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Half life opposing force nghl3/21/2023 ![]() ![]() Additionally, an unofficial sequel was previously being developed by fans named Opposing Force 2, however it has since been put on indefinite hold. A fan mod is currently in the works that will see the whole game remade in the Source engine currently titled Operation: Black Mesa. Shephard is sent into the Black Mesa Research Facility on an undisclosed mission, but things go wrong as he finds himself fighting for survival against government agents, Xen aliens, and the mysterious Race X. The expansion's single-player mode features the same setting as the original, with the twist that the player is cast not as Gordon Freeman, but as Corporal Adrian Shephard, a U.S. If you leave a game while a sound effect is in the map, such as echo or reverberation, these effects still happen in the main menu until you load another game.Half-Life: Opposing Force is a critically acclaimed expansion pack for Half-Life, developed by Gearbox Software and released by Valve Software on November 1, 1999. After loading another map, the HUD sometimes erroneously show that the nightvision googles's battery is depleted (it turns red), but when you press its button, it's still on full power When you press and hold the Use button, the player stops running and only walks while you still hold the button, even though in other GoldSrc games such as CS 1.6, this bug is fixed Each weapon has a holstering animation that should be played when you use a mounted weapon, but these animations are not played, although this bug is fixed in Blue Shift When using a mounted weapon or a turret, the crosshair disappears from the HUD and only reappears when you detach from the turret The snow footsteps were removed for maps like op4ctf_wonderland, even though they were also present in the WON version of the game The long jump powerup doesn't work at all in Capture the Flag This sound used to be played in the WON version of Opposing Force, but somehow got removed when it got ported to Steam When long jumping, its sound is not played. Same bug also happens for the Satchel Bag, the Hive Hand (this one was fixed in Half-Life) and the RPG animation of the player checking the weapon's monitor The Snarks don't play their full animation when unholstering the weapon, but do play it when you release a Snark and then wait before releasing another one The Shock Roach also doesn't play its idle animation, but strangely enough, when you press and hold the secondary fire key, it play its idle animation The Gluon Gun doesn't play its idle animation at all The same glitch also happens to the Crowbar and the Knife - it only plays its idle animation after loading another map while holding it The Tau Cannon doesn't play its idle animation normally, only playing when you go to another map while holding the weapon When you hold the alt fire key of the Pistol to make it automatic fire, the firing animation of the last bullet doesn't show its slide being pushed back and staying in place, like when you fire the last bullet using the normal fire button This bug was fixed in the original Half-Life though The Python doesn't play its reloading sound. Same bug also happens for the Desert Eagle, that has no animation for the last bullet jacket being released and the slide being empty Funny enough, this bug doesn't happen to the last bullet and when reloading with no remaining bullets in the pistol When using the HD pack, the Pistol's doesn't animate the slide being pushed back when you fire, neither shows a clip being removed and then another clip being inserted in the weapon, even though this bug is fixed in Blue Shift and in the Playstation 2 version of Half-Life. ![]()
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