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supersonicbros369
supersonicbros369 - - 120 comments @ S.T.A.L.K.E.R. COP - GUNSLINGER mod BETA (07.02.2020)

Controller gameplay needs some tuning.
One fundamental element of Controllers is they give away their position when they attack by making your camera rush toward them and that they lose all control over you when you break their line of sight; you seem to have eliminated that in this.

They effectively have unlimited ability to lock you out of any and all actions virtually forever without you even having a chance to see them, and controllers are silent so sights the only way to tell their presence.

The suicide impulse thing should subside the moment you break sightlines with the controller, instead the entire animation plays no matter how much obstacles or distance you put between you an him meaning you are incapable of performing any action for way too long.
A way to fight back to interrupt it would be fair I think.

He can also do it as many times as he wants I just got out of an encounter where he made me try to chop myself in the crotch 17 times in a row without cooldown before I got a chance to do literally ANYTHING. I never even saw the guy during that whole 5 minutes.

Good karma+3 votes
supersonicbros369
supersonicbros369 - - 120 comments @ Firearms: Source

The only game I ever played that put TCL coding into a shotgun. No looping insert animations it actually plays a different animation depending on how many shells you have and how many are in the gun.

Its a shame no one else followed suit, even modern AAA titles.

Good karma+1 vote
supersonicbros369
supersonicbros369 - - 120 comments @ Raising the Bar: Redux

The one I played a few months back must have been the reacted ones then, I thought those were the placeholders.

Good karma+1 vote
supersonicbros369
supersonicbros369 - - 120 comments @ Raising the Bar: Redux

I don't know if it has changed since I last played the demo (I'm not in a position to redownload it unfortunately) but I had acquired a pack of leaked beta lines from the actual voice actors via the SFM workshop, namely Barney and Kleiner, some several years ago; the source I got it from is gone from what I can tell but I kept a backup.

I don't know what all it contains, I only skimmed the files. Each one needs to be manually sorted as they are all named things like "Barney_01.wav" ect. But it contains the full dialogue between Dr Kleiner and Barney during the teleport by Harry Robins and Michael Shapiro.
As I look further there is almost a full databank here...

Would you possibly be interested...?

Good karma+1 vote
supersonicbros369
supersonicbros369 - - 120 comments @ [ Half-Life 2 : MMod ] First Release {OBSOLETE}

All 9 years of development were worth the wait.

Good karma+1 vote
supersonicbros369
supersonicbros369 - - 120 comments @ [RENDER] Lost Squad Gordon Freeman Model

If I could change one thing, I'd add a little slight angle to the rims, Freeman's glasses having a >:l look was a prominent feature in Half Life's main menu, after all.
Even in HL2 era, his glasses provide that illusion

Good karma+1 vote
supersonicbros369
supersonicbros369 - - 120 comments @ [RENDER] Lost Squad SMG1 weapon model

Personally I preferred the integrated GL barrel concept, but I ain't complaining a bit about this iteration. Certainly looks beefier
Escaping gasses and muzzleflash would wear like hell on the top of the GL though ---- but then again the Half Life world is a world where a man can take a bullet to the head and keep going so long as his suit has battery power so who cares.

Otherwise.... I think I found the future of SMG's in the Half Life world

Good karma0 votes
supersonicbros369
supersonicbros369 - - 120 comments @ Brutal Half Life NPC quotes and sounds fix

I've tried that, but I can't figure it out, it keeps saying I'm missing something. Then again I'm not very good at following instructions without pictures

Good karma+2 votes
supersonicbros369
supersonicbros369 - - 120 comments @ Crack-Life

Trying to find that text to speech program because something is also wrong with me voice.

Good karma+2 votes
supersonicbros369
supersonicbros369 - - 120 comments @ Brutal Half-Life - beta 2

Something that would fix a lot of bugs would be to make all gibs, and corpses non-colliding. I don't know what that would entail, I've never coded, but bodies and giblets are clogging up doors, mechanisms, and elevators.
Surely there's a way to make them shootable but not colliding with func entities

Good karma+1 vote
supersonicbros369
supersonicbros369 - - 120 comments @ Brutal Half-Life Beta 2

Oh also, very humorously, I can't imagine why, but sometimes the cockroaches have a floating Barney head and a gun... its a bizarre sight. Imgur.com

Good karma+1 vote
supersonicbros369
supersonicbros369 - - 120 comments @ Xash3D Engine v0.99, build 4097 (outdated)

Some graphics cards can overload when there isn't a cap, Sims 3 taught me that.

Good karma+1 vote
supersonicbros369
supersonicbros369 - - 120 comments @ Brutal Half-Life Beta 2

You're really transforming this cult classic into it's own cult-classic.

Although inevitably the more you add to it the more unstable it gets it seems. I would suggest officially switching to the newer Xash3D (effectively a rebuilt GoldSRC to my knowledge), but I'm not sure if it would be any more stable.

My eyes grew big the first few minutes at how much changed.

I do like the idea of going through Half Life without the suit, and the fact that the viewmodels can reflect that is neat; it would be nice to have a health display though --- inability to use batteries or armor, but still be able to check your health. OR alternatively, integrate Blue Shift's mechanic alongside, and have Guard Vests lying about, usable to people not using the suit but thats a stretch.

I have a personal preference with the shotgun, one thing I liked about that Half Life 1 shotgun compared to the Half Life 2 shotgun, is that slow dramatic reload, make each shot count. Here its a bit of a "boingboingboing done" deal like in Half Life 2. The more powerful a weapon the more dramatic its reload should be, it builds anticipation.

