Any good hl2 co op mods out there besides oc and synergy?
185 replies, posted
[url]http://www.love-tub.net/?page_id=7[/url]
HELLLO drop the discusion about the fucking anime models already, if they like it so fucking be it, its a free motherfucking country and its there choice for better or for worse to show it off like that.
and frankly I am into anime myself (baccano, black lagoon, Golgo 13, angel heart ect ect) althought I dont use it as an avatar, images in a blog, all over everything in my games or use models like that in there game because I dont care for that kind of stuff, I just enjoy watching it.
and the whole god damn point of the thread was to find out if there was any alternatives to oc and synergy for a proper rushing asshole proof, reasonabily gltichfree hl2-ep2 co op mod since the oc team is badly neglecting theres and synergy needs alot of work to be made as stable as it was.
Yeah...
Away from the anime bullshit.
The Human Error Coop has been released.
[url]http://www.moddb.com/mods/half-life-2-short-stories/news/human-error-coop-beta-released[/url]
and worfox Custom campains where not the reason HL2 co-op was made, it was made so you could play the regular campain, but with other people. If it was made to play custom campains then it would be no better than HL2: deathmatch
and truth betold while it is much more interesting and closer to the hl2 campaigns its just a more advanced version of dm and not a proper subsistute for the hl2 - ep2 campaigns that are in dire need of attention and anti rushproofing.
[QUOTE=Live2becool;23357768]Well that's were all the popularity is. :|[/QUOTE]
The other servers are populated much more of the time.
yeah but keychains server seems to atleast have a minumal of 3 people in it during the hightimes and everything set up and working.
hell it seems like theres really only 4 or 5 really big servers in there that have alot of people in them most of the time, kechains being one of them along with serial experements jehdin anbd a few others all playing nothing but custom campaigns it seems.
accentuating my point that the hl2 - ep2 campaigns need attention and work to make them popular again in oc
Another reason for Valve to allow downgrading of games so you can go back to V10.
You can even go back to the SourceMod version. It is however more like Obsidian Conflict with odd custom models and weapons. The campaign support isn't good either.
When I beta tested the Synergy updates, I reported some problems with the loading and checkpoint system. The coder did some changes and said he fixed it, but there were still some problems left unfixed. Since then, he hasn't touched Synergy much as he is busy with real life. If you're planning on playing online with strangers, forget about finding a different mod.
doesn't change the fact anime models are optionally downloadable
[QUOTE=Kavinsky;23371367]and worfox Custom campains where not the reason HL2 co-op was made, it was made so you could play the regular campain, but with other people. If it was made to play custom campains then it would be no better than HL2: deathmatch [/QUOTE]
i did not know you invented hl2 co-op
[QUOTE=Kavinsky;23371367]and worfox Custom campains where not the reason HL2 co-op was made, it was made so you could play the regular campain, but with other people.[/QUOTE]
[url]http://obsidianconflict.net/?page=about[/url]
[QUOTE=Kavinsky;23371367]and worfox Custom campains where not the reason HL2 co-op was made, it was made so you could play the regular campain, but with other people. If it was made to play custom campains then it would be no better than HL2: deathmatch
and truth betold while it is much more interesting and closer to the hl2 campaigns its just a more advanced version of dm and not a proper subsistute for the hl2 - ep2 campaigns that are in dire need of attention and anti rushproofing.[/QUOTE]
what you just defined is the meaning of Co-Op, not the meaning of HL2 Co-Op as this is defined by the mods who do add the coop feature themself (hence why it's up to them what it means exactly), not you...
[url]http://en.wikipedia.org/wiki/Cooperative_gameplay[/url]
[highlight]Don't start the whole x mod is better than y, this is not what this thread is for and will earn you a ban from now on[/highlight]
Silikone if you were one of the beta tester for synergy v11 you should have told them it would fuck everything up like it did and told them to forget it and leave it alone.
and theres bound to be other mods like synergy and obsidian that are well looked after and not run by people who neglect them for custom campaigns
and keyfox that is the WHOLE point of hl2 co op, you dont need to be the inventor of co op to understand that basic prinicpal
worfox
first sentence
"Obsidian Conflict is a cooperative modification created for Half-Life 2."
meaning its a half life 2 co op mod, not a mod based on the hl2 series running off of primarily custom campaigns that you can also play hl2 - ep2 with, with rushing idiots, neglected levels with plenty of npc glitches (like the audio for the gman scene in ep2 cutting out completely) and other problems.
second sentence
It is a community based mod with focus on fun, cooperative, and physics-related puzzles
meaning your supposed to listen to your communitys suggestions to make it better (looking at you neico and keyfox) and more fun to play and to make it co operative none of which is being applied to hl2 - ep2 parts right now
thrid sentence
The mod has an open story, but is still set in the Half-Life 2 universe.
meaning the custom stuff has an open story, so what?
and Neico..... so?
honestly all of you on the development team (worfox, keychain, neico and whoever else) take a look at the writing on the wall and tally up how often you see people playing through hl2 - ep2 per day
and then listen to what Ive said here and do something about it.
