[QUOTE=halflife_123;52713942]I like to pretend the HEV suit just kept him running on adrenaline for days or something.
Or off screen he is fed that nutrient goop that Robocop eats.[/QUOTE]
To be honest, I wouldn't have minded a little more relaxation at Black Mesa East where we head down to the kitchen and they hand us a roasted headcrab that heals some damage when eaten, prior to the combine attack.
The sole blooming rose in the bumgut of satan that is Black Mesa East is the HEV charger panel, for me. The chapter is just so fast it's impossible to enjoy it.
Black Mesa East is fun the first time you play HL2 but each time I play through it I just want it to end quicker.
[QUOTE=Whomobile;52724671]Black Mesa East is fun the first time you play HL2 but each time I play through it I just want it to end quicker.[/QUOTE]
I'd hate to imagine if they actually cast the original BME script. I mean it appears interesting because it's new, but I doubt we'd feel the same way having to play through it the 3rd time.
So ValveTime posted these old HL2 models. Nothing remotely interesting, but at least we know what the SMG1 viewmodel likely looked like when it was still the MP5K...
[video]https://twitter.com/ValveTime/status/913666600536039425[/video]
Also, there exists code for the friendly soldier NPCs from OP4 in the PS2 HL1:
[video]https://twitter.com/ValveTime/status/912796328438173696[/video]
Nice viewmodel to make a c_model out of, Mr. Grimm did good.
Somehow that MP5k model looks better than I thought it'd be.
By the way, when modelling these guns, do Valve artists model a whole gun first before removing the unseen polygons or were the right side of the guns never modeled in the first place?
[QUOTE=PikaCommando;52729168]Somehow that MP5k model looks better than I thought it'd be.
By the way, when modelling these guns, do Valve artists model a whole gun first before removing the unseen polygons or were the right side of the guns never modeled in the first place?[/QUOTE]
They do both.
For TF2, (v_models) they modeled most of the model missing. However after it was finished along with animations, they further removed more parts of the model that weren't seen.
For Day of Defeat: Source, they modeled all of the weapon and then removed the unseen polygons, which can be especially seen in the Kar98 texture.
CS:GO, they modeled the entire weapon and didn't remove any polygons (exception is AK47 and glock, which were ported from L4D with most polygons removed)
It'd be logical for them to model the whole thing, reduce the LoD (for world model) and copy the higher LoD and remove unseen polygons for the viewmodel version. But this is Valve we're talking about, so who knows. ¯\_(ツ)_/¯
[QUOTE=PikaCommando;52729168]Somehow that MP5k model looks better than I thought it'd be.
By the way, when modelling these guns, do Valve artists model a whole gun first before removing the unseen polygons or were the right side of the guns never modeled in the first place?[/QUOTE]
In all honesty that MP5K looked like what I expected it to look like: a much higher quality version of the SMG1 beta worldmodel (which BTW was the MP5K for anyone confused/wondering)
And I think Valve probably did model whole guns first, considering how they have deleted vertexes at specific spots. (HL1 MP5 comes to mind) Willing to bet that for HL2 (or even HL1) they made one high-res model, and then split it into two: a lower-quality version meant to be a worldmodel and a slightly lower-quality version meant to be used for the viewmodel.
[QUOTE=ficool2;52729225]CS:GO, they modeled the entire weapon and didn't remove any polygons (exception is AK47 and glock, which were ported from L4D with most polygons removed)[/QUOTE]
Wasn't CSGO done by Turtle Rock all the way until Valve took over way post-release when the game was failing pretty hard?
[editline]a[/editline]
Meaning that the Valve models are just the AK, Glock, M4A1-S, USP-S, CZ, and R8?
[QUOTE=gk99;52730427]Wasn't CSGO done by Turtle Rock all the way until Valve took over way post-release when the game was failing pretty hard?
[/QUOTE]
no
hiddenpath
[QUOTE=Hell-met;52730516]no
hiddenpath[/QUOTE]
Not only Hidden Path, from what I've gathered, Valve took control of development and updates when the game released.
