• Half-Life 2: Enhancement Mod (V2)
    2,440 replies, posted
To an extent, it would make the game better if you saw other characters with new weapons. but it wouldn't make the game better if you picked them up, if that makes sense. It would seem more realistic for there to be a variety of shotguns, but it wouldn't make sense for the player to carry four shotguns that function the same.
stop it
stunstick and slam straight from HL2DM shouldn't be too difficult to import but completely new guns? nopls
[QUOTE=The Jack;39391732]To an extent, it would make the game better if you saw other characters with new weapons. but it wouldn't make the game better if you picked them up, if that makes sense. It would seem more realistic for there to be a variety of shotguns, but it wouldn't make sense for the player to carry four shotguns that function the same.[/QUOTE] In term's of reality you would most likely see that. However this is a game, all of the weapons are a symbol of the game and represent it. I think all the weapon's that they use now are perfect, no need for unnecessary clutter. What if a citizen dies? What if the player needs ammo? It's just a bad idea. The stun-stick would be kinda cool, but like others said, it serve no vital purpose in the weapon set.
The only new weapons that I'd even want in HL2 would be: [I]SLAMs -Make sense. the Gluon Gun -Could be found in a secret area in BM East. and the Tau Cannon[/I] -already in-game, it would just need to be ripped off the buggy. The 2 guns sharing the same ammo as before, but also have the ammo very scarce.
[QUOTE=Ereunity;39370916]Romka made a slightly better one, perhaps get permission to use his as a base?[/QUOTE] [QUOTE=Ereunity;39371195]Those are for his private mod so I'm pretty sure you'd never be able to get them.[/QUOTE] [t]http://i.imgur.com/8qXvAUJ.jpg[/t] That's not true. The mod I was working on was meant to be released to the public. It never even made it to the public beta state though due to the lack of coordinated teamwork and reliable dev team members. This mod was also something like some kind of enhanced hl2 mod. Basically it's the original hl2 story as we all know it, filled with the unused conceptual stuff known from the hl2 leak, plus some of my own ideas. I didn't just port all kind of shitty weapons and badly rigged NPCs. Only a few things that were handable to be used and was fun to play with in the campaign. Many things were remade, not just ripped. And they were already done and usable. For example the unmounted gauss gun and a real world model for it. The old green Stinger missile launcher replaced the hl2 RPG. All AR2's pulse rifles were replaced by AR2 XM29 OICW's. The white combine soldier elite was only to be found inside the citadel (using the pulse rifles). The elite soldiers outside the citadel were the black concept combine soldiers with the flak vest (they use the grenade launcher on the OICW). SMG1 became an MP5k without a grenade launcher. SPAS12 with folding stock and right hand reload. flare gun, M136 minigun (and a combine soldier minigunner to compete), a reloadable flamethrower from Resident Evil 2, conscripts on the coast maps, the old Kleiner's lab (partly)... and many more stuff. However... Foda was the last coder working on this mod. He left his tasks unfinished. Without his support I couldn't proceed working on it. And so this mod is doomed to be dead or at least stuck in developent for years.
[QUOTE=Fat-Corgi-Guy;39392590]The only new weapons that I'd even want in HL2 would be: [I]SLAMs -Make sense. the Gluon Gun -Could be found in a secret area in BM East. and the Tau Cannon[/I] -already in-game, it would just need to be ripped off the buggy. The 2 guns sharing the same ammo as before, but also have the ammo very scarce.[/QUOTE] I think it could be cool to be able to take the Tau off the buggy when you want to fight on foot with it, and then re-attach it to recharge the battery
[QUOTE=Fat-Corgi-Guy;39392590]The only new weapons that I'd even want in HL2 would be: [I]SLAMs -Make sense. the Gluon Gun -Could be found in a secret area in BM East. and the Tau Cannon[/I] -already in-game, it would just need to be ripped off the buggy. The 2 guns sharing the same ammo as before, but also have the ammo very scarce.[/QUOTE] also [video=youtube;62Dlheh5HbM]http://www.youtube.com/watch?v=62Dlheh5HbM[/video] make it happen
[QUOTE=Fat-Corgi-Guy;39392590]The only new weapons that I'd even want in HL2 would be: [I]SLAMs -Make sense. the Gluon Gun -Could be found in a secret area in BM East. and the Tau Cannon[/I] -already in-game, it would just need to be ripped off the buggy. The 2 guns sharing the same ammo as before, but also have the ammo very scarce.[/QUOTE] What would be the backstory for a duplicate Gluon Gun over in Black Mesa East? I couldn't see it making sense. I have a bias against the addition of any gun because I have a weird feeling it would through off the balance of the game. And making the ammo scarce makes the gun almost pointless.
