![]() ![]() If you do prefer the old water movement, you can restore it by typing hlvr_new_watermovement 0 in the console. Your oxygen reserve is adjusted accordingly - if you chose to play with reduced movement speed, your oxygen will last longer so that you can still safely complete any required dives. Movement in water will now also respect your chosen movement speed. The water movement has been reworked now to feel more comfortable - there is no more bobbing on the surface and you will no longer automatically leap out of the water - instead, you have to press the jump key whenever you intend to actually hop out. We do hope that the teleport movement will allow you to stomach these generally rare occasions.įor regular locomotion, swimming in water always was a bit of a sore point comfort-wise as the camera tends to bob severely when trying to stay above the water surface, and Gordon tries to leap high out of the water whenever you swim towards an obstacle. Some enemies can push or even launch you back, and you will slide on certain terrain. Due to the game's design, the player is ultimately subject to events from the physics engine. Important: please understand that selecting teleport movement will *not* eliminate any and all artificial movement in the game. ![]() An arrow will light up and show you which direction you are going. Point upwards towards land to get out of the water.įor ladders, stand at a slight distance in front of them and point the teleport up or down towards the ladder. Point downwards to dive into the water, and upwards to return to the surface. In water, you can teleport in any direction. Note that you also need to crouch (either in real life or with the crouch toggle key) to teleport into vents and other places with limited vertical space. You may need to point upwards a little to "jump" onto obstacles, and you need to point downwards if you want to drop from greater heights. On land, teleport targeting should mostly work as expected. Or you can choose to retain regular movement on the movement stick and only replace the jump key with teleport. You can either choose teleport movement exclusively, in which case both the movement stick as well as the jump key will instead be used to select a teleport target. You can enable teleport movement in the controls options. The end result is by no means perfect - in fact, we consider itĪt this time - but it should perform reasonably well for the majority of the game. This has been in the works for a couple of months and proved a significant challenge - as the game was never built for teleport movement, there were countless edge cases to overcome to build a robust pathing system for the teleport as well as a number of gameplay elements that needed special care to work with teleport. We are happy to finally be able to add a teleport movement option to the game. Hi everyone, today we are releasing another update with a number of bugfixes, but also a couple new major features. If starting from the beginning of the game with the mod pack I did run into a weird issue where the first section of the train map after you jump on top of the train to get to the other side and go through a small building, on the other side should be a fence that is bent over allowing you to jump onto and over it, for some reason the mod inverts this section of fence so the bent side is face down blocking your ability to get over it.so I had to load the save in the non mod exe through Steam, hop over the fence, save, and then launch again through mod organizer :P Overall I'd say its definitely worth the download. It also adds some objects from HL: Alyx like the health and energy charging stations, Combine terminals, etc. Think of it like RE4 VR, there's just enough of an upgrade to textures that complements the og release's art style without a noticeable hit to performance. It runs really well on my 2060S but the texture packs aren't anything too crazy which is the point as my earlier post quoted, they want to make sure it has good performance. ![]()
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