[QUOTE=Fat-Corgi-Guy;39368414]If that's all you'd have the AK-47 for, what's the point of even having it???[/QUOTE]
Same reason people are keen for the different languages featured; its neat and helps immerse the player I guess.
that's different compared to all the work put into modeling, texturing, rendering, adding sounds and then make it work in the game, only for it to act the same way as the smg except it's purely cosmetic.
It's a waste of time and doesn't add anything to the overall immerison
[QUOTE=Coffee;39367167][img]http://images.wikia.com/half-life/en/images/0/03/Stripped_combine_soldier.jpg[/img]
You sure?[/QUOTE]
Seeing that unarmored combine dude gave me a thought.
Shouldn't you occasionally come across dead soldiers that have been stripped of their gear?
If there's an explosion, there should be a fire after the explosion, staying there for a few minutes. If someone fires a path, they should be able to extingush the fire with a new weapon. Just saying to make more realistic.
[QUOTE=A B.A. Survivor;39368930]Seeing that unarmored combine dude gave me a thought.
Shouldn't you occasionally come across dead soldiers that have been stripped of their gear?[/QUOTE]
i was going to suggest another sfc idea but you took it (i'm gonna sue)
however, i have a better one. maybe see other metrocops without gear on?
[QUOTE=Swog;39369203]If there's an explosion, there should be a fire after the explosion, staying there for a few minutes. If someone fires a path, they should be able to extingush the fire with a new weapon. Just saying to make more realistic.[/QUOTE]
I'm cool with a little cosmetic flame or smoke after an explosion but not full on fire. That would be seriously annoying.
[QUOTE=Swog;39369203]If there's an explosion, there should be a fire after the explosion, staying there for a few minutes. If someone fires a path, they should be able to extingush the fire with a new weapon. Just saying to make more realistic.[/QUOTE]
I have a feeling you've never seen a real explosion before, especially a grenade explosion, which is most one of the only 2 explosives we use.
It'd actually be realistic if they [I]removed[/I] the fire for grenades:
[media]http://www.youtube.com/watch?v=cpS3WuNcgs4[/media]
[media]http://www.youtube.com/watch?v=JfyNcn87gPI[/media]
I've got idea connected to strip soldiers too though not sure about this one. How about bonus level where you fight with them in place where they are made? They would be stripped and maybe weaker than normal ones but faster.
[QUOTE=Vort97;39369593]I've got idea connected to strip soldiers too though not sure about this one. How about bonus level where you fight with them in place where they are made? They would be stripped and maybe weaker than normal ones but faster.[/QUOTE]
You mean stripped Soldiers in Nova Prospekt? I dunno, regular Soldiers would make sense, but they wouldn't be sent into combat without armour.
There actually are a few normal Overwatch Soldiers in Nova Prospekt (the prison, not the chapter), 3 to be exact. One is not normally visible because he's around a corner, but he gets killed by antlions and on rare occasions will fall into view (Nova Prospekt), the second is killed by Alyx and falls down to you (Entanglement), and the third is found dead in the electrified water (Entanglement).
I always assumed that Overwatch Soldiers ready to be shipped to the Citadel were instead held back at the last second and tasked with helping defend the prison, hence why there are Soldiers wearing Sector 17 uniforms in Nova Prospekt.
Maybe some OS17 Soldiers can aid in the final assault though, it'd make sense that the Prison's guard force would be significantly depleted by this point, and might want to augment themselves with any freshly modified transhuman soldiers they can get.
[QUOTE=Coffee;39367167][img]http://images.wikia.com/half-life/en/images/0/03/Stripped_combine_soldier.jpg[/img][/QUOTE]
I'm excited to see how you guys interpret this model.
hope we get some definition and detail to that super reflective part
make it look digusting and horrific because there's never too much body horror in Half-Life
[QUOTE=Joazzz;39370391]hope we get some definition and detail to that super reflective part
make it look digusting and horrific because there's never too much body horror in Half-Life[/QUOTE]
Romka made a slightly better one, perhaps get permission to use his as a base?
[QUOTE=Ereunity;39370916]Romka made a slightly better one, perhaps get permission to use his as a base?[/QUOTE]
What I'd really like, is to be able to use Romka's high-poly Combine Soldiers:
[img]http://img2.imageshack.us/img2/8844/combinesoldiers.jpg[/img]
Those are for his private mod so I'm pretty sure you'd never be able to get them.
Its worth the shot to ask him.
[QUOTE=xalener;39367376]So what kind of new effects are we gonna see here? I know you're using the Alien Swarm engine, but is this with Biohazard's deferred renderer?
Will cascaded shadow mapping be supported?
Is proper per-pixel motion blur possible? I'm sick of Source's default camera based bullshit :T[/QUOTE]
don't mind me just asking again >.>
It would be nice if the weapons and characters all got new animations. The current ones aren't bad per say but they could definitely be spiced up a bit.
[QUOTE=Mr. Someguy;39369778]You mean stripped Soldiers in Nova Prospekt? I dunno, regular Soldiers would make sense, but they wouldn't be sent into combat without armour.
There actually are a few normal Overwatch Soldiers in Nova Prospekt (the prison, not the chapter), 3 to be exact. One is not normally visible because he's around a corner, but he gets killed by antlions and on rare occasions will fall into view (Nova Prospekt), the second is killed by Alyx and falls down to you (Entanglement), and the third is found dead in the electrified water (Entanglement).
