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Comment History  (0 - 30 of 60)
tegordon2001
tegordon2001 - - 60 comments @ Vampire: The Masquerade - Bloodlines Unofficial Patch

Hey Wesp5, I recently downloaded the VTMB unofficial patch from Nexus Mods, was that one posted by you? The Nexus version was posted by a Wesp5 but according to that Nexus account, his name is Will Spather from Austria, Your name is Werner Spahl and you're from Germany according to your moddb account. I prefer to get mods from nexus and just wanted to make sure I downloaded the "official version" and not one from someone pretending to be you.

Good karma+1 vote
tegordon2001
tegordon2001 - - 60 comments @ Raising the Bar: Redux

I like where this mod is going, unfortunately, I can't play it due to circumstances beyond my control, but I've been watching a playthrough. I do have a complaint, one I've had since it was introduced. It's about the Combine Guard, more specifically, his face. I don't really like the fact that he has eyes, in the original leaked model, his eyes were removed and stitched shut, this was an intentional desision by the designers to give the guard a shocking and disorienting appearance where one can't see where the guard is looking save for his cybernetic camera. I also don't like that he has gray skin, it makes him look kinda cartoony. When I see him, I feel like I'm looking at another skin for Strogg in Quake: Champions. With these two details, the body horror and fear of seeing one is lost, and the model starts to feel generic. Other than that, the model is fine. I like the look of almost everything else though.

Good karma+3 votes
tegordon2001
tegordon2001 - - 60 comments @ YR Red-Resurrection

Hey, I need a little help. When I start up a game of Red Resurrection, the client closes, then I'm staring at the desktop for an awkward and uncomfortable amount of time, then the screen goes black for an awkward and uncomfortable amount of time, that the game loads for an awkward and uncomfortable amount of time before I can finally play. Mental Omega does this too. However, regular YR doesn't really do this, desktop and load times are relatively short. Does anyone know a how to fix this?

I'm running this on Widows 10 and using the Ddrawcompat renderer.

Also, should the client menu have music?

Good karma+1 vote
tegordon2001
tegordon2001 - - 60 comments @ Dawn of the Tiberium Age

Alright cool,
I do want to ask, is the AI in this game universal, or is there an AI for enhanced and an AI for classic? Say, if the hind was added for classic and somebody modified the files that dictate what units/structures go to which faction so that the hind and helipad are available to the soviets in enhanced, could the AI still build and use them?

Also, I'm kinda wondering why rotors don't work in TS? It works in RA2,I wonder how they achieved that and if that can be done in TS somehow.

Good karma+1 vote
tegordon2001
tegordon2001 - - 60 comments @ Mental Omega

Hey, I need a little help. When I start up a game of Mental Omega, the client closes, then I'm staring at the desktop for an awkward and uncomfortable amount of time, then the screen goes black for an awkward and uncomfortable amount of time, that the game loads for an awkward and and uncomfortable amount of time before I can finally play. Red Resurrection does this too. However, regular YR doesn't really do this, desktop and load times are relatively short. Does anyone know a how to fix this?

I'm running this on Widows 10 and using the Ddrawcompat renderer.

Good karma+1 vote
tegordon2001
tegordon2001 - - 60 comments @ Dawn of the Tiberium Age

Hello, I've been playing this mod for a little while now and I have some questions.

First, Are you planning to implement the Hind into the game? I stopped by the PPM forums where it was discussed and they said it needed a voxel, and further down there was voxel made available, do you plan to use that one?

Second, do you plan to add naval transports into the game? GDI and Nod could have those hovercrafts and the Allies and Soviets could have that wierd UFO looking thing. I know there's the Chinook and the APCs, but maybe transporting your troops by sea is the safest way sometimes.

Lastly, why does the Chinook automatically drop its troops when it lands, and indivdually in differant places? It never did that in TD or RA. Engine limitations maybe?

Again, great mod, and I hope to see more from it in the future.

Good karma+1 vote
tegordon2001
tegordon2001 - - 60 comments @ Mental Omega

I was wondering about about a possible addition to skirmish and multiplayer games, what if there was an option to have your faction's own stolen tech unit available by default. It just seems a little weird for say, a Soviet Commander to steal from another Soviet commander just to have an Apocalypse Tank, a unit made entirely from Soviet tech. I understand stealing from other factions, but not your own. On the other hand I understand its multiplayer use when you are against a player of the same factions. So, again, It would just be a toggled option before you start a match. What do you guys think?

Good karma+2 votes
tegordon2001
tegordon2001 - - 60 comments @ Merry Christmas from the Combine Guard!

