The shooting range animations definitely needed the refinement for sure, and the vest feels way more correct now that you see it being opened up. Although the Glock 17 one still feels like it's handled a little haphazardly, for someone who's meant to be trained to operate it. Side note: Handling the helmet still looks a little weird, cupping it in both hands like that. Could be animated in similarly to in Doom 2016 when inspecting your helmet in the second room.
yeah i think the glock 17 pick up shouldnt be a forced cutscene. In comparison, with the vest and helmet pick up you can still walk around, just like you would if you pick up your HEV suit
@@SelimTZI It's not about it being a forced cutscene, it's about the way that Barney picks it up and still subconsciously aims it towards the guard, and things like that. And if the glass is bulletproof, then a shot would likely ricochet and maybe hit Barney instead. Now if you could look around while inspecting the Glock 17 then it'd be more forgiving, but it's the fact that your view is forced to look towards the guard while Barney's sweeping with the pistol as he checks it out.
For the glock animation in the range. If there are rounds in the magazine there is no need to engage the slide lock unless the gun is empty. The slide should move forward on it's own if there are bullets in the magazine. If you want to save the animation I would suggest locking the slide back then inserting the mag then engaging the slide lock when you get to the range which would also help with loading the mag into the gun at the quartermaster's desk look less dangerous.
Personally, I think some of these animations take away too much control from the player, which goes against one of the core philosophies of Half-life games and that is the player being in complete control of their avatar. The suitup animation is excellent, because it still allows you to move freely, but the weapon and headphone pick up animations take away movement control. And that just feels very wrong in a Half-life game.
As a person with mapping experience in Hammer, (basically the level editor for Source Engine games like Black Mesa) there is no easy way to play unique viewmodel animations without taking control of the player. The vest and helmet animation replaces and reuses the HEV suit's inspect animation, so internally you're actually picking up an HEV suit. That's how that's done. I think the team would've preferred to allow you to move around in the other animations, but alas, it's just impossible.
are they actually ? i dont really remember even though i played it Edit: i just checked and the old animation is copy and pasted from azure sheep, the new one is completely new
The shooting range animations definitely needed the refinement for sure, and the vest feels way more correct now that you see it being opened up. Although the Glock 17 one still feels like it's handled a little haphazardly, for someone who's meant to be trained to operate it.
Side note: Handling the helmet still looks a little weird, cupping it in both hands like that. Could be animated in similarly to in Doom 2016 when inspecting your helmet in the second room.
yeah i think the glock 17 pick up shouldnt be a forced cutscene. In comparison, with the vest and helmet pick up you can still walk around, just like you would if you pick up your HEV suit
@@SelimTZI It's not about it being a forced cutscene, it's about the way that Barney picks it up and still subconsciously aims it towards the guard, and things like that. And if the glass is bulletproof, then a shot would likely ricochet and maybe hit Barney instead. Now if you could look around while inspecting the Glock 17 then it'd be more forgiving, but it's the fact that your view is forced to look towards the guard while Barney's sweeping with the pistol as he checks it out.
looks a lot more fluid and "realistic", improvement over the older animations.
Now this, THIS
is a very good improvement right here!
That arm manager guy's animation still need improvement. The rest are good.
Whoa , that's a lot better hum
So much improvement. I love it.
For the glock animation in the range. If there are rounds in the magazine there is no need to engage the slide lock unless the gun is empty. The slide should move forward on it's own if there are bullets in the magazine. If you want to save the animation I would suggest locking the slide back then inserting the mag then engaging the slide lock when you get to the range which would also help with loading the mag into the gun at the quartermaster's desk look less dangerous.
I'm no gun range expert but, Barney's loading his weapon in front of the quartermaster outside the range feels really, really wrong lol
it made me feel really bad
Just a normal day in america.
You’re killing it my man, keep at it yo
cute
:D
The headphones and safety glasses need to be put one before you get into the range, not during
Another day another dollar.
I mean, they're still cursed, but much better to look at!
Personally, I think some of these animations take away too much control from the player, which goes against one of the core philosophies of Half-life games and that is the player being in complete control of their avatar.
The suitup animation is excellent, because it still allows you to move freely, but the weapon and headphone pick up animations take away movement control. And that just feels very wrong in a Half-life game.
Yes 100 % agree
As a person with mapping experience in Hammer, (basically the level editor for Source Engine games like Black Mesa) there is no easy way to play unique viewmodel animations without taking control of the player. The vest and helmet animation replaces and reuses the HEV suit's inspect animation, so internally you're actually picking up an HEV suit. That's how that's done.
I think the team would've preferred to allow you to move around in the other animations, but alas, it's just impossible.
The new vest and helmet animations are jus copy and pasted from black mesa azure sheep
are they actually ? i dont really remember even though i played it
Edit: i just checked and the old animation is copy and pasted from azure sheep, the new one is completely new
the old one was a placeholder
also black mesa azure sheep and blue shift is made by the same developer