• Register

This member has provided no bio about themself...

Comment History
Levi750496
Levi750496 - - 13 comments @ ESHQ

Hi!! Long time no see!!

I was about to play the newest version of the mod, and I also encountered exact the same issue, despite I live in Sweden.

Good karma+1 vote
Levi750496
Levi750496 - - 13 comments @ ESHQ

Hi, sorry for late response. Porting ESHQ to Sven Co-op is very time consuming, and unfortunately, I am currently very busy with other stuff. On the other side, ESHQ is receiving updates, so it is not the best to port at the moment in order to avoid the ported version becoming outdated. I would rather wait until there is a final version, or at least a stable version before I continue to port.

Good karma+1 vote
Levi750496
Levi750496 - - 13 comments @ ESHQ

Hi!!

I removed all the w_*t.mdl files (there were no v_*t.mdl files), and in the console, it prints multiple "Warning: Mod_LoadStudioModel: models/w_***.mdl missing texture file", and those are suit, antidote, longjump, 9mmclip and medkit. I can also confirm those hidden containers became invisible, just like medkits.

Good karma+1 vote
Levi750496
Levi750496 - - 13 comments @ ESHQ

Hi!!

Map 33: I actually do not know where it comes from. I have a suggestion for it, but I will write it privately (so in case it does not become a spoiler to the public).

Map 43: Let me guess, they spawn after the player enter the area.

Medkits: I think I found the exact issue. I looked into the files, and found out some files contains for example w_longjump.mdl and w_longjumpt.mdl, or w_oxygen.mdl and w_oxygent.mdl, but for the medkit, there is w_medkit.mdl but w_medkitt.mdl is missing.

Good karma+1 vote
Levi750496
Levi750496 - - 13 comments @ ESHQ

Hi, thanks for the response.

Map 19: At this case, it looked like the bull squid were overlapping with the wall. Also at map 40, it sometimes happened the player went through the wall when moving into the room with gman.
Map 20: Hehe, not really, I really enjoy this map.
Map 31: I got it, it was not too hard for me to figure it out either.
Map 33: I usually miss those subtitles while playing. I did not notice the wall of text when I first played there. Since you mentioned about it and I have a save at that section so I went to take a look. The text was quite dark, which was hard to see. However, it was written in a different language. I saw the letter ð, so I started to guess it would be something written in old norse, and I know that old norse and modern icelandic is similar to each other so I used google translate from icelandic, which gave the result: "Continue: hell swallows the helpless".
Map 43: Yeah, gauss attack goes through walls. I am not sure if it is possible to disable friendly fire damage. I do not think there is any other solution beside of players have to be careful with the aim, or to use a different weapon instead.
Map 48: I never knew the walk button would make me run faster. By only holding the W key, it was impossible to get in time. However, with the faster running, it was possible. This also occurred at map 14, where only using W key was very tight (even with the glass broken beforehand).
Map 49: I was using v11.4b, where there was two barneys taking turns to escort the player.
Map 50: I am fine with the enterence is somehow hidden, just my opinion.
Map 57: Also just my opinion.
Map 59: Also consider if the player missed the two dark rooms at map 58.
Map 66: I checked that gate again. The lever was very well hidden. Ironically, when I threw a grenade into the hole of one of two boxes, the explosion also affected the lever from there.
Map 67: I started to think, it might be cool to have the escape section as "a timed level", to make it suitable for the plot, but on the other side, it might be quite tough and stressful with the gameplay itself.
Medkits: Here is the text that got printed at console: "Warning: Mod_LoadStudioModel: models/w_medkit.mdl missing texture file", and they were completely invisible.

Good karma+1 vote
Levi750496
Levi750496 - - 13 comments @ ESHQ

(Part 2)