Merry Christmas to you guys too. I like this model, but I do have a couple of problems with it. In the original model, the eyes are sewn shut or removed, with him seeing through a large back mounted camera. According to the half life wiki Half-life.fandom.com this was to give him a disturbing and disorienting appearance, drawing attention away from the camera and where it was looking. Due to the the lack of this detail, it, like you said, looks like a Strogg from Quake 4, Wars, and Champions and pulls away for the uniqueness of the original. I also don't like the fact that its skin is gray, I think that it would look scarier with natural skin tones like the original, with the grey, it just looks kinda cartoony. But aside from those it's a great model from what i see and I can't wait so see it complete and armed with the new guard gun model.

Good karma+3 votes
tegordon2001
tegordon2001 - - 60 comments @ Dark Interval

I love it, wonderfully apocalyptic, I'm excited to see this episode in action. I'm especially excited about the APC, I hope you keep that. I also have Three questions and and a suggestion. First question, I may not have seen it, but do you plan to animate the bullsquid's tentacles like in HL1? Second, I recently watched an HL2 Project Beta stream featuring an older version with a more beta accurate G-Man, train, and train station sequence. In that stream, C-Vox said that bringing that part back was not out of the question much later on. Is that true, I'd love to see that. Third, I saw a question about MMod compatibility with you saying no, is that final, or is more no until DI is a complete product? Now the suggestion, I may have missed this as well, but if the engine allows, in the canal levels,what if you put the big/new city in the skybox in the distance. The canals are still in the city, and it feels like you're somwhere else completely. But yeah that's it, I love the new apocalyptic feel of this area. It looks like a modern game. Also, if you celebrate, happy holidays, you two! :)

Good karma+1 vote
tegordon2001
tegordon2001 - - 60 comments @ Dark Interval

What do you guys think of the voice effect demo I posted? Do you think It might be a good addition to your mod? If so, would you like me to provide voice lines, or would you simply like to know how I did so you can do it yourself? Either way is good with me. If not, that's fine too, I just wanted to put my work out there to see what people thought.

Good karma+1 vote
tegordon2001
tegordon2001 - - 60 comments @ Dark Interval

Hey, so I've been messing around with Audacity recently, and I think I've made a pretty cool combine voice. It kinda sounds like the old beta metrocop conversation vocoder, but more aggressive sounding. I used what is presumably beta voice lines from John Patrick Lowrie without any effects as a base for this demo. I was wondering what you guys thought of it and whether or not it would fit into your mod.

Here's the demo: Drive.google.com

Here's the video recorded for reference: Youtube.com The lines start around 0:25.

If you like it, I could try to provide voice lines depending on desire, time, and availability of a quiet recording environment. If not that I could provide a tutorial on how to achieve the voice effect. Otherwise, It's fine, it might need some work anyway.

Good karma+3 votes
tegordon2001
tegordon2001 - - 60 comments @ Dark Interval

I recently thought of something that sparked my curiosity. Is your Manhack arcade entirely virtual, or is it like in the concept drafts where players unknowingly murder "criminals"?

Good karma+1 vote
tegordon2001
tegordon2001 - - 60 comments @ Half-Life 2 : MMod

Hey how do you make custom models work? I put them in their own folder in the Custom directory, but the game isn't picking them up, they were said to be MMOD compatible. Also, when is the "lore unfriendly" version coming out?

Good karma+2 votes
tegordon2001
tegordon2001 - - 60 comments @ [ Half-Life 2 : MMod ] Version 1.3

Hey how do you make custom models work? I put them in their own folder in the Custom directory, but the game isn't picking them up, they were said to be MMOD compatible.

Good karma+1 vote
tegordon2001
tegordon2001 - - 60 comments @ Combine Guard Gun Teaser

Cool, are we gonna have the Guard to go with it?

Good karma+2 votes
tegordon2001
tegordon2001 - - 60 comments @ Dark Interval

Do you think part 2 might be released by the end of this year?

Good karma+1 vote
tegordon2001
tegordon2001 - - 60 comments @ Dark Interval

I had an interesting idea regarding weapons. As you most likely know, in the beta, there were multiple weapons that fit into the same catagory, for example, two SMGs and two assault rifles. They were most likely to be used in different points in the game. However, they were cut because of the fact that there was too many weapons per catagory. Now, my idea is that these weapons are kept, but only one weapon per catagory can be carried at one time, kind of like Counter Strike. The two weapons would have differing properties that make them unique, for example, the OICW is equipped with an optic and a grenade launcher and would be fairly accurate at the cost of damage per hit. On the other hand, you would have the AK, which lacks the optic and the launcher, but would deal more damage at the cost of accuracy. You could also do this with the melee weapons too, the crowbar has good speed at the cost of damage, with the Stunstick vice versa. With this, players could customize their play-style and fight with different strategies based on which weapons they're carrying.

