nutin right now
All 9 years of development were worth the wait.
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
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
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
Trying to find that text to speech program because something is also wrong with me voice.
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
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
Some graphics cards can overload when there isn't a cap, Sims 3 taught me that.
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"
It just means I refuse to let it die, but its not really a priority to finish right now.
What I wouldn't give for the stability of OpenGL and the appearance of Software Rendering on vanilla HL
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.
My kingdom for that shotgun model
The original might work if Half Life had shaders but usually baked lighting is best choice
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.
Here we have a Colt Single Action Arm- *BANG*
*Don't be horrible*
This is actually the cutest thing I've seen since the G-Invasion snarks
Truly the Van Gogh of the Hammer Brush Tool and the Rembrandt of first-person platforming challenge.
This has changed the way I look at Half Life.
The first obstacle is trying to find Hazardous Course 1 only to realize it doesn't exist. Only took me an hour.
Yeah... was just about to say it needs serious playtesting. Good ambitions though, I've always been hungry for a new HECU campaign.
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.
I can't wait to load some of those old Scientist Hunt maps into this...
Wow, lotta HL mods coming out this year
Wow, came across a mod I never heard of, and it just happens to be released yesterday.
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.
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.
Government-Approved Blue HUD?
You know, with all these classic weapon injections, might we get an NPC gladiator arena map with infinitely spawning enemies to go with as a bonus feature?
The fact that we'll actually see this release is enough to make me cream my pants. It'll be the combo-breaker of the decade