[QUOTE=Hell-met;52730516]no
hiddenpath[/QUOTE]
Right, oops, got my studios mixed up.
[QUOTE=Hell-met;52730516]no
hiddenpath[/QUOTE]
Turtle Rock also worked on "CS2" in 2009~? but I'm not sure how much of it was used in CSGO.
Maybe CS2 and the original CSS port on X360 that ended up being CSGO was merged into the same project? It's not like a CS2 would've been something drastically different ala Tactical Intervention.
[QUOTE=CaptainZed;52729391]Willing to bet that for HL2 (or even HL1) they made one high-res model, and then split it into two: a lower-quality version meant to be a worldmodel and a slightly lower-quality version meant to be used for the viewmodel.[/QUOTE]
I doubt that, because they modeled the wrong version of the MP5 for the 9mmAR worldmodel instead of the one in the viewmodel (viewmodel is MP5SD but the worldmodel is somehow MP5A3). As for HL2, the original worn-out OICW's viewmodel and the worldmodel is based on the 1996 prototype with the longer rifle barrel and scope whereas the current viewmodel is based on a 2000-2002 prototype (NOT the 1998 prototype as erroneously stated in the VCC wiki), so your bet is probably right for HL2.
[QUOTE=PikaCommando;52731146]Maybe CS2 and the original CSS port on X360 that ended up being CSGO was merged into the same project? It's not like a CS2 would've been something drastically different ala Tactical Intervention.[/QUOTE]
Originally called "[B]CSS1.5[/B]" ([B]cstrike15[/B]):
[video=youtube;dCDTOLv4l5A]https://www.youtube.com/watch?v=dCDTOLv4l5A[/video]
[t]https://i.imgur.com/wF5EF66.png[/t][t]https://i.imgur.com/sCS5EY3.png[/t]
Used only maps "[B]ar_baggage.bsp[/B]", "[B]ar_monastery.bsp[/B]".
[t]https://i.imgur.com/HZiEewK.png[/t][t]https://i.imgur.com/ViYna7M.png[/t]
Unused [B]HDR[/B] skybox.
Well, after playtesting the shit out of a HL2 Beta weapons system, I can really see why Valve took another route:
1 - Its a hell of a pain to balance each SMG (MP5K and MP7) and each Rifle (AK-47 and OICW) against each other. One always becomes the more useful;
2 - The one weapon per category system is a good idea... but it doesnt feel very Half-Life at all.
Any opinions on this?
Has anyone fixed the 3 Kraken Base maps (deep_01_011, proto_deep002, and proto_deep002b) already? I looked for it in hl2.beta.ru, but it feels like some things are missing (I remember there was a really good d4_palace_01 fix that isn't there anymore).
[QUOTE=95Navigator;52735738]Well, after playtesting the shit out of a HL2 Beta weapons system, I can really see why Valve took another route:
1 - Its a hell of a pain to balance each SMG (MP5K and MP7) and each Rifle (AK-47 and OICW) against each other. One always becomes the more useful;
2 - The one weapon per category system is a good idea... but it doesnt feel very Half-Life at all.
Any opinions on this?[/QUOTE]
Yes, I agree. The problem with HL1 is that some weapons aren't as useful as others (such as tripmines) and HL2 did a great job streamlining the loadout. Also, the AR1 is the worst fucking gun I've ever used in a FPS. A lot of people shit on Daikatana for having guns that kill you too easily, but at least Daikatana guns actually kill something.
[QUOTE=PikaCommando;52735869]Has anyone fixed the 3 Kraken Base maps (deep_01_011, proto_deep002, and proto_deep002b) already? I looked for it in hl2.beta.ru, but it feels like some things are missing (I remember there was a really good d4_palace_01 fix that isn't there anymore).