Map 40: After encountering the first alien grunt, there are two small rooms that contains full of gauss ammo. New players might miss those rooms and they will get stuck at that section because they ran out of ammo. It would be good to add something that tells or hints the player about there are ammo in those rooms.
Map 42: I really enjoy using gauss shooting through the glass bridges.
Map 43: In the no weapon area, a barney started to shoot at me while I was weaponless. I guess I accidentally hit that barney with gauss through the wall when I was fighting those human grunts right outside.
Map 45: Right before the portal, there was a broken window and I got stuck between two glass pieces.
Map 48: The sandstorm-like thing moves too fast and the yellow gate closes too early, which makes it impossible to get through by normal running. The only way I could beat was hugging the wall while running in order to gain speed. It would be impossible for player who do not know this method. Alternative is to use bhop to gain speed, but I cannot bhop.
Map 49: It feels a bit weird to have 2 barneys escorting the player where one of them leave the player alone in the elevator and the other one continue to escort, rather than one barney escorting all the way to the scientists.
Map 50: After fighting the army of zombies together with barneys, the player have to jump into the hole at the edge. With the currently layout, it might be hard to land into the hole below, also hard for newer players to know they have to jump there.
Map 51: It would be nice to make different endings more differently, because it feels like they are way to similar to each other.
Map 52: The room with 8 buttons and one of them is correct. There are some blood in that room. Sometimes I started to think about it would be nice if those blood are more like a hint about which one is correct or which ones are wrong, rather than just randomly placed in the room.
Map 54: In the long grey corridor with a lot of breakable walls that can be broken with 1 hit. What is the idea behind to make them so fragile??
Map 57: I actually enjoy more riding the train in the older version than having to walk through the tunnel in this version.
Map 58: In the water tunnel, there are two dark rooms where the player can find gauss ammo. I completely missed those rooms in my first playthrough, but at this playthrough I found them because I had full brightness.
Map 59: In my previous playthrough, I got stuck because I ran out of ammo. In this playthrough, I found gauss ammo in the dark rooms from the last map, also alien controllers took 4 gauss ammo to kill, rather than 7 from the first playthrough. I had enough of ammo, but had little ammo left after I fought the enemies in the second room until I was able to grab extra ammo there. It would be nice to give players more ammo before the second room.
Map 63: In the plot, what exactly are those defense system??
Map 66: At the closed gate, I threw some explosives on it to open. In case if I do not have explosioves, is there a way to open it??
Map 67: I unlocked godmode after collecting all containers, will those special abilities take effect in a new playthrough??

Overall, sometimes it feels like the game offers very little grenades for the player meanwhile human grunts spams a lot of them. It would be nice if the player can get few extra in areas where they encounter human grunts. I also encountered a major bug across my entire playthrough. The medkits were invisible, so the only way to get healed was by breaking medkit boxes, or by picking up medkits where it was pure luck based since I could not see them.

Good karma+1 vote
Levi750496
Levi750496 - - 13 comments @ ESHQ

Hello, recently I finished another playthrough of ESHQ, with the version 11.4b. I have a lot of things to say (Contains SPOILER).

(Part 1)

At this playthrough, I collected all the documents and hidden containers. Once I unlocked the full brightness, it was very satisfying to play through the rest of the campaign without having to worry the dark sections. I also noticed a lot of small changes here and there. I will go through them map by map.

Map 1: At early part, when the player plants a bomb to blow up a hole on the floor, then jump down. The machine used to push the player in the earlier version, now it did not move at all, is this a bug or intended??
Map 4: Sometimes the barney survives and then he blocks the road.
Map 7: There are a crossbow and an rpg behind locked doors. Are they accessible or just a "clickbait"??
Map 12: There is a switch to enable power on the rail. Is it supposed to damage the monsters?? When I tried that switch, it did not damage anything at all, except myself when I step on it.
Map 13: This map need few more medkits and armours.
Map 14: One extra medkit near the beginning would be good. There is a moving object the player have to ride. In the previous version, the button was located on that object, now the button is located far away. After pressing the button, the player have to rush to that object, and the timing is very tight. Maybe add one extra second delay would be good.
Map 17: Fighting female assassins with a pistol is quite tough. An extra medkit or armour before encountering the first female assassin would be good.
Map 19: The part where two walls moving towards each other, the zombies got crushed, but the bull squid survived. Sometimes one houndeye also survived.
Map 20: More arcade games please :D
Map 31: In the dark maze, there were arrows at the beginning that shows the way to the exit. Later, at the exit, there were more arrows, where they show the way to the hidden container, but those arrows pointed the opposite direction, where arrows that point to left and the player have to go right instead, and vice versa. Is that intended or a bug??
Map 33: Inside the building, when after collecting all the documents (without missing a single one), an enterence towards the cellar is opened that leads to a weird location. What type of location is that?? Does that location have anything related to the storyline??
Map 35: Since I changed the sv_stopspeed, the parkour was a lot easier.
Map 36: Near the end when climbing up from a hole, the player will fight a lot of human grunts. An extra medkit or armour before the fight would be nice.

Good karma+1 vote
Levi750496
Levi750496 - - 13 comments @ ESHQ

Might be a surprise, I never played the original HL1 or any other HL1-like mods. I only played Sven Co-op before. I had no idea how to start the game with -dev key, but I found it out by searching around a bit on the internet.

The "ESHQ 11.4B ARCHIVE", is that the newest updated version where I can unzip and play without facing some issue with the DPModule?? Also, in this version, when I started a new game, I already noticed few changes. However, is there a way to disable camera tilting while moving sidewards??

