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Old Sep 16, 2012, 11:19 PM   #251
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previous mods and now included permanent "off" for the yaw "screen roll" setting.

enjoy.
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Old Sep 17, 2012, 02:58 AM   #252
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Just an fyi do not jump on top of these power boxes.... the game will crash

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Old Sep 17, 2012, 03:17 AM   #253
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bloom

hdr

and audio are being added in my next release. you can see some of my tests here.



those are some f the more extreme tests thats full saturation audio is done and the new catagory in the cfg is set im just tweaking bloom.


also motion blur will be added in this next release im working on that too in tangent. Im almost done bloom and my blur tweaks are almost done. over all I think it makes it feel that much more real.

to recap next release additions

HDR
BLOOM
AUDIO
BLUR

im pretty bored. and i love TPU I wasnt even planning on getting black mesa until I saw the complaints.
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Old Sep 17, 2012, 03:27 AM   #254
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that bloom brings a tear to my eye
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Old Sep 17, 2012, 03:38 AM   #255
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This one is my last build for tonight. I will wait for community feed back for my next release. As promised here ya go.

Motion blur


bloom + blur



current bloom level "2"

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Old Sep 17, 2012, 05:53 AM   #256
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Quote:
Originally Posted by MainframeTM View Post
I'm curious. Would there be a mod already that changes the audio for the soldiers back to the default? The new ones make em seem like they are way tooo into killing civvies.
I don't think you can. Though i agree. The sound is not the best as they seem to sound like some crazy angry maniacs. I prefered the radio static and noise they had over their voices in original. I still remember how fuckin scared i was playing Uplink back in its day and hearing radio chatter in that hangar full of HECU soldiers screaming while attacking and calling others through radio with loads of static noise you get with the radio tranmitters.
It's something you don't easily forget...

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Originally Posted by Frag Maniac View Post
Second thing? You make it sound like that first thing was the mod design too. The original game was like that, you had to crouch-jump. Any laser that can't be crawled under you can crouch-jump over, and once you get the technique down, it's not that hard really. Only time you really have to be careful is when lasers are placed close together, like the part where turrets are near a series of lasers and scientists are warning you not to touch the lasers.
Bullshit. I've played original Half-Life and hundreds of mods for it and you could jump higher without any crouching nonsense. Here, you can't even jump properly over lasers that are 10cm above the ground which is just moronic to every possible extent. In original you had to use boxes just for lasers that were like half a meter high (high enough not to be able to jump over but low enough so you couldn't crouch under), but here you need to use them for all because you just can't jump over any freakin thing. In fact they were pissing me so much at that slippery floor near the elevator shaft that i just gun down both turrets with revolver and walked through the lasers. Where in original i took time and evaded them.

Thank god they removed the electrified water in the blast pit where you need to turn on power and fuel. I'd go mad if i'd have to jump across boxes there...
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Old Sep 17, 2012, 06:10 AM   #257
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Honestly you should give Solaris's CFG files a try out, it fixes pretty much all of the "annoying" bugs in the game
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Old Sep 17, 2012, 06:42 AM   #258
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Quote:
Originally Posted by Arrakis+9 View Post
Honestly you should give Solaris's CFG files a try out, it fixes pretty much all of the "annoying" bugs in the game
well thanks I make them for people to use if they dont use them or dont like them its all w/e too me, it helps some all that really matters imo.

anyway its my bed time. I look forward to peoples comments tommarrow.
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Old Sep 17, 2012, 08:17 AM   #259
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Actually i was working hard with my own CFG. It's in no way competing with Solaris17, i just made it as an option if anyone cares.

Solaris17's motion blur was horribly exaggerated when moving forward which made even me a bit sick and i'm otherwise immune to this sort of stuff in games. Mine is a bit more subtle but still noticeable on far edges of the screen during motion. Falling motion blur has been increased o make it a bit more dramatic since you don't often fall far down...

I've also fixed the left and right motion angle which was just too high by default. It now feels very realistic and not exaggerated in any way. I'm also not using some sort of key bind hack for this but the actual settings for this kind of movement. Solaris17, you should use these as well for your config as it gives more control (angle and time)...

Particles and props count increased by around 1,5x...

