[QUOTE=Fat-Corgi-Guy;39678938]I'm not changing the story of Ravenholm at all, for all you know there are gonomes there already, you just never see them.
The whole story of Ravenholm is that it was shelled a while ago by the combine, and a crazy old monk lives there, who likes to shoot zombies.
Now my guess is that between Grigori shooting the zombies, and from them fighting amongst them selves for whatever food there is, their numbers were kept in-check. That's why there's a lot less than you'd think there would be in a zombie town at first, and no Gonarchs. But there's probably some that survived to [I]'adolescence'[/I] (Gonomes).
I don't get why you think I'm trying to use Gonomes and headcrab mutation to explain the headcrabs being there... [img]http://r11.imgfast.net/users/1114/30/81/38/smiles/878948377.png[/img][/QUOTE]
Marc Laidlaw (senior Valve writers and lead game designer for the Half-Life series) classified GEARBOX Expansions as non canon, so no Gonomes/mutated zombies are not part of the canonical Half-Life series.
Marc Laidlaw said that the only things canon in Gearbox expansions is G-man nuking Black Mesa, everything else is not part of the Half-Life story. That includes Calhoun that was saw in Blue Shift.
You should read the vault. He never says that.
Can we just stop with this Gonome crap? We've filled what, two, three pages with it?
[QUOTE=SpotEnemyBoat;39682143]Marc Laidlaw (senior Valve writers and lead game designer for the Half-Life series) classified GEARBOX Expansions as non canon, so no Gonomes/mutated zombies are not part of the canonical Half-Life series.
Marc Laidlaw said that the only things canon in Gearbox expansions is G-man nuking Black Mesa, everything else is not part of the Half-Life story. That includes Calhoun that was saw in Blue Shift.[/QUOTE] just because the lead writer says its non-canon doesn't mean that it never happened in the half-life universe
Race X shouldn't appear either way imo, I don't think their starfish alien aesthetic would fit in at all with the oppressive designs of the Combine or even with anything else in Half Life 2
[QUOTE=xalener;39682232]You should read the vault. He never says that.[/QUOTE]
Really?
[quote][B]racex was purely a gearbox creation that doesn't figure at all in my thinking about the world[/B]. Understand, they wanted to come up with a set of creatures that would create gameplay they knew how to make. They could have been making an original title or an add-on for some other franchise, and plugged racex into that--the reason being that they had gameplay they wanted to explore and needed the freedom of their own race of critters to conduct those experiments with. If gearbox had kept making hl games, i suppose we might have seen these threads develop. Since blackops are not a gearbox creation per se, but an opportunistic use of existing real-life elements, i don't see how the idea of canon applies to them.[/quote]
[QUOTE=Dictator Dean;39682248]just because the lead writer says its non-canon doesn't mean that it never happened in the half-life universe[/QUOTE]
he never said it wasn't canon, afaik marc's always had a "it's canon if we decide to use it" attitude toward these things.
but let's drop it now, we've been discussing this for ages and we've already established that gonomes are probably going to be implemented.
[editline]23rd February 2013[/editline]
And nobody's arguing Race X should be in the mod
Also, [B]Race X aliens will not be in this mod, so stop the debate about it being added to it or not!!!![/B]
Marc even specifically stated that Race X and Gearbox's expansions are Canon until stated otherwise
[editline]22nd February 2013[/editline]
So are we adding Left 4 Dead style spawning or not?
I really think it'd be good to add that kind of replay value, HL2 is great, but playing it the sixth time you know where the enemies are coming from. It'd apply well to the stand off scenes. The Canals and Coast would are also great spots to have random spawns. Nova Prospekt could have Combine respawn out of the player's sight. It might work in the city, but you might have to add some stray alleyways from them to spawn and come out of.
What if we were to make some sort of propaganda videos that play between Breen's clips in City 17 or in new locations on the maps, kind of reminiscent of the thingies in HL1 by that first elevator?
Perhaps there could be a few posters when you return to City 17 bearing Breen's "Be wise, be safe, be aware" from that video in the canals, hinting at the tension during that week you spent teleporting.
It might not fit too much, but I'm trying to think of ways to make myself useful.
[QUOTE=SpotEnemyBoat;39682280]Really?[/QUOTE]
But... that's not what he's saying? He just said Race X didn't figure in his thinking (and was therefore not canon), but that doesn't mean he considers everything Gearbox did invalid.
[QUOTE=Fat-Corgi-Guy;39682328]Also, [B]Race X aliens will not be in this mod, so stop the debate about it being added to it or not!!!![/B][/QUOTE]
Fine, ill just settle for mr. friendly
[QUOTE=A_Pigeon;39683136]Fine, ill just settle for mr. friendly[/QUOTE] i think you mean [highlight][B][I][U]Hentai Tentacle Rape Monster[/U][/I][/B][/highlight]
You should make the OSIPR exactly like this
[t]http://fc04.deviantart.net/fs36/f/2008/261/3/2/Overwatch_Pulse_Rifle_Textured_by_SgtHK.jpg[/t]
[QUOTE=Killer monkey;39683295]You should make the OSIPR exactly like this
[t]http://fc04.deviantart.net/fs36/f/2008/261/3/2/Overwatch_Pulse_Rifle_Textured_by_SgtHK.jpg[/t][/QUOTE]
Probably will be doing, albeit less shiny looking and with a more comfortable looking stock.
