Oof, excited. By the way still not through the game. 12 hours in and still it's opening to me in new ways I did not suspect. 1500+ screenshots of everything... I don't know if I can handle it if it keeps going like that!
Are there any plans, any consideration to release an SDK or authoring tools for the Steam release? Or, like, some materials to make the integration with the usual SDK 2013. The fgd, prefabs/instances, etc.
Hey, it's not a stupid question. Do you mean in the intro? Honestly, it sounds like too much effort for a very, very short part of the mod.
But it can be done pretty easily, by associating footstep sound with a custom "surface property" that defines what kind of material is supposed to be covering certain surfaces.
But I don't think we have the appropriate sounds in either HL2 or the beta. So, only if and when we make one, then we'll try and keep that in mind.
Sooner or later this will have to become "make your own mod" answer to these. No, we can't make everything into an option, and our reasoning is important TO US.
And why are you posting this here after it's already discussed in the server? Trust me, we read everything there.
I don't want to sound like a **** (I really don't), but maybe you could at least try and find some additional people to review the text of the articles a bit before posting them.
It's just upsetting how half of the words have to fall through for me because I cannot connect them in my brain, while reading.
I'd really like to get the full meaning of the text, even if it's sloppy grammatically or whatever, it's not imporatnt compared to just the whole MEANING of it.
Oh, well. I guess I still have to wait and play the game itself and then see if the action makes more sense.
Good luck with the project. I remember playing some pretty early builds YEARS ago, it's amazing you're still developing this.
Leon, sir... I know of course what history you have with modding Half-Life 2, but not all of them have to be the Hollywood movie style action like yours. (which isn't a problem with me, by the way, your mods, I mean).
> And that when i am enemie of state nr 1!
Your identity and level of importance is yet to be fully realised by the system.
> for at least 30 minutes i am running around, combines shoot people, but i can stand in front of them, jump on them, do whatever i want, they don't harm me at all?!?!?
Isn't it the same as "Point Insertion" chapter from Half-Life 2?
RTBR is a beta mod, and originally HL2 had a longer, slower introduction planned. Valve trimmed it down severely when they saw it didn't produce good gameplay. But these mods try and see the "what if they didn't" side of it.
I see this as a more drawn out "Point Insertion". At least for the first few maps. You do get guns and action after that... yeah it takes a while, but.
But that's the intent, to show the player more of the game world before he's being hunted down. We can argue how well that is being pulled off.
> Come on guys, this is by far the worst mod i have played for at least the last 4 years or so
If it would help, I can definitely point you towards a few mods that are much, much worse...
Now I'm scared Leon will find out about that other mod... the one I might be developing... no idea what it's called, don't look it up.
Ok, disregard all of that.
Apparently, because I was running HL first and used "Change game", it didn't execute the autoexec, and caused precacheall 1. Which then caused the error. Calling autoexec manually, fixed it.
In either HL 220.127.116.11 or Steam version, trying to launch most maps gives me stuff along the lines of
SV: !!!!!! GameDLLInit
SV: LINKING USER MESSAGES...
SV: !!!!!! OnMapLoadStart !!!
Host_Error: PF_precache_sound_I: Sound 'ambience/techamb2.wav' failed to precache because the item count is over the 512 limit.
Reduce the number of brush models and/or regular models in the map to correct this.
The sound name seems to be random. I tested the maps sequentially and only a1a4a launched. But then it couldn't load the crosshair sprite and complained about that. And the next map crashed.
I get that you're officially done with the mod, but can I count on any kind of user support in this instance? What is happening wrong? The July build worked as flawlessly as it could.
So, what's it like to finally have released G String?
To not have to work on it anymore each day, at least not with the same intensity (sure, there will need to be support and maintenance, but that's not the same)?
Are you already thinking what to make next, what to start creating? Or is it too scary to starting thinking about it so soon?
You need a Combine Advisor IQ to understand. Do you even know that game, Half-Life Alyx? Pretty popular, or so I heard. OBVIOUSLY people WANT more Half-Life with Alyx. Ergo... the mod. Duh!
I see the mod hasn't been updated since 3 hours ago... is it dead?!
Must be dead... wow the beta curse is real, I knew it...
These backstreet areas (or how else to call it) look quite charming. Do you plan to have them mostly abandoned in the future? Player left to themselves? Or populated with minor characters and such.
