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You've got the "modern" and "neglected" models of most guns, maybe use improvised materials too much and standard issue materials too little and it turns into a "improvised" model. Worth considering for next time maybe, obviously too much work for 2.0 this late in the game.
What happened with that NT post-mortem article? Pretty sure it was here on moddb. Glad you decided to stick with it though. When I find a sub 200 ping server I'll be all over it.
Oh gawd enable AF! Road looks like doo doo far away.
Nice work though
Well I guess I figured it out; you don't have to do anything with them.
On another note, I turned on extra ammo, and thought it would be cool to use the shield regen thing to balance it out. However, the issue is that it makes YMIR mechs unstoppable with any infantry support. Perhaps make it a long delay so you can stay in cover until the YMIR's machine gun burst is done, without the shield being at full again. Or disable it for YMIRs and bosses.
Am I supposed to do anything with the .me2mod files? There should be a short readme included with the mod.
Agreed, it can't really stand on its own as an indie game. I suppose if it were a fraction of the price of other indie games (which have far more gameplay), then it might be worth it. But Dear Esther could honestly be better in almost every respect as a CGI movie. Considering this is just a graphical overhaul of DE, why not go one step further and make it a movie, it would look way better than the aging source engine, even with all the good stuff they were able to squeeze out of it.
I was also just on thechineseroom's site, apparently they showed Valve the DH remake in 2009, and Valve was so impressed they gave them the go-ahead for a source license. Therefore, they've known for just under 2 years they were gonna make it indie, but withheld that information. Smells like they wanted to keep the bait and switch going for as long as they could. Analyzed as an indie title, DH isn't that astounding, they knew that and wanted to keep it as a mod for as long as possible as there are lower standards for mods than commercial releases.
I always hated the shiny dirt in Clear Sky
Your banner doesn't make a lot of sense. It says "almost a decade after the Black Mesa incident...", and then in the FAQ it says that it takes place before the 7 hours war (which happened presumably right after the BMI (has never been covered in official lore).
Does this mod have some ridiculous amounts of bloom? Or do you have your gamma cranked? All the daytime screenshots look way washed out.
Applied this fix after crashing at the "merrily ****** off cargo" part, now I can't open my old saves.
Started a new game, got past the part where it froze just fine. AND the water actually worked. huzzah
Very nice. My only complaint about the weapon animations is that the left hand on the foregrip moves around way too fast when doing full auto on the M4 especially. If a guy if shaking that much holding a gun, he will get muzzle rise, not incessant shaking with a huge amplitude. If you could, have a system where the muzzle jumps x inches each shot, quickly, and there is a constant muzzle lower of y inches all the time. Would look better IMO.
BTW, very nice touch on the muzzle smoke after extended firing. Looks awesome.
Yes the Duke Nukem trap where all the features are done and the game will be released after a teeny bit more bugtesting. They cut it partly so they DIDNT have to tinker forever with the game.
Bit of constructive criticism in your writing piece:
Trim down the first bit, say what you need to say and get it over with. If you had spelling and grammar like the rest of the internet I would've just not read it. (the last part is a compliment btw)
It's very professional, and then out of nowhere a couple ***** get thrown in. It's like a doctor swearing while talking about some disease to some colleagues, it just comes out of nowhere. Either swear and be personal, or don't and be professional. Trying to be both just throws me off.
As for the game, I hope you keep some health bars in the menus, I personally would never heal myself if I thought I was maybe wasting the top part of a medkit. Players are going to need to figure out what "redness" corresponds to what amount of health, since that's what they're used to. I could also see it making that time where you drag your half-dead *** out the end of a level with no medkits that much more aggravating if it's not done right.
Every part he added on can be rolled back independently to HL2 standard, either by the configurator or deleting a couple files out of the CM10 folder. I've played through HL2 and the ep's about 10 times, it gets pretty stale in stock form at about 5 playthroughs. What's wrong with a different take on valve's artistic vision of HL2?
