• Half-Life 2: Enhancement Mod (V2)
    2,440 replies, posted
I think some Fallout 3 style dismemberment would be pretty neat, but only when they explode.
[QUOTE=soullink;39374970]I think some Fallout 3 style dismemberment would be pretty neat, but only when they explode.[/QUOTE] It'd be cool to see arms and some chunks of flesh shoot off when you detonate a grenade at their feet Also if you're going to add gibbing, please have a damage threshold console command I want to play HL2 with the Bloody Mess perk :v:
What about L4D2's gore system? I think that could be quite cool if implemented with the headcrab zombies.
No extra gibs will be added. Maybe a bodygroup here and there for when people get shot in the head, but no extreme gibbing. As I've said before, I believe HL2 is not meant to be a particularly gory game (excluding a few areas in Ravenholm). I think adding lots of gibbing would ruin HL2's atmosphere.
[QUOTE=endorphinsam;39373999] 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] Striders also have gibs, and those are quite fitting.
[QUOTE=Minelayer;39378107]Striders also have gibs, and those are quite fitting.[/QUOTE] Synth, fauna or zombie gibs are fine I guess, but if humans/overwatch were to explodes in a plethora of organs, bones and other pieces of meat à la HL1, I think it would not fit the overall atmosphere.
If HL2 is going to have any type of dismemberment, then it needs to be [I]precise[/I] with lots of "split zones". Gibbing is just messy and a very outdated way to do things. If anyone wants to see real modern dismemberment methods, see Gears of War or (unfortunately) Dead island. We shouldn't even be talking about gibbing if we want gore in this game. Half Life 2 would need something like Soldier of Fortune 2 where[URL="https://www.youtube.com/watch?v=hGsdDO672ps"] heads are split into twelve parts[/URL] so that headshots never actually take off the whole head, but instead seriously disfigure it. Half life 2 has the kind of atmosphere that calls for extremely realistic gore, and I don't think that's the kind of work anyone wants to spend that much time on. As you can see in the above video, that shit can get tedious to set up. On another note, I really want to play SOF II now. What would be a cool alternative would to have alternate textures for the NPCs that emulate a "skinned" look that get masked in on areas of high damage. I'm not sure if that's possible in sour--wait... [URL="https://www.youtube.com/watch?feature=player_detailpage&v=x905NYXd68w#t=9s"]of course it is[/URL]. Another solution would be to do it the way dishonored does it and make a generic mangled human model with the proper "seams" and place it "inside" the main ragdoll to be revealed by the main ragdoll's bones shrinking down to a value of 0. The inside ragdoll is the one that's actually made of all the different parts and dismembers, and the outside one just shrinks away until it's gone. That method would be particularly awesome for burning effects imo.
I think it would be easier to use the L4D2 gore system sparingly then it would be to make a entirely new system based off other engines.
we need Rise of the Triad style gibs.... LUDICROUS GIBS!
[QUOTE=Fat-Corgi-Guy;39376846]No extra gibs will be added. Maybe a bodygroup here and there for when people get shot in the head, but no extreme gibbing. As I've said before, I believe HL2 is not meant to be a particularly gory game (excluding a few areas in Ravenholm). I think adding lots of gibbing would ruin HL2's atmosphere.[/QUOTE] you can shoot sawblades through multiple zombies to remove their legs from their already opened torsos and there are burnt corpses rest in places close by. There are monsters that slowly pull you into their jaws with their tongue and who vomit human parts when they die There's an enemy called a man hack and there's a reason for it. In episode 2 you take a shotgun from someone who's obviously blown his brains out and there are a quite a few brutal animations with hunters and rebels. Half life's ment to be dark and gory.
