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Comment History  (0 - 30 of 89)
IDKFA-93
IDKFA-93 - - 89 comments @ Entropy : Zero - Experimental MMod Support (Definitive Edition)

Currently I'm not going to be changing the arm model, but I may look into porting EZ1's hand models for a future update/hot-fix.

Good karma+1 vote
IDKFA-93
IDKFA-93 - - 89 comments @ MMod: Fixes & Enhancements Project [Release 1.2]

Could you share a screenshot of the issue that you seem to be experiencing?

Good karma+2 votes
IDKFA-93
IDKFA-93 - - 89 comments @ MMod: Fixes & Enhancements Project [Release 1.2]

Yes, you absolutely can.

Most of my compatibility patches were recently updated to ensure that they are compatible with the mod and some of my more recent patch releases, like my patches for The Hammer Cup 2017, were built with the Fixes and Enhancements Project in mind.

Good karma+2 votes
IDKFA-93
IDKFA-93 - - 89 comments @ The Hammer Cup (2017) - MMod Patch Collection (1.3-compatible Release)

With the patches for the mapping challenges in The Hammer Cup: 2017 now released, my brief return to making compatibility patches for HL2: MMod has come to an end, at least for now.

Tomorrow, I'll be publishing the first release of my MMod Fixes and Enhancements Project, so be sure to stay tuned for that as well.

Until then, have fun with the patches for The Hammer Cup: 2017! And be sure to report any issues that you find with the patches in the comments.

Good karma+2 votes
IDKFA-93
IDKFA-93 - - 89 comments @ Ravenholm - MMod Compatibility Patch (1.3-compatible Release)

MAY 6TH UPDATE:
I have decided to slightly shift the release dates for both the MMod Fixes and Enhancements Project and the patches for The Hammer Cup 2017.

New release date for the MMod Fixes and Enhancements Project - May 10th.
New release date for the patches for The Hammer Cup 2017 - May 9th.


MY ORIGINAL STATUS UPDATE FROM MAY 3RD:
"For those that might care, here's a minor status update on my upcoming releases:

Work on the first release of my MMod Fixes and Enhancements Project has been completed and I'm currently aiming to release the project on May 9th.

I am also currently working on up-to-date compatibility patches for the five mapping challenges that were hosted as part of the 2017 edition of The Hammer Cup. The patches are currently slated to release on May 7th.

Until then, have fun with the patch for Ravenholm!"

Good karma+3 votes
IDKFA-93
IDKFA-93 - - 89 comments @ Depot - MMod Compatibility Patch (1.3-compatible Release)

For the past couple of days, I have been slowly working on updated versions of various compatibility patches that were never updated to work with MMod 1.3. This release is the first of ten patches that I aim to put out over the course of the month.

You can expect to see a patch for RTSLVilleTwo coming tomorrow, with the remaining eight patches coming out as soon as they are ready.

Work also continues on my MMod Fixes and Enhancements Project. Most of the primary work on the project has been largely completed and I only need to implement a few new additions before I can consider it to be ready for its first release.

My current goal is to have the project out later this month, but this is still subject to change.

Until then, have fun with the patch for Depot! And be sure to report any issues you might find with the patch in the comments.

Good karma+3 votes
IDKFA-93
IDKFA-93 - - 89 comments @ Local Motive: Definitive Edtion - MMod Patch (Redux)

I'm sure somebody is going to ask this so let me just get it out of the way right now:

Q: Wait, isn't there a patch for Local Motive's Definitive Edition that's already available? Why are you making this?

A: I have two main reasons for making the patch:

One, I was rather disappointed with the quality of the patch that was previously uploaded and I felt that it could have been done better.

And two, I wanted to have a patch for Local Motive's re-release that would work seamlessly with my in-development "MMod Fixes and Enhancements Project". That project is currently slated for release in April, in case you might be interested in that.

Speaking of April, I also have a rather... interesting patch release for you all to enjoy, so be sure to check in on Friday to find out what it might be.

Until then, have fun!

Good karma+3 votes
IDKFA-93
IDKFA-93 - - 89 comments @ Half-Life 2: Overcharged

Nikolay Aulov: *tries to return for the billionth time*

Everyone in the modding community:

Good karma+6 votes
IDKFA-93
IDKFA-93 - - 89 comments @ Entropy : Zero - Experimental MMod Support (Definitive Edition)

Sorry, but I won't. I don't really have the time, or interest, to make more compatibility patches and my current focus is on making smaller addons for MMod and supporting the patches that I've already released.

Your best bet would be to compile a bug report with every issue you've found in the patch for The Forgotten Journey and send it to the person that made the patch.

Other than that, I can't really help you. Sorry :(

Good karma+1 vote
IDKFA-93
IDKFA-93 - - 89 comments @ MMOD : Classic

Great work!

Good karma+3 votes
IDKFA-93
IDKFA-93 - - 89 comments @ Restore-Life

cl_shadows 0

Good karma+1 vote
IDKFA-93
IDKFA-93 - - 89 comments @ Entropy : Zero - Experimental MMod Support (Definitive Edition)

I have just pushed out an update that should fix your issue. Please re-download the patch. And be sure to let me know if the issue still persists.

Good karma+3 votes
IDKFA-93
IDKFA-93 - - 89 comments @ HL2: Year Long Alarm - MMod Compatibility Patch (1.12 - Final Release)

Yep - in fact, I've just pushed out version 1.1, which should be fully compatible with MMod 1.3.

