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[Source] Mod Megathread

Somehow missed this, but a new HL2 campaign mod out of nowhere by the name of Triage: http://www.moddb.com/mods/triage/news/triage-part-1#readarticle

Oh, is this where I got a link to Triage? Must've been. It basically tries to make Half-Life 2 "epic" and scripted. In other words, the Call of Duty overtones are thick and annoying. It's got regenerating health, the works. And for however linear HL2 feels normally, this is literally just funneling you down a hallway with endless spawning enemies. But none of it is polished, and the voice acting is flat, and ugh. Bad bad bad. I do, however, like the feeling you occasionally get - they make you roll around with a pretty sizable squad of NPCs (8-10+) and you get in to these really huge battles with Combine dudes. If only everything else wasn't so bad.

--

On the flip side, linked here way back in November was a mod called "Black Snow". I played it for about two hours now and came away both pleased and frustrated as all get out.

3C4B146EBF3CFA14498580172E99E37920CE26EC
D127A35090C5581CE2D3935E44AFCF8384D7DB1C
877A907586B2F38B108FA3F34CEF4099E91F8AB0

The good: the atmosphere is incredible. Vibes of John Carpenter's The Thing are all over this, but it doesn't push itself as a direct ripoff. It has its own style and flavor that is really subtle and spooky. Enjoyably terrifying.

The bad: Puzzle design seems incredibly obtuse. On one hand I enjoy that it's all "logical" things and doesn't beat you over the head or make solutions too obvious, but the majority of the two hours I spent was running around in circles trying to figure out what it was that I missed. It does not help that the mod is DARK as hell and doesn't give you a flashlight - you can't even adjust the brightness settings in the options menu, because anything you set it to will just be reverted to a default brightness level.

I ended up turning on cheats and using mat_fullbright 1 and even then I had no idea where I was supposed to be going, and there's no walkthroughs or anything. Eventually the mod crashed during a map transition and I've given up for now.
 
Any mods for these. I want them for Half Life 2 and Left 4 Dead 2. For a more natural head movement.

Also any full body awareness mods? Trying to make this to games a bit more inmersive.
 
Underhell: Chapter 1 - Features Showcase Part 2

Covers the inventory system, object highlighting system, checkpoints, side content, weapon categorization, level design, artificial intelligence, and enhanced map scripting functions.

If you missed part 1, here you go.

Underhell Chapter 1 continues to sound crazy ambitious. I really hope they pull it off, because while it does sound super cool, I can imagine all of these systems running away with them a little bit. It'll be interesting to see how it all turns out.
 
This has long been something I've looked for as well, but alas, it's something one needs a sprinkling of code as I understand it. Mods with coders have gone to the trouble, but it's not really something you can just pick up a model swap for.
So no way then?

Another mod suggestionn.

Is there any mod to improve the visuals? I know Valve updated the Steam version with the effects present of the console release of Orange Box, but anything else to get better visuals?
 

Sibylus

Banned
No More Room In Hell - Developer Log #1

Zombie Master 2 is releasing tomorrow.Biggest source mod news since Nmrihs or Black Mesas releases imo.
Damn, this has been off my radar so long that I forgot it was even under development! Retracked, hoping for good news tomorrow on Moddb.

So no way then?

Another mod suggestionn.

Is there any mod to improve the visuals? I know Valve updated the Steam version with the effects present of the console release of Orange Box, but anything else to get better visuals?
Not that there's no way, it's just a matter of knowing a competent coder (they're really, really scarce).

FakeFactory's Cinematic mod is the most notable of the uprez mods, but they make a lot of questionable art and music changes toward that end. Very little is 1:1.
 
Not that there's no way, it's just a matter of knowing a competent coder (they're really, really scarce).
AH! don't get me wrong. "No way" in the sense that it seems there aren't any mods (or easy to apply ones) for weapon/cam bob control.

A full body awarness mod and an improved AI one would make this a brand new game for me. There aren't any AI ones btw?
 

Sibylus

Banned
Kind've a similar dilemma with the hands: competent coder is a requirement, and as far as I know their AI work would similarly be locked up into their own projects or team mods. It's also a bit complex on the AI front, given you have to also have a competent mapper to let the AI shine. HL2's own AI is pretty damned robust, but it isn't always given the right spaces.
 
Can anyone give me an explanation of how cl_bob and cl_bobup works? You know in terms of values.