gory =/= dark but hl 2 is gory allright
Having said that, I still believe flopping over with some decals aren't quite enough. Straight up gibs is too much. Intricate dismemberment could work but would take more work than it's worth. I think alternate mangled textures are the way to go. [QUOTE=highvoltage;39379380]I think it would be easier to use the L4D2 gore system sparingly then it would be to make a entirely new system based off other engines.[/QUOTE] No. The only reason why l4d2's gore system was even feasible in production is because they only need to do the whole process once and it would fit every zombie. Notice how the gore system is not present on the special infected. This is Half Life we're talking about. The enemies are way more diverse than l4d. It's not something that you can just drag over. You'd have to model the insides of every single npc body type in the game and then author several "holes" for every combination of damage. On top of that, you have to model different head permutations for headshots from different angles. If anything from l4d is doable, I'd say it's l4d1's gore system. Heads that pop into nothing (which I always thought was more satisfying anyway) and limbs that disappear into stubs spawning generic naked mangled limbs. Actually, that could work pretty well. Of course it wouldn't work with every weapon though. Just explosives and maybe the shotgun when used point blank. There's not much else in the Half Life 2 weapon roster that would actually be capable of dismemberment. That being said, it would make the effect that much more grounded because it would be extremely rare. If we're talking something in the way of general feedback, I'd like to see enemies that reacted from being shot better. This should be standard, but there's still quite a few modern games that don't do this strangely enough. In fact, I've always wanted npcs that behaved like Gears of War or Rage characters that flank and take cover and blind fire and try to fake the player out by popping up just to get you to attack prematurely. I just don't like how Half Life AI ever since 98 just sit there and hose bullets at you while taking all the fire you can give without even flinching.
It would be pretty damn cool if we could switch out the character for the burnt body model when they die from fire. Also it'd be nice to have a better burning animation for the combine rather than the default dancing one.
I would suspect this has already been asked at some point (Rate me late if so), but could you please whip up a pack alongside the final release that's just the improved materials/models/textures for use with mods like Gmod, Synergy and Obsidian Conflict so we can add a taste of the enhanced experience to those? EDIT: Now that i think about it i could propably just copy/paste the models/materials/sounds folders from the finals, though that may produce some wierdness. Still, you wouldn't believe how hard it is to find high-res textures and high-poly models that make a reasonable effort to stay true to the originals...
[QUOTE=The Vman;39380039]It would be pretty damn cool if we could switch out the character for the burnt body model when they die from fire. Also it'd be nice to have a better burning animation for the combine rather than the default dancing one.[/QUOTE] Also bugbait bugbait should not make you dance.
^yeah, they should step back and try to wipe it off of their vest. It would actually be pretty funny to see a combine stop fighting to casually wipe themselves off only to be interrupted by an antlion who rips them to shreds. [QUOTE=The Vman;39380039] Also it'd be nice to have a better burning animation for the combine rather than the default dancing one.[/QUOTE] What would be really nice is if they always die from incineration no matter what instead of just dancing while on fire and then miraculously extinguishing and continuing to fight like nothing happened.
[QUOTE=Mr. Massacre;39380050]I would suspect this has already been asked at some point (Rate me late if so), but could you please whip up a pack alongside the final release that's just the improved materials/models/textures for use with mods like Gmod, Synergy and Obsidian Conflict so we can add a taste of the enhanced experience to those? EDIT: Now that i think about it i could propably just copy/paste the models/materials/sounds folders from the finals, though that may produce some wierdness. Still, you wouldn't believe how hard it is to find high-res textures and high-poly models that make a reasonable effort to stay true to the originals...[/QUOTE] Yeah, I'd say you release the sourcemod [I]and[/I] a model/texture pack for the original game. That wouldn't be too hard, right?
[QUOTE=BigJoeyLemons;39380277]Yeah, I'd say you release the sourcemod [I]and[/I] a model/texture pack for the original game. That wouldn't be too hard, right?[/QUOTE] Point. once again, I guess i could just do the model/material/sound thing and that'd work well enough.
-snip- wrong forum
[QUOTE=Zeb Brown;39380356][media]http://www.youtube.com/watch?feature=player_detailpage&v=Ib6-HeLcI4Y[/media] "Whats going on jon" *Walks away*[/QUOTE] what
[QUOTE=SFC003;39380365]what[/QUOTE] Too many tabs
[QUOTE=Zeb Brown;39380356]-snip- wrong forum[/QUOTE] You might wanna check what thread you posted in, son. [editline]27th January 2013[/editline] well, shit, im late
Wrong. The gore system isn't present on special infected because they are different sizes. the vast majority of humanoid characters in half life are the same size and shape. all you'd need to do is make unique parts (combine cybornetics, signs of headcrab mutation) to add to the regular human gore (which would fit everything. I always thought that combine soldiers should show very little pain, but i would be better to show more when it comes to rebels/cps.
