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there is a 3rd ending. explore the sewers
It would be about 7 years ago now since you did the recordings. I'm also pleasantly surprised that people are still playing and enjoying this after all this time.
when the glass breaks you dont have to go upstairs, try going down
i cant help but wonder if you are trying to use the flashlight correctly. The half-life flashlight was removed from the code, so the 'f' key will be meaningless. The night at the office flashlight is selectable via the weapon menu (scroll wheel)
This is the 1st time i've checked back on the comments in a long time, i just want to address some of the concerns people have raised in their feedback.
The no crosshair, no healthkits, low ammo situation was a purposeful decision i made. I didnt want to make another game where you play as an unstoppable hero, the idea was to play as a nobody who really needs to fight for their survival and is just as vulnerable as the other people in the game, although in hindsight maybe i should've adjusted the difficulty moreso than i did, sorry.
Also please don't post spoilers; I know a lot of people have played it however it kinda ruins the suprprises for those new to it if they know the ending etc. before playing
you need to listen to what Dave tells you, he says that there are keys in the filing cabinet. As soon as he says that you need to open the filing cabinet.
i'm impressed, keep up the hard work guys
not sure what you're asking, but if you're asking what you need to play this you need either the CD version of Half-Life, or the Steam version of Half-Life, the mod is set-up for both so please read the instructions duringthe installer.
i think he was referring to the generally poor newspost- i mean it's badly written plus i think it doesnt even make sense.
his first sentence begins "Half-Screwed Engine is done" yet it's a HL1 mod. A HL1 mod is on the HL engine, not a new engine... it just doesnt make sense and i agree that in it's currently worded state it should not have been passed to go on the main page.
the texture and the UV map need a lot of work, but its definitely fixable. The artist should try to look at other peoples models and textures and see if this stands up well next to them, it should give an idea of what needs improvment.
Out of the gazillion mods out there looking for a coder, I'd prefer you guys to get one. I love the idea and I think it could be very popular too.
Best of luck to you and please don't give up.
actually i dont think valve have a problem with it. That strider mod contacted them asking permission to use mini-strider, and they said Not until episode 2. No doubt the reason is because it is not officially featured properly yet.
...but the zombine was all present and correct in ep1 so i doubt valve will have any problem with them using it.
m@ty, it's not obvious that it was intended for normal mapping as it wasn't made clear in the news post. So I was just bringing the issue up so the people who look at it will know that this kind of detail will not be seen in-game. tbh it should have been stated in the news post that this is not a model intended for in-game.
considering the links lead to a page of shots including proper in-game screenshots, i'm surprised those werent shown here. a bit mis-leading methinks.
anyway honestly though, great work to the modeller, they've obviously spent a long time working on it.
might look pretty but you cant possibly put that many polys into source for one vehicle, its a massive waste.
dont get me wrong they look really amazing, but just not practical. What is the polycount by the way?
Im biding my time with Chicago Times, I dont want to add an empt profile etc. Waiting until Ive got some nice screenshots to spike peoples interest. Not long I imagine
Omikr0n took the time to write a rather nice walkthrough for Night at the Office, its now on the site and you can read it by clicking here:
pics are as excellent as ever, looks like the team sure know what they're doing. look forward to playing this.
the steam webs-te of course, www.google.com is your friend:
i pm'ed you regarding crashing, if the problem persists (which it shouldn't) please let me know.
You mentioned the mod is crashing; it shouldnt be crashing anywhere really and no-one else seems to have reported this
if you're running normal half life (NON STEAM) make sure its patched up.
if you're running steam it should be patched up automatically
if you're still having problems try and be more specfic with the problem (does it crash EVERY level load etc.)
you didnt hurt my feelings at all, all though i am a little confused with what you said:
you didnt like the "weapons" or "storyline" so that means you can write it off as : Pathetic Crap
Do you care to elaborate on exactly what you did not like, because the least you could do is give me constructive criticism to back up those 2 words
obviously if everyone said that then i may be a little dampened; but you are definitely in the minority.
This version is 1.2 and contains quite a big bug whereas the game crashes upon being receiving damage from an enemy.
I have finally got round to updating the installer to include a very stable build (v1.3) which no longer has this nasty bug, the URL for this is:
In other words, dont get this one. Stick to v1.3 by clicking the above link.
I apologise for any inconvenience caused.
i'm glad you like it
As soon as I've got the plans all done and dusted, i'll start recruiting. ( ...soon )
thats right, if you know how to edit the menu feel free to enable the multiplayer, considering there're no maps and its not been tested i left that part out.
besides it'd only be standard deathmatch with different player models and weapons and there are enough dead multiplayer mods out there.
"Creativity is important, we've seen the standard boring articles, we want more!"
Anybody else read that as moddb wanting more boring articles?
i was thinking along those lines too
I finally got round to putting a mirror on moddb, and while i was at it i updated the installer to bring it right up to date as version 1.2
For those who've downloaded 1.0 or patched to 1.1, you can find the 1.2 patch (and changelog) here:
hmm. i have no idea where you're referring to. I just tested the 9th floor bit now, and the level transitions seem to be fine.
The 1.1 patch fixed a level change bug similaraly to the one you describe. If you've got the patch and you still can reproduce this bug please PM me asap, so I can track down exactly where you're referring to.
gets better and better everytime. LOVE IT