I want to put as much bobing as possible in to the gun models. Don't like how the seem to float around so steady.
 

Sibylus

Banned
Can anyone give me an explanation of how cl_bob and cl_bobup works? You know in terms of values.

I want to put as much bobing as possible in to the gun models. Don't like how the seem to float around so steady.
http://www.youtube.com/watch?v=IE8_xKe4c4M

So I'd take it that 0.02, 0.03, and so on would introduce greater amounts of bob. Not sure if you can enable it in multi titles without cheats enabled, but should be moot if you're trying to change it in the codebase of your own mod.
 
http://www.youtube.com/watch?v=IE8_xKe4c4M

So I'd take it that 0.02, 0.03, and so on would introduce greater amounts of bob. Not sure if you can enable it in multi titles without cheats enabled, but should be moot if you're trying to change it in the codebase of your own mod.
Thanks for the reply Bo.

I did saw that video before hand, but it doesn't make any clear what values one might use or exactly what affects. I'll punch some values to see if i notice any difference.

What's the recomended FOV for 1920*1200 in half life 2? Options just let me go up to 90, so i assume there's a cvar that controls values beond that.
 

Sibylus

Banned
Code:
sv_cheats 1;fov 100
into the console would grant you a fov of 100 degrees, but wouldn't take in a multiplayer game (unless you're the local host, of course). Things get more and more fisheyed the higher you go, and the first person model might not look too hot either. Experiment and see where your taste lies, 90 is generally optimal under most situations.
 
And no, pass 90 degrees it doesn't seem to work. Same for the cl_bob command. Different values do nothing.

Surprised to say the least some that some of the things im my wishlist for HL2 doesn't have mods that cover them. Good news is, the latest mod from fakefaktory incorporated a very basic caera bob. Not bad at all.
 

Sibylus

Banned
Funny how you were asking about full awareness, because I'm tripping over myself implementing this into my mod's source code. Will need to cut up a rebel model some, but I think it doable.



Oh, and some bit of news that picked me up: http://www.rockpapershotgun.com/2013/04/30/minerva-mod/

minerva1.jpg


Hands-down my favourite singleplayer mod, getting a rerelease?! I know what I'm playing today. If there's an Out of Time tease snucked into the proceedings, I think I might pass out.
 
D

Deleted member 102362

Unconfirmed Member
Hands-down my favourite singleplayer mod, getting a rerelease?! I know what I'm playing today. If there's an Out of Time tease snucked into the proceedings, I think I might pass out.

Regarding your speculation:
As far as I could tell, there was nothing in the Steam version of Minerva hinting at Out of Time.

Also, I asked Adam about Out of Time's status back in June 2012. His response:

That old thing? Eh, maybe when I finish work on everything else. ;-)

Maybe things have changed in the interim.

Anyway, Minerva is my favorite single-player mod ever. I'm very happy to see it finally get a Steam release, fixed up and updated for 2013.
 
Played Minerva the other day. Hadn't played it since that initial release way back when Episode 1 first came out.

Man, what an incredible mod. I got lost a couple times, but jeeze. Absolutely wonderful.
 

Sibylus

Banned
Radiator lives again with... a remake of 1-1? I'm intrigued, though somewhat given pause over the uncanny valley effect of less-than-perfectly-realized manbutt and phalli. Does Oculus Rift mitigate or worsen this? These are burning questions.

http://www.radiator.debacle.us/ (video probably unsuitable for work, fyi)
 
Didn't have access to my Windows PC for a while and came back to a bunch of Source Mod updates on Moddb. Haven't played any of these, but they've been on my radar for a while:

1.2.jpg

A Demo of Silent Hill: Alchemilla. Though maybe you want to wait, there's a patch on the way.

The Underhell: Chapter 1 - Release Trailer. "I mean it."

Double Action Boogaloo - New Release (7/29) Do you remember The Specialists for Half-life 1? Some of the same guys are working on this. And it plays kind of like TS. And also has some of the maps. But it's for Source!
 