[QUOTE=The Jack;39380518]Wrong. The gore system isn't present on special infected because they are different sizes. the vast majority of humanoid characters in half life are the same size and shape. all you'd need to do is make unique parts (combine cybornetics, signs of headcrab mutation) to add to the regular human gore (which would fit everything. I always thought that combine soldiers should show very little pain, but i would be better to show more when it comes to rebels/cps.[/QUOTE] Would you like this mod to take 5 years to finish?
Guys I think we are getting [U]way[/U] ahead of ourselves here. I seriously doubt they're going to do implement L4D2's complex gore system (does AS even support that?). L4D2 was a big game title (I'm at a loss for words to properly describe it, sorry) that used that gore as a selling point, this is a mod team that just wants to improve an aging game.
I personally just wish the feedback was better. I know many will disagree, but shooting as an action was never all that satisfying in Half Life. The big draw was everything else. The thing is, there's no reason not to change that.
[B]Update![/B] It's been a little while, but I think I've now perfected Barney (or as close as I can get, and closer than anyone else has ever gotten). [B]comparison[/B] [img_thumb]http://i.imgur.com/4O4hsEM.jpg[/img_thumb] [B]in-game[/B] [img_thumb]http://i.imgur.com/vYaJzG4.jpg[/img_thumb][img_thumb]http://i.imgur.com/JjKXjKD.jpg[/img_thumb][img_thumb]http://i.imgur.com/IUIX6fl.jpg[/img_thumb] [img_thumb]http://i.imgur.com/wCuAJRu.jpg[/img_thumb][img_thumb]http://i.imgur.com/BqjXDWt.jpg[/img_thumb][img_thumb]http://i.imgur.com/QMs4AZ8.jpg[/img_thumb]
[QUOTE=DigitalySane;39380157]Also bugbait bugbait should not make you dance.[/QUOTE] bugbait? more like bug[I]beat [/I] unch-ika unch-ika unch-ika unch-ika beeeooowwwwoooooop unch-ika unch-ika
half-life 2: realistic staring simulator!!!
[QUOTE=xalener;39379972]Having said that, I still believe flopping over with some decals aren't quite enough. Straight up gibs is too much. Intricate dismemberment could work but would take more work than it's worth. I think alternate mangled textures are the way to go. No. The only reason why l4d2's gore system was even feasible in production is because they only need to do the whole process once and it would fit every zombie. Notice how the gore system is not present on the special infected. This is Half Life we're talking about. The enemies are way more diverse than l4d. It's not something that you can just drag over. You'd have to model the insides of every single npc body type in the game and then author several "holes" for every combination of damage. On top of that, you have to model different head permutations for headshots from different angles. If anything from l4d is doable, I'd say it's l4d1's gore system. Heads that pop into nothing (which I always thought was more satisfying anyway) and limbs that disappear into stubs spawning generic naked mangled limbs. Actually, that could work pretty well. Of course it wouldn't work with every weapon though. Just explosives and maybe the shotgun when used point blank. There's not much else in the Half Life 2 weapon roster that would actually be capable of dismemberment. That being said, it would make the effect that much more grounded because it would be extremely rare. If we're talking something in the way of general feedback, I'd like to see enemies that reacted from being shot better. This should be standard, but there's still quite a few modern games that don't do this strangely enough. In fact, I've always wanted npcs that behaved like Gears of War or Rage characters that flank and take cover and blind fire and try to fake the player out by popping up just to get you to attack prematurely. I just don't like how Half Life AI ever since 98 just sit there and hose bullets at you while taking all the fire you can give without even flinching.[/QUOTE] I wasn't saying to apply the gore to every single NPC, gore and gibs on the citizens and combine would look silly and out of place. I was leaning more towards the idea where HL2 isn't meant to be gory and have the gore system to be applied [I]sparingly[/I] on select models such as the headcrab zombie which would make them more intimidating in Ravenholm. Currently if you shoot a zombie in the arm enough they die. It would be better if the arm gibbed off and it still came after you. I don't think a lack of arm or a hole through the chest will bother the headcrab too much. You could also make it so the headcrab can hop off at the player if the hosts body is too damaged or have the zombie crawl after the player if the legs are too damaged.
Sorry, you need to Log In to post a reply to this thread.