This member has provided no bio about themself...
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).
I recommend all followers of B66 (including Morgan its creator ;) to play The Forgotten Ones, a Nazi-related horror mod.
The best horror mod ever in my opinion.
Morgan, as a maker of Nazi-related horror stuff you really should play The Forgotten Ones
It's a masterpiece!
Hey guys and girls, here's the solution to Steampipe problem.
It's obviously the same for all HL2 EP2 singleplayer mods.
Another suggestion for future developers:
it would be nice to introduce a more realistic MP7 in Contingency, with parts and attachments looking more appropriate.
IMO this version of the weapon would fit well both in hands of players and NPCs, maybe with some enemies carrying a single SMG grenade. I based this concept off Lethal Stigma version of SMG1, intending to keep its holding and reloading animations.
Developing my idea further I thought it would be cool to make Gordon lift his arms with the crowbar on key press and strike on key release.
IRL this kind of preparation should enable him to get close enough to the enemy not touching him (as hands and crowbar are not in front of him but overhead) and deal the blow afterwards.
BTW, this way BHL will al last introduce a reason to walk stealthily and not run in HL1!
I imagine the following effects of this blow on enemies (apart from damage):
Zombies, alien slaves - cringe in pain when hit on shoulder, for zombie maybe chop off an arm; instakill in the head.
HECU grunts - reduced damage on shoulders (as they wear kevlar vests as well), standard damage and cringe in pain when struck in the head.
Alien grunts have thick metal armor, so this kind of attack will just slip off.
The discussion is livening up,
here's my concept for a possible secondary crowbar attack
Strong two-handed stab with crowbar tail from overhead, with shorter range than just crowbar fencing but tearing down unarmored human-size NPCs like Alien Slaves and zombies in one hit (head-hits maybe stunning HECU soldiers that wear helmets). Good for stealth attacks on human-height enemies but inefficient against bullsquids, as they're too low and attack rapidly.
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.
I liked the old one better, with the tired soldier that illustrates the title: this war is fought not by heroes but by those who kill to survive.
>they got pulverized to pulp juice
in fact, BFG heat can pulverize'em to smoke and ashes)
gibs can be the same as Hell Barons/Knights reduce their enemies to. Does anyone like this idea?
Had another idea: maybe BFG green fire blast should carbonize the gibs, as well as Hell Nobles' green fireballs do?
Also, the blood from such a hot blast is likely to turn into smoke immediately.
Updated the bug list from the ModDB wall
Sarge, could you post the log of changes/fixes done and planned on Facebook?
Looks awesome! I'd just suggest an option to power off lights on the boat when sailing in daylight)