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Comment History  (0 - 30 of 42)
SnackCat87
SnackCat87 - - 42 comments @ HontE Remastered (v 1.1) (outdated)

I've been looking for something exactly like this for years, to no avail. Imagine my surprise when, earlier today, I just randomly stumble across it.

Excellent work, bub. Makes me wonder what your interpretation(s) of Heretic/Hexen would look like...

Good karma+1 vote
SnackCat87
SnackCat87 - - 42 comments @ Tiberian Cataclysm

This website would be a lot better without this kind of trash stinking the place up like a fart in a closet.

Good karma+7 votes
SnackCat87
SnackCat87 - - 42 comments @ Tiberium Wars Advanced

Presumably, you have a lot of work left to do with the Forgotten. I don't personally understand why the Forgotten is so often looked at as a faction, when they're more just disorganized mutant "tribes" scattered all over the place. They have no loyalty to anyone; not even each other.

I think it would have been much cooler if you had just added one or two more neutral Forgotten structures that can be captured. Each one offers something different: a "hovel" offers infantry, a "machine shop" would offer makeshift armor (vehicles), a "menagerie" would offer trained beasts, et cetera. Each one could come with a support power of some kind.

I say this not just because it would make your mod more unique in comparison to others, but it would also free up some of your time and allow you to work on CABAL and the other established factions without having to shoehorn in a new one. Food for thought, is all.

Good karma+1 vote
SnackCat87
SnackCat87 - - 42 comments @ Operation: Black Mesa

Never going to be completed.

Good karma0 votes
SnackCat87
SnackCat87 - - 42 comments @ Tiberium Wars Advanced

This has become, in my opinion, the best mod for C&C3; to date. My only gripe is that the Scrin mastermind still doesn't have a weapon, which makes him feel sad and left out. He doesn't feel cool enough to play cards with the other commandos. Oh, well...

Good karma+3 votes
SnackCat87
SnackCat87 - - 42 comments @ Urban Chaos

Opposing Force 2? How many fan-made Opposing Force 2's are there, now?

Randy Pitchford is a *****.

Good karma+2 votes
SnackCat87
SnackCat87 - - 42 comments @ Tiberium Wars Advanced

Small suggestion for development: Add an option to enable/disable support powers for AI. The AI already cheats enough without being able to use those.

Good karma+3 votes
SnackCat87
SnackCat87 - - 42 comments @ Tiberium Wars Advanced

I have an idea, if you're trying to avoid cliches: A floater swarm.

Remember those enigmatic, flying, jellyfish things from Tiberian Sun? Well, maybe the Forgotten have some kind of signal building that emits a specific frequency, which causes a number of them (floaters) to converge on a designated area. They then dump a massive cloud of corrosive/toxic tiberium gas onto the target point, which basically melts everything.

Just a thought.

Good karma+2 votes
SnackCat87
SnackCat87 - - 42 comments @ Tiberium Wars Advanced

Cool beans! Thank you for considering my request, dude.

As an aside, I left a comment on the file, itself; that custom maps don't seem to work. Also, I've just now discovered that loading saved game files crashes the game.

I'm not complaining. I just assumed you'd want to know about bugs/errors. It might just be me, regardless. I have this newer Windows 11, which isn't all that great.

Good karma+2 votes
SnackCat87
SnackCat87 - - 42 comments @ Tiberium Wars Advanced

This mod is great to extent that I had to delete my review. It's come a very long way since I last tried it, and I'm impressed.

THAT BEING SAID... I am begging you: Please, please, please give the GDI commando his automatic railgun carbine back. Whatever that is the unit has, now, cannot target infantry while moving, meaning he's basically useless for the only thing he's supposed to be good at, which is killing infantry.

Good karma+2 votes
SnackCat87
SnackCat87 - - 42 comments @ Tiberian Sun Rising

I guess it wasn't sarcasm, then. I am, too.

Good karma+2 votes
SnackCat87
SnackCat87 - - 42 comments @ Tiberian Sun Rising

If this is sarcasm, there's a great deal of irony to it...

Good karma+5 votes
SnackCat87
SnackCat87 - - 42 comments @ Alternative Weapon Shots for Project Brutality - FINAL Feb.01.2021

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!

Good karma+2 votes
SnackCat87
SnackCat87 - - 42 comments @ Half-Life 2 : MMod Tactical

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.

Good karma+3 votes
SnackCat87
SnackCat87 - - 42 comments @ Black Mesa : Opposing Forces RTS Project

This looks pretty duuurn cool, dude. Looking forward to seeing some gameplay.

Good karma+3 votes
SnackCat87
SnackCat87 - - 42 comments @ Half-Life 2 : MMod

I appreciate it. Thanks, dude.

Good karma+1 vote
SnackCat87
SnackCat87 - - 42 comments @ Half-Life 2 : MMod

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.

Good karma+1 vote
SnackCat87
SnackCat87 - - 42 comments @ Half-Life 2 : MMod

Awesome! Thanks!

Good karma+1 vote
SnackCat87
SnackCat87 - - 42 comments @ Half-Life 2 : MMod

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:

Gamebanana.com

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.

Good karma+1 vote
SnackCat87
SnackCat87 - - 42 comments @ Operation: Black Mesa

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?

Good karma0 votes
SnackCat87
SnackCat87 - - 42 comments @ Half-Life 2 : MMod

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.

Good karma+3 votes
SnackCat87
SnackCat87 - - 42 comments @ Half-Life 2 : MMod

I noticed this, as well.

Good karma+1 vote
SnackCat87
SnackCat87 - - 42 comments @ Half-Life 2 MMod : AR2 Remaster (WiP)

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.

Good karma-1 votes
SnackCat87
SnackCat87 - - 42 comments @ Half-Life 2 MMod : AR2 Remaster (WiP)

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.

Good karma+4 votes
SnackCat87
SnackCat87 - - 42 comments @ [ Half-Life 2 : MMod ] Version 1.2 { Outdated }

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.

Good karma+1 vote
SnackCat87
SnackCat87 - - 42 comments @ [ Half-Life 2 : MMod ] Version 1.2 { Outdated }

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.

Good karma+4 votes
SnackCat87
SnackCat87 - - 42 comments @ Lost Squad Weapons Creation Part 1

I was afraid this mod was pushing up daisies. Good to know it's still kickin'!

Good karma+1 vote
SnackCat87
SnackCat87 - - 42 comments @ Half-Life 2 : MMod

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.

Good karma+1 vote
SnackCat87
SnackCat87 - - 42 comments @ Half-Life 2 : MMod

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:

sv_cheats 1
ai_norebuildgraph 1
ai_resume

You'll have to do that any time you start the game, but loading your saves will no longer disable the AI.

Good karma+2 votes
SnackCat87
SnackCat87 - - 42 comments @ Operation: Black Mesa

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.

Good karma+16 votes