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Might wanna update this port so that the MP5K can't be found in that hideout. And maybe so that the AR3 has Civil Protection hands and not Combine Elite hands, as well as fixing the Stalker flashlight being broken during the escort mission.
It's somewhat unstable, captions don't show up, the stalker light won't move unless you constantly quick save and quick load (You can just use the stunstick and the AR2 prototype along with flares for light anyway), you can't pick up more manhack ammo (which doesn't matter because you only need to use the manhack once to progress), the AR2 prototype breaks a couple fights, and the final fight just sucks.
It is nice that the proper nightvision version is used along with the correct viewmodels and armor cap, and it doesn't try to cram in EZ2 enemies and content (which Kuds likes to do for some fucking reason with his ports.)
Overall, 6.5/10 rating for this. It's not awful (or unbeatable), but it's pretty easy to break and some things will take you out of the experience.
在控制台输入ent_fire env_projectedtexture alwaysupdateon 即可
Also plans to port the subtitles/captions from EZ1?
Noticed in the same place where you pick up your first manhack that when you shoot the explosive barrels and stuff that's there with the zombies, that the explosion effect doesn't actually work, not sure what that is about, when explosions from barrels and other stuff have been fine in EZ2.
Also I like that you included the lines from the EZ2 chapter 0 flashback to tie it more together with EZ2.
The reload sounds are a bit off though. Pistol the sounds are either out of sync or just wrong, and SMG has no reload sounds to speak of.
I noticed that in the intro the metrocops busting in don't wait particularly long for you to finish talking, and then they become passive and don't shoot even when rebels are shooting at them.
I'll report later if I find anything else, can't play right now any more than the little test I did.
https://steamhost.cn/steamcommunity_com/workshop/discussions/18446744073709551615/3325366198376357109/?appid=1583720#c3325366198395368536
sv_player_kick_default_modelname : 0 : , "sv", "rep" : Default filename of model to use for kick animation - can be overridden in map
setmodel : cmd : : Changes's player's model
I'll probably play the intro chapter in a bit and see what the console says are loaded when you enter the above commands if it can help to easily enable the metrocop player model in the port.
my console says this:
[code]
ERROR: Weapon (weapon_manhacktoss) using undefined primary ammo type (Manhack)
[/code]