[QUOTE=wauterboi;39392988]The Gluon Gun being in HL2 makes no sense in my opinion. I doubt they would have a duplicate of that gun. The Tau Cannon doesn't fit in HL2 but would at leastmake more sense. Then again I have a bias against the addition of any gun.[/QUOTE] at black mesa east, a more advanced gluon gun is found and you can meet the guy who gives it to you in HL1 there (who will give the gun to you again) he also says something like "i still can't handle firing this cannon!"
[QUOTE=Romka;39392732]That's not true. The mod I was working on was meant to be released to the public. It never even made it to the public beta state though due to the lack of coordinated teamwork and reliable dev team members. This mod was also something like some kind of enhanced hl2 mod. Basically it's the original hl2 story as we all know it, filled with the unused conceptual stuff known from the hl2 leak, plus some of my own ideas. I didn't just port all kind of shitty weapons and badly rigged NPCs. Only a few things that were handable to be used and was fun to play with in the campaign. Many things were remade, not just ripped. And they were already done and usable. For example the unmounted gauss gun and a real world model for it. The old green Stinger missile launcher replaced the hl2 RPG. All AR2's pulse rifles were replaced by AR2 XM29 OICW's. The white combine soldier elite was only to be found inside the citadel (using the pulse rifles). The elite soldiers outside the citadel were the black concept combine soldiers with the flak vest (they use the grenade launcher on the OICW). SMG1 became an MP5k without a grenade launcher. SPAS12 with folding stock and right hand reload. flare gun, M136 minigun (and a combine soldier minigunner to compete), a reloadable flamethrower from Resident Evil 2, conscripts on the coast maps, the old Kleiner's lab (partly)... and many more stuff. However... Foda was the last coder working on this mod. He left his tasks unfinished. Without his support I couldn't proceed working on it. And so this mod is doomed to be dead or at least stuck in developent for years.[/QUOTE] If yours is dead/in development hell, would you consider giving a few of those assets to this mod? I mean, I wouldn't want to recreate all the changes you made in yours, but more details (part of the old kleiner's lab, unmounted gauss gun, etc.) would definitely be beneficial.
[QUOTE=Fat-Corgi-Guy;39392590]The only new weapons that I'd even want in HL2 would be: [I]SLAMs -Make sense. the Gluon Gun -Could be found in a secret area in BM East. and the Tau Cannon[/I] -already in-game, it would just need to be ripped off the buggy. The 2 guns sharing the same ammo as before, but also have the ammo very scarce.[/QUOTE] It would have to be weakened a bit, or with only a few ammo boxes for it in the entire game. It's a really powerful weapon, especially if you're getting it that early on in the game.
[QUOTE=Romka;39392732]However... Foda was the last coder working on this mod. He left his tasks unfinished. Without his support I couldn't proceed working on it. And so this mod is doomed to be dead or at least stuck in developent for years.[/QUOTE] Good! That abomination should have never been thought of! I cannot even [i]begin[/i] to count the ways it savagely violates the canon of Half-Life! Worse than [B]SMOD[/B], [B]Fakefactory[/B] and [B]Black Mesa[/B] combined! etc, etc... Bad jokes aside, that mod sounds (and looks) like it would have been awesome for another run through HL2. Like if [B]Missing Information[/B] was less ambitious but more realistic in goals. Sad to hear it's dead in the water. Is there any chance the assets might be released independently or included in a different mod? At the very least, I would like to see more screens/videos of this mod to see how much of it was working in-game.
