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Comment History
FiveDevKenny
FiveDevKenny - - 18 comments @ Desolation

You absoloute gigachads making a Source realtime PBR renderer! I hope you all release your tools to the community on launch, seeing this kind of stuff integrated with Mapbase and Hammer ++ would be amazing.

Good karma+4 votes
FiveDevKenny
FiveDevKenny - - 18 comments @ Five

The map is still there. I really should do a re-release, since the EA map has progressed some since, but I've been trying to hold back until I have more to release. I'd like to get four maps out in the wild with the next release, but the earlier maps have been somehow even more ambitious and difficult to work on, particularly in the limited amount of time I have available to work.

Good karma+1 vote
FiveDevKenny
FiveDevKenny - - 18 comments @ Five

I just re-downloaded it from the site, it should be working. Weird.

Good karma+1 vote
FiveDevKenny
FiveDevKenny - - 18 comments @ Five

Agreed. I tried to pace the level so that there's something always happening and some variance, but the placement of the Combine is supposed to be leading the player towards the fortification to open the exit. They're concentrated on defending a specific point, but in a way that they're spread out enough to only have to worry about 4-5 at a time. However, the navmesh is complex enough for them to flank at some very interesting angles.

Good karma+1 vote
FiveDevKenny
FiveDevKenny - - 18 comments @ Five

Thanks very much for your feedback! It still needs work, mostly on signposting, puzzle clarity, and the skybox, but I'm glad you enjoyed it! How was the difficulty level? Many people I have test the level say it's too hard for a first level, and granted despite it being a third or fourth level, the difficulty can be overwhelming for someone coming in from vanilla.

Good karma+2 votes
FiveDevKenny
FiveDevKenny - - 18 comments @ Five

You're CA as well! Fancy that. I'm much farther north. My coder's house was fine, and considering the path of the fire that was pretty much a miracle.

Good karma+1 vote
FiveDevKenny
FiveDevKenny - - 18 comments @ Five

There will be more. Just a matter of getting it running standalone without bugs and finishing up the maps before this one as well as finishing the polish.

Good karma+1 vote
FiveDevKenny
FiveDevKenny - - 18 comments @ Five

Sorry for all the radio silence on that front. I've been trying to get the next release to have a standalone client both to make it easier to install/run and also to begin branching out new and updated features. However, a huge forest fire happened nearby and the coder I brought onto the project was displaced from his home for a month. We're still trying to find our feet and I plan to release an updated version of this map or a full release of four maps that comprise the first segment as soon as possible.

But to your question-
the console command is:

map five_prison_int22
(int 27 whenever I push out the new version, they're effectively version numbers)
The nodegraph will build, then you'll need to enter
buildcubemaps

This will give the map reflections (and give you a seizure potentially so please be careful if you have epilepsy problems!). After this the map should be good to go.

Good karma+1 vote
FiveDevKenny
FiveDevKenny - - 18 comments @ Five

In case people are still following the page- I've been posting updates to my blog for the project at least once a month. I've been busy with a new job but I may be able to secure additional help with the added funds at some point.

Prison has gone through a few more iterations to fix up some nagging issues with the gasworks puzzle and a couple of new wrinkles to ensure the Combine can keep surprising the player with their cleverness.

The other big news is I started Superstructure, which is probably one of the biggest-scale projects I've ever done in Source. It's a lot of brush and displacement work and progress on the art side can be agonizingly slow, but I'm making progress. I'll be sure to keep updating you all as I get things worth talking about.

Good karma+1 vote
FiveDevKenny
FiveDevKenny - - 18 comments @ Five

I have my development rig back up and running! I've been working on a CS:GO map for a bit as well, which I may backport some of the layout to one of the maps in this mod. But yes, I am still working on Five and still intend to finish it. :)

Ain't dead till I say I am.

Good karma+1 vote
FiveDevKenny
FiveDevKenny - - 18 comments @ Five

Also, sorry about the sloppy fadeout. The day I released it I wasn't on a computer where I could tweak that. It was a spur of the moment decision on a public computer.

