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SeranMoo

4
Posts
7
Following
A member registered May 01, 2020

Recent community posts

Oh, okay, after further play I realized that the reason it's not there and the reason I only just noticed it is because A) you integrated the closing sound into the loading sound and made the close sound silent, and B) I was layering some Doom 64/PSX sounds over it for some spooky times. Welp! Serves me for opening my mouth before fiddling around more, lel.

Hey, so, I've been using this mod for five billion aeons and I love it to death, thank you so much for making it! Somehow, despite playing it for so long though, there's a bug I only just now noticed.

The SSG doesn't actually call A_CloseShotgun2 on Frame 2009, so it's been missing the closing sound this whole time! D: I already fixed it on my end but I figured I'd let you know. =w=

Hey, I figured this was the best place to ask, but I threw together a compatibility patch for this and an old mod called Metroid Dreadnought that adds the ACS-scripted health and ammo refill drops from that mod to the xenomorphs. Would you remind if I released it? Full credit given to both you and that mod's creator, of course.

Man, what a wonderful surprise! Seeing the note on the kick range being extended was awfully gratifying, as the one big sore spot for me about the mod before was that the kick's range felt too short so I never used it. Now it's great, and all the other new stuff is great too! Good stuff, mang!

If there was one little tweak I'd want, the one teeny little thing that bugs me, is some kinda indicator on the HUD for the underbarrel nade launcher to tell me if it's loaded or not. I legitimately forget sometimes and occasionally end up wasting a nade by checking the good old fashioned way and being wrong. 

Then again, checking to see if your nade launcher is loaded by just trying to fire it down a hallway does sound exactly like something Torres would do, so, maybe it should stay that way. XD