I have the same problem despite the game being in english.
I have the same problem despite the game being in english.
Why do zombies take so many bullets to kill? Even with headshots it takes at least 2 and they don't even die, they just get incapacitated, safely lying down in the grass until they wake up again and pop a cap in you, which will kill you because you die with only 2 bullets.
There are some real balancing issues here.
This. The HD models look way too different from the originals.
Hope the HUD is modulable, I'm not fond on the compass expending across the screen and item shortcut icons.
Looks great, love the fidelity. Looking at the demo I have one major complaint though, that you don't use the mylevel package to embed additional content into the map, leaving us with a bunch of wild files.
"-Added 0-1 points of damage variation so decimal increases in damage are not rounded down to nothing"
Can't you just use Math.Ceiling?
"making the contents of such stashes available from different places on one server, or on different servers."
Does it mean there is some kind of centralization? If there is please make it absolutely optional. I'll be damned if I can't run this in a stricly LAN environment.
I remember the original hub crashing, I think it was when getting back to it or trying to start a mission, I'm not sure, anyway it was reproduced by trying to play naturally. Was it ever reported/fixed?
dgVoodoo doesn't work on windows XP. If only multiplayer worked with AvPx, everything would be so simple.
You're really putting more work into this for free than valve would ever have for the billions they engross.
Is there an exhaustive list of the changes anywhere?
"- New aiming;
- New mechanics;"
Sure this picks my interest, but what does it concretely mean?
Not a fan of the gibs sounds. The gibbing sound itself is fine (the moment the body explodes) but the gibs bouncing sound off, like a balloon of jelly getting squished. Doesn't feel like slabs of meat kissing the ground.
Nice dedication for weapons. AR fire sound should be louder, right now it feels underwhelming compared to both handguns.
I said TCs, but what really matter to me are gameplay mods regardless of size.
I like me some TCs of course, but having the choice between multiple gameplay mods can let you mix and match what you want to eventually obtain a master piece. Providing mods are compatible with each other of course. Bonus points if the engine allows for merging without having to recompile.
Can anyone upload the ACTUAL FILES so we don't have to rely on both windows 7+ AND a steam install?
Why does he hate high level languages?
I've never made a point about creativity.
Creativity isn't what matters in UI design mate.
15 years of developement for a modder means a few hours per months. Do the maths.
I can't remember forced unleashed, I played through both games only once and threw them away. Every factory 5 game was pretty good on all regards. I'm obviously talking about Dice's games, bioware too is pretty bad at designing UIs. The original battlefront 2 also comes to mind.
You really should brake a little in the hate, you're not doing anyone a favour; including yourself.
I noticed in the video the tutorial has a time limit. Don't forget to make it disabled.
I too would love to see the gundam versus like mode he proposed.
Slick changes for the main menu.
Puts "professional" star wars games to shame.
Play FA.
Yeah I know, no one does. Except when they do, then it's cool. But it never happens. Except when it does.
Now one is playing FA, which is the mode that interests me.
Sad.
Talented individuals are a thing. Talented individuals who can work on X-Ray are yet an other.
HL had on rail vehicles.
Counter strike had rudimentary vehicles.
Considering that CS was also a mod I think vehicles shouldn't be out of question.
SPTX
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