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Rapporter et oversættelsesproblem
Enemies in HL1 with ballistic or projectile weapons cannot attack while running. They also cannot strafe or backpedal, so they have to stop and turn towards their target to shoot, then stop shooting and turn in the direction they want to run before moving. This enables the player to open a window of vulnerability by flushing enemies out with explosives or by distracting them with followers or snarks. HECU troops and vorts will attempt to retreat after taking enough damage, which also leaves them vulnerable. Also, dealing damage to a houndeye in HL1 can interrupt the charging phase of their shockwave attack and cause them to leap back, which again, leaves them vulnerable.
Example
//=---------------------------------------------------------------
784
//NEXTGEN BLOOM
785
//=---------------------------------------------------------------
786
787
r_bloomtintr_nextgen 0.25
788
r_bloomtintg_nextgen 0.25
789
r_bloomtintb_nextgen 0.25
790
r_bloomtintexponent_nextgen 2.2
791
r_bloom_nextgen_threshold 0.1
792
mat_bloom_nextgen 1
these are lines that restore the regular look of the game. There are more lines missing in regards to npc melee attacks and light emission, like the gargantua flame. I think the author just ported the mod without looking at the changes in the Skill.cfg, probably didn't even test it.
Nice Tweak btw
I've been trying to do the same for a while (I.E a rebalance mod) but I just don't know how to modify weapon stats precisely, such as spread etc
BTW, I will have to update this (and my other mod) to reflect the changes and additions CC made with the Xen beta. I will wait until CC releases Xen into the stable branch before releasing an update.
If you are changing the same files that my tweaks change, then make sure your mod loads AFTER my tweaks. Name it something like "z_my_mod_1" and it will definitely override my VPK.
Example:
"bms/custom/my_mod_1/cfg"
"bms/custom/my_mod_1/maps"
"bms/custom/my_mod_1/material"
"bms/custom/my_mod_1/scripts"
"bms/custom/my_mod_1/sound"
And so on.
When finished, just drag and drop your mod's folder (my_mod_1, in this example) onto vpk.exe and you're done. :) Hope this helps.
I did it differently that what you've done. I thought that by putting the .vpk file in the custom folder the game would recognize it and apply the changes, but it didn't. I will try it the same way you did it, by uploading it to the workshop, to see what happens. Thanks for the invaluable support and all your help!!
Did you add "game+mod bms/custom/*" under "SearchPaths" in the "gameinfo.txt"? This file is located in "Black Mesa/bms/".
If that is the case what is the file and folder hierarchy within your mod?
There are a few too many "turret" enemies (As in stationary, not 50cal) with little room to move. The AI is only as good as how a mapper uses them, and I suspect a few of the BM mappers didn't know how (or didn't care) to use assault and battle lines entities correctly. This shows in the level design.
A "good" example of this would be map "bm_c2a5c": It's a very restrictive map for the AI and many of the encounters here are "turrets." What a few of these encounters could use is a few extra things. Like a small cave system for flanking shotgun assaults, maybe a way for the AI to get to whatever level the player is is on, and so on. I would like to give this a try at some point.
As is, my mod makes these restrictive encounters more apparent. But at least it's a sane baseline balancing.