The final product will be much more polished if I can help it.

Good karma+2 votes
FiveDevKenny
FiveDevKenny - - 18 comments @ Five

Correct! This level is intended to be the third or fourth in a series of maps that will ship with the full mod. I released this map on the anniversary of HL2E3 so everyone would have something to play because Valve wasn't about to release anything HL related. It's still in testing and I'm going to be tweaking and reworking things before releasing another build, and ideally speaking I'd like to get the next version out with other maps, such as the maps preceding this one in the story.

Good karma+2 votes
FiveDevKenny
FiveDevKenny - - 18 comments @ Five SourceMods version

Wait, who is this? I didn't post this O_o

Also is that how my color correction came out? I thought it was more subtle than that...

Good karma+1 vote
FiveDevKenny
FiveDevKenny - - 18 comments @ Five

The .ZIP has lots of documentation, but I'll make it easier here:

The main file is five_prison_int22.bsp
Move that into your steam/steamapps/common/Half-Life 2/ep2/maps folder. Upon being run, the map will build a .ain file for the NPC navmesh. Be sure to buildcubemaps in the console as well if you experience visual problems.

The other files are .vmfs that are previous map iterations, included both for completeness and research purposes. If you use my sources for other projects, please be sure to credit me! :)

Good karma+3 votes
FiveDevKenny
FiveDevKenny - - 18 comments @ 10th Anniversary Teaser Release

NOTE: If you have issues with the .ZIP release, please post here and let me know if you have issues. I didn't have any opportunity to extensively playtest int22 due to my main development computer being inoperable, so there may be some problems as a result.

The README will mention a .ain file. This is a navigation file for NPCs and will auto-generate when the map is run. If reflections have issues, use buildcubemaps in the console to fix them. If there are still issues with reflections please let me know.

There may be an issue where the player does not get item_suit on map load. This is not an intended case and reloading will hopefully fix the problem. If not, type give item_suit in the console and it should fix the issue.

Good karma+3 votes
FiveDevKenny
FiveDevKenny - - 18 comments @ Five

Hello! Welcome and thank you for checking out this mod page!

Within the next 2 days, a map for the game will be released. It is a beta stage map that's still not quite finished testing, but I wanted to get a map in the wind for analysis since today marks the 10th anniversary of Half-Life 2: Episode Two.

If you'd like to skip waiting for ModDB, I've hosted the map on a public link on Google Drive here:
Drive.google.com

Good karma+3 votes
FiveDevKenny
FiveDevKenny - - 18 comments @ MEUITM

Trying out this mod. Eden Prime sequence worked great and was very visually snazzy. Loving the improved characters. Garrus is particularly flooring in how good his face looks now.

However, the Citadel has begun to make the game VERY unstable. Two very specific conversations have a high chance of causing the General Protection Fault error- one with the receptionist getting called by the Consort and told to let Shep see her (crashes right afterwards at least three times), and the second is the first Council meeting with Saren, which immediately crashes the game every time. I really wish to keep going with this mod because the visual fidelity of the game is far, far improved above the base game, but the instability of the engine is starting to grate on me.

I have the Steam version, not Origin, so I'm hoping that's not what's causing the problem.

Error text:

Rendering thread exception:
General protection fault!

History: GMatrix2D::Swap() Address = 0x10bb5ed6 (filename not found) [in I:\Steam Backup\corefiles\Steam\steamapps\common\Mass Effect\Binaries\MassEffect.exe]
GMatrix2D::Swap() Address = 0x10bbf416 (filename not found) [in I:\Steam Backup\corefiles\Steam\steamapps\common\Mass Effect\Binaries\MassEffect.exe]

I've run the LAA tool before installing the program, so I'm not really sure what to do next.

Good karma+1 vote
FiveDevKenny
FiveDevKenny - - 18 comments @ Longinus swarm

This is looking very good, I look forward to playing this mod. The cockpit looks somewhat low detail at the moment but I know this will change because just about most everything else in the screen is showing off a lot of polish. I wish this mod luck and hope to be playing it soon.

Good karma+1 vote