You can all go to hell. I mean it most sincerely.
Gee that's a lot of open space for a level! I hope my PC can run it w/ the amount of detail this mod promises!
We must all collaborate, willingly, eagerly, if we expect to reap the benefits of unification.
Really? Well, let's see how it serves you on the far side of a Combine portal.
I understand how many people will think it's childish, and some even be outraged. I didn't choose the harshest words/swearing, and I just don't want to give up that reaction that's opposite of people being very mild and often downplaying Valve's flaws and saying "of course I still respect this great company thanks them for everything" even when criticising. So, well. Oh well.
The effect is exaggerated to be more visible. There's a lot of tweaking ahead of us!
Actually this is the non-camouflage mode, because I believe in the concept it was meant to have this vague gelatinous look
And when the camo is active it's more transparent and refractive. Sort of Predator-style but easier to spot.
We know it's possible because we intentionally increased that physical damage. During early HL2 days, the game had "brickbat" weapon, which was basically picking up things and throwing them (though it had several separate hand models for various objects). So we wanted to kinda bring it back.
And yes it creates some continuity issues like killing guards and getting away with that, and that's something we want to refine, and, instead of cutting this ability, make it so there's consequences each time.
Some of the cops do become hostile, citizens are scripted to become scared of the player (in the similar vein to HL1 scientists), but that wasn't universally scripted because time constraints.
This was decent. The mapping is a little simple, but not in an unpleasant way. Has its charm - although almost ascetic at times, it has interesting elements, and a lot of items in it are brush based, you can see there was effort going into it.
Gameplay was pretty simple and straightforward. With just basic enemy variety and desolate placement of the few enemies that it had.
It's not often that I see mods use Lost Coast content and concept, but maybe this didn't do enough with it to be more captivating.
The progression from outside to inside to underground to back to topside, that was both alright and didn't make much sense, which is so often in standalone SP maps that it's not even a complaint, just an observation. Like, why would there be an underground Combine base hidden under a normal looking church? But it also didn't shock me, because lots of mods did that. It's almost like a tradition now, or stereotype maybe.
In terms of bugs, there's only few, the refractive glass can get a bit glitchy but it's an engine limitation, and there's an areaportal underground that's placed in front of the door and when closed it cuts out.
If I had a few suggestions, it would be to maybe add some detail props on the landscape (like the whole open grassy area in around the church), that way you can keep it flat and open but it won't look too empty. The interior was a little bare but decent, I'd say the underground passages could be made more narrow as it is often seen in old buildings like that. Also having some soundscapes would help the atmosphere, like some wind and rustling outside, crumbling cement and plaster sounds inside, metal stress and air humming underground, etc.
The mod kept it short and didn't frustrate me one bit, there was some interesting design going, not everything being just rectangular and boring.
So because it didn't bore me, wasn't throwing waves of enemies, and was visually decent, I'd rate it 7 out of 10.
Tracking now, expecting something cool because StevenCabbage has a solid track record for making maps!
Apart from the manhack arcade, those instances happen because of the volumetric light effect (basically fancy flashlight placed on a level). Most mods never implement stuff like this, a few do, ours is one of them.
You could mitigate it by using the console command r_flashlightdepthtexture 0, that'll get rid of those expensive effects.
CW3D has a soundcloud where he publishes his tracks, on his own, but otherwise we don't have plans to release OST in any special manner.
Also thank you for your kind words, we really appreciate it.
You are from Anomalous Materials lab? Yes, I recognise you.
You cannot. They've been disabled in favour of performance and world-placed lights. It was my call and I had to make it so.
DI 1.2 (and future versions) will only pack HDR lightmaps, so if you're unable to use HDR (such as running in DX8 or below), it can't load any lighting data for the level.
If this is really the reason, and you can't enable HDR at all, contact us and I can prepare separately compiled maps for your case.
That's a first. What's your screen resolution?
'OK' will do the same as 'Apply' in terms of saving the settings.
P.S. super late reply but maybe it'll help someone else too.
Short answer is no.
To make the compatibility patch, we'll have to share our source code and it would be a lot of work to port our features onto MMod. We're not going to move towards that, at all.
I suppose you can do a sort of "poor man's compatibility" by just throwing DI maps and assets into MMod, losing all custom NPCs and weapons and other features. But personally I think MMod is just full of noise and dubious stuff so I wouldn't do that to our mod.
P.S. Looking at MMod's addons page, it seems absolute majority of compat. patches are for mods that are essentially mappacks and don't rely on custom code. That's why it's easy to provide compatibility. (exception is Entropy Zero, not sure how that's done there). But DI rides on so many edits and tweaks and under the hood changes, it would lose a lot if you replace its code w/ MMod code. And we're not sharing our sourcecode so merging/splicing them is out of the question too.
I'd like to reply to some of your criticisms.
I feel the "levels need reward for exploration" part is a bit unfair.
Didn't we do any of it? Industrial has a couple hidden places (one with healtkits and a tragic backstory, other with a short NPC dialogue).
On Terminal you're "rewarded" with a whole little scene between workers. That's not even some reused beta dialogue, it's all written from scratch and voiced by 4 different people.
