![]() ![]() Fixed shoot vectors - the dirty little secret (or maybe obvious part ) of the first pass was that the weapons were still shooting from eye center the same way they normally do in source games. I've got a big batch of improvements on the way including: ![]() Sorry i missed your reply and seen the reddit post before i updated here, wow, downloading now, thanks manm, thanks so much for your work, especially if youre exhausted working on it, we very much appreciate it, downloading now( well 10 mins ago lol ) Here's the latest, I *really* hope everything works smoothing because I'm completely exhausted after an incredibly long weekend of bug smashing Not at all, the difficulties around setup and configuration were an unfortunately reality for the previous versions and something I was bent on improving with this latest version (it should be technically easier to get up and going than valve's HL2 given how many bugs and settings tweaks I made). Making one of the best games + episodes of all times with less hassle + support for hand movement and positional tracking = the most amazing gaming experience ever, i hope if you can that it would support fakefactory, for me its not something i would prioritize Really glad youre updating it, its very much appreciated, btw hydradeck impl would be fookin awsome haha ![]() Great to have you back man, i hope i didnt come across as too negative, its not my fault, its because your mod is soo good ,while the vereio solution was good enough for the time, fighting with vereio and the hydras just took too much time for a sit down in the evening after work and chill, so i had to move to the official version for simplicity( i know yes dev kit, just saying ), REALLY( understatement ) looking forward to your updated version with official support, in fact i wont give a crap about GTA V if you have something in the next while. It'll be like Super Mario Maker but set in the Half-Life universe with the immense power of VR.Donkaradiablo wrote.I'm waiting for adoral's mod to implement HydraDeck + independent aiming, get it integrated with official rift support, making it the perfect game. Modders can use the new Hammer tools to craft special maps and create all kinds of crazy scenarios using the new creatures, Combine soldier AI, and maybe even customized weapons to boot. Gamers can grab and manipulate tons of objects in the environmentįully integrated mod support will also add a whole new dimension of customized replayability.Half-Life: Alyx fully supports seated play.Lots of accessibility options added including left-handed mode, and work underway on a one-handed mode.Some creature enemies will react to sound.Barnacles are still a major threat in VR, but they don't pull you up like they did in previous Half-Life games.Massive overhaul to Hammer in Source 2 allows for layered maps, offering much more density to areas. ![]() Easy weapon selection allows for on-the-fly switching.Free hand can be used to interact with world as you shoot.Weapons only need one hand to hold, but can be steadied with two hands for more accuracy.Teleport-based movement scheme based on player input.'Mantling' (climbing/clambering) is the main method for overcoming obstacles, jumping is very rarely used.There's still a lot we don't know about Half-Life: Alyx, but here's some of the tidbits Valve dropped in the AmA: VR brings a new dimension of immersion by simply virtue of the medium itself, but the new Half-Life game was built specifically for the platform and should be virtual reality's killer app while also representing the culmination of Valve's SteamVR efforts. Now in a recent Reddit AmA, Valve reveals more pieces of the dynamic puzzle that is Half-Life: Alyx. ![]()
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