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  1. xdiesp

    Half-Life 2 : Substance mod

    Angry Lawyer: don't we lose our head,legal madness can be high in the USA but the rest of the world is mostly sane,yet DieHard: I guess not if I can't get my hands on more free webspace in the first place... kaotik_stalker: angry lawyer can give you much more help than me about modding,I'm...
  2. xdiesp

    Half-Life 2 : Substance mod

    Inflame007: it's dead,jim! I'll add some more in 1.2,for fun Sufferin-rebel: the current zombie is a mix of the city17 and one with black trousers...but still,the model decompiler I use to add multiple skins to the zombie doesn't fully support the npcs,so they still have to use one only (but...
  3. xdiesp

    Half-Life 2 : Substance mod

    Inflames007: first,you've been proved wrong multiple times already with the leaked argument,it's silly that you still try selling this sh1t to unaware people,especially here where everybody is serious and do not tolerate flamers. Second,the DX7 shotgun is not even remotely yours,everybody who...
  4. xdiesp

    Half-Life 2 : Substance mod

    Angry Lawyer: ScriptO told me nothing about it so far,but should like to partecipate in person too ^0^ I'll see what I can do about the dying->visible assassins. Yes,the bullsquids in 1.2 will be tougher (WHEN it will be released :P). I've placed a skinner on the strider to have it look...
  5. xdiesp

    Half-Life 2 : Substance mod

    Malleus: metal soldiers,blue-haloed soldiers and transparent-eyes soldiers are actually the same,what I call "the assassin". When they patrol without having the player on target,or after they've lost you (try going Snake's stealth in front of them and check!) they are normal metal. As soon as...
  6. xdiesp

    Half-Life 2 : Substance mod

    hot564231: yes,the hidden skin Malleus: it's all ok,we thought your card didn't show the blue halo either. What you see in those photos is the assassin with and without stealth/shields active. I think the eyes idea was a little cheap though,I'll cut them out
  7. xdiesp

    Half-Life 2 : Substance mod

    anybody with DX9? How do you see the assassins with that? hot564231: would you send me that? It is not the one with blue pants,right?
  8. xdiesp

    Half-Life 2 : Substance mod

    Malleus: crap,have you got the patch 1.1C? I worked a bit to have them more visible,weeks ago,but maybe it wasn't enough!
  9. xdiesp

    Half-Life 2 : Substance mod

    Malleus: they should be light blue translucent,very hard to kill but not impossible kucing: in patch we'll have that removed! Twen: have you tried updating to patch 1.1c and if you really have to,pressing the bugfix button? jason: I'll mail you too,the fact is you came when we just had...
  10. xdiesp

    Half-Life 2 : Substance mod

    hot564231 / Sufferin Rebel: I am sorry I've been away from my pc for over a week already and I had no way to update the news on the site,but we found the performer already I'll try getting some War of the World's sound effect for the striders,after all they can be considered cousins (while...
  11. xdiesp

    Half-Life 2 : Substance mod

    the Hotdog Man: now I get it,in fact once I fixed the first blue beam attack of the level I asked here if anyone was getting problems with the second and they told me no...ok,I'll fix it once home
  12. xdiesp

    Half-Life 2 : Substance mod

    Piemonkey: as written in the FAQ,extract the patch zip into \sourcemods\ kaotik_stalker: the goals of those projects are different,each one has a different ecologic niche where it uniquely does what it has been called for
  13. xdiesp

    Half-Life 2 : Substance mod

    the hotdog man: looks like a bug similar to the one of the blue beam crash in the town hall square. But I'm not getting exactly where this is happening: the very final City17 stage? Or the one where in Substance there's an helicopter hovering on an apartment block as combines raid it? (can't...
  14. xdiesp

    Half-Life 2 : Substance mod

    kaotik_stalker: the 1.2 will be the final one but it will be played for some time nonetheless,we'll translate the site just for that. You need a coder to change rof and precision,even bullet time with AUX consumption needs coding Sufferin-rebel: the main 1.2 development has been halted for a...
  15. xdiesp

    Half-Life 2 : Substance mod

    ScriptO: here's what he suggested: "Look in the default weapons at "Operator_HandleAnimEvent" - it tells the AI how to fire the gun. Most of the time, it should only need to be a copy-paste, unless you've got a gun that does something odd". And he's always right... Btw,if the portkit IN & OUT...
  16. xdiesp

    Half-Life 2 : Substance mod

    come on people,you don't want the topic to be shut down because of warez talks... :( the hotdog man: you've seen too much and now I have to kill you :P not really,npcs can be equipped with the new weapons but unfortunately they can't use them. I'm not really sure why... I'll try asking our...
  17. xdiesp

    Half-Life 2 : Substance mod

    Inflame007: it is up to Jerry,not me,but I don't think those big productions need any help from us outcasts
  18. xdiesp

    Half-Life 2 : Substance mod

    ScriptO: then yes,multiple models chosen at random for the zombies would work. Let's add this to the list (but antlions use multiple skins only) kaotik_stalker: me and others created or edited new combine skins,then I recompiled their models to host them all (as with antlions) and had an...
  19. xdiesp

    Half-Life 2 : Substance mod

    we have skins for a normal,city17 and pre-release zombie: I would have added them as alternate skins (as the combine ones) but the model didn't work well (the ragdoll was all scrambled,really weird) with the model tools I used prior to 1.0X release. I'll see if the update ones work better when...
  20. xdiesp

    Half-Life 2 : Substance mod

    I'll be away for some days,but I'll try to manage my contacts as usual. Cya!
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