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This is pretty cool, man. I feel like 3.0 made the weapon sounds a little too "tinny," instead of "woody." If you've seen that old Monty Python sketch, this will make sense to you. In any event, "woody" is definitely better than "tinny." Good job!
This looks so cool but, honestly, I probably won't play it without the AR2, and all the other traditional pulse weapons, being in the game and used by the Combine. The skins look amazing, but they would be better as additions to the existing content, rather than replacements.
Just my humble opinion.
This is going to be so f-ing rad. In my humble opinion, EZ has always been the absolute best mod for HL2. I'd say the only one that's better is MMod; but, that one was made for a different purpose, anyway. The fact is, EZ2 is going to be epic. It's great that there are developers like Breadman that we can count on!
I really want to like this, but it's buggy; with PB 3.0, at least. The ammo counter keeps disappearing, and the indicator for the current weapon gets stuck on the pistol. There was something else, too, but I don't remember what it was.
This looks pretty duuurn cool, dude. Looking forward to seeing some gameplay.
Am I having one of those supposed Mandela Effect moments? I could very nearly swear on my life that the chapter called "Anticitizen One" has always been called "Anticitizen Zone." I'm not kidding. Was the name of this chapter changed at some point? I bought HL2 when it came out, and all of my memories of that chapter up to this point are of "Anticitizen Zone."
I appreciate it. Thanks, dude.
Sounds like a plan. Thanks for trying, dude. I suck at coding, or whatever it is that makes this stuff happen. I'm one of those people that really enjoys certain video games, but is completely in the dark when it comes to modifying them.
I'd like to know this, as well. There are so many great mods out there that would be great with MMod.
Not sure if it helps--if you're good with this kind of thing--but this might be a good base for you to work off of:
That offers compatibility for MMod with Mission Improbable. You might be able to look at what's in it and get a start on what you need to do to apply something similar to other mods.
You mean like you can violently squeeze it and the tongue shoots out rapidly like a chameleon's tongue, grabbing whatever it hits and pulling it in? That would be pretty cool. It would still end being used for the same things, but it would mean that you'd have a way of interacting with the physics objects in the environment in the same vein as with the gravity gun.
Of course, that leads to some jarring questions. The gravity gun can be supercharged, so how does one supercharge a barnacle? Furthermore, would a supercharged barnacle cause our computers to explode?
I've been coming back here pretty much every other day, waiting for another update. I'm excited to see what else you guys are going to add, and I'm especially wound up about the gluon gun. That's going to be a trip, for sure.
I noticed this, as well.
I agree with you, in the sense that it would have been pretty darn sci-fi to maintain the single pellet firing thirty shots deal. Were this the case, though, a magazine for this weapon--the best damage-dealing small arm in the game--would have a nine-hundred round magazine. Thirty pellets in a shield mag, and thirty discharges per pellet. You would never need to use any other weapon.
The developers updated the animation in the way that Valve most likely intended the weapon to be done, originally. Furthermore, they did a great job. It is now the same weapon, but it is finished.
I'm pretty late on this, but the idea of a single pellet being capable of firing thirty shots (as with vanilla) is pretty ridiculous, considering that would mean an AR2 magazine with thirty pellets would basically be a nine-hundred round magazine. It's definitely sci-fi, and would explain why emplacement machine guns can shoot, seemingly, forever, but they didn't create the weapon this way; so, they ruined it.
The original model never made sense to me, and learning why just made the weapon feel lazy and unfinished. This brings the model up to date. Now, it feels finished.
Ok, I thought that part was just me. I have played through Episode 1 innumerable times, and I can never recall having to escort that many citizens at once. Additionally, they seem to all get stuck near where Alyx is manning a Combine machine gun.
Just a heads-up: In Episode 1, the ending script sequence that was on a loop in v1.1 is still broken. Now, the train car will drop as a result of the elite popping off an energy core, but the scripts cease to progress following the door breach. I tested this several times to be sure, before commenting.
I was afraid this mod was pushing up daisies. Good to know it's still kickin'!
I have no idea. I just do it manually when I start the program. It's worth a try, provided you backup the file. If it doesn't work, regardless, it only takes a hot second to do it manually.
Wow, you're in luck. I literally just came here and saw this.
Enable the console, and run the program. Once it loads and you are at the main menu, type in the following console commands:
You'll have to do that any time you start the game, but loading your saves will no longer disable the AI.
NOTE FROM A REAL MARINE WHO LOVES THE ORIGINAL GAME:
In regards to the dialogue, keep in mind that the HECU is, though fictional, a United States Marine Corps organization. Therefore, they should NEVER be referred to, or refer to each other, as "soldiers." They are "Marines," and that is that.
In other words:
"Hurry your *** up, Marine!"
"Let's go, Marines!"
"What are you up to, Marine?"
"Marine, correct yourself!"
"Double time, Marines!"
"Hey, Marine. You want half of my sandwich?"
Don't make the same mistake that the developers of the first game made!
P.S. - I find myself curiously aroused by this mod. Can't wait for the first release!
EDIT: In addition, if you guys are interested in cultural accuracy, Marines never refer to enlisted men as "sir," outside of boot camp. "Sir" is reserved for commissioned officers and warrant officers.
Enlisted men are referred to by their full ranks, and "Sarge" is literally non-existent. "Sergeant" is exclusively how you address a Sergeant, and higher ranks (Staff Sergent, Gunnery Sergeant, et cetera) are addressed exclusively as "Staff Sergeant" and "Gunnery Sergeant," and so on, with two exceptions:
1.) A Gunnery Sergeant will commonly be addressed as "Gunny."
2.) A Master Gunnery Sergeant will commonly be addressed as either "Master Guns," or less commonly as "Master Gunny."
When asked a question by a superior, Marines respond with either a simple "Yes, Sir," or "No, Sir." Not "Sir, yes, Sir," or "Sir, no, Sir." Also, as a Department of the Navy, Marine Corps culture incorporates certain aspects of naval tradition, including the acknowledgment of commands given by superiors with an "Aye, Sir!" or "Aye aye, Sir!" However, this is often replaced by "Roger," "Roger that," "Check," and the like.
I am having the same issue.
Yes. I am, as well. A real bummer.
Episode 1 Bug: Can't progress past the point where you escort the citizens to safety, at the end. After the door is breached inside the building with the trains, you basically just run back and forth, endlessly. Nothing happens, and the game doesn't progress. It seems to be the same script on a loop.
Sorry, guys. Credit where credit is due. You obviously put a stunning amount of work into this and it's great. There are some things that bother me, though, and it kind of ruins it for me.
First off, why didn't you all just go further and improve the overall gameplay? Why does the M4 still function as a SMG rather than a rifle with a good degree of accuracy that encourages you to take single shots and not just unload on enemies? Furthermore, why does it use the same ammunition as a 9mm Beretta, and not do more damage?
Second--an oversight, probably--why does the Beretta eject 5.56 brass?
Third, why are the gloves that obnoxious green color? I can't help but imagine him being dressed as a power ranger, rather than a operator.
Just a few things, but great work, overall.
GAH! Where is it?! The suspense is killing me!
Thanks, dude. I appreciate it.
Also, I've watched a few of your matches on YouTube. Great stuff.
Ok, I got it working. I overlooked that temporary patch that was released. One of best mods I have ever played, for any game, in my life.
I will say, however, that the AI is exceedingly broken. Easy is most certainly NOT easy.
Just bought the game, after nearly two decades of not having played it, specifically to play this mod--it doesn't work. Pretty disappointing, because it looks utterly amazing.
Pretty cool. Can't wait to play it.