Though I might have to do it in stock form one last time to see it in Orange Box source engine (very high textures woot) completely as valve envisioned it.
Anybody else notice the horribad texture to the left of the master chief on the 6th picture? Jeebus, looks like that thing came straight out of Marathon.
Most guns are flat black. I've never held a gun, and probably shouldn't cuz I'll immediately turn into a gun nut, but I paintball, and I can tell you that as soon as I see a glint I'm suspicious, if I don't immediately open fire. Mask lenses give targets away really easy. I would assume the same concept would apply to closer-quarters battle, so it makes sense to make then unnoticeable, and since black is the darkest of all colors (ie it reflects very little of the light that hits it), it makes sense that it's sort of the universal camoflauge.
Hey, the G36 only has the single sight now. I can't remember if I just thought this to myself or if I actually posted up here; but I always thought it was a bit strange that it had the two sights (in RL as well), yet you could only use the one.
The glint of light on that scope on the M16 (or variant) gives me thoughts of doing evil, evil things to people's heads.
Keep up the great work, looks like SOC modding is going out with a bang.
edit: what's the 15th gun down, right side? The fire selector looks like H&K, but I don't recognize the rest of it. G36 variant with a different foregrip maybe?
Looks great. However, this might just be me, but in the stairwell, the white plaster walls look unnaturally bright. Considering that the only real lightsource is the skylight or whatever many storeys up, the beams of light will be almost parallel by the time they get to you. Then, with such a small deviation from parallel, very little light will hit the floor of the staircase. And then it's got to bounce off the dark floor before it can hit the walls. So basically, the walls should be much darker than the light which goes down the center of the stairwell.
I suggest you add some (more) godrays down the center. It would help the bright walls make sense (as the light bouncing off the dust in the air would then go onto the walls), and the walls will look less bright in comparison to the giant sun shaft. Not sure if that'll wreck the gameplay, as you need to shoot through the sun shaft which could be frustrating.
You could also brighten/add mild bloom to the walls which make up the shaft itself. It would make sense that they would be much brighter than the walls which are so far from the light. Again, I could see this possibly being irritating or wrecking your grimy mood. I doubt you need to be told this, but you'll just have to play till it looks right. Or realize that this sasquatch kid has no clue what he's talking about and dismiss them after realizing it just doesn't work in the context of the game :p
Stalker: SOC is DX9 only (well 8 too I guess, but nobody uses it). So unless he managed to steal a SDK from GSC or port SOC to clear sky build of X-ray engine, it's going to be DX9.
Don't want to rain on your parade or anything, but how does L4D work in Pripyat? There's no people living there, so there won't be any zombies.
cl_showcrosshair 0, ruins the trailer atmosphere with them there.
Is there any way to disable the extra foliage? It pops in very abruptly, and I don't like the cheery mood it brings to my post-apocalyptic wateland. The rest is good so far though, just got to megaton.
The NVG's need to be made less useful. I played the first 1/2 of the game (from my first suit with NVG's) with them on, pretty much all the time and as a result I missed out on a lot of the wicked graphics. If you brought back the old green blinking ones for basic NVG, then add some overbright to the advanced (so that flashlights and daylight all-but blinds you), that would be great. Or lighten up the world a bit, adjusting brightness and contrast wouldn't work for me without making it look cheezy.
Also, the SVU (or SVD mk.2) has a great scope, yet the SVD has to use a crap PSO-1 scope. The PSO-1 (or at least the one you've got) doesn't have close to enough magnification for a real sniper. It would be awesome if you made the viewfinder thing actually work right, it's obvious that the PSO-1 and SVD scope use the same scope texture, yet have different magnification. Look here to see how it works: En.wikipedia.org Also, the vintar has no scope in-game, yet shows one in the inventory.
On the G36, right now there isn't much use for it, the M4 is lighter, better and found earlier in the game. In the description for the G36, it says something about having both a reflex sight and a scope. If you could integrate the scope while keeping the reflex that would make it a great jack-of-all-trades, and make up for it's deficiencies.
