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FAQ

Frequently asked questions about Overcharged:

Q: This mod looks similar to SMOD & MMOD & GMOD, what you can say about that?
A: Overcharged was born on 1 January 2018.
We had conversation to make a new project which should expand the original Half Life 2 game.
Many people tried to recreate SMOD and make various Vanilla game enhancements so we are trying to include the features most requested by fans in our project.

Our goal is to:
1) Improve game graphics
2) Include all episodes
3) Restore Alpha/Beta ideas
4) Make connections with Opposing Force add-on
5) Add modern gameplay features


Q: What parts of HL2 beta & Raising the bar will be added?
A: We expanded some Ravenholm maps so they are now bigger to explore.
Cut vehicle called Digger was restored and now added on the mines map.
Combine Big Momma pod was restored too.

We are working on Combine Guard & Cremator AI which takes time...
Houndeye & Bullsquid are done by the way.

Some beta weapons were restored and enhanced with new effects.

We also have some plans for the Lost Coast chapter :)

Q: How is the story connected with Opposing Force?
A: Well, the idea is to recreate NPCs and guns first, next we will connect them by thematic maps.
Plus some weapons do not break the original game so it's the player's choice which ones to use.

Q: What unique features will be added?
A: Player can now:

1) Use any gun in melee attack. No need to select crowbar each time.
2) Use 3 different grenade types & combine them.
3) Lean left and right. Useful in corridors and close combat maps.
4) Iron Sights with 3D scopes.
5) Enhanced client & server side ragdoll codes so ragdolls will not pass through props.

Weapons also react to walls and objects when up close.
We also added over 20 modern shaders. (DoF, Blur, Water drips etc)


Q: Will the character models & textures be remade?
A: No. Texture enhancements take so much time & weigh a lot.
The already available Cinematic Mod does this thing.
But you also can put custom textures & models in overcharged mod.

Q: Release date?
A: We still have a lot ideas to do and more work in progress so we still have no exact date.
(It's not 2018 but probably be in middle of 2019)
We discussed about demo or something, but do you really want to play unfinished mod?

Q: There are a lot of features. I like half of them but I don't actually need others...
A: You can simply enable/disable them in advanced options menu.

Q: Content & Code used in Overcharged.
A: We found that some people are trying to confuse the community elaborating their own theories about stolen code.
Let's figure it out. Our mod is originally based on Source SDK 2013 codebase.
We use our own code work with some community made tutorials, resources.
All names will be included in credits, we don't forget about that.

We had contact with MMOD creator but we never exchanged source codes between the projects.

Q: Source Code & Overall mod content as a Base for developers.
A: We decided that the source code will be closed, but we will allow to use Overcharged for small & bigger teams to make their own mods.

Requirements for developers who would like to use Overcharged as a base for their mods:
1) The team must be of 4 or more people. 21 years old & up.
2) Team leader should contact us for permission to use our base & show project page.
3) A mod should be in development from 1 year.

It's all done in order to prevent the emerging of poor quality mods.
We will check your project and if it looks good in our opinion we will grant you access to new .dll files because the original Overcharged .dll files are protected from theft and misuse.

Post your own questions and we will answer soon.

- Overcharged Team

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