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HEVcrab Apr 11 2015, 1:52pm says:

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)

+2 votes   mod: Brutal Half-Life
HEVcrab Feb 20 2015, 2:04pm replied:

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.

+3 votes   media: High Voltage!
HEVcrab Feb 19 2015, 12:23pm replied:

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 red will of course be more noticeable than yellow on this white&green; background.

+2 votes   media: We expected this much! (c)
HEVcrab Feb 2 2015, 6:14am replied:

Have you ever tried playing? It's been this way for about 2 years and no one complains, the selection circles are perfectly visible ;)

+1 vote   media: Texture God, take that teamcolor OUT OF MY SIGHT!
HEVcrab Jan 25 2015, 4:00pm replied:

Yes, the glow always stays on. For selected units, an animated selection circle on the ground is added.

+1 vote   media: Texture God, take that teamcolor OUT OF MY SIGHT!
HEVcrab Jan 25 2015, 9:19am replied:

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.

+2 votes   mod: Lambda Wars
HEVcrab Jan 25 2015, 3:12am replied:

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.

+1 vote   media: Texture God, take that teamcolor OUT OF MY SIGHT!
HEVcrab Jan 25 2015, 3:05am says:

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.

+2 votes   media: Texture God, take that teamcolor OUT OF MY SIGHT!
HEVcrab Jan 25 2015, 1:49am says:

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

+1 vote   media: Combine team color fixes
HEVcrab Jan 24 2015, 12:40pm replied:

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.

+1 vote   media: Combine team color fixes
HEVcrab Jan 20 2015, 2:42am replied:

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.

+1 vote   mod: Lambda Wars
HEVcrab Jan 17 2015, 2:09am replied:

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).

+5 votes   media: NNNNNNOOOOOOO!!!
HEVcrab Jan 8 2015, 5:48am says:

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.

+1 vote   mod: Empires
HEVcrab Dec 30 2014, 2:31pm replied:

LOL) hilarious observation)
>patron state
I guess you meant 'patron saint'))

+4 votes   media: Holy s...strider!
HEVcrab Dec 25 2014, 1:18pm replied:

see info below

+2 votes   mod: Fast Detect
HEVcrab Dec 24 2014, 3:52am says:

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?

+4 votes   news: Christmas update - Going in-depth: Artillery in 2.0
HEVcrab Dec 23 2014, 1:43am replied:

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.

+1 vote   media: Ready to join the Resistance! by Ninja_Nub
HEVcrab Dec 23 2014, 1:36am says:

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
For Combine, the best way to use the outlaws against the Resistance is to make them collaborate.

+2 votes   media: Ready to join the Resistance! by Ninja_Nub
HEVcrab Dec 18 2014, 1:26pm replied:

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.

+1 vote   media: Ready to join the Resistance! by Ninja_Nub
HEVcrab Dec 11 2014, 1:18pm says:

Congratulations on entering Top 100 again!

+6 votes   mod: G String
HEVcrab Dec 10 2014, 12:09pm says:

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.

+4 votes   mod: Brutal Doom
HEVcrab Dec 10 2014, 4:18am replied:

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.

+1 vote   media: V2 progress... it's coming, God willing
HEVcrab Dec 8 2014, 5:09am replied:

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.

+1 vote   mod: Fast Detect
HEVcrab Nov 28 2014, 2:05pm replied:

Yes, there will be new weps. HL2 ones are just placeholders.

+3 votes   media: OLD CITY
HEVcrab Nov 27 2014, 1:36pm replied:

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)

+1 vote   media: Our newest Combine unit
HEVcrab Nov 24 2014, 1:44am replied:

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.

+4 votes   mod: Fast Detect
HEVcrab Oct 12 2014, 8:49am replied:

Adding a faction means tons of time-consuming work on:
-historically correct maps
-new models
-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
-новые модели
-программный код (физику оружия и т.д.)
Это задержит выход новой версии очень надолго.

+1 vote   mod: WWI Source
HEVcrab Sep 14 2014, 3:16pm replied:

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.

+1 vote   media: Old Test Room Undergrounds
HEVcrab Sep 14 2014, 3:11pm replied:

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.

+1 vote   media: Old Test Room Undergrounds
HEVcrab Aug 25 2014, 12:01pm replied:

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?

+2 votes   mod: WWI Source
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