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Comment History  (0 - 30 of 70)
Inepticus
Inepticus - - 70 comments @ X-Ray Oxygen Project

I extracted the files in my game directory, but when I try to play it I only get an X-ray oxygen image with a stalker in it, then it disappears and nothing happens.

Good karma+1 vote
Inepticus
Inepticus - - 70 comments @ Ravenholm Demo

Amazing!

Good karma+4 votes
Inepticus
Inepticus - - 70 comments @ Ravenholm Demo

Would we be able to add HL1 enemies through hammer?

Good karma+4 votes
Inepticus
Inepticus - - 70 comments @ Dark Interval

Maybe make it so the hydra winds its head back a bit before striking so that the player can better predict when its going to strike.

Good karma+1 vote
Inepticus
Inepticus - - 70 comments @ Source Modding Base

I know you said this is the last release, but would it be too much hassle to add some opposing force/HL2 beta enemies?
For instance, the Gonome from opposing force could use the bullsquid AI
The cremator from the HL2 beta could use the gargantua code minus the bullet proof skin and with slowed down animations, that way it will walk towards you and shoot fire at you.

Good karma+3 votes
Inepticus
Inepticus - - 70 comments @ Half-Life 2 : MMod

You can already assign different models to combine soldier npc's in hammer, you can add soldiers that have missing parts of their armor or maybe different tactical variations and so on, the randomization thing might need to be programmed though, unless you can add bodygroups like in HL1.

Good karma+1 vote
Inepticus
Inepticus - - 70 comments @ DoctorX Dynamic Anomalies 2.1 [CoC 1.5 / 1.4.22]

It's a nice concept but in game I kept bumping into anomalies every 5 feet, it got really annoying.
They also spawn in locations where other stalkers use as shelter, places like the cordon beginning area had like 5 anomalies along the tiny road stalkers walked on.

Good karma+1 vote
Inepticus
Inepticus - - 70 comments @ Mutants Model Pack #1 v1.0

Wait so this keeps the original models but also adds new ones?
I also see a couple of comments about this being a monster port from Novaja Mutacija or something, what's the difference between the two?

Good karma+1 vote
Inepticus
Inepticus - - 70 comments @ CMAO \ Cinematic Mod: Awakening - Origins

Visually enhanced = Overwhelming amount of bloom

Good karma0 votes
Inepticus
Inepticus - - 70 comments @ Mercenaries!

Dang I hoped to see the model with the hat in the released files : (

Good karma+1 vote
Inepticus
Inepticus - - 70 comments @ SHλFT

Thanks man, you truly are magic :)
Playing with bodygroups is fun.

Good karma+3 votes
Inepticus
Inepticus - - 70 comments @ SHλFT

In one of your videos you showed scientist models with different bodygroups for the heads, however the heads would change under certain animation (for instance using the syringe which in itself is a bodygroup).

Did you manage to fix that? And how exactly did you do it?

I tried something similar with barney and his head would change when he would pull out the gun or die.

Good karma+2 votes
Inepticus
Inepticus - - 70 comments @ Half life Beta replacement pack

The voltigore replacements crash the game but this file is so old I doubt anyone is even looking at this.
Ah anyways, from what I can gather the kingpin model crashes the game when it tries to turn around. It's weird because trough some sort of miracle I managed to "Fix it" but after restarting the game a few times it crashes the game again.

Good karma+1 vote
Inepticus
Inepticus - - 70 comments @ Test npc_shocklion and npc_scarylion

Maybe replace the headcrab model with an alien swarm creature?

Good karma+4 votes
Inepticus
Inepticus - - 70 comments @ Combine March

"So, if a developer rejects your "great idea", then he is a close-minded **** and don't deserve your precious advice?"

No, but great assumptions.

Good karma-4 votes
Inepticus
Inepticus - - 70 comments @ Combine March

Seems like a lot of excuses not to do something interesting with an already existing enemy. Vortigaunts not being useful in combat doesn't make sense, if anything they are more skilled and interesting to fight than the boring combine soldiers.

After seeing your comment about doing something different with the air exchange chapter I thought you would be more open minded to new ideas instead of just recycling ideas from early concepts that are clearly not thought out well.

Anyways it's your mod, I won't bother you anymore.

Good karma-2 votes
Inepticus
Inepticus - - 70 comments @ Combine March

Well human slaves also exist, workers, stalkers, yet there are also soldiers.

The hive-mentality thing isn't an issue since the combine can either modify the way they behave (like they did with the soldiers), they can also be controlled remotely or put in a squad.

It not only brings more enemy variety but it also makes sense since the vorts are stronger than humans and thay can make a good adition to a squad, maybe they can help with powering broken combine stuff when in battle and so on.

Plus the ai is there, though there might have to be a few changes done to the attack charge speed.


Also I don't think the combine has a shortage on vortigaunts, I'm sure Earth has plenty and if not the combine have already enslaved them so it wouldn't make sense for the combine not to make synths out of them.

Good karma0 votes
Inepticus
Inepticus - - 70 comments @ Combine March

I see, is there a possibility of seeing a vortigaunt synth enemy in the future?

I always thought it was weird how the combine used humans as soldiers but didn't do the same for the vortigaunts.

Good karma+2 votes
Inepticus
Inepticus - - 70 comments @ Combine March

Alright, by the way, does chapter 2 remove the yellow circle around tghe cremator?

Good karma+1 vote
Inepticus
Inepticus - - 70 comments @ Combine March

Are the crab synths proper npc's now?

Good karma+4 votes
Inepticus
Inepticus - - 70 comments @ Half Life Modding Kit

Alright, the default dll's work, I just thought this was a modified dll or something.
Also on your previous comment on adding opposing force weapons, there's really no need to go trough the hassle, I mostly wanted the npc's but that would be too much trouble to code when they're already done in the original dll's.
Plus I can live with the night vision, I was just curious when I asked about the flashlight.

Anyways thank you so much for the help :) <3

Good karma+1 vote
Inepticus
Inepticus - - 70 comments @ Half Life Modding Kit

Alright, is it possible to use the regular flashlight instead of the night vision? Or not if it's non existant in the dlls and since we don't have the code...

Good karma+1 vote
Inepticus
Inepticus - - 70 comments @ Half Life Modding Kit

The client.dll that comews with the "mod" folder. When I try to launch the mod it crashes and says that it could not load library and it points towards the cl_dlls\client.dll directory.

Good karma+1 vote
Inepticus
Inepticus - - 70 comments @ Half Life Modding Kit

There seems to be a problem with loading the Client.dll

Good karma+1 vote
Inepticus
Inepticus - - 70 comments @ Dark Interval

Can we get a sneak peak on one of the new enemies?

Good karma+3 votes
Inepticus
Inepticus - - 70 comments @ Half Life Modding Kit

Does this include the opposing force npc's?

Good karma+1 vote
Inepticus
Inepticus - - 70 comments @ Dark Interval

Aww man, I hope Chapter II isn't going to be pushed back too long, like months of waiting : c

Good karma+2 votes
Inepticus
Inepticus - - 70 comments @ Missing Information

RIP

Good karma+2 votes
Inepticus
Inepticus - - 70 comments @ CMA | Alpha Build | Hydra Scene Testing

Amazing! There is this mod called ICE, it's going to add a fire type enemy, is it possible for you to also make one? It would be really cool to see Civil Protection officers battling such enemies and being burned alive.

Good karma+2 votes
Inepticus
Inepticus - - 70 comments @ Thunder's Leaves

I think it means that they are carrying grubs...

Good karma+1 vote