I don't recall that, I might have to go look at them again, but I'm pretty sure all the reload does is cycle in a new cylinder.
It doesn't. Don't pulse balls have separate ammunition sources, like the MP7 and the Grenade Launcher?
[QUOTE=Butthurter;39685601]exactly, how does it fire bullets and combine energy balls in the same ammo capsule[/QUOTE]
Same reason you don't have to reload the non-existent grenade launcher on the SMG.
The AR2 has that thing that looks like an Iron Man arc reactor and those little futuristic 9mm shaped projectiles. So its pretty obvious the orbs and the primary fire use two separate ammunition sources. It's just Valve was a little lazy in the animation department.
I still think the MP7 shouldn't have had a grenade launcher, should've kept the XM29 for the launcher/automatic fire combo. AR2, XM29 and MP7 would've been a nice combo imo.
Are there any plans to do anything with the crab synth and mortar synth?
Because if you were to just add them as scripted background scenery or something, it wouldn't need too much effort to do. IIRC, all the animations are there, it's just AI that's missing.
Are you gonna add any maps (I don't see why not, we're already adding weapons and enemies)? I remember the leak had a (very basic) concept map where you originally were to fight the Hydra. I think it'd be neat if we re-purposed that concept so that we have to lead a charge across one of those large river bridges.
[editline]23rd February 2013[/editline]
It'd be a good place to add the Crab Synth's attacking, viewable on another bridge.
[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]
Of course Race X will not be. Adrian destroyed the Gene Worm, and their portal was destroyed with the nuke.
The only change to the model that BM did with the icty was adding a bumpmap (yes, it doesn´t have it).
And remember, the AR2 was the iRifle (or flare launcher) in the leak. Of course large parts of the weapon doesn´t have sense nowdays.
[video=youtube;HH0nw8p__0o]http://www.youtube.com/watch?v=HH0nw8p__0o[/video]
Hey, Facepunch is back!
Did some hard work on Co-Op code base yesterday, sadly I won't release this as part of the mod, as I CAN'T.
Ideas: Antlion King level? Maybe a shortcut if people want to do it, In ravenholm
Its 60 feet above the ground though, Maybe make it a little smaller? Gibs off explosions for example...
If you use a grenade on a zombie it will go in the bits of blood and parts, same with antlions and combine. More Combine advisor encounters...? Check points, If you die instead of going back where you saved, you respawn at a checkpoint, Combine elite synths? Only encountered in citidel? skitch? only a limmted encounter in the game, 1-3?
Cremator? Only when you come back from nova prospect.?
[QUOTE=Lord Widow;39687512]Ideas: Antlion King level? Maybe a shortcut if people want to do it, In ravenholm
Its 60 feet above the ground though, Maybe make it a little smaller? Gibs off explosions for example...
If you use a grenade on a zombie it will go in the bits of blood and parts, same with antlions and combine. More Combine advisor encounters...? Check points, If you die instead of going back where you saved, you respawn at a checkpoint, Combine elite synths? Only encountered in citidel? skitch? only a limmted encounter in the game, 1-3?
Cremator? Only when you come back from nova prospect.?[/QUOTE]
Opinion: "Antlion King" shortcut don't make sense for me. Gibs and lots of blood doesn't fit HL2 much for me (and Antlion have it already which to this one should be unchanged). Advisor encouters would not be "enhancement" but more like "addon" I mean Enhancement project here doesn't want to add stuff which didn't happened in game but just enhance them (more enemies in area, some bug fixes, graphic, some reworks etc.). I don't like checkpoints personally and it doesn't fit Half-Life at all for me. Cremator discuss was much ealier and elite synths...I dunno but it isn't needed there.
btw sorry for possible grammar mistakes and alikes, I'm sick :/
[QUOTE=Mr. Someguy;39686392]Are you gonna add any maps (I don't see why not, we're already adding weapons and enemies)? I remember the leak had a (very basic) concept map where you originally were to fight the Hydra. I think it'd be neat if we re-purposed that concept so that we have to lead a charge across one of those large river bridges.
