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Merry Chrismas team, nice news!
I'm a bit confused about some shrapnel trajectories being so parabolic that with their falling spot just near the explosion shows their low velocity. Can the shrapnel of a real shell explosion be that slow?
What could really be possible are Resistance groups going rogue and acting like bandits: jackaling on weaker squads etc. Again, Combine will definitely try to find them and force into collaboration.
Combine don't fully trust metrocops either, that's why metrocops aren't issued with heavier weapons than MP7 SMGs until they undergo Memory Replacement and other procedures to become programmed cyborgs that will never betray, i.e. Combine Soldiers Half-life.wikia.com
For Combine, the best way to use the outlaws against the Resistance is to make them collaborate.
I think in HL2 world bandits would have nobody to rob. Refugees fleeing from Combine-dominated cities have almost no belongings, and attacking the Resistance that has some Vance/Kleiner's technologies and inside information from people like Barney in CP, let alone Combine, is too dangerous for just a bunch of outlaws.
Most likely, Combine will establish contact with these outlaws and recruit them as metrocops.
Congratulations on entering Top 100 again!
Brutal Doom Facebook:
Hello everyone. Today's Doom's 21st anniversary and I was supposed to release BD v20 today, but I couldn't finish some of the cosmetic stuff and the Starter Pack, so I am pushing the release date to January. But I can promise that v20 will be epic enough to be worth the wait.
Absence of recoil is the only rough edge I've seen in this showcase of the great work of art you're developing, Eyaura. :)
BTW, are you going to limit the number/weight of weapons carried?
HL2 feature of picking up things in a non-contact telekinetic way no more looks unnatural thanks to how you got your hand at it, story-wise and animation-wise.
Well, just a decision has been made to go for the full version that will satisfy the high expectations of many years as much as possible.
Yes, there will be new weps. HL2 ones are just placeholders.
Combine loyal citizen is already made a separate unit, and in near future will wear different clothes (City 17-style dark blue robe, without Lambda on the sleeve, naturally) to look different from Partisan and Rebel citizen (now called Refugee).
UPD: O_O I'm marked as a creator, lol) ModDB now names all mod page admins 'creators', though I'm just a beta tester)
This summer there was an attempt to upload the demo, but it failed and caused a mod page failure detaching it from the creator's profile and setting the release date. I contacted the ModDB support and they dealt with the first part of the issue, but not with the second one.
The work on the full version is still going on, as you can see on the latest screens.
Adding a faction means tons of time-consuming work on:
-historically correct maps
-coding (weapon physics etc).
This can delay the new version release forever.
Чтобы добавить лишнюю воюющую сторону, нужно очень много времени потратить, чтобы сделать соответствующие
-исторически правильные карты
-программный код (физику оружия и т.д.)
Это задержит выход новой версии очень надолго.
Access to the page has been retrieved, don't worry.
Still listed as released...well, no idea why haven't the ModDB team addressed that part of the issue. I pointed it out in my request, on my part.
That has been resolved, see Obergun's comment on the summary page.
Sorry if I confused anybody, I didn't have a clear idea of what happened to the page at that time, but I did contact the ModDB tech support as early as mid-July and now it's all OK.
to 4) also viewbob while walking should be increased in case of a wounded leg (to simulate lameness and stumbling).
And if bullet drop is considered, will the rifle sights be adjustable for different distances?
Nice news, great work!
Will there be
1) leaning that also works as rolling aside when prone;
2) forward/backward roll when ducking on the run;
3) realistic aiming of deployed machineguns, when the viewmodel rotates around a true-static bipod, with free-look button to look around outside the aiming sector without turning the gun;
4) some detriment to accuracy/melee hit strength/moving speed if (an arrow to the knee) a hit to an arm/leg is taken?
The first three features are present in Resistance&Liberation and are a nice realistic touch to body awareness, making use of all combat movement possibilities.
I think Steam Greenlight contains the latest info.
So true for this mod which is real Black Mesa: Gold Source.
They fade away in a second or two.
Demo upload failed, but release date has been set and control of the page lost...
or not hacked, as a result of uploading the demo access to the page was partially lost and release date set.
This page has been hacked and the mod author has no access to it since end of June 2014.
In fact, fire starts with blue in case of a gas jet from a nozzle like in a welder, and flamethrowers shoot burning aerosol of tiny drops of fuel which is the same in all the flamer jet long, so the fire effect in the screenshot is OK IMO.
Just One Big HELL of a surprise)) CONGRATS, HORNS UP! \m/
How is the code-related and overall mod progress going?
Looking forward to an update.
To my mind the first aforementioned game is the one named 'sequel' here. Correct me if I'm wrong.
If you mean weapons getting smeared with blood and custom gibs like in BMS,
some time ago I commented on the 'Wall yblood' screen that this is Black Mesa Gold Source ;)
Actually Combine are standing this way to block the passage,
and Rebels appear out of the forest to fire upon them.
I do hope that it's possible to make rebels take better positions along the edge, in line and not in a bunch.
Tried the tutorial level after the update (Create server, map emp_tutorial)...it still crashes.
Rushing into battle without training makes new players easy prey.
BTW, how can I bring out the console in Empires?
There are no more Keyboard advanced options.
Loading the tutorial level still crashes the game
(I launch it with Create Server->emp_tutorial, looks like it's the only way to do it, as there is no console).
Why use Alt Attack and not Reload for switching? Alt melee attack is used extensively in Brutal Doom, both solo and in combos with primary attacks and kicks.
That alt attack may be a strong two-handed stab with crowbar tail from over head, for instance.
With shorter range but tearing down anything human-size in one hit. This could be useful for stealth executions, in situations when Gordon can approach the enemy close enough from the back.
Glad to see an update!
Tracking your mod with its fascinating story.
This location is nicely done, but reminds a little of 20-year-old Doom - everything is so pristine and rectangular. Maybe add some props like the warehouse transporting wheeled sleighs?
WE! WILL! KICK! YOUR! ***! :)
Oh no...two mods of my dream - Team Fortress in HL2 and multiplayer Crimsonland (Quest mode) in HL2 - gonna have no more updates...SO on Slums also delivered some fun for my last B-day)
Thanx for the good work so far and 'good luck with your future endeavours'!
Oh damn...Maybe still there is some way out? Maybe they changed the email interface so that the files can be accessed but in a different way?
Or the mod team members have at least some part of the work left, that they've been working on?
Yes, uniting zombies and headcrabs the very way it was in HL2 is reasonable) The minor problem that arises is the enemy counter, but it's quite easy to deal with) I think it's reasonable to count a headcrab and a zombie under him separate NPCs.
I don't think mixed waves make sense. All these enemy types are pairwise hostile, except for headcrabs with zombies. Antlions are just wild predators that attack any moving things except their own kind,so do the zombies behave.