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Comment History  (0 - 30 of 104)
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

Are MMOD addons require complete rewriting from 1.0 for 1.3, or just have to edit gameinfo to point game towards new hl2 files?

Good karma+1 vote
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

Is it possible to make combines use their ar2 altfire and underbarrel grenades on more enemies? They seem to avoid using them on any enemy, that isn't rebel/Alyx/Barney/player.

And what about giving rebels similar abilities, as option?

Good karma+1 vote
ceu160193
ceu160193 - - 104 comments @ Entropy : Zero 2 Demo

Mixed impressions.

Good: decent voicing of protagonist, interesting(though sometimes difficult) engagements/enemies, squad of soldiers to accompany you, drivable APC.

Bad: rather boring design of levels, APC feels like reskin of buggy(no armor and awkward driving).

Good karma+1 vote
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

Question: will MMod feature zombification(citizen killed by headcrab spawns zombie of appropriate type, combine soldier killed by regular headcrab spawns zombine, etc.)?

Good karma+1 vote
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

Can next version of MMod have (optional) ability for combine soldiers to heal themselves? Like having them use those health vials they sometimes drop, or even having some soldiers being medics and healing the rest.

They even have phrase about using bio stimulators, which can indicate them recovering.

Good karma+2 votes
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

This comment section is in need of serious cleaning. Hope Gunship Mark will be back before this place is completely filled with spam.

Disclaimer regarding lower comments: what developers do in their free time is no business of yours. Same applies to their political, religious and any other beliefs, which may or may not be shown in their work.

Good karma+7 votes
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

Yes, Offshore mod would be useful. But compatibility patch was never made for it.

Good karma+1 vote
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

Technically, HECU marines in Black Mesa are hostile rebels. But not sure about rest of the enemies.

Good karma+1 vote
ceu160193
ceu160193 - - 104 comments @ Entropy : Zero - Experimental MMod Support (Definitive Edition)

There probably won't be fix, as Breadman is busy working on sequel, Entropy:Zero 2.

Good karma+4 votes
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

Uncertain. While it's technically possible to port MMod to HL2DM, it can be a bit too complicated.

Good karma+2 votes
ceu160193
ceu160193 - - 104 comments @ Entropy : Zero - Experimental MMod Support (Definitive Edition)

There is one little mismatch: original mod has "PCV" next to armor value (Personal Combine Vest?), while MMod patch replaces it with "Armor".

Good karma+2 votes
ceu160193
ceu160193 - - 104 comments @ Entropy : Zero - Experimental MMod Support (Definitive Edition)

I suppose you can "recreate" Manhack weapon, by simply spawning one with set parameters, like being friendly to player, etc.

Obviously it won't be complete replacement, but would be sufficient to not alter maps.

Good karma+5 votes
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

If you have trouble with that part, you may want to bury Alyx under whatever stuff you can pick with gravity gun, so combines won't kill her, and hide yourself in more defensive place.

Did complete that place in Synergy, with combines taking 2 crossbow shots to go down.

Good karma+1 vote
ceu160193
ceu160193 - - 104 comments @ Entropy : Zero - Experimental MMod Support (Definitive Edition)

But how are you supposed to complete few moments at last chapter, where you have to kill out-of-sight stalkers? First moment is with vent, that manhack used to fly through, second is with lasers, that prevent you from walking out of room.

Mod is mostly playable, but loss of manhacks hurts it a lot, as it's one of unique features of EZ, together with nightvision(replaced with flashlight).

Good karma+5 votes
ceu160193
ceu160193 - - 104 comments @ Entropy : Zero - Experimental MMod Support (Definitive Edition)

Question: how do you change color of HUD, but keep other elements unchanged? Is it editing ClientScheme.res in some way?

Noticed, that allied metrocops are extremely easy to die at the beginning: lost all three in just a few seconds. Stunstick lost electric visual effect. Manhack spawns replaced with .357 - importing script with weapon data didn't work?

Good karma+4 votes
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

Surprised someone found my old comment :)

Good karma+1 vote
ceu160193
ceu160193 - - 104 comments @ Entropy : Zero - MMod Compatibility Patch (1.0)

It's only fast zombie, not any other enemy?

Good karma+1 vote
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

But someone made patch for Entropy: Zero...

Would like review of my Ravenholm patch, since it required me to compile custom scenes.image file for scenes to work.

Good karma+1 vote
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

There was old mod named Underhell, can MMod be compatible with it?

Good karma+1 vote
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

Is it possible to make combine soldiers aware of environmental hazards? Like spinning blades, or area with fire.

Good karma+1 vote
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

If there are some issues, I hope more competent people can resolve them.

Good karma+1 vote
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

MMod compatibility patch for Ravenholm:
1drv.ms

Mod itself is here: Moddb.com

You'll need mod with patch from malortie. Unpack zip-archive into sourcemods, then restart Steam.

Feel free to upload it to moddb from your own name.

Good karma+2 votes
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

You can try this, if you want to play Ravenholm mod with MMod enhancements.

1drv.ms

Good karma+1 vote
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

1drv.ms

Give it a try. If it's fine, feel free to upload it to addons.

Good karma+1 vote
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

I can fix it, but it will then use MMod sounds instead of original ones.

Good karma+1 vote
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

Care to provide some details? Are those original sounds or from MMod?

Good karma+1 vote
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

Updated version, hope it's fixed this time:
1drv.ms

Created custom scenes.image file for this mod, and it seems to be working.

Good karma+1 vote
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

Does it say, that file begin.vcd is missing? I thought I fixed the problem with cutscenes.

Good karma+1 vote
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

Well, I tried to make one, but I am not sure, if it's good enough.
1drv.ms

You'll need original mod installed. Just unpack that archive in sourcemods and restart Steam.

Good karma+2 votes
ceu160193
ceu160193 - - 104 comments @ Half-Life 2 : MMod

Here is workaround for known Episode One bug(warning, it's a bit complicated):

Step 1: reach moment, where you get 8 citizens, instead of 4;
Step 2: use following commands: ai_disable, developer 1
Step 2: using commands ent_show_response_criteria and ent_remove, make sure to leave only one citizen with each unique name;
Step 4: use ai_disable, developer 0 to return things to normal;
Step 5: rescue remaining citizens.

Good karma+5 votes