The quest to retrieve the RG6 for Duty is broken, upon delivery Voronin says "hope you like this suit" or something to that effect but actually gives you nothing. Also, if everything is going to hinge on money (no suits to find), at least give us better choices. I'm at the warehouses with 200k and still wearing the stalker suit because the "better" suits are only slightly better in combat, yet weigh 4kg more, which is much better used on buletproof cap artifacts. Perhaps you should make a few more suits with more varying attributes (and lighter or some which allow you to carry more, since the carry limit is so low) for 1.1, the suits have been kind of neglected in the changes from stock (compared to the huge arsenal of weapons). Special suits would be great (like how ghost's suit kept you from bleeding)
Not sure if you're aware of this already, the crap night vision and advanced nvg look the exact same.
Also, I was crashing in the warehouses in the bloodsucker village about 1 minute after my quicksave point pretty regularly. I was more aggressive and killed a couple of them instead of looting stuff like I normally did and the crash stopped. Maybe this will help you track down your problem, seems quite a few people are having issues in the warehouses.
I disagree with the sagia nerf, I was literally unable after 20 tries to kill the two bloodsuckers in the dark valley (the camp elimination mission) with the sagia. It would take 4 shots point blank to kill the fist, and by then the second was on me. With the crazy recoil, you miss a lot when cranking on the trigger, so it's more like 6 shots, 4 hits. I had to basically exploit the AI and nade them from a distance. This is stalker difficulty too.
Why are all the suits you find in the zone leather jackets? Even ghost's fancy stalker suit has been replaced with a leather jacket.
Can you make it so a bunch of mutants spawn after blowouts? I remember some of the best moments of OL is after you come out of hiding from the blowout, and into some seriously tense gameplay.
Are you guys going to support stuff like freetrack and trackIR? It's similar to that faceAPI thing, but with more configuration, and much better equipment in the case of trackIR
Actually using the wicked-looking sights would be awesome. I understand the beta testers felt it slowed down gameplay, but maybe a special hardcore type mode? Or a selectable user setting? Or maybe a keyboard button you press after you start aiming which makes you look down the sights instead of the current hud aimer, giving you better accuracy/recoil control but sacrificing view angle (or just lose focus of a large portion of the screen) and look speed.
I'm sure you've heard plenty of this already, but it needs a gametype other than CTG. I wouldn't want deathmatch, as it doesn't fit the story-based mp shooter angle too well, I'd rather have something more intelligent.
Also a kill-cam would be nice, I know when I was starting out I would never know where I got shot from, and especially in this game with the stealth aspect it becomes even harder to figure out just what you did wrong. It's not like the dead player can use the information against his killer anyways because there's no respawns, and it frustrates the new player base the way it is now.
That's about all the ideas I've got for now, I hope you take this as constructive criticism as I really love the game. Great job BTW. Diggin the soundtrack as well :p
I friggin love this game, I've been playing since launch. I have a few requests for improvements though:
BP308 needs to be toned down, the mosok sniper already has a huge advantage over the autos at range, and getting body-shot once and dying is frustrating, and leads to a lack of skill for snipers.
Also, assault is too cheap with the movement vision. I think leaving the vision as the same, but having a "sneak" mode would be good.
The way sneak would work is you hold down a key, and then the movement is changed from WASD to the mouse when held. So you can move at any speed you like (up to normal walk pace), and the slower you move the mouse, the slower you walk, and the less you show up on motion vision. The motion vision obviously needs to vary depending on player movement speed instead of "is the player moving or not". The same could be applied to the invisibility walking, though that's not a huge deal.
There also needs to be a new weapon/gadget for supports. You could have some sort of plantable camera that comes up on an eyepeice or small screen on the hud. Also, the detpack needs to ba able to be destroyed by gunfire (camera too). It would be even cooler if one or all classes could "hack" the detpack/camera to show the hacker/hacker's team where the planter is at all times, to make detpacks have a possible downside to them.