you need to post another separate picture of your pinky finger for comparison
yeah, anyways it definitely has more depth than base HL melee
Just played it. Good so far.
A few comments:
Lighting candles could use a bit more feedback, like a match sound effect or a flash or something. As it stands, it's a little hard to tell when you've turned on a candle.
During the tutorial, some of the audio clips kept cutting out prematurely. I haven't figured out why this might be yet.
Melee range feels a hair short. Even with blocking, I found myself simply restarting the level if I ran out of ammo, as I died too much using melee. Some of this might just be up to me for using a really crappy mouse since my old mouse broke.
I'm not sure being blasted into many discrete and equally unliving chunks in the space of a second qualifies as "torture," per se...
Reminds me of Screaming Mad George's ParanoiaScape
Well hey, I thought the beta was the finished thing until just a few months ago. You've gotten a hell of a lot done so just keep on!
You should match the hue of the hand skin to the face skin. Other than that, it's not that bad. I doubt you're going to show ultra closeups of the face in cutscenes, anyway.
I really liked this mod... What are the team members from this up to now?
I started playing this last night and got sucked in for 6 hours (my eyes were pretty red this morning). I expected some high quality stuff from you guys (judging from the previous HL:SS chapters) but this is really great. The language stuff is the most interesting new gameplay mechanic I've seen in a game for a long time, and it's very nicely executed.
some good *** looking screenshots, nice job!
I'm not sure what changes to AI you made but I must say, the Combine seem a lot smarter in this mod. I'm sure a lot of it is just good map layout and node work. The battles were hard without necessarily feeling "unfair," which is difficult to accomplish, so nice work.
I did think that there ought to be some sort of HUD indication of when you get to a checkpoint.
The changes to the weapons are really nice so far.
I think it would be nice if there was some way to stun Hunters to interrupt their charges (since there's no gravity gun to do that with, and once you're getting charged there's really no stopping it unless there's cover really nearby).
I do hope the darkness will be handled well. Dark games tend to give me eyestrain so I usually can't play them all the way through.
Terrifying... A hog that yields no smoked jowl???
I bet one of the devs beat some kid at a game.
I just started playing the mod, super excited!
I was listening to the lobby dude's speech though and he interrupted himself by saying "Why do we all have to wear these ridiculous ties?" and cut off his speech >_<
whoa what the heck? I thought this mod was finished, it was a pretty cool hl2 single player mod. but now it looks totally different?? This is like the opposite of a mod dying, good job and I admire your dedication!
Halfway through my latest playthrough after reinstalling. This mod makes me happy :)
Downloading this to replay in 2016 :D
I found a clip of Gamma-Ionized Plasma rounds but I can't change from the default ammo type while using the Plasma Gun. Gamma Ionized clips don't show on the inventory screen for the Plasma Gun either.
Few more small things that could be nice but may or may not be worth fixing:
1. Automatic augs should be silent when they toggle, if possible. Not much point to them playing an overlapping sound since they always turn on at the same time as other augs anyway.
2. Thrown weapons don't break glass, even when throwing a heavy weapon at a window with lv 4 Microfibral Muscle.
3. Crouching still does not regen stamina. This may be a balance decision, now that I think of it.
4. The full number of throwing knives in the player's inventory does not appear in the prison. All other items I tried seem to show up with the correct amounts.
5. Thrown inventory items don't take any bioenergy, so at lvl 4 of the Muscle aug, any with enough mass become a free-to-use, retrievable and (for non-weapons) silent ranged weapon. I suppose making this consume BE would make inventory management a pain, though.
So far this is the best Deus Ex mod I've played. Definitely up there with the best mods for any game. Normally, I wouldn't point out all these little things, but GMDX seems to me to be all about the extreme fine finish.
My favorite moment so far was meeting with Gordon Quick and Max Chen in the Lucky Money. I went to drink the wine that they gave to me but accidentally threw it and beaned Gordon Quick square in the face, knocking him out cold.
Second was realizing that EMP deactivates grenades.
Found another small thing: Dragging a biocell onto a suit in your inventory removes the biocell stack from your hotbar. Not sure if that's fixable...
Also, not sure if this is really a bug, but probably: if you have 5 reload speed upgrades on your minicrossbow, it has a reload speed of 0.5 seconds instead of 1.5 seconds as the 50% reduction from 3.0 sec. should result in.
Just came across a bug. Game crashes if you try to load just as you're spotted by an NPC.
Oh, and also: maybe a different minimap icon for Jedrik?
This is one of my favorite games, I'm glad to hear you're working on it again. Will the next version have a new graphic for Jedrik's kicking foot, though? It looks a bit weird to have Duke's foot coming out.
You should make them shoot at you full-auto when you get near. It would make a lot more sense than them walking up and trying to hit you.
just a nitpick, but the "R" stands for "rimmed," as it is a rimmed cartridge (in contrast to the 7.62 NATO).
will this fill a different role from the smg1 and ar2, or will it essentially replace the ar2?
is there a possibility in the future of picking up shrunken people and shooting them out of a slingshot?
anyways, nice work