I mean THINK ABOUT IT. HL2 is 69 maps in total, EP1 is 14, EP2 is 18. that is 101 maps people hardly play in your mod because of the rushing and glitching problems in them (not even counting HL1 source) out of 110 custom maps on your server keychain so I wasnt exagerating when I said half of your mod badly needs attention and rush proofing
clearly, you don't know what hl2 co-op means when used
it means that it is a cooperative mod [b]based[/b] on half-life 2, it uses the game's textures, models, and sounds during the average gameplay, it doesn't fucking mean that it is coop in the vanilla hl2 campaign
so how about you stop telling us what the mod is meant to be? if you bother to read the "about" section, you would read that it is all about customization, vanilla campaign co-op is just a bonus. the main goal of oc is to give players a completely new cooperative experience amongst the half-life series. vanilla co-op is not a new cooperative experience
Yeah, well I'm gonna build my own co-op mod! With blackjack and Hookers! Actually, forget the co-op mod, and the blackjack. Ahhhh screw the whole thing!
@ Kavinsky.
When I get back from holidays, I'll try make a community pack of scripts adding some of your suggestions [u]if I can[/u].
You can help me by giving you're thoughts.
levelchange wait period (60seconds?) I really would think its better to keep it the same per map, so players know its the same time on every map.
Though this will not always help as, if the level transition is halfway up a lift shaft and players jump in the lift and start it. Then I can see there being issues.
Should there (if possible) be a level start wait period, though I know that this is a little tricky on some levels. And how long for that 60 seconds? Again as you can guess some levels will start with set piece point_view_control or sequences, again could be issues.
Acually now I stop and think about it, while yes you can on some there will be quite a few instances of this not being possible or will just cause more issues. I can understand why this is not in the mod as default, as you end up straying even more from the flow of the game.
Also with level transitions, there are many reasons why a timer at the end just won't solve a lot of the rushing issues you have. Players are likely to just die at the end of a level near to the transition, but may end up having to spawn more than 60 seconds away. Ok, checkpoints could (info_player_starts) help here assuming there is room to place the spawns. But then if a player dies he may not want to spawn further than he previously reached before he died.
End of the day you're annoyed about players rushing and others missing the end of the map but some players like to see every scripted sequence/ set piece its virtually impossible to stop rushers triggering those. Its very difficult to draw a line on all of this.
The bunny hoping I can turn off. But again for genuine players who've died and want to catch up with the action and with bunny hopping turned off will miss a lot of the sequences and set pieces because they are too slow to catch up.
Lives could be added to the scripts, this could deter some players from rushing parts where they may get killed.
End of the day players will exploit any game, its who you play with that matters. Personally I enjoy public servers and playing with both strangers and friends, I learn't not to get too frustrated at the players who either exploit or are new and haven't really grasped the fun that can be had in demonstrating co-op play.
I'll see what I can do, back in 3 weeks, no promises though, and I'm sure it'll never be without flaws.
Edit: The Human Error mod's traitor mode sounds cool :o
I've always wanted to play HL2 + Episodes co-op, but both mods are unplayable :frown:
and that keychain is a waste
your mod could become thee hl2 co op mod covering all bases and beating synergy hands down if you did give it the attention it needs, like I said 110 custom maps vs 211 if you put the work in to get the normal campaigns up to scruff and working just like they do and just as intense as it is in the single player campaign,
I mean I have yet to see anyone properly recreate the intensity of the strider battle of hl2 in a custom map in your mod
but its your mod, your choice and your loss.
besides and I was just pissed at neico for being such an ass to me on the forums after I put all that work in to show what I was talking about with the pistol and shotgun balancing thread and he so casually closed it like he was god and anyone who objected was below him, he needed to be knocked down a few pegs and I wasnt about to let him get away with it that easily.
anyways fug yeah its 60 seconds per map change and it should only change once 3/4ths of the team gets there and the map start timer would probably get annoying real fast unless its on a map like the strider battle of c17 where it would probably help keep everyone together and aid the experence
but I think the most important thing to rig up during the hl2 campaign would be is that there's no rocket ammo in your inventory when you respawn.