[QUOTE=Agent Fedora;39682901]But... that's not what he's saying? He just said Race X didn't figure in his thinking (and was therefore not canon), but that doesn't mean he considers everything Gearbox did invalid.[/QUOTE]
Well not everything (see G-man blowing up Black Mesa), but most of it isn't canon. That includes Gonomes, because we would have seen them in Ravenholm and in Forest area. Yet we didn't.
But one thing I'll never understand removing bullsquids, houndeyes and Xen tentacles, they would've been perfect for the sewers in Anti-Citizen One/Follow Freeman, the forest areas and the cave section in ep2.
[QUOTE=SpotEnemyBoat;39683437]Well not everything (see G-man blowing up Black Mesa), but most of it isn't canon. That includes Gonomes, because we would have seen them in Ravenholm and in Forest area. Yet we didn't.[/QUOTE]
Come on, please stop.
[QUOTE=Fat-Corgi-Guy;39679766]There you go, the solution for those of you that don't want the new enemies and weapon- just delete the files.[/QUOTE]
I was actually thinking an "Optional NPC" menu with tickmarks for Houndeye, Bullsquid, and Gonome. Start ticked by default, untick and restart to disable.
I suppose outright deleting them from the files is a crude and permanant way to do it, though, assuming you know what files to go after, which the average player would not. In fact I'm not sure it is possible to delete them, I was under the assumption that they were hardcoded in and you needed a coder to remove them (I guess that puts me in with the average player who does not [know how to delete one]).
I'm not sure about complete director controlled spawning (L4D), but I'm sure there will be chances where you can put a random interval npc spawner, so that it spawns (restricted to their original areas maybe) when the maps loads, and when you reach the site with the actual npcs they are in random locations.
Actually I love the director idea. Used appropriately, it could be [I]amazing[/I]. Ravenholm is bar-none the perfect example for it. If you could alter the Zombie AI to wonder randomly between nodes, it would be perfect as can be.
[QUOTE=Meatpuppet;39683783]I'm not sure about complete director controlled spawning (L4D), but I'm sure there will be chances where you can put a random interval npc spawner, so that it spawns (restricted to their original areas maybe) when the maps loads, and when you reach the site with the actual npcs they are in random locations.[/QUOTE]
Alien Swarm includes the director though, I am not sure if it includes the source code to move NPC's to bots however. Could someone verify this? I would love to ask Ken, but he doesn't seem to visit this thread too often. Fat-Corgi, could you ask him this question?
Actual clip reloading for the osipr?
Oh, I'd give anything for the npcs to use TF2/L4D/AS/DOTA(?)-styled navmeshes. Think of all the nodes that wouldn't have to be placed. It would be glorious.
I'd actually like to see the OSIPR be sorta shaped like a more earthlike weapon at the receiver but combine up front. also it and the smg1 need some way to justify their secondary fire
.
[QUOTE=A_Pigeon;39684813]I'd actually like to see the OSIPR be sorta shaped like a more earthlike weapon at the receiver but combine up front. also it and the smg1 need some way to justify their secondary fire
.[/QUOTE]
A Combine-esque grenade launcher slapped onto the side of the gun.
Why do we suddenly want to change the OSIPR to a generic Assault Rifle and give it a Grenade Launcher?
Really now : /
[QUOTE=Killer monkey;39683295]You should make the OSIPR exactly like this
[t]http://fc04.deviantart.net/fs36/f/2008/261/3/2/Overwatch_Pulse_Rifle_Textured_by_SgtHK.jpg[/t][/QUOTE]
You know, I honestly don't have a clue why 60% of that gun even exists. It seems everything important is in that barrel area.
[QUOTE=Zeos;39685145]You know, I honestly don't have a clue why 60% of that gun even exists. It seems everything important is in that barrel area.[/QUOTE]
~-~science~-~
[QUOTE=Zeos;39685145]You know, I honestly don't have a clue why 60% of that gun even exists. It seems everything important is in that barrel area.[/QUOTE]
It's a Dark Energy Weapon, we have no idea what the inner workings of it are. Therefor we shouldn't go change it up, aside from [I]minor[/I] cosmetics, such as a more ergonomical stock.
[editline]22nd February 2013[/editline]
[QUOTE=Butthurter;39685169]i dont even know how it fires combines balls[/QUOTE]
Top 'prong' fires the Dark Energy Pellets, bottom 'prong' fires Dark Energy Orbs.
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