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An important note: the archive contains the mod content without the encapsuling folder, you will need to create one (inside sourcemods folder) and name it "Halflife2-Episode3" (without quotes).
This is necessary for HUD texts (weapon names, 'Saved' etc.) to dispay correctly.
Cool concept! I'd like to share an MP7 concept of mine that has a more realistic size grenade launcher: Moddb.com
Oh yeah, one of the 4 Source mods I'm expecting has released a new version!
I remember Sethen was working on it, I sent him some considerations of mine and can send them to you if you work on that map as well)
Whoever is going to code this...please make support NPCs follow players by default again. It's kinda stupid when they stand still until called.
Are you going to continue development of Canals map?)
Yep, looks like they put a wire support pillar (even with wire attachment 'hands') under the tracks!
I wonder where in the mod can one get a rifle?)
There's a similar HL2 mod named Contingency moddb.com/mods/contingency where you can select weapon loadout and build barricades, also with the RPG element being player speed depending on health and loadout.
Both the music, the video and the title are stoned in the good sense of this word)
On the title though, is 'I am wanting' a typo of 'I am waiting'?
I've sent you a PM on this question)
I noticed that you should aim at the gun, not at the pod, when pressing Use to enter the raft.
Why cannot I enter the elevator with the miners? Just like an invisible door blocks my way even if they stand back.
Zoony, have you made ironsights actually improve accuracy and non-ironsighted fire less accurate?
"aside from a tiny bit too much shading on the left wall"
What do you mean?)
1) ты "зверски убил" слово "screenshot" ошибками, хахаха)
2) скрин понравился, только (вот тут я не совсем понял) "слишком много затенения на левой стене сбоку от маленькой штучки" хЪ
>Very, very well done guys
Guys and at least one girl: Eyaura, the head developer)
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.