vote
23-down
23-down @ Our Website is Back and Launcher Update!

Welcome back..

Reply Good karma+2 votes
23-down
23-down @ A few development topics

Personally I think the Hind should get back to the Soviet side as well. Rather add a 2nd chopper (same model, or new model) to allies so that they can still keep minigun and missile choppers. But it's only a cosmetic option in the end.

2nd thing I'd like to see get implemented would possibly be the addition of the few remaining missing units Red Alert + AddOns had. Volkov for instance as counterpart to Tanya on Allies side. No original asset should be left behind.

Reply Good karma+2 votes
23-down
23-down @ Female Scientists

Well those are just models.. You can use them with Spirit of Half-Life, Sven Coop or with any custom code. But without having proper voice files available for them they are somewhat useless at the moment other than for some pre-scripted sequence usage.

Reply Good karma+1 vote
23-down
23-down @ Military Duty Version 1.0.1 Final

HD:\Steam\steamapps\common\Half-Life

Reply Good karma+1 vote
23-down
23-down @ HECU WIP Quick Update

That's some nice progress.

Reply Good karma+7 votes
23-down
23-down @ Sand box mode and commander mode test

These prop maps requires info_nodes & air_nodes in order for the spawning npcs to use navigation way points..

Doesn't look like this is the case right now. Other than that it indeed looks like a lot of fun. :)

Reply Good karma+2 votes
23-down
23-down @ Military Duty

You need winrar - 7zip in order to extract the file contents.

Reply Good karma+1 vote
23-down
23-down @ Hammer (hlrad compiler)

You can build larger maps with it.. At least in the textures department.

Original tex limit used to be 2mb then 4mb.. Modern compilers support up to 16mb. Things such as Xash3D even more.

Anyway I set it to that to get a lot more texture usage in my maps. I got numerous maps that were rather large and used about 7megabyte texture memory. That command makes sure your game or compile operation wont crash.

Zhlt reference:

Alter maximum texture memory limit (in KB).

Half-Life was built with a 2MB texture limit, as was Opposing Force. The ZHLT default limit is 4MB. Even 4MB can be a bit much, when combined with model textures, skies, hud graphics, and more. This is especially true of people with older cards (Voodoo 1 and 2's, etc).

Reply Good karma+1 vote
23-down
23-down @ Hammer (hlrad compiler)

Can't really tell.. These recommendations were once given to me by one of the sven coop devs.. I liked the outcome.. It fixed tons of "black hand" issues as the map itself slightly illuminates. As for bounce - It helps to make shadows look less sharp and more natural and also helps to let dark areas not appear to dark.

So you could even go a lot higher up although 9 was ok for me.


Reply Good karma+1 vote
23-down
23-down @ Hammer (hlrad compiler)

to many large light entities close to one another put an additional strain on the rendering engine.

Not sure how you compile your maps. In Jack or Hammer itself or per batch file?

I'd recommend the latter.

Mapname.bat <<>> just click on it. It has to use the same name as your map you want to compile and needs to sit in the same folder as it.
hlcsg.exe mil_duty8 -cliptype precise -estimate -chart -nowadtextures
hlbsp.exe mil_duty8 -estimate -chart
hlvis.exe mil_duty8 -texdata 90000 -estimate -high -full -chart
hlrad.exe mil_duty8 -bounce 9 -threads 3 -notexscale -extra -estimate -dscale 1 -fade 2 -minlight 10 -scale 1.20 -smooth 90 -gamma 0.550 -texchop 192 -chop 96 -smooth 50.000 -scale 1.000 -chart
pause

Instead of fast you use -full or -normal in VIS when conducting the final compile and vice versa for dev builds. That also incorporates any textures used inside the map making .wad file requirements obsolete.

Reply Good karma+1 vote
23-down
23-down @ AMK-Complete

You should upload it on moddb instead this shady website.

Reply Good karma+3 votes
23-down
23-down @ Hold down the Fort

Lovely reminds me of a sven coop map. Maps and mods for Opposing Force are rare. So thanks for that.

Reply Good karma+3 votes
23-down
23-down @ Goldsrc maps

Dunno what this is all about or what he tries to tell us here.
But every screenshot including the video are the work of other people their work.

Maybe he tries to tell us to rebuild the Hl maps including the mp maps into a fully functioning facility that you can explore and go forth and back between the maps.

But without any further info it's only speculation on my part. Possibly just a troll mod.

Reply Good karma+1 vote
23-down
23-down @ Senses in Decay v1.1 (RAR)

Sounds lovely. Even little things can enhance a mod significantly. Thanks for answering my question.

Reply Good karma+1 vote
23-down
23-down @ Senses in Decay v1.1 (RAR)

So what did you change or enhance?

A change log would be nice.

Reply Good karma+2 votes
23-down
23-down @ 23-down

haha lol. I'm honored you chose my nickname as picture title. :P

I must say the improvements you made are fantastic.
That's indeed another lovely approach you chose here..

I'm not sure though how well the drawers fit in that room. Considering it seems to be open space. And there's no indication for any office zone here.