Depot, a Half-Life 2 mod that tries to recreate a scrap of lost beta content, just put out a trailer. Looks like it could be interesting.
http://www.moddb.com/mods/depot/videos/depot1

No More Room in Hell put out a trailer teasing the upcoming 1.07 release, which will be officially released through Steam.
http://www.youtube.com/watch?v=cQiPkbdDr3s

The v1.1 release of that Silent Hill mod I mentioned in my previous post is also out
http://www.moddb.com/mods/alchemilla-mod/downloads/alchemilla-english-v11
 
Played Silent Hill Alchemilla. Surprisingly subtle. Unlike all of the "scary" mods that try way too hard, Alchemilla doesn't try for the hard sell - it lets things build.

Also, Underhell Chapter 1 is out. That's probably a big deal.

Edit: Depot is out too.
 
Underhell continues to be the weirdest fucking thing. A refined version of The Prologue is included with Chapter 1, so you still get that weird semi-tactical shooter, plus the weird adventure game segments in the house, AND the nightmare dream sequences with the puzzle solving...

And then you get to Chapter 1 and it's like it boots in to a completely different game. They even re-run the opening credits on your very Batman-Arkham-Asylum-style walk through the prison.

I have to wonder just how long this is going to be. The prologue by itself felt like 2-3 hours worth of content, and I played an extra hour on top of that for Chapter 1. One of the first (optional) quests I got was to pick up 52 cards scattered around the place. At the rate I found the first five, I wouldn't be surprised if this was a good 4-6 hours long.

Chapter 1 is pretty good at being unsettling. It's way more horror focused, at least at first. A lot of genuine "OH SHIT, OH FUCK" run for your life moments. The way the music cues work is pretty incredible.

Voice acting seems pretty typical of a mod. Some of it is legit good, other voices... not so much. But you take what you can get in these scenarios, and there seems to be a LOT of dialog in Chapter 1.

But yeah, wow. I am blown away so far.
 

Sibylus

Banned
This is more a full Steam release, but Contagion, the spiritual successor to Zombie Panic Source, just put up a Kickstarter page. Minimum contribution tier for a digital copy and early access is 15 bucks.
 

gabbo

Member
OVKcH1z.jpg


http://www.moddb.com/mods/half-life-2-wars/news/half-life-2-wars-beta-22-released

I haven't checked this out in probably over a year, and it looks like an entirely different grade of RTS. CoH-lite, singleplayer, 3d unit portraits, experimental mixed lightmap-deferred lighting mode (-deferred in launch properties)? Sweet.

It has changed so much since the original releases. I should give it another shot, with how much it's changed by now, but that original playthrough (years ago) really soured me on it.
 
tumblr_mul5rzUWhJ1rr2g16o5_1280.jpg

Played Estranged today. Sort of a survival horror mod, reminds me a little bit of Lost... if Lost had zombies. It's been in development for quite a while now.

Really seems to understand that less is more. The first half maintains a really good sense of lonely, creepy atmosphere. Unfortunately, it goes away in the second half, which trends closer to puzzle solving and action - except the puzzles are just copied out of Half-Life 2 and the action is a little timid.

Notable about this mod is its use of lighting - this is the HL2 Episode 2 version of the engine, which supports dynamic lighting, but mainly just for the player’s flashlight. Estranged uses it for a lot more than just the flashlight - more half the lights in any given map seem to be dynamic lights, which looks really good but took a very obvious hit to my performance - Episode 2's version of Source does not support the deferred rendering optimization for its dynamic lighting like Portal 2 does.

Worth playing. It's about two hours long.
 

Sibylus

Banned
http://www.moddb.com/mods/no-more-room-in-hell/news/now-available-on-steam-free

http://store.steampowered.com/app/224260

1.07 Changelog

Art
  • New Weapon: CZ858 7.62x39 rifle
  • New Weapon: PSE Deer Hunter compound bow
  • New Weapon: Molotov Cocktail
  • New Weapon: Military Grade TNT
  • New Weapon: Glock 17
  • New Item: Zippo Lighter
  • New residential props for Toxteth, NotLD
  • New Commercial props for Toxteth, Ransack
  • New misc props added
  • Added loadscreen art for NotLD, Ransack
  • 3 new skins for "Jogger" zombie model
  • 2 new skins for "Casual" zombie model
  • Removed "Lisa" zombie model
  • Reskinned the following survivors: Bateman, Hunter, Molotov, Jive, Wally
  • Reskinned the following weapons: Kitchen Knife, S&W686,
  • New texture for 1st person player hands
  • Removal of outdated props/textures
  • Updated bbox on w_me_kitknife.mdl
  • Added optimized lod models for zombies
  • Added more props in models/props/electronics
  • Added more props in models/props/misc
  • Added more props in models/props/rural
  • Converted a crap ton of old props into prop_statics
  • Added army_barrier_hesco model
  • Added various props from grasn
  • Updated/Optimized various particle effects
  • Updated character select images
  • Updated Broadway movie screen texture
  • Added preliminary zombie crawling animations (not in game just yet :p)
  • Added Coast Guard Cutter ship model by Maxx