I always assumed that Overwatch Soldiers ready to be shipped to the Citadel were instead held back at the last second and tasked with helping defend the prison, hence why there are Soldiers wearing Sector 17 uniforms in Nova Prospekt.
Maybe some OS17 Soldiers can aid in the final assault though, it'd make sense that the Prison's guard force would be significantly depleted by this point, and might want to augment themselves with any freshly modified transhuman soldiers they can get.[/QUOTE]
I think those were more like developer oversights because you're not really supposed to get a good look at those particular soldiers.
[QUOTE=Fat-Corgi-Guy;39371062]What I'd really like, is to be able to use Romka's high-poly Combine Soldiers:
combines [/QUOTE]
The legs look odd to me because i'm used to the soldiers looking like they fill their suits with air.
[QUOTE=CB1993;39372584]I think those were more like developer oversights because you're not really supposed to get a good look at those particular soldiers.[/QUOTE]
It's not exactly hard to give them the correct soldier type when placing them, especially since they were scripted too.
Unlikely to be a mistake.
[QUOTE=Ereunity;39372664]It's not exactly hard to give them the correct soldier type when placing them, especially since they were scripted too.
Unlikely to be a mistake.[/QUOTE]
I know it's not hard to change the skin, but that doesn't mean they didn't make a mistake.
[QUOTE=CB1993;39372584]I think those were more like developer oversights because you're not really supposed to get a good look at those particular soldiers.[/QUOTE]
Not supposed to get a good look? One of them drops literally right in your face! And another is laying smack-dab in the middle of the room.
[editline]26th January 2013[/editline]
I was wrong, there's actually 3 Overwatch Soldiers, and they're all directly in your path:
[t]http://cloud-2.steampowered.com/ugc/882972484916881439/A74135E04502FD13C855C9BEA790FC1BE2A41236/[/t][t]http://cloud-2.steampowered.com/ugc/882972484916883454/6DE5CE6207E3E2D59BA392FC47CCA04CB6638E74/[/t][t]http://cloud-2.steampowered.com/ugc/882972484916886168/54AD040675B77492112CE54A9E67B815FD1D828D/[/t]
Strange that you never fight a single one in Nova Prospekt. They died before you reached them. They're whimps compared to the guards.
Well, they're also completely alone in a crumbling facility, we don't know how or why they are, except the first one, who appears to be patrolling when he comes across Alyx. Personally I think it's possibly they aren't trained yet. Nova Prospekt is where the surgery is performed, but in EP1 the Citadel has the 'programming beds'. When you think about it, the one that came across Alyx missed his shots pretty badly :v:
We should bring back gibbing back from HL1
[QUOTE=The Vman;39373700]We should bring back gibbing back from HL1[/QUOTE]
I'd say to an extent, like modelling holes in the character or ripped suits, but not missing limbs and flying torsos. What I'd really like to see is ripped up bloody suits with parts of their body exposed from an explosion, headshots that remove part of the mask so you can see like their bloody eyes or something, and maybe [i]maybe[/i] sometimes losing a leg from an explosion
I don't know why gibs in half life 2 feel so different like they shouldn't be there, while in HL1 it felt sort of necessary.
Whether it's the animations or scripting or sounds or whatever HL2's arsenal feels really lightweight and weak, especially the crowbar. FFS you're waving around more than a foot of solid iron like its nothing.
[QUOTE=Chonch;39374257]Whether it's the animations or scripting or sounds or whatever HL2's arsenal feels really lightweight and weak, especially the crowbar. FFS you're waving around more than a foot of solid iron like its nothing.[/QUOTE]
Well Gordon does have the HEV suit. Might make it easier to swing heavy shit.
[QUOTE=fear me;39374289]Well Gordon does have the HEV suit. Might make it easier to swing heavy shit.[/QUOTE]
Still, it doesn't look like he's [I]swinging[/I] it, rather just thrusting the whole crowbar forward. It'd be nice to have a proper swinging animation.
[QUOTE=endorphinsam;39373999]I'd say to an extent, like modelling holes in the character or ripped suits, but not missing limbs and flying torsos. What I'd really like to see is ripped up bloody suits with parts of their body exposed from an explosion, headshots that remove part of the mask so you can see like their bloody eyes or something, and maybe [i]maybe[/i] sometimes losing a leg from an explosion
I don't know why gibs in half life 2 feel so different like they shouldn't be there, while in HL1 it felt sort of necessary.[/QUOTE]
I would say that the difference is because of how they were trying to interpret Gordon.
In HL1, you're caught in the mess and trying to escape, only solving problems because they're in your way. Gordon was a complete blank slate, the player could do anything to anyone, like shooting all the scientists and whacking them until they explode into giblets. It didn't matter how anyone would play Gordon, less than 5 people that saw him would survive Black Mesa, and they weren't in a position to see Gordon molest the science team.
In HL2, there's a more serious tone, and you're supposed to be some sort of hero who shouldn't really be going around killing all his teammates and ripping their corpses apart, or the enemy's corpses either.
[sp]Either that or they just didn't want to make gibs.[/sp]
Sorry, you need to Log In to post a reply to this thread.