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Bir çeviri sorunu bildirin
Having said that, it's obsolete - it's since been replaced by my current Black Mesa: Classic project. You can find the download for Office Complex specifically here, and the full game here. I'm currently working on a standalone version of WGH for BM:C, with an expansion along the same lines as Vent Mod, since I have some reservations about integrating another modder's work into BM:C like that.
As far as the vent drop in ST goes - I might look into it, but I wouldn't count on it, seeing as it was a hasty workaround for the missing half of Surface Tension in the mod release. We'll see, I guess.
Having said that, you can make the MP5's default magazine size only 15 rounds, which will affect MP5s dropped by NPCs, as well as most MP5s placed throughout the game. For some strange reason, it doesn't seem to apply to all of them - I've done this myself, and for some reason some MP5s just don't seem to be affected by it.
All you need to do is go into scripts/gameplay/weapons/weapon_mp5.dmx (you can open it with Notepad++ or similar), and change "default_clip" to "15". If it's not there, you'll need to add it, like this:
[code] "default_clip" "int" "15"[/code]
Provided no one else jumps on it first, when the official .VMF's are released, I'll probably look into making a set of pre-1.5 weapon placement mods. I've definitely come to prefer BM's placement of the crowbar over HL1's, at the very least, and putting the first Glock shortly after that feels pretty silly, even if it's technically closer to the original game.
I might look into things to see what I can do soon. From the sounds of it, at this point, I'd have to start decompiling the maps directly, and that's a can of worms I really hope I won't have to open.
There's also a specific and nasty bug with this mod that causes AI disabled if you take the secondary path that leads to the turret, then try to go back to fetch the scientists and guards.
The one good good change is the formerly unused office next to the shotgun/magnum optional room that currently seems bugged and doesn't always open, but is supposed to feature a bunch of zombies busting the door down. They removed the vorts in the shotgun/magnum room, as well as a whole bunch of other stuff, because...it was too difficult? You always have 150 9mm now, so I don't even know.
Heard through the grapevine about making a vent mod version of this. You're more than welcome to do this if you like. I ship the mapsrc with the mod anyhow, so implementing whatever changes you'd like to make would be pretty easy.
Cheers!
@Cassago Rain; Aheh, I wouldn't go that far, but thanks. I haven't been able to reproduce any AI problems on my end - coupled with the fact that I didn't actually touch any AI stuff beyond trying to give the c1a2b guard his revolver, I've got no idea where to start with trying to fix them.
Thanks for the effort, though. You're the reason hundreds of people even got the game, and then drew in more in turn, many who came back and couldn't get past the muh shotgun is true part against the first HECU combats.
Now if only there was a way to alter pickup sizes...
This mod puts the .357 back in OC, and makes the shotgun at the end of We've Got Hostiles the player's reward for beating the chapter.
Finally some peace and quiet.
I think worst-case scenario would be game crashes, or maybe the AI Disabled bug when you die or load a save. Best-case, you'd hopefully just get either this mod's version of WGH, or the Vent mod's version. I really don't know enough to say either way, though.
Still: Nice to have it as an option if you liked the change better!
Thanks a lot.
Contrary to what people seem to feel, I'm not sarcastic.
Im The6thMessenger BTW