Lambda (Oct/08/2023)

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TheCamaleonMaligno
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Re: Lambda: The OpFor Update - HD Pack + minor update

Post by TheCamaleonMaligno »

Oopsie, forgot to test it. Fixed, please try downloading again
Fallingferret
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Re: [Release] Lambda: The OpFor Update (minor bugfix)

Post by Fallingferret »

Apaul27 wrote:I've had a problem with the options menu for you mod, when I try to enable Opposing Force weapons and/or reloadable weapons, it doesn't working at all, you "might" want to fix those problems.
Same issue here. Both DM, OF, reloading, and modified monsters options are unable to be changed via the menu for me. Not really an issue for me, since I like the default settings just fine, but I figured I'd mention it.
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TheCamaleonMaligno
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Re: Lambda: The OpFor Update - HD Pack + minor update

Post by TheCamaleonMaligno »

I'm well aware of that, it's suppoed to work fine with menues since it uses Latch CVars, an official gzdoom feature and i don't really know how to fix it without using some hacks and rewriting some of my code. I left some extra info about how to deal with this at the end of the first post
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armymen12002003
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Re: Lambda: The OpFor Update - HD Pack + minor update

Post by armymen12002003 »

How's come the HD pack has a .pk3 and then .asd?
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TheCamaleonMaligno
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Re: Lambda: The OpFor Update - HD Pack + minor update

Post by TheCamaleonMaligno »

i renamed it to .asd a few months back because i couldn't upload it for my testers and forgot to rename it back to pk3 before uploading it to google drive, it's fixed now (the game still recognizes it as pk3 btw)
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armymen12002003
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Re: Lambda: The OpFor Update - HD Pack + minor update

Post by armymen12002003 »

Oh ok lol 😂
ThatOneRandomGuy117
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Re: Lambda: The OpFor Update - HD Pack + minor update

Post by ThatOneRandomGuy117 »

Mod is Great just load it with a mapset and go crazy! But I Have one issue the HUD isn't working :( BTW: I'm using GZDoom dev version 3.7.2
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TheCamaleonMaligno
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Re: Lambda: The OpFor Update - HD Pack + minor update

Post by TheCamaleonMaligno »

just set your screenblocks to 12 in the mod's menu, or type screenblocks 12 in the console
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Valherran
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Re: Lambda: The OpFor Update - HD Pack + minor update

Post by Valherran »

I have a request...

As awesome as the multiplayer runes are, they pretty much make you nearly impossible to kill removing any challenge there is to be had. Could you make an option to disable them?
ThatOneRandomGuy117
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Re: Lambda: The OpFor Update - HD Pack + minor update

Post by ThatOneRandomGuy117 »

BTW are you gonna add hl1+expansion monsters too? :D
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TheCamaleonMaligno
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Re: Lambda: The OpFor Update - HD Pack + minor update

Post by TheCamaleonMaligno »

Valherran wrote:I have a request...

As awesome as the multiplayer runes are, they pretty much make you nearly impossible to kill removing any challenge there is to be had. Could you make an option to disable them?
Done.
ThatOneRandomGuy117 wrote:BTW are you gonna add hl1+expansion monsters too? :D
I guess, but i's going to take a while
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Panzermann11
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Re: Lambda: The OpFor Update - HD Pack

Post by Panzermann11 »

Just played this, and I gotta say great job on making this mod! The mod manages to nail the mechanics and other stuff of HL pretty well, though I feel like something needs to be changed and/or added... Because of that I made some ideas for the next update of this mod:


- I'd suggest adding and replacing some stuff.
Here are my suggestions of what you should change and add:
  • The armors can use the models from TFC.
    The large uranium box could use the unused isotope box model from HL for better distinguishing.
    The ammo container's pickup text says that it's an ammo box, while it looks barely like a box at all. Name it "ammo container" or something like that.
    The computer map item's model can be changed to a model simillar to those radio things you see in HL. Also, "cultivate un poco nene"? What the fuck does that even mean, anyways?
    The soda cans' pickup sound could use the unused health1.wav sound from TFC which is more simpler.
    The chat sound should use the one from HL.
    The HEV can comment out on how much armor you have when you pickup an armor-based item. (If possible)
    Have the biosuit use its namesake item from DMC, and Quake's pentagram of protection's sounds for the double damage item.
- I'd also suggest making some gameplay changes and fixing some bugs too.
  • Reduce the suit battery amount from 10 to 5. I felt like 10 is too much given the fact that there are a lot of armor bonuses lying around some maps, and that just makes the game a bit too easy.

    The crowbar when hitting a surface can alert monsters just like the original HL. (If possible)

    Have an option to choose between how the amount of most items (Especially ammo) gives. Either Doom-styled or HL-styled.
- An option for changing hands from Opposing Force or Blue Shift and maybe HUD color too.
- Screen tilting just like in older versions of Half-Life.
- Holster/deselect animations for weapons.
- Footstep sounds. Few mods like Brutal Doom have it, so why not this mod also?

BTW, I also made some good ideas for suggested monster replacements aswell.
I hope these are better than Matsilagi.
Spoiler: Monster replacement suggestions
Last edited by Panzermann11 on Thu May 02, 2019 8:38 pm, edited 3 times in total.
Bobby
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Re: Lambda: The OpFor Update - HD Pack

Post by Bobby »

Suggestion add an option to only have the Opposing Force arsenal. No crossbow, etc.

Are you also going to add a.i touches? Like Bullsquids eating gibs?
Josko
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Re: Lambda: The OpFor Update - HD Pack

Post by Josko »

Is the mod still being worked on? An update would be nice! Mainly the status of WeaponMenu and half life monsters :D

Would it be possible to rip the aa12 from killing floor 1 and use gordons hands with it?

If you could write a quick tutorial on how you do it or PM me, I would love to try add the aa12 from kf1 :P
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dawnbreez
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Re: Lambda: The OpFor Update - HD Pack

Post by dawnbreez »

What exactly does the Crystal do?
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