Perhaps add a custom text texture on top of these or on the drawers itself.
"Elevator maintenance reports" "elevator repair schedules" that might give it a nice touch.

It's open for debate whether you could or should add some red-yellow/white stripes around the steel grid. I think typically there would be some. But you will have to decide whether it fits with the style of the whole room or not. From my own mapping XP I can only tell you this: When intersecting textures always have some sort of trim texture in between. That guarantees a smoother transition between radical texture changes.

As for the roof. I would lower it at the end of the room and let the various vents intersect with it. Could have a vent texture too or be solid concrete both things could work. Just to ensure that this isn't one big roof all looking the same.

Take this for inspiration: Media.moddb.com You get the idea.

Now show me this ingame so I can come up with more suggestions. It obviously still has missing lights in it. :)

Once again lovely work. I'm looking forward to any additional updates. :)

Ps: Let me know if you require prefabs per pm. I got 2gb of them. What ever helps to make your mod better and safe you some time.. :)

Reply Good karma+2 votes
23-down
23-down @ idias?

Depending on what this area is.. How about some sort of open office as seen in the first map after the hl1 train ride. With Barney sitting in the center of it. Basically turning this into an information place where people can get various information or file complaints about none working Beveridge machines. :P

Another idea could be a relaxation zone. Something similar as seen here:

Media.moddb.com

So some benches, sofas, drink dispensers, bins and so on..

Or you add plenty of glass walls with offices in them.

Reply Good karma+2 votes
23-down
23-down @ PLEASE IDIAS

Looks lovely.. The only thing I'm missing here would at the very least be some sort of support structure (pillars) for this huge place.. But since this is probably only used for a train ride it's ok I guess.

Eventually enhance upon some of the structures a little. The various houses, bunker complexes what so ever all look a like. Differentiate their roof tops a little to add some more variety to that whole place.

Some more huge pipes or vents might also make a decent difference going along those walls. Perhaps some more walkways below the actual tram line.

Like I did here on bottom left:

Media.moddb.com

How about some forklifts going after their business down there:

Media.moddb.com

So adding a larger driving zone below with boxes, larger bunker doors where they enter and leave the storage zone.

Reply Good karma+2 votes
23-down
23-down @ Half-Life : Duty Point news

Unless you plan some time travel in your mod I wouldn't want to see the MG42 in your mod.

A. It was used during ww2.
B. It's a German design and I'm not sure why Americans in the 2000 era would want to use that or even have it. The Scifi weapons sound amazing though. Something Black Mesa could really be involved with.

If you really want to stick with that MG then at least use the MG3 that's the successor of the Wehrmacht MG42. Although a highly decreased weapon in firing power and endurance compared to the original. God how I hated to disassemble and reassemble that beast. :D

Reply Good karma+1 vote
23-down
23-down @ Train Station

Ah ok well in that case your picture title is misleading. :D Nice work.

Reply Good karma+1 vote
23-down
23-down @ HECU MCV and Units WIP

Now - now that's some lovely arsenal.. :)

I doubt that the Chinook is larger than the Osprey though. Eh Apache should be the smallest one.

Reply Good karma+4 votes
23-down
23-down @ Train Station

Hm the train stations seems far far away of the actual tram line.

Reply Good karma+1 vote
23-down
23-down @ hl 2018 02 03 23 04 31 21

sounds good.

Reply Good karma+2 votes
23-down
23-down @ HALF-LIFE: Operation Rosenberg

Posted a detailed review about the mod. Check it out folks. It is a lovely mod but one with many flaws also. Keep that in mind.

Moddb.com

Reply Good karma+2 votes
23-down
23-down @ Half Life: OPERATION ROSENBERG final version

Really nice surprise release here..

I tested it yesterday a lot and came really far in the mod.
It's a fantastic mod but one with many flaws. I suggest you consider a version 1.1. Because almost all levels are lagging very badly. Ruining the fun and immersion of the whole mod.

You can fix these lags easily by conducting in most cases a "full compile with full rad".

It seems as you compiled most your maps only on fast, in some maps you can even see that fact. In that case any flickering light and so on will cause massive lag. Something that gets usually fixed in full compiling.
That being said don't create huge boxes around your maps but rather search for leaks and fix em. The boxes around maps also decrease the frame rate performance. Sometimes I used em too but mostly only on outside levels and only when it didn't impact the game performance to drastically.

There are also still dozens of places where you can fall down to but can't get out of anymore. You neglected to create auto savegame points. That's another very frustrating mix with prior mentioned holes.

In some other areas you need to go down a certain way but take fall damage such as the elevator shaft in one of the earlier maps for instance. If the player is low on health he will be forced to enable god mode in order to proceed - a strict no go.

Fix that! And if you're willing to release a patched version contact me and I'll create you a small report along with screenshots so that you can fix these minor issues.

Other than that I'm enjoying the mod immensely so far. It's massive in map size and play time.

Reply Good karma+2 votes
23-down
23-down @ hl 2018 02 03 23 04 31 21

Try English ??

Reply Good karma+2 votes
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