Especally when you have to shoot something down starting with the gunships at new little odessa and beyond otherwise the life expectancy of these enemies quickly becomes seconds instead of minutes and the challenge is lost
lives might be a good idea, it would promote careful thinking but the damage the enemies give would have to be upped to balance out the avalibity of health and ammo (we might want to look into restricting that too, first things first thought) and with bunny hopping disabled it might be a good idea to rig up checkpoints as you said or some sort of teleporting system to get you to the action asap, althought the added difficulty of not having these luxuries might actually make the game more fun and challenging
bascially the things I'd like to acomplish with this is to rig up the timer at the end of all the levels for 60 seconds and it wont change unless most of the teams there just like in synergy. get rid of the rocket ammo being automatically given to you upon respawn to make the aerial and strider fights more challenging along with appling this to some of the ammo for rarer weapons as well, but the rockets come first.
overall I'd like to bring back the challenge and intensity of the hl2 levels back, I mean most of these levels are too easy in OC so we might want to look into some sort of dificulty booster for it althought not to the point where your shooting at someone after putting a full clip into him and he's still not dead, I want it to become challenging and rewarding, not stupid.
and yeah I know that with playing online theres going to be assholes rushing everything but still it shouldnt be like ah the game just loaded, I look around for five seconds and then bam! map change.
This sums up all the anime fags who play OC
[img]http://i187.photobucket.com/albums/x217/abortionchan/4chan/1231282216073.jpg[/img]
Also Pedos.
To tell you the truth Kavinsky, refining the campaign mapadds is on my to-do list since a while now, but to do most of that, quite a few code changes and additions are required, which we do not have the team power for right now, so we rather focus on our top priority, which is custom maps and functionality.
But a week ago someone applied as coder, I'm currently testing him, so we might have a new coder soon who actually could help us with some of that.
Still, getting the campaign maps to be bug-free and play as good as in SP is much harder than it might look to you, the maps and all the entity work was made for 1 player. IMO, most map's gameplay would need to be changed to allow a proper co-op experience, but then it would not be the same as vanilla HL2 anymore.
I know that worfox but keychains reply really gave me the impression that unless you guys were going to go for steam support, like he said you were with the next version that the hl2-ep2 sections were going to get NO attention unless deemed absolutely necessary like if they all broke
but listen whatever me and fug here rig up in oc to make it more like the co op experence of old synergy (with his permision it) we'll post it on the forums for you guys to implement into the mod to help with these issues.
and you might want to create a bug report thread on your forums just so we have a place to report all of the bugs we've come across in those sections of hl2 - ep2 and with some of the custom campaigns.
and vanilla hl2 isn't what I'm looking for, its fun challenging hl2 co op that I can enjoy with my ex old synergy buddies sthat I'm looking for
If its on his to-do list and after reading the official 1.35 release news post, he's already said that the campaigns would have to be fixed at a later date. Then perhaps its best left to the devs, not that I'm getting out of the work, its just W0rf0x created all the exsisting mapadds and knows them a damn sight better than I, also he has the ability to code in fixes.
If I get time, and its looking a while before W0rf0x gets round to it, I'll see what I can do, it might help as a pre test or something.
Follow Freeman is worth it for the Train Station mission alone.
Alien swarm my friend.
[QUOTE=Akasolidus;23412276]Alien swarm my friend.[/QUOTE]
Not HL2 co-op.
But it looks awesome none the less.
[QUOTE=jeimizu;23412325]Not HL2 co-op.
But it looks awesome none the less.[/QUOTE]
Oh well it said hl2 coop mods so I thought he meant coop mods using the hl2 engine. And it does use the source sdk engine. Im sorry.
OC and Synergy should combine, so everyone can have the best of both mods in a single mod. Plus a larger team so more gets done faster.
[QUOTE=BlackRainbow;23420276]OC and Synergy should combine, so everyone can have the best of both mods in a single mod. Plus a larger team so more gets done faster.[/QUOTE]
If people came together that easily we'd be on mars and have cured cancer by now.
[QUOTE=scout1;23420430]If people came together that easily we'd be on mars and have cured cancer by now.[/QUOTE]
True, but two mod team joining together isn't on quite the scale of going to mars or curing cancer.
[IMG]http://w0rf0x.obsidianconflict.net/screens/oc/d2_coast_010008.jpg[/IMG]
You happy now Kavinsky?
Also OC and Syn merging is very unlikely to happen due to different goals.
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