HDR and Bloom adjusted to a more realistic level opposed to just overdoing it...

I hope you'll like it, if not feel free to take out bits and parts and make your own.
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Old Sep 17, 2012, 09:09 AM   #260
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Quote:
Originally Posted by RejZoR View Post
Bullshit. I've played original Half-Life and hundreds of mods for it and you could jump higher without any crouching nonsense. Here, you can't even jump properly over lasers that are 10cm above the ground which is just moronic to every possible extent.
Original HL1 had crouch jumping too. I suppose it's possible if you're getting any lag it could be affecting your success with it, but a lot of it IS technique. I struggled about as much as you're describing until I remembered HL1 was designed so you had to pick your feet up when jumping. Since then I can jump onto crates, over lasers, etc, easily, even sprint-jump onto things. The only time it feels cumbersome is not being able to quickly vault over ledges and railings, because once you're atop them there's that slow down getting over.

That said, there's def something wrong with this mod's coding. Seems very unoptimized. I'm at the part at the end of Apprehension where after the assassins you go out through the roof and I can't get a save to load without lots of lag now. I just installed the 306.23 driver and thought maybe that was it since it just started happening out of the blue, but I just loaded up Sleeping Dogs and it's playing fine, and with the HD texture pack with pretty high settings. I know a lot of work went into this, but it's a major letdown in some ways.

However I am getting the W7 trumpets sound twice back to back once my desktop appears after a reboot since installing 306.23, and I've read of lots of people having problems with it, some even just on the desktop, so it could be this new driver does not like this mod.
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Old Sep 17, 2012, 09:30 AM   #261
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No, no and again no. It has nothing to do with any picking fet up. This isn't athetics simulation, it's a plain old shooter. In original HL you could jump normal and you had to use crouch jump for really high objects to which you can't even climb now even with crouch jump. Crouch jump in original HL was meant as a ledge grab function, not to jump on creakin 10cm high obstacles like you have to now. Not even half-Life 2 has jumping like this nor does any CounterStrike based on Source engine.
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Old Sep 17, 2012, 10:42 AM   #262
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Quote:
Originally Posted by RejZoR View Post
No, no and again no. It has nothing to do with any picking fet up. This isn't athetics simulation, it's a plain old shooter. In original HL you could jump normal and you had to use crouch jump for really high objects to which you can't even climb now even with crouch jump. Crouch jump in original HL was meant as a ledge grab function, not to jump on creakin 10cm high obstacles like you have to now. Not even half-Life 2 has jumping like this nor does any CounterStrike based on Source engine.
I have to agree with you,I`m stuck trying to cross over the pipes that lead to the office complex,I enable always run hit jump/crouch and still can not jump over the pipe.When in half Life i could,The devs set the gravity in the cfg higher so yeah it is the mod.They said on there forums to lower it back to original 400 when they set it too 800 .hence why we can not jump a box.
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Old Sep 17, 2012, 11:01 AM   #263
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Dowloaded and install it. Played for a fews hours and got bored, so I quit. I'm just not a big shooter fan anymore.
They did a nice job with it, though.

I had a heck of a time with the swinging boxes until I got that down. lol
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Old Sep 17, 2012, 11:33 AM   #264
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Turns out the lag was the game writing a crap load of saves that needed defragging, running smoothly again now.

I do recall HL2's crouch jumping was applied a bit differently, but this brings back old memories from HL1. Either that or I need to refresh my memory a bit and replay vanilla HL1. I can't help but think it's mostly the former though because I'm not struggling with any of the parts you guys are talking about since using crouch with the jumps.

