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Comment History
aivarasderkurischer
aivarasderkurischer - - 16 comments @ E. T. F.

Slight confusion in the downloads - there are two uploads of version 1.0, but when you enter the download page for each entry, one is labeled as version 1.02, although the other one (labeled as version 1.0) is uploaded a bit more recently. Upon downloading both, there are minor differences, like the game icon, file size, writing style in the readme and the liblist.gam. So which of the two downloads is actually the definitive / latest version? are there any more differences beside the ones I mentioned?

Good karma+1 vote
aivarasderkurischer
aivarasderkurischer - - 16 comments @ Heart of Evil Remod

Is this friendly with the Napalm edition?

Good karma+2 votes
aivarasderkurischer
aivarasderkurischer - - 16 comments @ Half-Life: ESCAPE

Hello. Just finished the remake and I was a fan of the original since the early stages as well, so I'm very glad to see, that you are still working on it. Clearly a lot of effort has been put in redesigning the maps and apart from some distinctive locations it's almost impossible to tell (in a good way), that it's still the same mod. However, there are at least two rather annoying issues, that I would like to address:

1. No flashlight - I understand, that you wanted it to be a more atmospheric experience, but removing a flashlight in a Half-Life game is always a bad idea, especially when most of the indoor maps were on the darker side. If not a flashlight, please give some other means to light the dark areas, like flares, or a lighter, or something. It's very hard to appreciate the fine details of some maps because of the semi-pitch darkness and I was forced to keep increasing the brighness settings, which ended up making the maps look washed off. I get, that flashlights might be scarce in some places, but come on, there were literally at least two dead people with working flashlight's laying next to them, just make it a pickable item!

2 No melee attack - a very huge no no for designing any Half-Life game (and probably any fps) ever. At first I was certain, that I missed it, but after a fair bit of wandering around and finally checking a Bolloxed video, I was forced to accept my fate. I get, that having yet another protagonist with a crowbar is very unoriginal and boring, but completely removing it is a big mistake. There were plenty of places, where you could find breakable crates (I didn't even check if any of them had supplies) and it's always possible to soft lock yourself just by running out of ammo, there were many places like that. There were at least three places where you have to break a vent with a gun, I mean, who in the right ******* mind would try to shoot a grate with a 9mm bullet?! If not a crowbar (or a knife, or a pipe, or a briefcase, or a ******* folding chair) please give us an ability to punch/kick, or at least break some of the main obstacles by pressing E. There were so many vortigaunts, that got the better of me just because I kept trying to finish them off with a crowbar, that I didn't have.

There were some other less signifficant issues regarding the story, gameplay and over all flow, but I'm sure you are already aware of them yourself and I will not expand myself upon them, unless you will ask me to. Otherwise, it is most definetly an excellent addition to my collection of HL lore related mods and I thank you for that.

Good karma+2 votes
aivarasderkurischer
aivarasderkurischer - - 16 comments @ Half-Life Decay 3.0V

How is this different from the other Decay? why are there two?

Good karma+1 vote
aivarasderkurischer
aivarasderkurischer - - 16 comments @ Cleaner Adventures Alter

What is it with the Russians always trying to shove their AK47 anywhere they can. What does an AK have to do with Black Mesa, which is in New Mexico?
Also, why are the scientists are speaking in Chinese?

Good karma+1 vote
aivarasderkurischer
aivarasderkurischer - - 16 comments @ Half-Life 2: Inhuman

Removing the ability to quicksave (or save, for that to matter) is not and never was an ingredient of a good Half-Life game.

Good karma0 votes
aivarasderkurischer
aivarasderkurischer - - 16 comments @ Half-Life 2 Lambda Reshade

What is the best way to set it up? by default it`s a total ******* mess, so I ended up unchecking everything and turning on just the God rays & Ambient lighting, as everything else seems to add nothing, or add very litle.

Good karma+1 vote
aivarasderkurischer
aivarasderkurischer - - 16 comments @ Hunt Down The Freeman 2: The Finale

Ok wtf? this is just a chaotic collection of various "Bonus" and dev test maps. In what order should they be played? No instructions, nothing. Have you not learned anything from Berkan`s failure?

Good karma+3 votes
aivarasderkurischer
aivarasderkurischer - - 16 comments @ Troubles In Silesia Country - MMod Compatibility Patch (1.0)

You probably mean the "fastzombie_torso" error when changing the map? I got this one too, fixed it by modifying the gameinfo.txt in /HL2MMod_Silesia/ to run on EP2 instead of Source SDK 2013:

"GameInfo"
{
game "Half-Life 2: MMod (Troubles in Silesia country)"
title ""
title2 ""
icon "resource/icon"
developer "Gunship Mark II, Fooltaurus, KrIsCrEeP, sgor00, Agent Agrimar"
developer_url "http://gunshipstuff.x10.mx/"
gamelogo "1"

type singleplayer_only

FileSystem
{
SteamAppId 420 // Mount HL2: EP2 to be used as a base

SearchPaths
{
// HL2 MMod : Custom folder support
game+mod "|gameinfo_path|custom/*"
game+mod "|gameinfo_path|../HL2MMod/custom/*"

mod+mod_write+default_write_path "|gameinfo_path|."