Blaring Bugs I've found excluding crashes:

• Sometimes holding the alt fire on the crowbar freezes it into charging positio -- you can't actually attack with it again until you change weapons.
• Half Life's famous "Walk 2 feet before dying" glitch is in overdrive here, I didn't make it past unforseen consequences before I had 3 gibbed Houndeye's running around before they finally dropped dead. Some were able to still attack.
• I said I would exclude crashes but this one seems weapon related: The Dual Wield SMG's, when carrying them without the suit and you don't have enough ammo for them when you press reload, it will crash the game without dialogue.
• I don't know if this is intentional or not but all the Barneys use Hazard Course dialogue when asking them to follow.
• The computer falling in the server room when you climb through the vent from the lobby creates a solid gib (or it may be the headcrab gib) that kills you from any health no matter what. This glitch was also present in the first release.
• Some particles are obscenely expensive even by Half Life sprite standards. Notably the BFG.
• Several NPCs are disappearing between level changes.
• Some doors are getting stuck, probably on gibs.

As for crashes, the most common is a handled engine crash.
"Fatal Error: Cache_UnlinkLRU: NULL"

Good karma+2 votes
supersonicbros369
supersonicbros369 - - 120 comments @ Sluggish progress

It just means I refuse to let it die, but its not really a priority to finish right now.

Good karma+2 votes
supersonicbros369
supersonicbros369 - - 120 comments @ Xash3D Engine

What I wouldn't give for the stability of OpenGL and the appearance of Software Rendering on vanilla HL

Good karma+2 votes
supersonicbros369
supersonicbros369 - - 120 comments @ Half-Life 2: Classic

This is easy for me to say because I'm not the one who has to do the work, but I think it would be significantly better if the weapons and weren't straight backwards ports. I kinda crave the classic low-poly theme of '98 Half Life. Perhaps take the HL2 weapons v_models and create low-LOD models and export the result, then keep the vanilla hl2 for the HD model setting. I'm sure the opinion for this is divided.

Good karma+4 votes
supersonicbros369
supersonicbros369 - - 120 comments @ Image 4

My kingdom for that shotgun model

Good karma+1 vote
supersonicbros369
supersonicbros369 - - 120 comments @ Improved Pistol and Shotgun textures

The original might work if Half Life had shaders but usually baked lighting is best choice

Good karma+3 votes
supersonicbros369
supersonicbros369 - - 120 comments @ Half-Nuked

I have waited decades for someone to model that pistol.

One bug though, you may wanna move it forward literally an inch, when you fire it alot while looking up the slide goes through your skull and you can see through the model.

Good karma+1 vote
supersonicbros369
supersonicbros369 - - 120 comments @ Colt Time

Here we have a Colt Single Action Arm- *BANG*

*Don't be horrible*

Good karma+1 vote
supersonicbros369
supersonicbros369 - - 120 comments @ Rats ( ͡° ͜ʖ ͡°)

This is actually the cutest thing I've seen since the G-Invasion snarks

Good karma+1 vote
supersonicbros369
supersonicbros369 - - 120 comments @ Richman

Truly the Van Gogh of the Hammer Brush Tool and the Rembrandt of first-person platforming challenge.

Good karma+3 votes
supersonicbros369
supersonicbros369 - - 120 comments @ Half-life Alpha

This has changed the way I look at Half Life.

Good karma+3 votes
supersonicbros369
supersonicbros369 - - 120 comments @ Hazardous-Course 2

The first obstacle is trying to find Hazardous Course 1 only to realize it doesn't exist. Only took me an hour.

Good karma+6 votes
supersonicbros369
supersonicbros369 - - 120 comments @ HALF-LIFE: Operation Rosenberg

Yeah... was just about to say it needs serious playtesting. Good ambitions though, I've always been hungry for a new HECU campaign.

Good karma+2 votes
supersonicbros369
supersonicbros369 - - 120 comments @ The Trap

Please check section 2 chamber A, I can't progress because the yellow machine that starts everything isn't usable. I had to cheat my way over the fence.
Its hard to tell what's a glitch and what's a puzzle element, but it seems clear that was a glitch because there is no conceivable way over the fence that blocks off the entire level, other than what that machine is shown to operate.

Good karma+1 vote
supersonicbros369
supersonicbros369 - - 120 comments @ Brutal Half-Life

I can't wait to load some of those old Scientist Hunt maps into this...

Good karma+3 votes
supersonicbros369
supersonicbros369 - - 120 comments @ HALF-LIFE: Operation Rosenberg

Wow, came across a mod I never heard of, and it just happens to be released yesterday.

Good karma+1 vote
supersonicbros369
supersonicbros369 - - 120 comments @ Still alive, just very busy

Its a good feeling to browse ModDB after a few years of hiatus, search up an old unreleased mod you forgot to track to see how it's doing only to find it has activity posted 5 hours before you discover it.

Good karma+3 votes
supersonicbros369
supersonicbros369 - - 120 comments @ Hazardous-Course 2

I don't know what I was expecting but the scripting and brushwork are phenomenal. I was very impressed by the attention to detail; realistic beleivable design, the nuclear reactor for instance. By the time I got to the Black Mesa Steelworks my jaw had completely hit the floor. I had no idea one could accomplish such complex mechanics in GoldSource without technical flaw. I can't imagine how long it took to build the entire thing. I am at a loss for words.

I will admit of course the longjump section needs some tuning, I mean I had to adjust the gravity to 750 to even make it to the pedestals, they're almost an inch higher than the longjump travels it would seem.

I say again, the Steelworks is a benchmark on its own, it puts even Gearbox's brushwork to shame.

Has Valve seen this? This is award-worthy.

Good karma+2 votes