As for the update to the Forest Train patch, that will be coming out tomorrow, along with updates to other previously released compatibility patches.

Good karma+2 votes
IDKFA-93
IDKFA-93 - - 89 comments @ Cosmonaut - MMod Compatibility Patch (1.12 - Final Release)

I didn't think that the FPS counter would be a big problem but since you two seem to dislike it I decided to disable it for patch 1.0.1.

I hope this resolves the issue.

Good karma+2 votes
IDKFA-93
IDKFA-93 - - 89 comments @ Silent Escape - MMod Compatibility Patch (Redux 1.12)

And before somebody asks...

Q: But there's already a patch for Silent Escape up on HL2: MMod's addons section! Isn't this patch unnecessary?

A: I'm already aware of the fact that there is a patch up for Silent Escape - this is why this release is labeled as a "Redux" release, meaining that it should be better than the original release in every possible way.

As always, if you encounter any issues with the patch, please report them to me in the comments so I can investigate and fix said issues.

Have fun!

Good karma+5 votes
IDKFA-93
IDKFA-93 - - 89 comments @ RunThinkShootLiveVille - MMod Compatibility Patch (1.11 - Final Release)

In light of the recent announcement of the RunThinkShootLiveVilleTwo mapping challenge (hosted by RTSL and MapCore) I thought it would be a good idea to make RunThinkShootLiveVille compatible with MMod.

Once RunThinkShootLiveVilleTwo is released, I will also look into making a
compatibility patch for that as well.

Stay tuned for more information coming later next month.

Until then, have fun!

Good karma+2 votes
IDKFA-93
IDKFA-93 - - 89 comments @ Half-Life 2 : MMod

Download link:
Drive.google.com

Instructions on how to install the patch are included in the .rar file. (PLEASE read them)

ModDB download should also be up in a few hours.

Have fun!

Good karma+2 votes
IDKFA-93
IDKFA-93 - - 89 comments @ Half-Life 2 : MMod

"Here, Jamil! Ammo!"

Good karma+4 votes
IDKFA-93
IDKFA-93 - - 89 comments @ The Hammer Cup (2017) - MMod Compatibility Patch Collection (1.1)

Since the mounted gun crashes the game, I thought it would be best if the gun was removed from the map entirely to prevent the crashing issue from occuring.

Here's an updated version of the finale_thc17_c5.txt mapadd file:
Drive.google.com

Feel free to include this in a future update for your compatibility patch.

Good karma+4 votes
IDKFA-93
IDKFA-93 - - 89 comments @ Half-Life 2 : MMod

no

And since you are probably gonna ask me why, Transmissions: Element 120 relies on custom code for it's new "Zero Point Energy Projector" - a weapon that the mod relies on heavily for its second half, which is likely to make the mod unbeatable when playing with MMod.

Good karma+5 votes
IDKFA-93
IDKFA-93 - - 89 comments @ Entropy : Zero - Experimental MMod Support (Definitive Edition)

Patches for Exit and Exit 2 are planned for the future. (possibly later this week, if nothing goes wrong, that is)

I was actually working on a patch for Research and Development a couple of weeks ago but I ran into severe crashing issues with the mod so I've put the patch on ice for right now, but I have plans to revisit it in the not-so-distant future.

Good karma+4 votes
IDKFA-93
IDKFA-93 - - 89 comments @ Entropy : Zero - Experimental MMod Support (Definitive Edition)

I did. It looked awful. (bad fov/texture scaling)

I tried to upscale the flashlight texture to see if it would improve things but it didn't improve things at all.

Good karma+3 votes
IDKFA-93
IDKFA-93 - - 89 comments @ Entropy : Zero - Experimental MMod Support (Definitive Edition)

UPDATE: It turns out the values for the flashlight's FOV are 100% hardcoded into the engine and reset on game load/map load. This makes it impossible to bring back the NVGs without access to MMod's source code.

I might look into this again in the future as I am aware of a possible workaround (I currently haven't tested it though) but for right now the NVGs are completely off the table.

Good karma+3 votes
IDKFA-93
IDKFA-93 - - 89 comments @ Entropy : Zero - Experimental MMod Support (Definitive Edition)

When the subtitles/closed captions option is completely switched off, a game crash occurs every time an NPC or Bad- uh, sorry I meant Unit 3650, speaks in the game. Enabling the subtitles option is the only workaround that prevents this issue from occuring.

I tried to recompile the subtitles to see if a faulty compile on Breadman's side was the cause of the problem but that didn't fix it.

Breadman himself has been aware of the issue since April of last year but no fix has been released as of the time of writing this comment. Steamcommunity.com

Until a fix is released, the only solution is to force-enable the subtitles so that the crashing issue is avoided entirely.

Good karma+3 votes
IDKFA-93
IDKFA-93 - - 89 comments @ Entropy : Zero - Experimental MMod Support (Definitive Edition)

Like I said before, the NVGs will be an OPTIONAL addon for this patch. You won't be forced to use the NVGs, it will be an option that the player can pick, if they want to, of course.

Good karma+8 votes
IDKFA-93
IDKFA-93 - - 89 comments @ Entropy : Zero - Experimental MMod Support (Definitive Edition)

I'll probably look into bringing the NVGs back as a optional addon for this patch.

Good karma+5 votes