General Asshat special important people person to the max.
If the action feels half as good as the video, and not as flat and static as the bethesda engine makes it, I'll be impressed.
correct me if I´m wrong, but the beta seems horribly outdated. Perhaps releasing an update might be handy for open playtesting, and to keep people interested.
Ah, well, I suppose you playtested the Jungle Base in Madagascar by then, right? There's a few issues left and right that make it... stand out.
Also, I lost my PDA when I jumped into the water with the thing out. Had to start a new game to fix it.
I should probably point out I'm a playtester.
By the way, where do I report bugs?
Figured it out, my C drive is somehow restricting EDuke32 from writing in that data folder. Switched to a different drive and played again.
I mean, it's well worth it anyway.
((Also, I was watching some walkthroughs and I just noticed I don't have any supply drops like they do in most videos at the start of the map... what's going on?)
Hey Jblade35, now that I'm here anyway, for some reason I've just lost ALL my found and purchased equipment while aborting from a mission. Is there a way to fix this? I don't want to redo Episode 1 for the third time this has happened.
Hey James, I forgot my login for D4 net, but I'd love to help out with spriting and sound design, voice acting etc. in case you need assistance.
I just got to the point where franklin needs to throw gas grenades into the vents of the jewelry store. Unfortunately he now throws them like rockets and they dissapear into the ether when I do. Is that the mod causing it?
Shimmying closer still lets you throw it in straight, though.
Any choice that eliminates the most demons/highest ranking demons, right?
My HDD with my portfolio completely burned up.
Should I even bother applying?
I've been trying to hop onto the Escape from Tarkov train but they pretty much blocked my *** in the doorway.
Is this still alive?
Okay, so, what about the camo system at least? Is there a way for me to port that manually?
Any chance if there will be a 2.2 update?
Character movement feels too floaty and slow to me, tbh.
As to the AI's pattern, might I suggest that the AI moves through cover, uses things like flashbangs towards the player and smoke grenades in their path of movement, or as a diversion?
As to the AI responding to being shot, do remember that 'pistol' calibers are basically heavy slugs/rocks being thrown at a high speed at short range and will definitely kick the **** out of you in, lets say, 100 meters or less let alone if the round is caught completely by, for example, body armour, while the 5.56 can easily twist, yaw and fragment to devestating results, sometimes lighter loads can almost litteraly explode and cause lethal damage. I can't tell which one would hurt more, but I imagine getting shot by a 9mm hollowpoint up close will probably be no further away from getting kicked in the chest.
To summarize, when calculating pain chances and damage done, do take into account the total weight, speed, angle, distance traveled through target, size/area of the bullet, stopping power/fragmentation potential/Yawing and potential injury to vital organs. The speed of a bullet is far more crucial to it's potential 'damage' than the weight, and what is even more so is if the round comes to a full stop -within- the target, releasing all it's potential energy.
The kalashnikov might have a bigger heavier bullet, but it's also slow, if it passes clean through and doesn't fragment or tumble, it's potential damage is far less than a 5.56 round tumbling and exploding inside of the body due to 'drag' so to speak, causing a far bigger exit wound or interal cavity.
Yada yada, bla bla bla.
If you're willing to go this far, I suggest you take a look at the guy who made Occupation: Source. His biorhythmic and ballistic system is quite advanced, but far from perfect.
Big fan of the weapon sounds!
And a big fan of the bare bones ballistics, i wish more source modders thought about this.
See the original textures aren't that great, but they fit with the overall environment, but then again, maybe I need to play it for myself to figure it out.
I've had this issue myself with my first big set of mods I cranked out for quake back in the day. Perhaps desaturate the handle a little bit?
I don't know man, it seems like all your retextures of the weapons completely clash with the character's almost light emitting hand textures, the attempt at a 'gritty realism' making it look all so clean just doesn't match the environment. If I may make a suggestion I'd say that the colour palette is off with the rest of the models, plus some war torn damaging and different shading wouldn't be bad at all. It's too... 'clean'.
Rip headphone users.
if only you could unlock the Z axis on a high jump >w>
Holy **** I've been looking for a mod like this for YEARS!~
Those sounds when typing in the path just f#*$* killed me, amazing stuff!
This looks like a direct copy of an available hunk model for several other mods. Did you get permission to use this?
Just because it was in brutal doom doesn't make it a good idea to port this to HL.
The **** is this, C&C or Quake 3 Arena?
I mean, not to be a complete and total arse, but, couldn't you have at least doomified the weapon sprites to not be as jarring with the rest of the game?
Looking better every single day man.
Intrusion View (TM)