combine

combine

@combine

i am a big fan of half life, but i have a bigger passion for half life 2 beta, one day i hope to start making my own projects for half life being my main project the half life dark mission

Joined 4 May 2022
Brazil
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Completed the LambdaGeneration Half-Life 25th Anniversary Adventure
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I've been thinking about this whole Overcharged situation for a while now, and yes, the Overcharged devs were idiots and I don't agree with that, but I think this situation is getting out of hand, and saying that insulting them, creating fake news against them and even having an article on pcgamer to publicly humiliate them even without a statement from the devs is already too much for me. Besides, I can't stop thinking that this whole situation could have been resolved without all of this, and no, I'm not on the devs' side in case you're wondering.I just wanted to give my opinion on this situation

(Edited)

It would be cool if there was a mod that adds the bullsquids and houndeyes to Half Life 2 and its episodes, for example in Half Life 2 in the canals in Waterhazard and on the coast in Highway 17, in Episode 1 they could be underground and on the surface of C17 attacking Combine and zombies, and in Episode 2 the bullsquids could be in places with water or radiation and the houndeyes would be walking around.

bullsquid2

Ok, I have a question that I can't understand anymore, I even tried to find a rational answer for it, but I always come back to asking myself, why does Overcharged get so much hate? I really want to know why, I just see it as a fun mod that serves as an alternative if you're tired of playing the same old Half Life 2, but it seems that most of the community sees it as an atrocity that should never have been created and any kind of attempt to improve it is a joke (obviously they don't talk like that, I sometimes exaggerate).

overcharged new update

Hotfix Ver 2.0.1

Fixed: D1_TOWN_04 models

Fixed: Advanced Settings incorrections

Fixed: Sacktick envmap

Fixed: Lost Coast Transition

And many other!


Patch Ver 2.0:

Added headshot slimes FX and sounds to NPCs

(oc_npc_allow_headshot_fx 1, oc_npc_allow_headshot_sound 1, oc_npc_allow_headshot_increase 1 (10-100)

Added 2 new weapons (weapon_shovel, weapon_lasermine)

Added 7 new NPCs (npc_assaultsynth, npc_crabsynth_combat, npc_panthereye, npc_sacktick, npc_wastescanner, npc_stbat, npc_floater)

Added Tactical Shields for Human (or combine) NPCs

Added Hitmarkers

Added Slow Mo HUD Indicator

Added even more BMS support adaptation (for modders)

Added item_health_items entity which can set up model, amount of heal, own sound

Added fast presets menu in main menu (9 presets total, choose 1 before start a map)

Rebalance playstyles integrated into this 9 presets

Overall main menu changes and redesign

Added more vehicles

Added item_longjump module for long jumps

Added item_helmet (which reduce damage for player)

Added more parsing parameters for weapon scripts

Added more different shells for exact weapon calibers

Added melee hit sounds

Added (optional) stealth mechanics

Added more player view modificators (ON in 9 presets)

Added dirt on player screen after close explosion

Added NPCs blood loss after hurt (experimental)

New maps included

Changed weapon M4 replaced to G36

Changed overall Zombies looking and behavior

Changed weapons parameters

Changed melee weapons range

Changed weapon_displacer green ball projectile logic now fits like original opfor

Changed several effects and sounds

Fixed several reports since previous patch

npc_sniper damage adjusted

and friend head crab
overcharged new update

Hotfix Ver 2.0.1

Fixed: D1_TOWN_04 models

Fixed: Advanced Settings incorrections

Fixed: Sacktick envmap

Fixed: Lost Coast Transition

And many other!


Patch Ver 2.0:

Added headshot slimes FX and sounds to NPCs

(oc_npc_allow_headshot_fx 1, oc_npc_allow_headshot_sound 1, oc_npc_allow_headshot_increase 1 (10-100)

Added 2 new weapons (weapon_shovel, weapon_lasermine)

Added 7 new NPCs (npc_assaultsynth, npc_crabsynth_combat, npc_panthereye, npc_sacktick, npc_wastescanner, npc_stbat, npc_floater)

Added Tactical Shields for Human (or combine) NPCs

Added Hitmarkers

Added Slow Mo HUD Indicator

Added even more BMS support adaptation (for modders)

Added item_health_items entity which can set up model, amount of heal, own sound

Added fast presets menu in main menu (9 presets total, choose 1 before start a map)

Rebalance playstyles integrated into this 9 presets

Overall main menu changes and redesign

Added more vehicles

Added item_longjump module for long jumps

Added item_helmet (which reduce damage for player)

Added more parsing parameters for weapon scripts

Added more different shells for exact weapon calibers

Added melee hit sounds

Added (optional) stealth mechanics

Added more player view modificators (ON in 9 presets)

Added dirt on player screen after close explosion

Added NPCs blood loss after hurt (experimental)

New maps included

Changed weapon M4 replaced to G36

Changed overall Zombies looking and behavior

Changed weapons parameters

Changed melee weapons range

Changed weapon_displacer green ball projectile logic now fits like original opfor

Changed several effects and sounds

Fixed several reports since previous patch

npc_sniper damage adjusted

and friend head crab

overcharged new update Hotfix Ver 2.0.1 Fixed: D1_TOWN_04 models Fixed: Advanced Settings incorrections Fixed: Sacktick envmap Fixed: Lost Coast Transition And many other! Patch Ver 2.0: Added headshot slimes FX and sounds to NPCs (oc_npc_allow_headshot_fx 1, oc_npc_allow_headshot_sound 1, oc_npc_allow_headshot_increase 1 (10-100) Added 2 new weapons (weapon_shovel, weapon_lasermine) Added 7 new NPCs (npc_assaultsynth, npc_crabsynth_combat, npc_panthereye, npc_sacktick, npc_wastescan…

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