One would assume you've already seen this. But it's still pretty good. [IMG]http://screenshots.filesnetwork.com/31/potd/1124446960.jpg[/IMG]
[QUOTE=The Jack;39393893]One would assume you've already seen this.[/QUOTE] Do you read? Because I'm not going to answer this again- [highlight][B][I][U]The only reason that I don't use the original face models, is because in order to make high-quality skins, I need high-resolution textures, and the original face models don't have very high-res pictures of them (except for father Grigori).[/U][/I][/B][/highlight]
[QUOTE=The Jack;39393893]One would assume you've already seen this. But it's still pretty good. [IMG]http://screenshots.filesnetwork.com/31/potd/1124446960.jpg[/IMG][/QUOTE] He wants to work off high-res photos for the facemaps. Unless you can find high-res imagines of the original reference faces, they're unusable. Beaten to the punch.
[QUOTE=Fat-Corgi-Guy;39394114]Do you read? Because I'm not going to answer this again- [highlight][B][I][U]The only reason that I don't use the original face models, is because in order to make high-quality skins, I need high-resolution textures, and the original face models don't have very high-res pictures of them (except for father Grigori).[/U][/I][/B][/highlight][/QUOTE] what's that i don't know what your saying, i'll just ignore it and post my already-said and denied idea
If you guys do get a hold of those extra models, I have an idea for the green soldiers. Perhaps they can be used as a sort of Combine Commando? Buff the Elite's health and accuracy, and gives the current numbers to the CC's. CC's can be the ones that hit Lighthouse Point, and fight along Soldiers during the Battle of City 17.
Why not have Tau Cannon run off AR2 Orbs? They're not incredibly common, but not overly rare. And if the Tau Cannon is added, perhaps make it skipable? Say if you back to your parked buggy Lighthouse Point you can acquire it, but you can go right along without it.
Making it run off suit power might make sense.
[QUOTE=Cows Rule;39395663]Why not have Tau Cannon run off AR2 Orbs? They're not incredibly common, but not overly rare. And if the Tau Cannon is added, perhaps make it skipable? Say if you back to your parked buggy Lighthouse Point you can acquire it, but you can go right along without it.[/QUOTE] make it fall off the buggy when the dropship is flying away with it, making it fall close to the edge of the cliff side but entirely possible to miss. only players quick with the gravity gun would be able to catch it. otherwise, make it obtainable later on in the game during the rebellion or something. mite b cool
[QUOTE=WillerinV1.02;39395841]make it fall off the buggy when the dropship is flying away with it, making it fall close to the edge of the cliff side but entirely possible to miss. only players quick with the gravity gun would be able to catch it. otherwise, make it obtainable later on in the game during the rebellion or something. mite b cool[/QUOTE] Why not have a mechanic in the small rebel base that will detach the tau canon for you after the battle, but you have to find him first (he'd be hidden), otherwise you don't get it?
Yes, Yes, Yes, Yes, Yes, and Yes. [editline]28th January 2013[/editline] And yes
[QUOTE=Minelayer;39396128]Yes, Yes, Yes, Yes, Yes, and Yes. [editline]28th January 2013[/editline] And yes[/QUOTE] no no and [B][I][U]NO[/U][/I][/B] i miss the vox announcer in hl2
[QUOTE=SFC003;39396167]no no and [B][I][U]NO[/U][/I][/B] i miss the vox announcer in hl2[/QUOTE] Umm, what?
