Lambda: The OpFor Update - HD Pack

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Re: [Release] Lambda

Postby Somagu » Sat May 19, 2018 2:22 am

EddieMann wrote: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.)

Given that Lamba seems to strive for accuracy to goldsrc, I personally would much rather the weapons stay where they are, even if it clutters the numbers.
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Re: [Release] Lambda

Postby CD-Roman » Sat May 19, 2018 5:57 am

Works nice with "real3d" Doom enemies

https://gfycat.com/pl/gifs/detail/SafeDopeyGlassfrog
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Re: [Release] Lambda

Postby RikohZX » Sat May 19, 2018 11:34 am

CD-Roman wrote:Works nice with "real3d" Doom enemies

https://gfycat.com/pl/gifs/detail/SafeDopeyGlassfrog

Most 3D model mods for enemies still look pretty bad, but i've been unable to find an isolated, working one for enemies just to pull this off. Everyone just expects people to repurpose them from Doomsday Engine or slaps them in awkward HD packs.
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Re: [Release] Lambda

Postby CD-Roman » Sat May 19, 2018 11:56 am

RikohZX wrote:
CD-Roman wrote:Works nice with "real3d" Doom enemies

https://gfycat.com/pl/gifs/detail/SafeDopeyGlassfrog

Most 3D model mods for enemies still look pretty bad, but i've been unable to find an isolated, working one for enemies just to pull this off. Everyone just expects people to repurpose them from Doomsday Engine or slaps them in awkward HD packs.

I dont mind. They look ok for 3D engine, I wish play this in VR with my Touch Controllers as weapon :C
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Re: [Release] Lambda

Postby -Ghost- » Sat May 19, 2018 2:06 pm

Yeah, I like how this is a weapon's mod first, I haven't seen any good ripped HL 3D models yet. Someone needs to make a good sprite pack of them.

Does the Glock still do more damage per shot than the MP5 in this? I wouldn't mind a re-balance pass on some of the weapons, since HL's wasn't always that good.
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Re: [Release] Lambda

Postby TheCamaleonMaligno » Sat May 19, 2018 4:43 pm

RikohZX wrote: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.

i should try this, but i'm gonna have to nerf a bit the shotgun's double-blast because that's the main reason of why i replaced the SSG with it, and buff a bit the 357

potetobloke wrote: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.

hmm, have you enabled opengl dynamic lights?

Matsilagi wrote: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)

noted!

mutator wrote: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?

nope, i have no idea of how to convert those source mdl's to goldsrc

lizardcommando wrote:I think the updated models from Blue Shift should be a separate mod. Maybe the OP4 weapons should be a separate class.

Yeah, the updated models will be a separate addon, as for Op4 weapons, i would like to keep them in the main mod and use 'intelligent' randomspawners to make them optional

Somagu wrote:
EddieMann wrote: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.)

Given that Lamba seems to strive for accuracy to goldsrc, I personally would much rather the weapons stay where they are, even if it clutters the numbers.

Like somagu said, i want the mod to stay faithful to the original game as much as possible, unless you people want otherwise

-Ghost- wrote:Does the Glock still do more damage per shot than the MP5 in this? I wouldn't mind a re-balance pass on some of the weapons, since HL's wasn't always that good.

Yes, it still does but i reduced it a little little bit
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Re: [Release] Lambda

Postby potetobloke » Sat May 19, 2018 8:06 pm

TheCamaleonMaligno wrote:hmm, have you enabled opengl dynamic lights?


Apparently, I didn't notice that the dynamic lights in my options were turned off, thanks!
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Re: [Release] Lambda

Postby Doomenator » Sun May 20, 2018 1:17 am

RikohZX wrote:Everyone just expects people to repurpose them from Doomsday Engine...
Oh yeah. :biggrin:
Spoiler:
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Re: [Release] Lambda

Postby lizardcommando » Sun May 20, 2018 1:28 am

What is up with the items that actually damage you when you pick them up? That's kinda sucky. Also, what is up with the "Perhaps" item? Does it do anything?
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Re: [Release] Lambda

Postby TheCamaleonMaligno » Sun May 20, 2018 2:02 am

uhh, it's supposed to be a little easter egg, i forgot to reduce the chances even more.
the perhaps item is just cosmetic while the other may hurt you but it can't kill you
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Re: [Release] Lambda

Postby Kagur » Sun May 20, 2018 3:44 am

This is an awesome mod. Great job. I just wish you had the Gravity gun in this.
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Re: [Release] Lambda

Postby potetobloke » Sun May 20, 2018 3:50 am

Kagur wrote:This is an awesome mod. Great job. I just wish you had the Gravity gun in this.

But it's based off of Half-Life 1, not 2. :?
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Re: [Release] Lambda

Postby TrebbyTrebuchet » Sun May 20, 2018 4:36 am

How did you convert the GoldSrc models to md3 while keeping their animation? is there any tutorial on this?
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Re: [Release] Lambda

Postby -Ghost- » Sun May 20, 2018 12:47 pm

I'm looking forward to the OpFor guns, those were always my favorite. Will you be keeping the HEV sleeves somehow, or will you have to use the marine arms for those?
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Re: [Release] Lambda

Postby TheCamaleonMaligno » Sun May 20, 2018 3:34 pm

TrebbyTrebuchet wrote:How did you convert the GoldSrc models to md3 while keeping their animation? is there any tutorial on this?

I currently use MilkShape3D, you have to decompile the .mdl and put all the textures on a single image, then rearrange them on the actual model. On the other hand you have to import the animations and reduce the frames to save some space, after that you gotta import all the needed animations and export them as a single one, then merge the retextured model with the animations and finally generate a quake3 .qc file for exporting it as .md3
i haven't searched for tutorials, i have learned this myself over the years

-Ghost- wrote:I'm looking forward to the OpFor guns, those were always my favorite. Will you be keeping the HEV sleeves somehow, or will you have to use the marine arms for those?

Yeah, those were my favorite too. And yes, i'll keep the HEV sleeves, otherwise i'll have to redo most of the models again just to change the hands

have some pics:
Spoiler:
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