// HL2 MMod : Load binaries from base folder.
gamebin "|gameinfo_path|../HL2MMod/bin_episodic"

// HL2 MMod : Load game-specific VPK's
game+mod "|gameinfo_path|VPKs/Silesia_patch_do_not_remove.vpk"

// HL2 MMod : Shared VPKs from base HL2MMod folder
game+mod "|gameinfo_path|../HL2MMod/VPKs/Art_dir.vpk"
game+mod "|gameinfo_path|../HL2MMod/VPKs/Audio_dir.vpk"
game+mod "|gameinfo_path|../HL2MMod/VPKs/Misc_dir.vpk"

// HL2 MMod : Load loose content
game+mod "|gameinfo_path|../HL2MMod/"

// HL2 MMod : HALF-LIFE 2: EPISODE TWO CONTENT
game_lv "hl2/hl2_lv.vpk"
game+mod "ep2/ep2_sound_vo_english.vpk"
game+mod "ep2/ep2_pak.vpk"

// HALF-LIFE 2: EPISODE ONE CONTENT
game "|all_source_engine_paths|episodic/ep1_sound_vo_english.vpk"
game "|all_source_engine_paths|episodic/ep1_pak.vpk"

// HALF-LIFE 2 CONTENT
game "|all_source_engine_paths|hl2/hl2_sound_vo_english.vpk"
game "|all_source_engine_paths|hl2/hl2_pak.vpk"
game "|all_source_engine_paths|hl2/hl2_textures.vpk"
game "|all_source_engine_paths|hl2/hl2_sound_misc.vpk"
game "|all_source_engine_paths|hl2/hl2_misc.vpk"
platform "|all_source_engine_paths|platform/platform_misc.vpk"

game+game_write "|gameinfo_path|."

// HL2 MMod: Troubles in Silesia Country Compatibility
game "|gameinfo_path|../silesia/"

game "|all_source_engine_paths|../Half-Life 2/ep2"

game "|all_source_engine_paths|../Half-Life 2/episodic"

game "|all_source_engine_paths|../Half-Life 2/hl2"

platform "|all_source_engine_paths|platform"
}
}
}

You might need to use "ai_norebuildgraph 1" before loading a saved game though, because A.I. gets Disabled sometimes.

Good karma+1 vote
aivarasderkurischer
aivarasderkurischer - - 16 comments @ "Hive" Promotional screenshot

Looks like Black-Mesa Xen

Good karma+1 vote
aivarasderkurischer
aivarasderkurischer - - 16 comments @ Half-Life 2: Lambda Edition

You just have to add the line:

game+mod "|gameinfo_path|../HL2MMod/custom/*"

under the lines:

// HL2 MMod : Custom folder support
game+mod "|gameinfo_path|custom/*"

in the gameinfo.txt of your selected mod.

Good karma+1 vote
aivarasderkurischer
aivarasderkurischer - - 16 comments @ Half-Life 2: Lambda Edition

fixed by deleting the d1_canals_06.ain AI node file in: \sourcemods\HL2MMod_Cinematic_HL2\custom\Half-Cinematic by Captain-Chronic\maps\graphs

did the same with d1_canals_01.ain, because it makes pigeons get stuck in the same way. Will probably need to do this for various other maps after testing.

Good karma+1 vote
aivarasderkurischer
aivarasderkurischer - - 16 comments @ Half-Life 2 : MMod

There is a bug in Water Hazard (in HL2 + CM2013 + MMod), where you have to place blue buoyant barrels in an underwater cage under the bridge to proceed. I place all of them and the bridge still does not lift, impossible to proceed with airboat.

Good karma+1 vote
aivarasderkurischer
aivarasderkurischer - - 16 comments @ Half-Life 2: Lambda Edition

There is a bug with G-Man, he gets stuck in Water Hazard by the red barn, I see other people experienced this too.

Good karma+1 vote
aivarasderkurischer
aivarasderkurischer - - 16 comments @ Half-Life 2: Lambda Edition

Hello,

I would like to report an issue. I downloaded the "Alternate" version, because I already have CM and MMod, just like the description suggested. I installed the Ultimate edition and all the mods that were needed to be placed in HL2MMod/custom folder. Everything works fine until I restart steam. When I restart it, the games (HL2/EP1/EP2+CM+MMod) are no longer in the library and if I try to launch them manually with the -game commad line on HL2 launch options, it says that the gameinfo.txt is missing, although it`s there.

How I fix it:

I remove this line from the gameinfo.txt in all three games before launching steam:

game+mod "|gameinfo_path|../HL2MMod/custom/*"

After launching and checking, that the games are present in the library, I return the line back in it`s place and everything works fine. I have to do this procedure everytime I restart steam though.

This mod uses a big ammount of HL:A content, so maybe Steam is blocking the gameinfo.txt because of legal reasons? (I don`t have HL:A)

Does anyone else experience this and maybe there is a way to fix it for good?

Good karma+1 vote
aivarasderkurischer
aivarasderkurischer - - 16 comments @ Half-Life 2 : MMod

I still have the invisible vortigaunts bug in "This Vortal Coil" how do I fix it?

Good karma+1 vote