It would be fun, but I honestly think the Gluon Gun shouldn't be added into the modification with the reasons listed 1: Doesn't exactly make sense to the time, only one person crafted and invented the weapon, and who knows his fate in the Lamdba complex along with other scientists. I believe the scientist said it was a personal project aswell. 2:This is a weapon that you'd be working on ground up, unless your borrowing BM's code of the weapon. Not even the HL2 beta had a trace of the weapon, I believe. 3: Ammo- as stated, will be rare most of the game, so it might not be a reliable weapon, and just take up space. Might not have a good or any effect on gameplay aswell. However, there are pros for this weapon. 1:Using it against Striders or Gunships. The original purpose of this weapon was to pierce through armor(ex:Garg or final boss) 2: Would be fun to use against big amounts of small enemies. I put my 2 cents into that topic, about the Tau Cannon, this weapon makes a little more sense because the HL2 model looks pretty different from the HL1 model, probably meaning the Resistance were able to replicate it using what they had. Also, theres even hints in the beta that a citizen(or rebel) was talking about detaching the weapon off the buggy, so as Corgi said above, would be a near perfect way for the player to receive the Tau Cannon. A problem I believe serves both for the weapons is Ammunition. Running on suit battery is no fun, and finding depleted uranium around the time and setting would be pretty odd.
[QUOTE=Fat-Corgi-Guy;39396317]Umm, what?[/QUOTE] [video=youtube;OdLRZzCf_kk]http://www.youtube.com/watch?v=OdLRZzCf_kk[/video]
[QUOTE=GFreeman515;39396725]It would be fun, but I honestly think the Gluon Gun shouldn't be added into the modification with the reasons listed 1: Doesn't exactly make sense to the time, only one person crafted and invented the weapon, and who knows his fate in the Lamdba complex along with other scientists. I believe the scientist said it was a personal project aswell. 2:This is a weapon that you'd be working on ground up, unless your borrowing BM's code of the weapon. Not even the HL2 beta had a trace of the weapon, I believe. 3: Ammo- as stated, will be rare most of the game, so it might not be a reliable weapon, and just take up space. Might not have a good or any effect on gameplay aswell. However, there are pros for this weapon. 1:[B]Using it against Striders or Gunships. The original purpose of this weapon was to pierce through armor(ex:Garg or final boss)[/B] 2: Would be fun to use against big amounts of small enemies. I put my 2 cents into that topic, about the Tau Cannon, this weapon makes a little more sense because the HL2 model looks pretty different from the HL1 model, probably meaning the Resistance were able to replicate it using what they had. Also, theres even hints in the beta that a citizen(or rebel) was talking about detaching the weapon off the buggy, so as Corgi said above, would be a near perfect way for the player to receive the Tau Cannon. A problem I believe serves both for the weapons is Ammunition. Running on suit battery is no fun, and finding depleted uranium around the time and setting would be pretty odd.[/QUOTE] I feel this alone is one of the biggest factors in whether or not we should get it in the mod, It would make the rather bland fights against gunships and striders a bit more entertaining, as you'd have more than one weapon to use. [QUOTE=Fat-Corgi-Guy;39395963]Why not have a mechanic in the small rebel base that will detach the tau canon for you after the battle, but you have to find him first (he'd be hidden), otherwise you don't get it?[/QUOTE] As long as you could voice him so it would seem more natural in the game...I wouldn't want to find a silent rebel detaching a gun and giving it to me.
[QUOTE=WillerinV1.02;39397062]I feel this alone is one of the biggest factors in whether or not we should get it in the mod, It would make the rather bland fights against gunships and striders a bit more entertaining, as you'd have more than one weapon to use.[/QUOTE] I always thought it was more adrenaline rushing and fun to evade the Striders and Gunships fire while you try to push against the soldiers in the streets and buildings. Also, Smod did this, Maybe allow your normal weapons like the smg or shotgun to do damage against the Striders, like on the unarmored parts of the creature. [QUOTE=WillerinV1.02;39397062]As long as you could voice him so it would seem more natural in the game...I wouldn't want to find a silent rebel detaching a gun and giving it to me.[/QUOTE] [url=http://half-life.wikia.com/wiki/Tau_Cannon#Half-Life_2]We'll just need to dig for that sound file[/url]
Do you know if you can make the Tau Cannon on the Buggy actually look like the one from HL1?
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