Code and Gameplay

  • Ported game from Source 2007 to Source 2013
  • Linux Client support added
  • Mac Client support added
  • Multi Core support added
  • Experimental Oculus Rift support added
  • Moved all files except for maps into .vpks
  • Added new dynamic music system. Music is split into various "tension" levels based on how many zombies are nearby, pursuing, or attacking the player
  • Hand and weapon bloodiness separated so that hands will continue to be bloody after switching weapons (and vis versa if picking up a bloody weapon)
  • Added new melee hit detection system to a couple of melee weapons: (fire axe, hatchet, crowbar, spade, sledgehammer, baseball bat, machete, maglite, lead pipe)
  • Added motion blur swing trail for melee weapons
  • Players can once again lose Survival maps if all zones are lost
  • FEMA Repair bags now replenish 25% zone health (previously it healled up to 10%)
  • Reduced drain speed of zone health in Survival Mode from zombies
  • Removed flare guns from helicopter supply drops
  • Screen no longer goes black when dying due to fall damage
  • Added new class of weapon: Bows They have their own unique controls, physics and behavior
  • Added PSE Deer Hunter. Arrows may penetrate a zombie, will stick to walls / zombies / players, and are recoverable
  • Added CZ858
  • Added 'motion disabled' flag for single weapons in FGD
  • Medkit will always stop bleeding when used, and heal 30HP
  • Bandages will always stop bleeding when used, and heal 15HP
  • Medkit weight reduced by 15%
  • bandage weight reduced by 50%
  • Pills weight reduced by 30%
  • Added glow effect to items that can be picked up / used. Items that glow red cannot be picked up.
  • Items can now be +USE'd through player clips
  • Extraction entities are no longer preserved across map reset in order to prevent extraction events from happening after a reset
  • Zombies are no longer limited in number of randomized textures
  • Fix broken "Join Game" button if at join game screen during a new wave in survival mode
  • Made loading screen music volume affected by music volume setting
  • Switched muzzle flashes to be dlights instead of elights (TODO: should we make this a convar?)
  • SUPER FUCKING STUPID RAGDOLL CRASH FIXED
  • Added runner_chance_modifier & child_chance_modifier on func_zombie_spawn in Hammer
  • Added inputs to control the runner/child modifier variables: InputSetRunnerChance & InputSetChildChance
  • Corrected runner chance for use as runnerModifier on instant_zombie_spawn in Wave mode
  • Fixed wave spawning to be fully random among the active zombie zones
  • Switched from FMOD Studio to FMOD EX
  • Updated collision on w_me_kitknife.mdl
  • Fixed typo in random_spawner for shotgun ammo
  • Added some randomization to zombie sounds
  • Pulled the First Person camera back a bit on the following weapons: fa_m92fs, fa_sw686, fa_1911
  • Renamed weapon_grenade to exp_grenade
  • Added Molotov Cocktail
  • Added Military Grade TNT
  • Added Glock 17
  • Added 360controller.cfg by YahJ
  • Removed team switch/spec console commands
  • You can now only carry one grenade, one molotov, and one TNT at a time
  • Reduced blast radius of Grenade
  • Increased Grenade damage to 250 (from 150)
  • Weapons and items from Supply Crate won't spawn inside the ground if you try to pick them up with no inventory space left
  • Fixed sprint occasionally breaking after using the Supply Crate
  • Fixed an uncommon grab bug where you'll still get grabbed if you shove a zombie right on its grabbing animation frame
  • func_vphysics_clips are no longer deleted and recreated on round reset
  • Added a 10 second grace period for survivors to board up and prepare for zombies at the start of each new wave
  • Added 68 unlockable achievements into the game
  • Fixed fire effects randomly going out and crashing
  • Game now stores data in .vpks for potentially faster loading speeds
  • Animations will no longer glitch up after the extraction vehicle cutscene plays
  • Converted music files from .wav to .ogg to decrease file sizes
  • Fixed neck blood squirting particle effect for female zombies
  • Fixed mass of zombies to prevent death by watermelonz
  • Made zombie sounds positional
  • Updated character select font sizes