Consulcast has NPC interactions, it has custom voiced dialogues, and for example the hidden vortigaunt.
Arcade street has the raid scene plus citizens interacting with the player (and each other).
Radiostation has its cafe.
Is that still not enough, somehow? You're saying there should be NPCs and items in side routes, that's exactly what we have.
While we didn't put a melee weapon (iceaxe) on Borealis, we did give you the ability to throw props and kill headcrabs easily. Aka the brickbat system before physgun was added to HL2. You *are* able to kill them very easily. And on Subt level, there's a crate with infinite pistol ammo.
There is flare ammo on the ship as well, there's some of it just loose on the deck, and some more in red wall cases. So... is there not enough ammo maybe?
About Barney and his mask.
Yes, we've heard that a lot. That it's either an oversight on our part... or how is it that he doesn't get busted... but curiously enough, the original short story that Marc Laidlaw wrote, to outline these plot points, had same exact "oversight" by Barney, when he forgot to put his visor down.
He didn't manage to put it down until they crashes in a bus inside the toxin-filled pit.
3rd paragraph of p 361.
Then, instead of 'fixing' Barney, we instead added another unmasked metrocop on the Docks. Because it's not a crime to forget your visor/not have it on you.
If I used my normal voice for the vortigaunts, that'd just be a normal dude voice with strong Russian accent. Instead I did my best at imitating the beta styled vortigaunt voice acting, as heard here
Was my best 'the' best? Probably not but it's the best we could manage.
Also there won't be any Gman speaking in Dark Interval. He's not going to be present except for the intro cameo.
In the pre-vamp those were breakable brushes (func_breakable) with web texture from Ep2. I wasn't happy with that.
The current version is a custom "aien web" prop with some dead shrub models stuffed behind it to give it more volume, visually. And instead of breaking, they dissolve with fire embers effect.
The shrubs aren't meant to be analysed that much, like it's just some dark branch-like thing that burns well, could be anything really. Is it really too obvious they're stock shrub models?
There was too much other unfinished/wrong/bad/placeholder stuff to take care of. I'd say the obstacles are finalised as far as "we don't want to spend time on it anymore" goes.
Not because 'you asked for an update'. You said the mod is fake and is made by a fraud. Well, here's some input for you to consider: it can't be fake because it already came out. It got broken in the Steampipe update just like many, many other mods. Most mods you search for on ModDB, will often have Steampipe patch submitted by fans (one of them is malortie who uploaded almost a 100 patches). Unfortunately MI isn't one of these mods that got a patch.
Now, you may say well the already released version doesn't matter because you're talking about the Steam version. But it was never advertised as anything you can call 'fake'. The devs have made it clear that the Steam release wasn't going to be a sequel or the next version; that they want to put it out on Steam mostly as is, with some needed patches.
What would they be faking and for what? Can't sell it. For views? I don't see it trending or shills anywhere.
Is the Steam release dead and NEVER coming out? If so, I put the blame on Valve for either being too lazy or having some unspoken code and not telling their verdict even to the devs themselves. And it's not like this is any sort of surprise, what wreck of a company they are.
Even when you say scart- is here treating fans like ****, this is blatantl false if you look at his comments history. It's either still providing technical support or thanking people for their support.
The devs are past their 30s and have better, more vital things to be taking care of. Passions subside especially when a company that holds absolute final control over your creation, will continue to ignore you and just be terrible.
Lastly you suggest people go play "actual beta mods" like Dark Interval. Well, I'm making Dark Interval, and Missing Info is one of my favourite mods.
It's one of "bug bottlenecks" parts it seems. We get a number of reports of players being stuck in the same situation.
Until we can sort it out, noclip it is :/ or replaying and hopefully getting the AI to work around its quirks.
Naturally, all worked well during beta testing, and the bugs are being revealed now.
When he tells you to stand back, you should stand on the little square platform in the middle of the staircase, next to the yellow floor lamp. If he still does nothing, his AI must've bugged out, and you should reload the last autosave and retry.
Thank you for your kind words. But Steam is too much of a pain in the *** to deal with, so you shouldn't expect Dark Interval to turn up on Steam.
Lost Coast is a difficult topic because it was cut later in development and would rather fit as an add-on to retail storyline. Still, we use some of its assets, and we will be including the monastery theme but on smaller scale.
The sniper droid: Unlikely. We have the camouflaged soldiers and want to use them as the snipers.
The Sven Co-Op model: we have our own version of this enemy. I wouldn't know how to 'recycle' something from an unreleased mod? I never followed SC2 that closely.
Benefits from working together with another mod: we feel it wouldn't be helpful to either of the teams. They have their direction and we have ours.
It's a cut content mod. Only not so much about restoring older assets and getting them to work, instead it's more about building those old concepts in new form.
The town that's mentioned in the Haven paragraph, yes. You can see some of it on the screenshots, with the smokestacks.
Haven't planned this far ahead, personally I'd like to explore other, new parts of the city, but we may well return to the Arcade. Especially since it's close to the Citadel.
I've just submitted a big article about all current Part 2 levels. It's awaiting authorisation, stand by!
But we don't have it?