Hope you guys manage to get through it. It's certainly a beautiful looking game with the new HL2 look. A bit more repetitious and one dimensional in the first half than I recall the game being though. Lot's of backroom nav puzzles that kinda remind me of Portal 2's areas behind the test chambers.
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Old Sep 17, 2012, 12:29 PM   #265
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Quote:
Originally Posted by Solaris17 View Post
bloom

hdr

and audio are being added in my next release. you can see some of my tests here.

http://cloud-2.steampowered.com/ugc/...0B8C4E8AE2F3E/

those are some f the more extreme tests thats full saturation audio is done and the new catagory in the cfg is set im just tweaking bloom.


also motion blur will be added in this next release im working on that too in tangent. Im almost done bloom and my blur tweaks are almost done. over all I think it makes it feel that much more real.

to recap next release additions

HDR
BLOOM
AUDIO
BLUR

im pretty bored. and i love TPU I wasnt even planning on getting black mesa until I saw the complaints.
lol I kept seeing you relaunch the game over and over again, I assumed you were doing something like this.
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Old Sep 17, 2012, 12:40 PM   #266
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Has anyone seen this?
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Old Sep 17, 2012, 12:52 PM   #267
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Has anyone seen this?
Saw it on Reddit a few days ago, haven't seen it myself.

Seems like I can run this game at 100+ FPS most of the time, until I look at the ice and it drops to below 30.
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Old Sep 17, 2012, 01:12 PM   #268
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any way to make SMAA injector work in the game? i placed it on source devkit 2007 folder along with hl2.exe but it doesn't seem to work (even with the overlay steam fix)
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Old Sep 17, 2012, 01:59 PM   #269
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Hl2 ENB works with this game.

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Old Sep 17, 2012, 02:10 PM   #270
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Solaris17 you do c++ coding?
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Old Sep 17, 2012, 02:50 PM   #271
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So I can't take out the ceiling turrets, right? Should just run?
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Old Sep 17, 2012, 02:54 PM   #272
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So I can't take out the ceiling turrets, right? Should just run?
I took one out with grenade.
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Old Sep 17, 2012, 03:30 PM   #273
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Yeah I thought of and tried that once but I haven't yet run into one that's not too high up...unless, on second thought, you can cook the grens which I did not try yet...
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Old Sep 17, 2012, 03:43 PM   #274
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Quote:
Originally Posted by Solaris17 View Post
This one is my last build for tonight. I will wait for community feed back for my next release. As promised here ya go.

Motion blur
http://cloud.steampowered.com/ugc/57...2F601DF16A8A4/

bloom + blur

http://cloud.steampowered.com/ugc/57...BC092AC566654/

current bloom level "2"

http://cloud-2.steampowered.com/ugc/...1F920AF047936/
Quote:
Originally Posted by RejZoR View Post
Actually i was working hard with my own CFG. It's in no way competing with Solaris17, i just made it as an option if anyone cares.

Solaris17's motion blur was horribly exaggerated when moving forward which made even me a bit sick and i'm otherwise immune to this sort of stuff in games. Mine is a bit more subtle but still noticeable on far edges of the screen during motion. Falling motion blur has been increased o make it a bit more dramatic since you don't often fall far down...

I've also fixed the left and right motion angle which was just too high by default. It now feels very realistic and not exaggerated in any way. I'm also not using some sort of key bind hack for this but the actual settings for this kind of movement. Solaris17, you should use these as well for your config as it gives more control (angle and time)...

Particles and props count increased by around 1,5x...

HDR and Bloom adjusted to a more realistic level opposed to just overdoing it...

I hope you'll like it, if not feel free to take out bits and parts and make your own.

It's a good thing I was asking for community feed back maybe you should read a little more and give comments. honestly from the last 2 pages you just seem to me like the type that "needs" to argue and your comments to me werent that useful at all. If anything it almost seems more like you made one simply because you didnt like the settings I provided. Which is fine I mean some people are impatient. but changing them and offering it while telling everyone my settings are horrible is just kind of on the dick side dont you think? and welcoming me to download your version to take notes? If I can be risky enough to step on your level for a minute; I wouldnt download your peice of trash if I had 6 AV scanners.
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Old Sep 17, 2012, 06:02 PM   #275
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Mine is just CFG file inside ZIP archive. You're the one packing it inside EXE if you want to go down on that level. But trust me, you don't...

I also didn't say everything was bad, but the motion blur parameters in your CFG were horrible from a visual standpoint. It was like a shockwave in your face every time you moved 1 step forward.
Other than that i don't have complaints over your config, i was refering to shoddy BMS team work that clearly didn't involve enough testing. Also feel free to use my settings for left/right movement angle. You're using some sort of key bind fix, i've used the actual parameters for that movement. I guess my parameters are a better choice...
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