Level Design
- nmo_chinatown updated
  • Retextured gunshop interior
  • Reworked gunshop's entrance
  • Added physicsclip in car repair shop
  • Added physicsclip in the entrance of the subway
  • Replaced ticket machine and trashbin props with updated ones
  • Fixed miscellaneous small issues
  • Updated nav mesh

- nmo_broadway updated

  • Updated nav mesh
  • Tweaked zombie spawn areas
  • Redid the extraction phase (you'll escape by train)
  • Moved the cinema restrooms into a different area
  • Fixed a bug where you would get stuck inside the FastEx truck doors if you stood in front of them
  • Clipped off various god spots
  • Added phys clip to truck "barricade" by diner to prevent players from tossing objective items into unreachable areas

- nmo_cabin updated

  • Made some of the doors flip the opposite direction and added some trigger_push on a few (like the 2 front doors) to make sure zombies are not blocking it when it opens.
  • Replaced 40 or 50 prop_physics_mulitplayer with prop_static of the all props_c17 props grasn recompiled as $staticprop. There is still 210 prop_physics in the map.
  • Optimized visleafs for Vvis.exe. PortalFlow compile time went from 4 minutes to 1 minute on my machine ( 4.2ghz quad). (should make the map less annoying to compile for others)
  • Changed the evac radio with the new HAM Radio prop made by Guessy (aka MrCJ).
  • Tried fixing the book safe door going through the painting (when you get the book). Seems the input "Wake" though it still not working for it maby.
  • Updated tonemap controller with SetAutoExposureMax 5 , SetAutoExposureMin 0.8 (Now one should be able to see properly without the lighting/HDR fucking with their eyes. )
  • Fixed the window out front that was not actually sealed but was actually func_detail with still an areaportal in it.
  • Fixed this annoying collision around the sitars out the basement from a garbage pile that would stop you near the stairs.
  • Added a ambient light around the helicopter so you can actually see it
  • Evac music now works. Added InputTriggerEvac
  • Changed basement ladder model
  • Added a chance where some of the water in the catacombs can be electrified, you can turn it off by finding a generator somewhere in the nearby area
  • Changed lighting of the front porch of the cabin
  • Basement/catacomb lighting has been changed to be darker
- nms_isolated updated

  • Replaced some of the current art with updated models/textures.
  • Clipped off/fixed some god spots.
  • Improved optimisation.
  • Restored foliage.
  • New map textures.
  • Reduced number of zones to 3.
  • Relocated FEMA bags to work with survival gameplay.
  • Added PSE Deer Hunter spawn possibilities.
  • Increased the zombie increment from 11 to 13.
  • Supply drops now come at wave 4 and 8.

- nms_northway updated

  • Made the breakroom a little bit more spacious by arranging furniture, which also means the godspot on the table is gone (hopefully).
  • Added the dinertrashcontainers to the diner.
  • Closed off 2 of the large windows in diner, to reduce the visibility a little bit.
  • Fixed most of the reported god spots
  • Updated nav mesh

- nms_isolated updated

  • Replaced some of the current art with updated models/textures.
  • Clipped off/fixed some god spots.
  • Improved optimisation.
  • Restored foliage.
  • New map textures.
  • Reduced number of zones to 3.
  • Relocated FEMA bags to work with survival gameplay.
  • Added PSE Deer Hunter spawn possibilities.
  • Increased the zombie increment from 11 to 13.
  • Supply drops now come at wave 4 and 8.

