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Comment History  (0 - 30 of 47)
Vrabo
Vrabo - - 47 comments @ Physcannon Fix (RTB:R)

It's been 84 years...

Seriously though, the weapons in this mod are great how you can fire them before their pullout animation is finished, but it's like it wasn't implemented for the physcannon.

Good karma+2 votes
Vrabo
Vrabo - - 47 comments @ Boat-Less

"Hey let's make a simple mod where it's one Half Life 2 chapter but without the boat."

*6 years later...*

Good karma+2 votes
Vrabo
Vrabo - - 47 comments @ Half-Life: Enriched

I have two softlocl locations I'd like to report that are in vanilla Half Life:

1 On A Rail - where you take the elevator up to those explosives - beneath it is a hole you can fall into and if the elevator comes down while you're down there, you're stuck there. (This was fixed in HL Source by just adding a button in the hole, but imo the hole shouldn't exist to begin with)

2 Apprehension - In the 3 piston crushing room there's a box you can push to the end of the room, climb it and use a ladder to skip the crusher puzzle. But the softlock is right under that ladder, if you fall off into the hole, there's no way for you to get out.

Good karma+1 vote
Vrabo
Vrabo - - 47 comments @ WEC Canister

No amount of poetry or scientific research will ever be able to accurately capture the vast infinite beauty of this statement.

Good karma+1 vote
Vrabo
Vrabo - - 47 comments @ Half-Life: Enriched - Alpha version 0.86

Bugs found:

- Gonarch is immune in the last stage and doesn't fall down into the area, just hovers in the air and endlessly spawning headcrabs at you

- In the second island of Xen, you can fall through the map in the cave area where there's two snark nests

- Vorts remain passive in chapter Interloper, controllers attack you but vorts just stand around for a while longer until you get to the barrel hall (dunno if this is intentional)

- Reloading weapons sometimes doesn't have a reloading animation


Good karma+5 votes
Vrabo
Vrabo - - 47 comments @ Half-Life: Enriched - Alpha version 0.85

- You softlock after launching the rocket in On A Rail because you instantly die if you try to leave that area

- The dam water at the start of Surface Tension isn't transparent

- There's weird invisible walls around in the cliff area of Surface Tension that makes it very unpredictable to navigate, particularly at the very start when you exit the pipe and around the ladders after the chopper attack

- The skyboxes don't really look good when you're moving around, feels way too claustrophobic like you're stuck in a small box instead of being outside.
The area in the cliff area of Surface Tension also no longer has it's 'wow' factor since it looks like you're so close to the ground instead of super high up.

Just some critiques I had playing through. I really love all the changes and work you put into this! Looking forward what else you have planned.

Btw, odd suggestion but you could remove that one platform in that large Interloper room full of vorts and controllers to encourage more use of the longjump instead of just walking over to the other side, it's between the "nostrils" and the first ramp in that large room. (I feel like Xen areas never encourages the player to use the longjump except the very first 3 jumps.)

Good karma+1 vote
Vrabo
Vrabo - - 47 comments @ Time's End New Poster

DON'T GIVE ME HOPE

Good karma+4 votes
Vrabo
Vrabo - - 47 comments @ Half-Life: Enriched - Alpha version 0.85

Weird.. It stops right before Forget About Freeman for me, a bunch of map transitions are broken and I need to noclip to keep playing.. and the Surface Tension skybox doesn't look like in your post.

I think I downloaded an older version?

Good karma+1 vote
Vrabo
Vrabo - - 47 comments @ Quarrytown Vista - Real-Time Water

I haven't really noticed an fps hit from this, and it looks gorgeous compared the the standard way it looked!

Good karma+1 vote
Vrabo
Vrabo - - 47 comments @ Half Life 2: Raising the Bar REDUX: Division 2.1 Full Release

Industrial looks incredible now! And Division 1 combat feels much harder than Division 2 with these changes in 2.1

Only real wish I have is that the gravity gun also utilizes the draw frames system your other weapons use. It's a bit annoying that when you take it out, Freeman has a war flashback before he snaps out of it and remembers to use the gravity gun.

Good karma+4 votes
Vrabo
Vrabo - - 47 comments @ Goreagulation - 1.0 Release (OLD - DOWNLOAD 1.1)

Hardware should be okay, and I reinstalled but kept getting crashes or the pink texture throughout the mod in random areas. Hopefully it's just on my end..

But anyway, I powered through it and finished the mod. It was a blast! I loved the visuals most of all!

Good karma+2 votes
Vrabo
Vrabo - - 47 comments @ Goreagulation - 1.0 Release (OLD - DOWNLOAD 1.1)

The mod either gets a pink-black checkerboard texture across the whole screen or crashes consistently around the area where you kill the first combine dude.

I'm restarted a bunch of times but can't really progress past that area due to being blinded or crashing.

Good karma+1 vote
Vrabo
Vrabo - - 47 comments @ Raising the Bar: Redux: Division 2 Demo OBSOLETE

Hi! First impressions weren't too good but I waited to see your stream and play with the patch before commenting. After playing through it a few times now, I like it much more now!
I made a list of issues I could find, ranging from minor to major, objective to subjective etc:

