Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thank goodness the head-bobbing fad in FPS games has died out. Head-bobbing, motion blur, DOF, all of them are just headache inducing and frankly silly because in reality our brain makes sure we don't notice any of these things more than we have to where-as in gaming they're made painfully difficult to ignore.
This is also not the question I asked. I don't care whether you like it or not.
Neither. I just like having my character feel like he isn't floating... you know, like every other game ever?
Thank you but that's what I meant by strafe tilt. There used to be head bobbing, or atleast weapon bobbing.
https://www.youtube.com/watch?v=obn_b8VJG7I&feature=youtu.be
Since majority of people don't care CC seem to chose to ignore it, so here's some tweaks of mine, I put them in the autoexec.cfg:
fps_max 60
cl_bobup 0.65
cl_bobcycle 0.13
Capping the fps at 60 because it's fps dependant. Keep in mind it sometimes glitches out and doubles the speed of it, I just quicksave and quickload real quick.
@esopedantric It's almost as if people have opinions and they could've taken 2 seconds to add a toggle? It doesn't need to be anything offensive just a tiny bit of movement so It's not like the player is using a hoverboard.
@Tricks, no only unrealistic thing here is gordon being a manequin not having any kind of impact in his arms from his footsteps and movement. It's ridiculous considering this was in the mod release in 2012 and they could have easily put it in the the options if they wanted.
https://youtu.be/T3iutLvoap8
It's called a joke
Also how can they program the ♥♥♥♥♥♥♥ flashlight beam to have viewbob when you walk but not have the weapon you stare at the whole game do the same. I don't understand.
Might as well have no recoil when you shoot because "hurr durr it's unrealistic because your brain stabilizes it in real life durr".
I mean I do feel bad bashing the devs because they deserve praise but this is a tiny tiny feature that makes a world of difference and yet they've completed 1.0 and not even considered adding a toggle. I guess I'm in a real small minority of people who this is simply a deal breaker for.
I completely understand them ignoring the feedback though as I took one look at these discussions and it's a cesspool of complaining every 2 seconds, so It just merges together at some point.
It's usually a combination of things. Guns being too small, arms not moving in synch with what's on screen, dark-light levels off, and then the bobbing. You have games like Turok 2, where it's just a disaster, and then you have human revolution and mankind divided, where the headbob actually adds to the game. Some much, much older games, like the thief series, lets you lean around corner, and your sword swings change with the bob, so you want to swing while you're standing still, or swing 'into' your movement.
Anyone with issues with the way it's handled, sadly, is at the mercy of whatever developers were in charge of the game. A lot more goes into a system like this than most realize. With this game, at least, you can change viewmodel sizes with workshop mods, some extracting and changing of files, change some parts of the lighting, the flashlight can be modified extensively through skill.cfg, and viewbob itself can be turned on or off, and all things between, but past that, it is what it is.
I mean, with the FOV in most games these days... kinda get the impression that ya are one... love that we either get the JJ Abrams experience of either choosing Micheal J Fox as a camera operator or just taping thirty pocket rockets to the rig... OR a permanent locked dolly with strafing, usually just as slippery as to further the impression your either on ice skates or wheels...
Can we have some middle ground maybe?
To really prove your point you should re-upload this without sound... for those who ♥♥♥♥♥ and moan on this, mute the video and you might get an insight into what's bugging him... I'm no fan of the Abrams Parkinson's special, but he has a point about the movement feeling unnatural it's not jsut head bob btw, its the view model animation, you can have the movement with minimal camera movement you would just have to program the movement and animations to match that as a thing...
BM tries to replicate the original HL movement which is perma ice skate... and as the visual fidelity increases it looks all the more strange and I agree, it is off putting... especially when you compare it to more modern games that have managed to find a more realistic or immersive implementation.
For a good example of this done right, see the Machine-Games's Wolfenstein iteration, as they perfected in my opinion a system developed from the more tanky Riddick and Darkness games... My go to example for alot of things, but all in all stands as proof you can have your cake and gamers won't ♥♥♥♥♥ at you too. Originally people were annoyed at best at the prior attempts while under Starbreeze (I liked it... come at me bro!) And yet with a few adjustments into a sweet spot, by the time New Order and Old blood came out they had nothing but praise for how smooth and fluid the movement felt...
It wouldn't bug me so much if they didn't lock off the dev branch of this game so much... This is not something you should have had to reach very far for in the source engine to modify... as it's a feature that had accounting for it as far back as halflife 2, and we've seen fantastic iterations of it in many mods and full games...
I understand why they chose to keep the movement this way as they were trying hard to update everything but gameplay (lol in both hl2 and this mod... lookin at you valve... (cough Counterstrike source... cough, cough... go... cough...) scuse me, had some stagnate trash in my throat.
Again, things like this should have been left in engine to adjust, kinda surprised it isn't... I get that gone are the days of not needing to know C++ to mod games, it's ironic that this is a thing even on builds from engines that had regular simple scripting for many parameters as well as various cvars built in, the idea of pulling or locking them for release is asinine and I'm pretty tired of seeing it, specially for single player games... even more annoying for things that are originally mod projects lol.
I could be wrong on that one, gonna look it up in a minute... I ended up on this page just seeing if anyone had done an SMOD implementation yet, as I my self am waiting to play this when I have more modern agency like leaning... I can't stand games that sit in the middle ground of being pretend immersive sims, you tell me I can pick things up and throw them but I can't lean out and shoot... (even more ironic with hitscan ballistics another thing that needs to die in modern games, shoulda never existed).
Every time I see someone doing the CS dance where they strafe in and out of cover... it ♥♥♥♥♥♥ cracks me up as we've had combat and stealth leaning in games since at least 1994 with System shock... Alot of these people will also argue that games don't need a lean function or even worse, they consider it a cover system as the trash dual analogue controller has turned any form of modern player agency into a context system of rigid game design... ♥♥♥♥ that, both philosophies.
It breaks down to a point of game design that half life... half? embraces, where it wants to be a hyperscripted linear same thing every time rail shooter, but also an immersive sim, and has ended up having the latter dictate it's game and level design to it's determent over the years. And its hard to blame them (but not that hard), I mean CS has been the exact same game for 20 years and it's clear that the audience for valve games wants the same thing over and over again but slightly prettier maybe.
What's interesting is the HL Alex thing... and a real indicator that the newer blood at valve are in a very different headspace, and that's a good thing btw... as it's very clear over the years if you've followed that company that this fear of new combined with some of the least productive management philosophies* is essentially what lead to over a decade of utter lockup in the output of the company as a developer... something you can do when your storefront and 20 year old game rakes in billions, kinda a random double win I suppose, for everything but their pride and reputation... eh.
The new shift that lead to HL Alex is the polar opposite of this, or damned near it... and it's very encouraging. We've seen more movement from Valve in the last 4 years than we'ed seen in a decade, it's a story that might have a happy ending, but well worth looking up in detail for anyone curious as to what I'm talking about.
*(albeit, in all fairness, though unproductive, not in an abusive way it seems, which is a rare twist... also kinda an argument against commies lol)