Good karma+1 vote
Levi750496
Levi750496 - - 13 comments @ ESHQ

Hello, thanks for the response. The installing issue still exist even I used the tray icon to restore the path. When I installed the main ESHQ, I put it in a custom folder. Then I could not update with the patch. I used the "Restore package's deployment path" and selected the ESHQ folder, but it ended up the same "Application's installation path not found in registry". I am running as admin.

It would be great if the dark tunnel could be merged into one long tunnel rather than being cut into two pieces.

I actually found out that gauss gun secondary mode saved a little bit more ammo (Indeed I shot through the glass, and I actually enjoyed doing that). It took 7 ammo to kill an alien controller at difficult difficulty, meanwhile primary fire took 8 ammo. However, I still ran out of ammo at that section near the end.

Good karma+1 vote
Levi750496
Levi750496 - - 13 comments @ ESHQ

(Part 3)

However, there were also few sections I did not like. Those section were often dark sections. It was so dark that I could barely see anything, and sometimes I just blindly ran towards random direction and hoped I got to somewhere. Sometimes there was a random zombie nearby, and at the moment I turned around, the zombie stood right next to me, completely jumpscared me. Afterwards, every time when I entered a new dark section, I started to fear about this might happen again. Beside of dark sections, sometimes when I was running through a very quiet section, and a sudden loud sound occured, example a random explosion sound. This ended up I also got jumpscared. I personally really hate jumpscares, which I always panic afterwards.

This is what I experienced during my first playthough as blind, and I wanted to share it, because further playthroughs would no longer be a blind playthrough. Anyway, I have few questions to ask. Despite I played in an outdated version, I assume there are not much major differences between that version and the latest version beside of minor bug fixes and improvements. In the plot, the player encounter a lot of human grunts across the mod, sometimes the player witnesses them fighting against female black ops, and sometimes against vortigaunt and alien controllers, who exactly are those human grunts and what faction do they belong to?? At the second ending, what exactly did the player do there?? At the 4th ending, in the house, the wall of text, who wrote that message?? What exactly is that red cube?? There are multiple ancient cities, are they located in the border world?? If yes, are they originally from that location or did they get teleported there just like the Bernier city?? Then I also have few questions related to the gameplay. Is there a way to see exactly what map I am playing at when I am middle of the campaign?? Is there a way to load a specific map?? Is there a way to change the friction (because I often slide off the platform during parkour sections)??

I tried to make the text short, but somehow ended up very long, because the mod is indeed very long. If you have made this far, thanks for taking your time to read.

Good karma+1 vote
Levi750496
Levi750496 - - 13 comments @ ESHQ

(Part 2)

There are also other sections which I got stuck for a long time. There were well hidden things, like vents to enter, wall-cracks to break, buttons to press, glasses to break, doors to open, and so on. Sometimes I had to look around multiple times to find it. Despite with the help of a cross-mark. Sometimes the cross-mark was not easy to find either, when it was located in a dark location. There were few sections I got stuck for a while. One of them was somewhere after the dark train tunnel, after killing the bull squid, I had to jump into the water, and there was a small hole under the water which was very well hidden. Another section where I was at a train station, then going under the ground into a section filled with water and a lot of trash. At that section it took a while for me to figure it out I should break a glass so the water level rises and then backtracking. After the g-man betrayal, there was a large building with a lot of locked doors where I had to open one by one in a random order, that section also took a long time for me. Also, I found a little nice easter egg in that building. The section where the player gets teleported to an empty refugee camp, where I got a crossbow from there. I got lost at that section, so I ran forward, backward, forward again, and after a long time I realized there was a small hole in the window to shoot the explosive barrels. The section where the player have to go through a weapon destruction field, then steal a card and blow up the room. Every time when I pressed the button at underwater, I died when I went up, which took a while for me to realize I have to press a second time to deactivate the damage. At the section like ancient egypt, after riding a sampi cube in a completely blue area, the valve to open a gate really took me a while to find, because it was too dark. A section at sampi base, where players enouncter bull squids, headcrabs, and houndeyes, with a broken window that leads to a small garden and the sky was completely blue. There was multiple valves, two doors, and a vent. When using a valve that opens a door, the other door closes, and vice versa. It took a while for me to find the valve (or was it button??) that opens the vent. These sections I mentioned might not be in chronological order, but these are what I remember I got stuck for a while.