Good karma+1 vote
tegordon2001
tegordon2001 - - 60 comments @ Raising the Bar: Redux

Seeing the stunstick has raised a question, what will the new metropolice look like. Will it be the trenchcoat style? The orange style? It's own unique style? And when will we be able to see the model?

Good karma+3 votes
tegordon2001
tegordon2001 - - 60 comments @ Dark Interval

I'm also wondering about the burnable obsticles in the underground immolator section, hey look kinda like dead tree branches. Given where they are, (underground and surrounded by Xen Fauna) they look kinda out of place. In the pre-revamp version the look like alien webbing which looked more fitting. Are the current obsticles the final decision or are they currently placeholders?

Good karma+1 vote
tegordon2001
tegordon2001 - - 60 comments @ Doom 3: Redux

Do you have any plans to make this compatible with ROE?

Good karma+2 votes
tegordon2001
tegordon2001 - - 60 comments @ Dark Interval

I was wondering about the shotgun soldier models on in the parade map, are those placeholders for something else in the future, or have they been put there intentionally and are here to stay? Are you planning to use the cut Episode 1 shotgunner model?

Good karma+1 vote
tegordon2001
tegordon2001 - - 60 comments @ Dark Interval

What about placing more around the city in later iterations of Part 1 and in the city/canals areas of Part 2? I figured that if the combine were to go through the effort of using Vortigaunts as a power source, you would see a lot more Vorti-cells throughout the city. Also, I kinda had an idea regarding Captain Vance if/when you include him. All we know about him is that he was Alyx's father and the leader of the concripts. I feel that more could be added to his character, what if he was a former HECU Marine who escaped Black Mesa during the retreat, witnessed the 7-hour war, and unwillingly helps the Combine, while secretly gathering and training citizens into a guerilla resistance force. I know it sounds a little like HTDF, but Vance's personality and character would be his own and nothing like Mitchell.

Good karma+2 votes
tegordon2001
tegordon2001 - - 60 comments @ Dark Interval

Alright, cool. I kinda think the vanishing citizen is part of Gordon's hallucinations from his time in the Cryo pod. A also wanted to ask if you guys have any plans to use more Vorti-cells throughout the mod? For example, Vorti-cells could be used to power Combine outposts in the Wasteland.

Good karma+2 votes
tegordon2001
tegordon2001 - - 60 comments @ Captain Vance Design Sheet

I kinda like 6 better, I know 5 more resembles the concept art, but the coat looks a little weird alongside the rest of his apparel, the sweater/shirt/jacket thing he wears in 6 just looks better IMO.

Good karma+4 votes
tegordon2001
tegordon2001 - - 60 comments @ Dark Interval

Alright, so I've played through the new part 1, and I have some bug reports.

1. In the city plaza, near the train station where you meet Barney a second time, a Metrocop sits on a folding chair behind a barricade, if you approach him, he attacks, but his chair disappears and he never sits again.

2. In the apartments, the drunk guy doesn't always work right, he tents to sit in midair beside his chair and will sometimes standup with one of his legs stuck on the chair.

3. In the streets outside the arcade, the are couple of panels on the wall to the right of the arcade building that have some lighting or reflection issues.

4. In Hackman, in the first location you encounter and kill an NPC, the NPC and the objects around it disappear as you approach them, they're still there, you just cant see them.

5. On the map where you leave the arcade a citizen stands on the highest floor of a building on the end of the street, he waves to you before simply vanishing.

These are the bugs I encountered, there may be more but I haven't encountered them. I hope that this will be helpful to the developers.

Good karma+3 votes
tegordon2001
tegordon2001 - - 60 comments @ Dark Interval

I also have a bug report, the drunk guy in the apartments isn't working right, he sits in midair beside his chair, then stands up weirdly.

Good karma+1 vote
tegordon2001
tegordon2001 - - 60 comments @ Dark Interval

Hey, so, I wanted to ask, is Weather Control in your plans at the moment? Also, I was wondering if your could place more Vorti-Cells around the city, maybe in places of minor combine fortification, like that bunker in the plaza. I just think that if the Combine were to go through the effort of using Vortigaunts as a power source, you would've seen more than just two. Maybe you could even have them in the wasteland chapters, powering Combine outposts. But, hey, it's your mod, it's up to you.

Good karma+1 vote
tegordon2001
tegordon2001 - - 60 comments @ Blue Shift: Low-Def Vest

Could you make a downgraded helmet too?

Good karma+1 vote
tegordon2001
tegordon2001 - - 60 comments @ Dark Interval

Alright, but would you ever change your mind if proper volunteering VAs and script writers could be found?

Good karma+1 vote
tegordon2001
tegordon2001 - - 60 comments @ S.T.A.L.K.E.R. - Lost Alpha

Could you possibly release an SDK or the source code so the community could take up the mantle of patching and improving the game?

Good karma+5 votes