Lambda: The OpFor Update - HD Pack

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Re: [Release] Lambda

Postby LossForWords » Wed May 16, 2018 10:14 am

since doom 1 doesn't have the ssg, is there any way to find the shotgun?
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Re: [Release] Lambda

Postby TheCamaleonMaligno » Wed May 16, 2018 11:11 am

uhh, haven't thought about that :oops:
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Re: [Release] Lambda

Postby Captain J » Wed May 16, 2018 9:54 pm

Random spawner, maybe?
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Re: [Release] Lambda

Postby RikohZX » Wed May 16, 2018 11:00 pm

Personally I tweaked it so the shotgun is consistent with its own spawns, while the 357/Crossbow's random spawners replace the Super Shotgun. They effectively do much the same thing so if I never find the other in a run, it's not that big a deal to me.
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Re: [Release] Lambda

Postby potetobloke » Wed May 16, 2018 11:30 pm

I have problems with both the flashlight and the nightvision goggles, they never seem to work for me. :(

For the night vision, the overlay is there but it doesn't light up anything.
For the flashlight, there's nothing besides the HUD icon.
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Re: [Release] Lambda

Postby Matsilagi » Thu May 17, 2018 1:59 pm

Amazing to see it released! The behaviour of the guns is 1:1

The only inconsistency i found is the fact that i can't tap-fire the 9mmAR (It has no delay in HL1 whereas here i have to wait a few seconds after releasing M1 to start firing again)

Aside from that, no issues so far.
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Re: [Release] Lambda

Postby EddieMann » Thu May 17, 2018 2:40 pm

Maybe put the guns in all slots and balance them out so it doesn't feel incomplete and awkward.
There's SMG and Crossbow in Slot 3 instead of Slot 4 and Slot 5 respectively, RPG in Slot 4 instead of Slot5, Tau Cannon in Slot 4 instead of being in Slot 6, Gluon Gun in slot 4 instead of 7...

Oh, and feel free to throw in the guns from Opposing Force and (gasp!) Blue Shift in there, too!
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Re: [Release] Lambda

Postby -Ghost- » Thu May 17, 2018 9:05 pm

Did Blue Shift have any new guns? I thought it was almost entirely the same loadout as HL.

Will you be replacing sounds as well, like doors, lifts, switches etc?
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Re: [Release] Lambda

Postby Captain J » Thu May 17, 2018 11:56 pm

Really? Blue Shift had own weaponry? I thought only Opposing Force had new weaponry. If i'm wrong, that's a pretty surprising news to me!
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Re: [Release] Lambda

Postby Cryomundus » Fri May 18, 2018 12:15 am

Blue Shift is the original HL weapons, but with higher poly weapon models. Literally just eye candy and nothing else.
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Re: [Release] Lambda

Postby mutator » Fri May 18, 2018 1:52 am

have no problem with the half life 1 weapons but are you planning to make half life 2 weapons mod as well? i know alphaent made one but are you planning to make own?
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Re: [Release] Lambda

Postby EddieMann » Fri May 18, 2018 3:37 am

Cryomundus wrote:Blue Shift is the original HL weapons, but with higher poly weapon models. Literally just eye candy and nothing else.


Not even the desert eagle?
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Re: [Release] Lambda

Postby ZikShadow » Fri May 18, 2018 4:53 am

Desert Eagle is OP4's weapon, not BS. Though it would be nice as an optional thing to have the HD pack weapons, or even alongside the classic weapons (redundant, but alright for variety).
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Re: [Release] Lambda

Postby lizardcommando » Fri May 18, 2018 12:03 pm

I think the updated models from Blue Shift should be a separate mod. Maybe the OP4 weapons should be a separate class.
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Re: [Release] Lambda

Postby EddieMann » Fri May 18, 2018 3:41 pm

Still, the guns should be in their proper slots instead of being stuck in 5 (unless if you're gonna do an HUD like Paranoid, and even then - it wouldn't make sense to have SMG and Crossbow in the same slot as shotgun.)
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