I'm also getting "Node Graph out of date" while in MMod HL2 Update.
I'm also getting "Node Graph out of date" while in MMod HL2 Update.
Another thing, Alyx will stay at the computer at the final part. In Vanilla, she'll be at the window looking worried, watching over Gordon.
At the first part of Route Kanal, when the Metrocop knocks the civilian out, the civilian falls a full second after being hit.
I'm sure there's other various things like the eyes and Alyx, I just haven't had much time to play through everything.
Don't know if anyone else has mentioned this, but in Dark Energy during the talk with Breen and Mossman, everyone's eyes are looking below the camera view; as if looking at Gordon's chest rather than face.
Hope the next update will have updated character models because...dayum
Former dev here,
Though I may not currently be on the team, I CAN CONFIRM development is still in progress.
Can't wait until an update with better character models and anims. Hopefully with a more Pierce Brosnan looking Bond. lol
"But we can't make an exact Pierce Brosnan"
You don't have to
Garrysmods.org
@Graslu
Judging by his comment history, he does that for a living.
@TERMINATOR-SSD
As a dev stated
"We have no plans for dual wielding at this time. As cool as it would be, it would also be a lot of work and throw off the balance of the game. In the original GoldenEye dual wielding was only in single player."
@SpunkMayo
Yeah, you can turn them off. Go to Options > Multiplayer tab > Advanced Options > and tick off the "Disable" hitmarker and killsound ones.
It's great...but needs more "Ooph, aah, hee, ehgh, ooh, argh" when players get hurt.
Will you finally have fixed headshots?
What be this? "Last Update: 47 minutes ago"
What are you planning, MXDash?
@dky.techkingd.u
I know it's him, but he can't retake lines to sound more canon? :P
Is there a way to change the clipboard scientist's hands in Faceposer to a more flatter hold type, rather than relaxed; leadin git to clip through the, appropriately named, clipboard? lol
Few things;
Kleiner doesn't sound like Kleiner (half of the scientists don't sound right) The first one that says "They're not open for another half an hour" sounded like he had indigestion when he said that line. lol
The clipboard clips through the scientist's hand (the scientist who first greets you)
When Kleiner leaves you and the other scientists, he just stands by the elevator doing nothing and says nothing when you try talking to him. Try doing something there, maybe him entering the elevator or going beyond that entryway the guard is next to.
Gena mispronounces "height" during "...need to get extra heigTH" at the crouch-jump portion.
This is just me, but everyone seems overly excited. "..and enjoy yourself" Yes, enjoy yourself on a HAZARD course that has HAZARDS that could potentially kill you.
The electrified room where the scientist says "And don't try to shut the power off, it's not designed for that." should have a way to shut the power off (just to mess with them) I looked around on my first run, found where you would, but found you couldn't shut if off.
For the "Five Nights" map, instead of the dreadfully overused "Purple Guy" why not go with "Blue Man" referencing the Gman
I'm sure someone already said it, but have extra traffic at the outdoor segments; vehicles, aircraft, etc. Make the facility seem alive, especially at the ending segment.
For the "eagle" problem, just use the crow model, set it high in the sky, just soaring/circling slowly. The silhouette will be small enough to be obscured into believing it's an eagle. Also, turn down the amb sound for the eagle, it's very loud.
Other than that, it's great.
Interesting angle putting the course in the waste treatment facility.
"Where'd you learn to be an *******?!"
@Tordiff
Eez ok.
Yes, the Being will have anims.
I don't want to reveal too much, but yes, It'll have anims.
@chris_oat
That all sounds awesome, I hope everything works out!
Would be amazing if you could get James himself to voice the Nerd.
This actually looks pretty interesting.
Pretty spot on recreation of the Nerd's room, just missing the assload of games. lol
I know it's very wip, but what will the plot be? the story?
Good Lord, words alone cannot express how beautiful this CS is.
I've summed it up in my review, but that doesn't even compare to how amazing this CS is.
All aboard the hype train!
Bmrf.us
A countdown... o_0
All aboard the hype train!
Bmrf.us
A countdown... o_0
This no longer works for those with the SteamPipe version of Episode 2.
Please fix this.
@iAmaNoob
That's actually a pretty average hairline.
It's pretty nice.
Just a few things:
Try not to use the same music, models, sounds, and weapons from Nightmare House 2.
Try getting an English speaking person to proofread the text because most of the text has the wrong context and missing words in some cases.
Don't put the clues on the top left of the screen, let us try to figure it out. I, personally, don't like that hint text popping up and ruining the atmosphere.
The npc's need more voice lines.
The refugees had no voice lines whatsoever other than when they die, the cops had standard lines, but the zombies are ok.
There needs to be more variety to the cops because right now, they look the same.
On another note, there is a TON of unused sounds, materials, and some models, which means larger file size, longer download time, and in some cases, slow gameplay. I advise cleaning up the unused files.
There needs to be more explanation of the storyline, because I'm in the dark of what's truly going on.
Other than that, it's looking to be an interesting mod.
It's the 30th.
Will the mod be released later tonight?
Or be delayed?
Even so, you should consider trying to make it an ACTUAL mod instead of just maps for Episode 2...
That's why I couldn't get mine to start.
I installed in the SouceMods folder, which is where ALL mods are SUPPOSED to be installed, and in Layman's terms, the RIGHT way.
What you did was simply copy the maps and changed the hud and basically changed Episode 2, not really created a mod. You basically took a map and made it work in Episode 2 with a new hud.
Maybe take some tips from Hen on how to properly create a working mod, since 87% of the stuff in the zip is directly from Hen himself. Seeing your copyrighting history, I'm not surprised. This really had potential...
It has potential, but needs a ton of fixes and additions.
Example, try finding different Combine models to prevent it from feeling too much like HL2, the Smg model's viewmodel hands are lowpoly, consider finding a different model, try using NH2's medkit model instead of the default HL2 model, consider a more cinematic wake up scene at the very start instead of the player just standing there, maybe start off sleeping in a room and a ghost opens the door and disappears and the player can then venture out. Consider adding NH2's vignette effect, too.
JoshL117
Joshua joined
This member has provided no bio about themself...