Yes, I agree. The problem with HL1 is that some weapons aren't as useful as others (such as tripmines) and HL2 did a great job streamlining the loadout. Also, the AR1 is the worst fucking gun I've ever used in a FPS. A lot of people shit on Daikatana for having guns that kill you too easily, but at least Daikatana guns actually kill something.[/QUOTE]
Ive been brainstorming how should we design the weapon systems for Insolence, and Im starting to feel the best way to reuse the Beta weapons is to stop focusing on lots of guns that do the same (MP5K/MP7 for example), and start focusing on giving the player lots of ways to blow Combine up. This means for example restoring the Gauss Gun, the Sticky Launcher, etc.
Yes most of the weapons in HL1 were fairly situational, but they did a good job in proving a diverse loadout. HL2 streamlined the weapons, sure, but by EP2 the same loadout started to get stale.
[QUOTE=Mech Bgum;52735881]Back then, world model had to be so lowpoly, it was faster to just model them separately.[/QUOTE]
Yea I can see that happening. Most modern modeling suites have a poly reduction tool now, that does this quite easily. You just make the high-poly, use the poly reduction tool to reduce unnecessary polygons while maintaining the silhouette (and UV coordinates for the texture on the polygons) of the model. I know Valve uses at least 3 of these modern model suites (Modo, 3dsMax, Maya; not sure bout any others that they use frequently in their pipeline) so this is at least a non-issue in their more recent projects.
[QUOTE=95Navigator;52736011]Ive been brainstorming how should we design the weapon systems for Insolence, and Im starting to feel the best way to reuse the Beta weapons is to stop focusing on lots of guns that do the same (MP5K/MP7 for example), and start focusing on giving the player lots of ways to blow Combine up. This means for example restoring the Gauss Gun, the Sticky Launcher, etc.
Yes most of the weapons in HL1 were fairly situational, but they did a good job in proving a diverse loadout. HL2 streamlined the weapons, sure, but by EP2 the same loadout started to get stale.[/QUOTE]
Situational weapons are an interesting dichotomy, especially in Half-Life. On the one hand, you want situational weapons for more interesting gameplay, but it also requires more design from the developers to keep bringing those situations around throughout the game (otherwise a weapon you used in one situation will be useless in all other situations throughout the entirety of the game), on the other hand, more general-use weapons are much more efficient to design because you don't need to really think as much about how the player will use this or that weapon in a particular encounter. That's mostly why the weapons in HL2 were consolidated to what we see in the final product. It's also why most games with niche weapon mechanics tend to stick to a few and maximize the impact of those weapons over the course of the game. One exception, of course, would be the Ratchet and Clank series I think. Even then, some weapons were severely underutilized in the first game or so, and later games slowly reduced the total amount of weapons implemented, if I recall correctly.
In short, variety just for the sake of variety isn't a good design choice. The weapon selection must reflect the design of the levels and how the game is played. If you just give a player 10 different sub machine gun types throughout the game and expect them all to be equally used in your encounters then you're doing something wrong!
[QUOTE=95Navigator;52735738]Well, after playtesting the shit out of a HL2 Beta weapons system, I can really see why Valve took another route:
1 - Its a hell of a pain to balance each SMG (MP5K and MP7) and each Rifle (AK-47 and OICW) against each other. One always becomes the more useful;
2 - The one weapon per category system is a good idea... but it doesnt feel very Half-Life at all.
Any opinions on this?[/QUOTE]
you balance singleplayer weapons with ammo given.
this is why the mp5 still has a place in opposing force despite the m249 saw
[QUOTE=Mech Bgum;52737235]But what for? Just to give player a different model and sounds?[/QUOTE]
I don't think you've played Opposing Force if you think the only difference between the MP5 and SAW is cosmetic.
Sorry to digress the thread with an ages old topic - I won't be surprised if I get banned for "necroing" or something like that - but I really want to put this out here.
A couple months ago, the NextBot source code leaked. Being the obsessive nerd I am over that system, I added a tutorial on how to implement it for Source SDK 2013 in Valve Developer Community, a couple weeks after the leak.