- Biggest criticism on the list: Maps in general are WAY too dark. I assume they're meant to be dim to set the atmosphere but there's lots of rooms with fire in them and they're still way too dark to see anything without the flashlight. Even tunnels at daytime are so dark I can barely see where I'm going when I'm in the boat.
- Skybox clouds could move slower (maybe half the current speed, it looks unrealistically fast and a bit distracting)
- The fight right after you get the AK feels like you can unintentionally cheese it by just crawling back through the vent and shoot at everyone's legs while they stand around.
- The part where you're supposed to throw a grenade into an air vent is unclear. Maybe a headcrab can break it's opening and come out of the vent to let the player know they're supposed to look up? (I also didn't notice the grenade crate until my 4th playthrough, too used to HL2's ones I guess!)
- Transition to d2_facility02 feels contrived with the door closing and alarms stopping on their own. Feels like the player should press a button for those things to happen.
- Fighting the Cremator is not fun at all. The player's entire vision is blinded while taking damage, it's hard to tell where to hide or shoot, and even when you hide, you're still taking damage for a while, very disorienting.
- In the Cremator room, after going through the vent and opening the door, it feels weird that soldiers would immediately come through it instead of maybe holding back and wait for you, especially since there's a turret in that room anyway.
- At the start of d2_outercanals01 when you cross the first broken bridge, you can shoot right through the windows into the room.
- In the room where the boat is parked, any prop that falls onto the floor acts like it's falling in water.
- In the tunnel where you break the two walkways those metrocops are standing on, you can easily climb over the broken walkways and get on top of that place and see the void: Puu.sh
- The place where you meet the rebels, you can go through the door the woman comes from and jump down into the water. Getting back up is tricky without a prop, almost feels like softlock potential.
- It feels odd that you can't destroy the chopper with the gun during the chase sequence but later you're supposed to suddenly know to destroy it at the end. Why not let the player destroy the chopper that's chasing you and the chopper at the end could be a different one? Especially during the section where you're supposed to get out of the boat and open the gates while the chopper is there, it doesn't make sense why the player couldn't just jump back into the boat and take out the chopper before opening the gates.
- The bigger gates feel.. off when they're opening. They all start at full speed and stop on a dime. And they're too quiet for how suddenly fast they move and stop.
- Some of the APC rockets don't have any flames so they're almost impossible to see when they're flying towards you..
- The background mountains in the last map are pure white and look like the void in the skybox.
- The "---Redux---" part in the game's title isn't centered. Game literally unplayable.

I hope this helps the team as you guys go forward with the mod!

Good karma+2 votes
Vrabo
Vrabo - - 47 comments @ Cosmonaut

The developer has a commentary series on youtube where he explains his thought process. He acknowledges that things don't make sense because it wasn't a priority. Key takeaway is "gameplay/player guidance over realism"

Good karma+2 votes
Vrabo
Vrabo - - 47 comments @ Chapter 3

This one is giving me some major Fast Detect vibes.
(I mean that in a good way.)

Good karma+3 votes
Vrabo
Vrabo - - 47 comments @ Half-Life: Source Fixed

This is amazing. You actually make the whole game playable and enjoyable! Congrats! :D
There's 2 issues that I'd like to report since it doesn't say in your "remaining-issues". First, in Unforeseen Consequences, the scientists falling down the elevator casually greet you.
And second, in Xen, when you kill the houndeyes, they float in a very weird way and get stuck in the air: Puu.sh

Good karma+4 votes
Vrabo
Vrabo - - 47 comments @ O.I.C.W New Animations

Takes up too much of the screen.. and the gun looks like it's pointed downward instead of in the center of the screen.

Good karma+5 votes
Vrabo
Vrabo - - 47 comments @ [ Half-Life 1: MMod v2 ] Hivehand Weapon Function

Not the bees! NOT THE BEES!!
I can hardly wait for this to come out.

Good karma+1 vote
Vrabo
Vrabo - - 47 comments @ Half-Life : MMod

I saw magic's stream and it's seriously impressive how many small details are in this mod. I'm so hyped to play this when it releases!

Good karma+3 votes
Vrabo
Vrabo - - 47 comments @ Portal Reloaded - Gameplay Trailer

That hurt my brain... and I love it.

Good karma+1 vote
Vrabo
Vrabo - - 47 comments @ Quake Sound Bulb - Remastered Sound Pack for Quake 1

Hello! I placed the PAK file into the "Id1" folder and renamed the file into "PAK2", but I haven't noticed a difference in the sounds.

It says in your description "BE SURE TO ADD sndspeed 44100 into your autoexec.cfg." but I don't have an autoexec.cfg in the Quake folder. I tried making one and adding the line but nothing happened either. Any ideas what I'm doing wrong?

(Btw I opened up the PAK file and listened to your remastered sounds and they sound amazing!)

Good karma+2 votes
Vrabo
Vrabo - - 47 comments @ Duke Nukem 3D Soundtrack Remastered

How do you install this? I unzipped the .zip and pasted all the files into the game folder but nothing happened.

Good karma+1 vote
Vrabo
Vrabo - - 47 comments @ Portal: Prelude 1.1.5 (archive version)

Thank you so much!!

Good karma+1 vote
Vrabo
Vrabo - - 47 comments @ Gauss Demonstration

REIGH!

Good karma+2 votes
Vrabo
Vrabo - - 47 comments @ Entropy : Zero 2

The only reason this is seen as a problem by most people is because as HL2 fans, we're so used to be able to run up to the enemies in the open and hit them in the face.

Good karma+1 vote
Vrabo
Vrabo - - 47 comments @ Developer Applications Now Open

Hello, Gordon.

Good karma+5 votes
Vrabo
Vrabo - - 47 comments @ EZ2 Returns to Moddb (soon!)

Maybe they know who Bolloxed is?

Good karma+3 votes
Vrabo
Vrabo - - 47 comments @ Before the hive

Someone must have ****** in your cereal this morning.

Good karma+12 votes
Vrabo
Vrabo - - 47 comments @ EZ2 2020

For some reason, it reminds me of that old footage of Duke Nukem Forever cart ride from 1998 I believe.
Except it's mixed with xen water and combine stuffs. :>

Good karma+2 votes