  • nms_ransack added
  • nms_notld added
  • nms_silence added
  • nmo_toxteth added
  • nmo_lakeside added


Audio

  • All new music for the OST built in to the dynamic music system: tension levels 1 2 3, pursuit, attack, evacuation, and more.
  • Rerecorded lines for Cleric and tFg voice set.
  • New voice sets: Bingo Bango, James Rossi and The League of Cloaks
  • Updated firearm sounds for pistols, rifles, shotguns, and more.
  • Added sounds for CZ858, PSE Deer Hunter, Glock 17, TNT & Molotov Cocktail .
  • Added Nation guard survival lines, these will play every wave and alert players if a zone is being captured.
  • Updated chainlink footstep sound.
  • Updated Main Menu UI Sounds.
  • Remastered Chainsaw Sounds.
  • Replaced Helicopter Rotor Sound.
  • Fixed a bug where the Rotor sound would stop looping.
  • Converted all sound files to .wav for Linux compatibility



Animation

  • Updated Ruger Mk III Animations
  • Fixed missing animation events for fa_sw686 (sounds for SW686 + Flashlight Combo & SW686 Dryfire now work as intended)
  • Fixed missing/unfinished animations for Flare Gun
  • New melee tracer system for: Fire Axe, hatchet, spade, crowbar, machete, kitchen knife, baseball bat, sledge, lead pipe, wrench, barricade hammer
  • New set of machete animation
  • New set of lead pipe animation
  • New set of fire axe animations
  • New set of wrench animations
  • Updated spade charged attack animation
  • Updated 3rd person idle animation
  • New Runner Zombie moving animation
  • Updated Winchester 1892 ironsight animation
  • Increased Winchester 1892 lever action animation speed by 28%
  • Moved the M9/1911/SW686/Mark 3 pistol ironsights further away


Zombies

  • Improved navigation.
  • The conga line is now strictly banned.
  • Walk animations will not jutter at nav joints.
  • Velocity is now used to predict player location.
  • Objective mode enables collisions between zombies (except for runners).
  • Spawn brushes now allow mappers to customize child/runner chance.
  • Survival allows spawn brushes to be enabled/disabled and respects that change.
  • Survival requires one enabled spawn brush at map load.
  • Compiled skins of identical zombie models into one model for optimization.
  • Zombie bones optimized for improved performance.
  • Zombie LOD added (Level of detail).


General

  • overlord_wave_controller now has an I/O for wave complete events.
  • Random weapon spawners have options for spawning with physics to avoid bugs with ammo/pills falling at odd angles and blocking nav.
  • Random weapon spawners have an input to spawn on I/O.
 

Sibylus

Banned
header_292x136.jpg

http://store.steampowered.com/app/261820/

Estranged tells the story of a lone fisherman, whose ship is stranded on a mysterious island during a violent storm.

Explore the rich environments and meet the curious inhabitants of the island as you find a way back to the mainland. Face both danger and intrigue in this perilous adventure, where you will soon find that not everything is as normal as it seems.

ss_893cac4b32cfb047a0915146e61e975d2c9bcd31.1920x1080.jpg
 
On the flip side, linked here way back in November was a mod called "Black Snow". I played it for about two hours now and came away both pleased and frustrated as all get out.


The good: the atmosphere is incredible. Vibes of John Carpenter's The Thing are all over this, but it doesn't push itself as a direct ripoff. It has its own style and flavor that is really subtle and spooky. Enjoyably terrifying.

The bad: Puzzle design seems incredibly obtuse. On one hand I enjoy that it's all "logical" things and doesn't beat you over the head or make solutions too obvious, but the majority of the two hours I spent was running around in circles trying to figure out what it was that I missed. It does not help that the mod is DARK as hell and doesn't give you a flashlight - you can't even adjust the brightness settings in the options menu, because anything you set it to will just be reverted to a default brightness level.

I ended up turning on cheats and using mat_fullbright 1 and even then I had no idea where I was supposed to be going, and there's no walkthroughs or anything. Eventually the mod crashed during a map transition and I've given up for now.

Hey that's my mod. Aww yeeee.

Yeah we were pretty inspired by the Thing for sure, along with Silent Hill & more old school horror games. Puzzles may have been a bit rough, yeah. We really didn't want to hold the player by the hand for any of it, and the abrupt ending was due to us already in development of our soon-to-be first commercial game. The mod acted as a test run, to see if we were going in the right direction with the atmosphere.

There were lots of Youtube let's plays, but no proper walkthroughs afaik. The mod is currently broken due to Valve updating the engine to Source 2013, so uh thanks Valve.
 
Shit, I knew I recognized your name! And your Interlopers avatar, when you had it.

Hahaha. Small world. Yes, I'm a long time loper, how I got into the industry through that community actually :)

Edit: Weeeirrdd, I spot Canvas in here as well. Damn, it's like all my modding history! And City 17! Those guys basically merged with Bloom, and now we are called Monothetic, heh.
 
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