Maybe better a red fade
I have some issues with the newer versions of the launcher: The Dec. 18th update did have some issues with previous versions and wouldn't start at first only after i removed some of the old Non-VR-files out of the game directory. Unfortunately, that game's menus didn't show up at all - the main screen kept blank except for the background.
The newest version of Dec. 27 does start and it shows a basic button styled layout in the main menu, but the sub menus seem to be broken. The video options are strewn across the screen, the quit button doesn't work, the load and addon menus are empty.
The game itself runs on native screen resolution and start parameters.
I wonder if the pipes in the second las shot are brush based or models? Anyways, I love the detailing!
There's a reason why the Noclip-mode is assigned to "n" by the default key-bindings. The VR-Version doesn't let the player jump in the first place, so terrain collision isn't really surprising.
Unlikely, it's sitting on the hard drive, collecting dust.
Yeah, the houndeyes have a completely different, more insect like appearance!
It might be a minor detail and I don't know, how the particle effects are technically implemented, but the dust flakes should be somehow affected by the huge vent. Maybe simply with an additional field where particles are in motion.
Nah, I'm still peeking into moddb once in a while.
Nice, Half-Live Invasion is having it's 20th anniversary! I remember the release back then!
Even if I'm certain the player won't be able to access that specific area, I'd spend a considerable time staring out of the windows. I love those vistas!
Yeah, it's a nice feature, considering the models of the male assassins were equipped with smoke and flashgrenades from the beginning.
Maybe an additional idea for those sweet glowing effects: The glowing stripes on the houndeye's back could slowly fade after they die.
I didn't even realize the mod had black ops zombies in the first place. Apparently I just had it overwritten with custom content on the first sight... XD
Can you pretty please fix the texture misalignment on that model? :D
Especially the big gap at the helmet!
That is one solid trailer! Love it!
I like the careful placement of the sound effects - adds a lot of atmosphere. How did you pull off the sky effect? A large rotating orb or cylinder?
Your attention to details and player feedback is pretty damn impressive! I guess a replay is on the holidays bucket list!
Is the engineer possibly explosive like in OP4?
Looks gorgeous - the map models blend seamless into the brushwork, stringent art style!
The NPCs are looking pretty crisp, but the viewmodel weapontextures are kinda bland ingame.
The MP5 could use an additional cocking-handle.
The base zombie (scientist) might have a texture fix, so does the grunts: Imgur.com
The HL SDK also brings some higher-res textures for the pants and boots for those guys aswell.
Impressive! Is the background brushwork or a model skybox?
Nice, maybe the textures cloud use some upscaling and some proper bumpmapping for the tires!
The alignment of the sand-textures would be a nice touch ^^
It would be a nice touch if the Abrams would be more accessible.
Are you planning to replace the brush-based vehicles with models, e.g. the PS2 ones?
This gives off some heavy HL:Nightwatch vibes!
RedSlug
Red joined
This member has provided no bio about themself... Yes! It's really totally exciting!!!!