Tonight I was browising through the old posts of this thread, and I happened to stumble across a brief discussion about the leak. It didn't occur to me before that using the code, and especially going as far as to [I]tell others how to use it[/I], was likely illegal on many grounds, but after hearing about how the code was probably under a strict NDA, I was horrified by the realization. I had been so excited about seeing the full code, that I neglected the morality of actually putting it to use.
Just tonight, I completely scrubbed the VDC page and listed it as a candidate for deletion; I can only pray that the site's administrators understand my plea. I know for a fact, though, that I won't be able to fully undo the damage. The code is still out there, and it's likely that people who read my page are in the process of trying to utizilze the system for their own ends. I apologize from the bottom of my heart for contributing to this legal mess, it has been a huge responsibility of mine and I hope that the outcome doesn't get worse in the near future.
[QUOTE=Gavitro;52737324]Sorry to digress the thread with an ages old topic - I won't be surprised if I get banned for "necroing" or something like that - but I really want to put this out here.
A couple months ago, the NextBot source code leaked. Being the obsessive nerd I am over that system, I added a tutorial on how to implement it for Source SDK 2013 in Valve Developer Community, a couple weeks after the leak.
Tonight I was browising through the old posts of this thread, and I happened to stumble across a brief discussion about the leak. It didn't occur to me before that using the code, and especially going as far as to [I]tell others how to use it[/I], was likely illegal on many grounds, but after hearing about how the code was probably under a strict NDA, I was horrified by the realization. I had been so excited about seeing the full code, that I neglected the morality of actually putting it to use.
Just tonight, I completely scrubbed the VDC page and listed it as a candidate for deletion; I can only pray that the site's administrators understand my plea. I know for a fact, though, that I won't be able to fully undo the damage. The code is still out there, and it's likely that people who read my page are in the process of trying to utizilze the system for their own ends. I apologize from the bottom of my heart for contributing to this legal mess, it has been a huge responsibility of mine and I hope that the outcome doesn't get worse in the near future.[/QUOTE]
Well, if you're bringing this up again, I may as well fess up as well.
So, while I did not leak the source code myself, I gave it to a few other people after Msalinas gave it to me. And one of them happened to decide for themselves that uploading the NextBot source code to mediafire and pasting it around all over the fucking place was a good idea. I was obviously very pissed off (and still am, sort of) about this because I told them not to fucking give it to anyone else, and I also obviously do not trust them with anything like this any more.
So, Msalinas is inno- Well, not [I]innocent[/I], as he shouldn't have had this code in the first place, but it being leaked is more directly my fault then his.
[QUOTE=Mech Bgum;52737321]I played it multiple times, altough long time ago, so I don't remember it. But I sure remember that barnacle gun and that green fish and teleportation gun.
Please remind me what are crucial functional differences between them.[/QUOTE]
The SAW is a helluva lot more powerful than the MP5, and pretty much objectively better in every way. Problem is, you don't get much ammo for it, so you're gonna want to use it sparingly to conserve ammo for the times you need it. Now what do you do? Use the MP5. It's less powerful, but there's tons of ammo just laying around ripe for pickin's, giving you something easily disposable to use when the M249 isn't entirely necessary.
-snip- misread, am retarded
Since Gearbox kinda copied the end boss from Opposing Force into the first Borderlands game, I wonder if there is some cannon that links the two game universes together in some way. Valve's and Gearbox's heads are good friends after all. They knew each other since the beginning of both their companies. Would be pretty neat if the Borderlands universe was somehow connected to the Half-Life universe. Now that I think about it, they both are sort of set in a world full of alien creatures and war-torn mayhem, although HL is set in a more serious tone than Borderlands of course.
[QUOTE=Mech Bgum;52737896]So, it’s more powerful than mp5. Presumably for tougher enemies, right? But then that’s what magnum and explosives are for?[/QUOTE]
If you wanna tell me the secret to rapid-firing the magnum and grenades I'm all ears.
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