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In OpForce, the M249 belt has a visible end when there are few rounds left.
Would be nice to see this in BHL as well)
This screen was made and lightning done by a first-person controlled Vort (Control Unit) in Sandbox gamemode. In game you'll be seeing the lightning bolts third-person as this is an RTS :) and with proper animations.
Maybe one day the model for Vort Den will be re-made if most of the devs want it totally different.
Thanks for the attention =)
Well, the just-Lambda mask you're showing here is
1) actually less noticeable than the current one as it's Lambda only and no additional symbols, and
2) not Vort-specific: looks like the Barracks/HQ roof lambda but not in a circle, circles won't look good on the heap of curved boulders.
3) It's not 'silly' but quite implementable IRL, just a pattern and spraypaint should be used, not a painting roller.
And yeah, you're more than welcome to see it in game from all sides! ;)
For noticeability, see red-colored version on the next screen Moddb.com red will of course be more noticeable than yellow on this white&green; background.
Have you ever tried playing? It's been this way for about 2 years and no one complains, the selection circles are perfectly visible ;)
Yes, the glow always stays on. For selected units, an animated selection circle on the ground is added.
I've suggested adding Cremator and Assassin as Combine counterparts of Flamer and Saboteur, also figured out some abilities for assassin to work well in RTS. Hopefully they will be included one day, I expect them to make nice additions to the gameplay.
Still too spotty even for the Elite, also team color should be applied according to the seams of the uniform, that's why teamcolor on the helmet doesn't look integrated in your image, sorry.
Thanks for your input, we've thought about this...I think coloring thigh pads would make the overall appearance too spotty and not serious, especially for the darker regular/shotgunner uniforms, in particular with bright colors like green, cyan and gold. From the RTS view the teamcolor glow does rather well for distinguishing teams, and close-up there are enough colored details IMO.
It was worse before, but still nobody complained at the team color visibility despite a lot of textures blending incorrectly, e.g. the Elite right shoulder pad was red on the original model, and blending with Cyan teamcolor it was becoming black Mediafire.com
Reborn:X got the point, teamcoloring eyes will break the special visages of different Combine infantry units and make them harder to tell apart: regular soldier's overall uniform color is more blue-biased which looks good with cyan eyes, shotgunner's special appearance features are orange-ish shade of the uniform and orange eyes+left shoulder pad, and Elite's canonical single eye is red.
THe bright teamcolor pad on the right shoulder will also help telling the Shotgunner from the Regular in RTS view, and also gives the former smth similar with Elite, in addition to the skull insignia.
At least I've suggested that, along with infest ability for poison and fast headcrabs as well (turning bot combine and rebels into fast and poson zombies, as these headcrabs cause such body alterations that it doesn't matter if the victim was Combine or not).
This will also be useful in future zombie singleplayer mission, as a way to get fast and poison zombies for the undead army.
Sandbox mode is made to mass-produce anyting quite easy)
greatly helps in making showcases like this one.
In Annihilation, Dog may become a unique machine, player may be limited to building one Dog maximum in a game (with an ability to repair).
Is the new tutorial map in development? With the current lack of players on servers, it would be nice to have one to help new people get started.
LOL) hilarious observation)
I guess you meant 'patron saint'))
see info below
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.
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.