• Half-Life Chat V11 - 20th anniversary edition
    999 replies, posted
Yeah, I'm still split on the AR2. The entire design is due to the iRifle, but the funny thing about the magazines is that they were the iRifle pickups back then, and they still didn't reload. The 1 flare ready to fire was your "magazine" and cycling was still the reload. It's just an odd design overall, whether it's for the iRifle or AR2. I'm split over whether the cool reload and the magazine reload is better, although I lean toward the cool reload. Ultimately I support the third option the most, but nobody's really done that in their HD remakes.
Ehhh after playing SMOD and its variants for over ten years, this isn't really selling me to try and re-experience HL2. I suppose it'll be great for those who haven't touched the game in a year or two.
My pipe dream for a HL2 mod is still Half-Payne 2, now based around Max Payne 2 respectively. I know it won't happen due to the amount of story dialogue scenes, but a man can dream.
Replaying the mod The Event in Village, and now I finally remember why I love it so much. No, it's not because of the atmosphere of impending doom on this quiet Russian village covered in snow; it's not because of the genre shift from a fetch quest fest into a survival horror; it's not because the village itself looks beautiful, whether at night or at the break of dawn, when all hell has broken loose. https://steamuserimages-a.akamaihd.net/ugc/949596687985944127/96E9A47B473B4A5BBA6605F2078D9E100FB19BF6/ It's because of its stupendously broken translation that makes any dialogue an exercise akin to deciphering Slavic hieroglyphs. (Not pictured: the alien they're talking about, on the left, is a Vortigaunt with huge ridiculous boots that go up to his thighs)
Well that makes more sense then, 9 years for a mod and this is all that came out of it would be quite bad really, 18 months is better and more reasonable.
https://youtu.be/Z5dsxVab2dk
Did some fanart of the Panthereye hope you guys like it! https://files.facepunch.com/forum/upload/797/b7f286ee-b818-493a-ba3d-da322aaad1e3/pantherfield.png
i don't like it
guess I'll die
Wow, so MMod 1.1 includes an option to make enemies flinch every shot and it actually is really a nice little improvement to see combine actually react to bullets more than once every 10 smg rounds I wonder why you don't see other mods doing this? Also he added the Tau Cannon being dismountable from the jeep on the coast levels
But it's still not in Half Life 2 itself so it's not really lore friendly, like taking it off the Jeep, where did the parts come from to make it so you can fire it whilst it's off the Jeep? And the Ammo for it doesn't exist either. As an Easter egg weapon it's fine (Although it'd either have to share it's ammunition or have rechargeable ammo, dotting boxes or cases of Depleted Uranium around each map would be a bit silly), but for something more serious, I don't think it works and I don't understand why people feel they want it added to the game so much, especially if the mod has established it's not doing anything wacky or over the top like SMOD is practically fucking known for. (And I love SMOD Tactical too)
there was a HL2 addon like 10 years ago that added the ice pick and gauss gun. It even had a super gauss gun (blue styled like the super gravitygun). I forgot the name but i'm sure other old farts can recall it. point is, gauss has been done forever ago, even before smod.
It's for fun, not for canon. This same mod had dual pistols in development and other ideas too, I don't see why it's a big deal.
garfield clops?
It depends on the mod and what they establish they're doing as I said already, I'm not against a mod for fun, I already said I love SMOD Tactical, shit's fucking ridiculous and it's great, but I don't see the mod stating that it's being like that or whatever older mods have said they're doing either, I just think if you're going for improvements on the base game, why add shit in like that when it doesn't make sense? At least the Stun Stick does since it's dropped on the floor by one of the first Metro Cops you kill in the game, there's nothing stopping us from picking it up and using it against them, besides taking the limelight away from the Crowbar as our melee weapon, because let's be honest, when you pick up the Stun Baton, is there even a use in the Crowbar when it deals less damage? Like Holding 2 Pistols, while unnecessary, makes sense at least, you kill someone who's got a pistol, you gain a pistol, you kill someone else who has a pistol, you can obtain another pistol, but the Tau Cannon? You're talking about taking this thing off the Jeep and rigging it up to be usable as a handheld weapon, not to mention you're somehow converting it's ammunition back to a type of ammo that's not around. I'm not just gonna turn my brain off to how this thing works off the Jeep.
I wish I could download MMod 1.1 but it seems the ModDB mirrors are down, sad.
How is this wacky? It's on the jeep, right there. You put it back on to recharge it. And if you really want to get into details like that https://i.imgur.com/RQX2BHq.jpg Where does the jeep get the tau ammo from? How does gordon aim it from the drivers seat when there isn't even a single wire coming from the mount. Being able to dismount it is no more ridiculous then valve putting it on in the first place without caring how or why it functions.
I haven't been following this mmod. what is it really? just more guns?
It's pretty much just an effects/animations overhaul with a few more guns and some polish to make HL2 feel a little newer, but apparently liking that is heresy and you should crawl into a sewer for even considering to change anything about HL2
oh. I still think mmod means metamod
Obviously the tau cannon is synced with Gordon through his suite so that the suite reads Gordon's eye direction and focus and sends this information directly into the tau cannon to rotate it and when Gordon wants to fire it, he just blinks really fast.
Oh don't act like such a drama queen about it, I'm only talking about the validity of the Tau Cannon as a handheld weapon, almost everything else is great.
That was more directed at CriticalMass's comment than you though, although on second inspection of his comment I can't really tell if he's being serious or if he's doing some HL thread parody comment. I'm more just annoyed how this pops up every time something new pops up. I really just disagree on the basis of the jeep design, I don't mean to come off as harsh but don't think having it recharge when you put it back is a bad idea because there's no reason the tau should work at all on that jeep anyway.
Then just play vanilla HL2 jeez. Why would you be upset over it being popular if you don't care about mods in the first place?
I think he's just trolling, at least I hope he is All that we'd need to confirm it is if he says the ravenholm trap cart near the end has a great design
The game is 14 years old and it's not like it was perfect when it was new. And as far as "lore-friendly" goes, it's not like Valve's vision for their games is unassailable. A fan-made remake of the first Half-Life is now a full, Valve-backed retail release and the final part of it looks to diverge so heavily from the original Half-Life 1 as to be almost unrecognizable (in a good way imo). Half-Life 2 was a superb game on release and way ahead of its time, but we've had a decade and a half of advancement since then which, as time tends to do to video games, has made Half-Life 2 feel gradually more and more dated. There's nothing wrong with updating its gameplay and visuals with some slight artistic liberties.
When are we getting a mod about the guy who pilots the box grabbing robot in HL1?
I’m pretty sure Valves vision for Half Life today involves either “if we keep ignoring it the fans will go away and we can work on something in peace” or “how can we make HL3 a multiplayer experience with cosmetics?”.
Oh well I'm so fucking glad I updated the mod, "A.I. Disabled..." upon loading, can't disable it either, the command just doesn't work.
I had the same problem, stick ai_norebuildgraph "1" in your autoexec.cfg I had to stick it in each mmod folder
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