The mod was overall very enjoyable to play. The layout of different locations were enjoyable to go through. A lot of beautiful textures. Fun weapon variations, and different enemies to fight against. The plot was also quite interesting. There were few scenes I really enjoyed. One of them was the street that got flooded with a deadly liquid and it killed/mutated the guard and the scientists. The mario section was one of my favorite section to play. The scene where Gordon got blown up was satisfying to watch, plus two scientist afterwards. The crystal cave somewhere before the supercomputer was also enjoyable. Because the crystals were really colorful, and falling from one iceblock into another iceblock was also fun. The supercomputer room was really beautiful to watch, and I enjoyed the voice acting. Later when the sky became magenta, it became something unique. There was a section in Sampi base, where it had a lot of glass bridges and glass floors, with a lot of human grunts, that part was very fun when it was possible to see through the glass while remain hidden from them. I also remember a section where I had to go through an upside down building, and then a giant hochey puck that flied out from nowhere across the corridor, killed me by surprise. Talking about surprise killing, the mod is full of surprise killing and I actually enjoy it. I do not remember how many times I died by surprise, but mostly of the time got me laugh. Example collapsing rocks from the roof and I happened to be right below, or an artillery attack that blew a hole on the ground while I happened to be next to it, also the ancient egypt themed section where I had to press one of total eight buttons where mostly of them ended up crushing me. Beside of dying by enemies or by surprise, I also died a lot in parkour sections. I am very bad at parkour, and I almost fell off from every single platform I tried to jump on (it feels very embarrassing to mention this).

Good karma+1 vote
Levi750496
Levi750496 - - 13 comments @ ESHQ

Hello, quite recent, I finished ESHQ at difficult difficulty, and I have a lot of things to say. (Contains SPOILER if you as a reader who has not played the mod before)

(Part 1)

The version I played was an outdated version (10.2), which was at that time I installed the mod. I was not active at playing, so I played on and off, and I stayed at that version because updating will invalidate my old save files. So I decided to continue with my playthrough at that version and then update once I finished the campaign, which ended up many months. However, now when I tried to update, I encountered an issue. I updated the DPModule, deleted ESHQ and reinstalled from scratch, then when I tried to update to the latest patch, it says "Application's installation path not found in registry". Is the away to fix the issue??

Anyway, about my playthrough. The difficult difficulty was quite a challenge, but it was enjoyable. I quicksaved very often, so it was not that much of an issue. However, some sections gave very little health and armour, so I was often at red-health for a long time. Later I tried to go with not taking any damage at all. It went quite well and I stayed at full health mostly of the time, in case I encountered some hard sections, which I actually did. It was quite easy at most parts to stay at full health, because it was possible to peek-shoot at the enemies (peeking out around the corner without being seen and shooting at their arms and legs). However, some hard sections were really hard. One of them was exiting a corridor to an open outdoor area, and there were a lot of human grunts outside. Going out will end up getting shot, hiding inside the corridor will end up they spam grenades. This took a lot of attemps. Another section was a completely dark train tunnel, where I ran out of pistol ammo. There was a teleport in the middle of the tunnel which caused some issue for me to get through. I assume the tunnel was cut into 2 pieces, rather than a single long tunnel. Sometimes when I tried to retreat backwards, and then going forward again, I got teleported into a monster and got stuck on it. These two hard section were quite early in the game. The third hard section was jumping out from a vent and landing on the top of a train, while being surrounded by human grunts from all directions. Beside of that, they spam a lot of grenades, so it took a lot of attempts for me to pass. The fourth hard section was fighting alien crontrollers and alien slaves behind two glass doors, with low gravity. The ammo was very limited, so I tried to maximise the usage of the ammo, without wasting any ammo at all, but I still ran out of ammo, which ended up I went crowbar against the last few monsters. However, as being blind on the playthrough, I am not sure if there are stuff that I missed which would make those hard sections easier.

Good karma+1 vote
Levi750496
Levi750496 - - 13 comments @ 1866 RESURRECTED

This also happened to me, but I somehow solved it. I own the steam version of the game and it worked fine with it.

How I did:
-I downloaded the 1866 mod.
-Unzip.
-Find the "1866" folder from "Mount&Blade;\Modules" of the downloaded version, put it in the steam version instead.
-I launched the game and found that the font is messed up. I gave few attemps on trying to fix it and luckily I found a solution for it.
-Find the "font_data.xml" from "Mount&Blade;\Data" of the downloaded version, put it in "Steam\steamapps\common\Mount and Blade\Modules\1866\Data".
-The font is fixed and no CD Key issue. So far, everything works fine, at least for me. A good thing is I did not need to touch the core folder (steam version) at all.

Hopefully this will be helpful.

Good karma+2 votes