Are MMOD addons require complete rewriting from 1.0 for 1.3, or just have to edit gameinfo to point game towards new hl2 files?
Are MMOD addons require complete rewriting from 1.0 for 1.3, or just have to edit gameinfo to point game towards new hl2 files?
Is it possible to make combines use their ar2 altfire and underbarrel grenades on more enemies? They seem to avoid using them on any enemy, that isn't rebel/Alyx/Barney/player.
And what about giving rebels similar abilities, as option?
Mixed impressions.
Good: decent voicing of protagonist, interesting(though sometimes difficult) engagements/enemies, squad of soldiers to accompany you, drivable APC.
Bad: rather boring design of levels, APC feels like reskin of buggy(no armor and awkward driving).
Question: will MMod feature zombification(citizen killed by headcrab spawns zombie of appropriate type, combine soldier killed by regular headcrab spawns zombine, etc.)?
Can next version of MMod have (optional) ability for combine soldiers to heal themselves? Like having them use those health vials they sometimes drop, or even having some soldiers being medics and healing the rest.
They even have phrase about using bio stimulators, which can indicate them recovering.
This comment section is in need of serious cleaning. Hope Gunship Mark will be back before this place is completely filled with spam.
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Yes, Offshore mod would be useful. But compatibility patch was never made for it.
Technically, HECU marines in Black Mesa are hostile rebels. But not sure about rest of the enemies.
There probably won't be fix, as Breadman is busy working on sequel, Entropy:Zero 2.
Uncertain. While it's technically possible to port MMod to HL2DM, it can be a bit too complicated.
There is one little mismatch: original mod has "PCV" next to armor value (Personal Combine Vest?), while MMod patch replaces it with "Armor".
I suppose you can "recreate" Manhack weapon, by simply spawning one with set parameters, like being friendly to player, etc.
Obviously it won't be complete replacement, but would be sufficient to not alter maps.
If you have trouble with that part, you may want to bury Alyx under whatever stuff you can pick with gravity gun, so combines won't kill her, and hide yourself in more defensive place.
Did complete that place in Synergy, with combines taking 2 crossbow shots to go down.
But how are you supposed to complete few moments at last chapter, where you have to kill out-of-sight stalkers? First moment is with vent, that manhack used to fly through, second is with lasers, that prevent you from walking out of room.
Mod is mostly playable, but loss of manhacks hurts it a lot, as it's one of unique features of EZ, together with nightvision(replaced with flashlight).
Question: how do you change color of HUD, but keep other elements unchanged? Is it editing ClientScheme.res in some way?
Noticed, that allied metrocops are extremely easy to die at the beginning: lost all three in just a few seconds. Stunstick lost electric visual effect. Manhack spawns replaced with .357 - importing script with weapon data didn't work?
Surprised someone found my old comment :)
It's only fast zombie, not any other enemy?
But someone made patch for Entropy: Zero...
Would like review of my Ravenholm patch, since it required me to compile custom scenes.image file for scenes to work.
There was old mod named Underhell, can MMod be compatible with it?
Is it possible to make combine soldiers aware of environmental hazards? Like spinning blades, or area with fire.
If there are some issues, I hope more competent people can resolve them.
MMod compatibility patch for Ravenholm:
1drv.ms
Mod itself is here: Moddb.com
You'll need mod with patch from malortie. Unpack zip-archive into sourcemods, then restart Steam.
Feel free to upload it to moddb from your own name.
You can try this, if you want to play Ravenholm mod with MMod enhancements.
Give it a try. If it's fine, feel free to upload it to addons.
I can fix it, but it will then use MMod sounds instead of original ones.
Care to provide some details? Are those original sounds or from MMod?
Updated version, hope it's fixed this time:
1drv.ms
Created custom scenes.image file for this mod, and it seems to be working.
Does it say, that file begin.vcd is missing? I thought I fixed the problem with cutscenes.
Well, I tried to make one, but I am not sure, if it's good enough.
1drv.ms
You'll need original mod installed. Just unpack that archive in sourcemods and restart Steam.
Here is workaround for known Episode One bug(warning, it's a bit complicated):
Step 1: reach moment, where you get 8 citizens, instead of 4;
Step 2: use following commands: ai_disable, developer 1
Step 2: using commands ent_show_response_criteria and ent_remove, make sure to leave only one citizen with each unique name;
Step 4: use ai_disable, developer 0 to return things to normal;
Step 5: rescue remaining citizens.
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