Hi, I'm primarily an Internet Animator who uses the Source Filmmaker a lot! I have a passion for storytelling and good jolly fun on the internet. I also try to upload more than once a month, Promise! Expect live streams from me every so often as well.
wanna contact me? EMAIL: contact@anomidae.com STEAM: steamcommunity.com/id/Columbidae/ (please comment first before adding!) DISCORD: .anomi TWITTER: twitter.com/Anomidae
24:27 maybe the "classic" was the death sound like in first type 5 demo and cs (at the end while scout and cs man died) and thats why she ran..? Maybe the sound you played also was death/chance for death
I feel like the skyghost may be using the npcs like "cameras" particularly the 2 heavies like to ever so slightly move. There was last time where one heavy smiled as anomidae was going towards the sound in the water, and now at 25:12 , idk, maybe skyghost just really likes heavy tf2 fortress guy
Has anyone made sense out of vrad, cubemaps and lightmaps? We have three pieces related to light. Vrad for shadowing (ep' 7), cubemaps for reflection (ep' A) and "randomloading all lightmaps" in console at the end of all demos (since ep' 1). Lightmaps being what vrad is meant to compile, I think. We also know from ep' 8 that type 5s are related to SFM (Source Filmmaker) and that cubemaps are related to SFM too. But it has been more than a week and I still can't connect the dots. Beginning with why the CS:GO type 5 lagged, but not the HL2 one. Followed by why cubemaps and lightmaps come at the end of a demo and not at the beginning. And ending with the relation with Skyghost.
Hey can we call SKYGHOST which if I understood correctly is the researcher model "Lenny" or something ? Just some name to fit the model instead of just "it" and "Skyghost"
haven't watched the full video yet but the game text mentions "overfitting" and im going to guess these are from the original development of source so that means all of this might be the result of attempts at making hte engine alive but "overfitting" is used in machine learning so maybe all of this really is just a VERY early attempt at generative game design? maybe the source devs wanted to make the source 2 procedurally generate worlds and characters? maybe that's what type 5 demos are? maybe interlope itself is the way to "run" the generator?
Perhaps the windchime activates the interloper and thats what the heavy is. at 27:11 we can see that the heavy that smiled in Interloper 9 Is not there Wild theory. perhaps the umbrella men / interlopers are activated by that windchime sound being played manually. The interlopers also know where the player originally was when it places the combine soldier in front of the camera. Theres another theory where the skyghost is seen going towards where the heavy was. perhaps it basically just took control of the heavy, maybe this is an SNPC thats gained the powers of an interloper
man for some reason the video makes me feel funky like that part where they sent probes out actually made me tear up a bit, this really does feel like we're exploring a whole new world, almost like a NASA expedition into space more than just exploring a game, and at every few steps i gasp and realise "they did it, the engine is actually alive" and that there is this "real" game world where people live and things keep happening and what WE get are the bounds of normality, but the source engine? it really is alive