Keep up this good work and know that if it's important to you, then it IS important. But also that you don't owe it to anyone to "prove" something. This display of work speaks for itself.
Did you add its mounting path in gameinfo.txt? It should go like this
... and then the rest.
And do take notice that sometimes our models are in a different folder than vanilla, for example in _Characters/ or _Monsters/*faction* or _Weapons/.
As for ejecting shells. If you mean fixing the HL2 oversight where the pistol didn't shoot out shells and the SMG shot out pistol shells, then yes, this was corrected in our Discord-released build.
All the decathalon training finally paying off for Gordon!
The strength will probably be toned down just to keep it within realistic possibilities. Friendly/neutral characters damage will stay, though. With better accounting for it.
As soon as it's done. Our internal progress is pretty decent, but believe me, it's not something the players would be happy to play in the current form.
Meanwhile it's an entry point to an inhabitated/guarded place. And on the route that you were directed to (and likely others besides you). The only reason to keep barnacles alive would be to, what... deter metrocops? I guess?..
Yes, they are supposed to be dead. Why do you assume it's a bug? Curious because you're not the first to ask this exactly.
You said you'll clean up the screenshots article "next week or tomorrow"? That was over 4 months ago.
This page is unnecessarily inconvinient to use by the rest of us.
The screenshots you upload often don't even end up at the end of the article. There's no way of easily tracking them down.
This article method in itself is an anomaly on this site!
Please just use the gallery already! And replace the current article with some new - just a few words, and a couple (*couple*) most relevant images.
It will make it much, much, much, much, much easier to follow the mod.
Most of Lost Coast content is packed with SDK 2013 itself. You sure it's really needed to be installed?
Your information is outdated, sir! We've since reversed the barrels.
(if it may seems that the other barrel is too long now, it's because of the considerations for viewmodel FOV. It doesn't look that way in 1st person)
Is this the version with properly compiled maps?
I'm asking because the majority of the maps in the RTSL release are compiled with "fast" vrad and no cubemap fix. As a result, ugly shaded seams on displacements, bad/jagged lightmap shadows, and no lighting from flickering lights (burning barrels and such).
(well, I'm sure you were already told).
I hope the leaking incident will have the least lasting damage possible. I was afraid that when I woke up today I'd find you decided to give up or otherwise reacted badly to it.
Please keep it up, it's shaping up real well looking at latest media. I'm interested to see how it'll work out when you are preparing these prefabs and such, instead of spreading yourself thin on big stretches of chapters in deep WIP (like I had when working on DI in the first years).
Good practice, and looks pretty good.
It's got like triple or quadruple empty newlines. With zero ******* reason. It *is* insane!
This download was updated to include a relatively minor patch. Sorry for a semi-false alarm. (it may help if you have frequent micro-stutters or don't want the fps capped at 75).
The main download (1.2) was updated to include a relatively minor patch. Sorry for a semi-false alarm. (it may help if you have frequent micro-stutters or don't want the fps capped at 75).
Same reason I'd rather have two separate cakes I can enjoy in an elegant, tasteful manner, and not sploshing together two cakes and potentially ruining both
And it really won't make either of our mods go quicker.
oh cool, you got the thing from another place and thus the stuff was made. FOLLOWING
I am really, really digging that more deciding lowered water level, in the background. HL2 didn't really do sutff out there where it used to be water, only the shore line itself.
Eventually yes, but that won't be done until 2021. The last map we currently have, has you depart on the train, heading for Airex.
For that go to scripts\ and find the script file bearing the weapon's name. For example, scripts\weapon_357.txt. There you'll find its various sounds in a table.
The sounds used there are "script sounds", as in, they're not paths to a certain sound file, but rather they use one of the entries in the game_sounds_weapons.txt file, which lets you use randomised sound files tied to a single sound entry.
For example, the revolver uses "Weapon_357.Single" for its firing sound. You can see it in weapon_357.txt, under "single_shot" line. If you go to game_sounds_weapons.txt, you'll find that "Weapon_357.Single" entry points to two possible files, so that makes it randomly choose between two sounds, to sound less repetetive.
So, if you want to change it to another sound, you may first add it in game_sounds_weapons table. Easiest just to copy some existing one and change it accordingly.
Btw if you join the Map Labs discord, there's mapping and technical channels where you'll quickly find answers for anything like this.