[editline]23rd February 2013[/editline]
It'd be a good place to add the Crab Synth's attacking, viewable on another bridge.[/QUOTE]
Meh, I didn't really like that level (yes I played it, well, it was the fixed up version of it), but I have been thinking for a while now about adding a crabsynth as a replacement for one or two of the Striders in the Street Wars.
[QUOTE=Lord Widow;39687512]Ideas: Antlion King level? Maybe a shortcut if people want to do it, In ravenholm
Its 60 feet above the ground though, Maybe make it a little smaller? Gibs off explosions for example...
If you use a grenade on a zombie it will go in the bits of blood and parts, same with antlions and combine. More Combine advisor encounters...? Check points, If you die instead of going back where you saved, you respawn at a checkpoint, Combine elite synths? Only encountered in citidel? skitch? only a limmted encounter in the game, 1-3?
Cremator? Only when you come back from nova prospect.?[/QUOTE]
Antlion King- no, they have a similar idea in EP2, why add it in HL2 too???
Ravenholm is not 60 feet above the gound.
More Combine advisor encounters- are you serious???? NO! Not until EP3 (or HL3).
Checkpoints make no sense, just use quick saves! Plus with checkpoints, what if you ran into one at an inconvenient time? Like you died right after it saved, and there's no way to avoid dying after the point it saved? That would just make things frustrating.
NO CREAMATORS! I don't care if they're cannon or not, apart from the head that's already in Eli's lab they will not make an appearance.
Just for future reference its "canon" not cannon.
I'm glad you're not listening to that antlion king idea. It would just seem too tacky.
They were only suggentions i dont care if they are added or not.
[B]UPDATE[/B]
So here's one of the new Brick textures I've been working on:
[t]http://i.imgur.com/eYCZNXa.jpg[/t]
Please note that it's darker than the original because it needed to match this one:
[QUOTE=Fat-Corgi-Guy;39688443][t]http://i.imgur.com/dQNEipt.jpg[/t][/QUOTE]
which is in the same areas (Kleiner's Lab), and is supposed to tile with it, which the old one didn't do very well.
I like it.
Can we maybe see it in-game on some walls, to get a feel for it?
[QUOTE=BigJoeyLemons;39690811]Can we maybe see it in-game on some walls, to get a feel for it?[/QUOTE]
Maybe soon, the mapper's would have to implement it into the maps first, but I think I want to finish most, if not all the environment textures before we apply them, that way they can all be done at once.
They're gonna have parallax applied to them, right? I think I remember someone mentioning it.
[QUOTE=Fat-Corgi-Guy;39690890]Maybe soon, the mapper's would have to implement it into the maps first, but I think I want to finish most, if not all the environment textures before we apply them, that way they can all be done at once.[/QUOTE]
But wouldn't it be a hassle if you found out that half of the textures looked weird in-game and you'd have to redo a bunch of em?
[QUOTE=UberMunchkin;39691209]For the people discussing the corkboard stuff earlier, I made these (Blue one's edited):
[t]https://dl.dropbox.com/u/47302011/HL2%20HD/Watermelon.png[/t][t]https://dl.dropbox.com/u/47302011/HL2%20HD/Watermelon_Edit.png[/t][/QUOTE]
woah that's nice
[QUOTE=Dr. Gestapo;39691000]They're gonna have parallax applied to them, right? I think I remember someone mentioning it.[/QUOTE]
Yes, they will have POM applied to them.
[QUOTE=BigJoeyLemons;39691381]But wouldn't it be a hassle if you found out that half of the textures looked weird in-game and you'd have to redo a bunch of em?[/QUOTE]
Yes, but it'd be easier once they're in map, and resized to edit them, as they're twice the size of the originals.
[I]The sizing of the textures has been debated before, it does not need to be debated again![/I]
I suppose I could shrink down a few and test them in-mod to see how it looks.
[QUOTE=Dr. Gestapo;39691000]They're gonna have parallax applied to them, right? I think I remember someone mentioning it.[/QUOTE]
If parallax is going to be in this mod it better not be used to the point where it may as well say "Hey we have this fancy effect. Look at it."
Ok, here's the brick textures in-mod. I resized them to fit in so you could see how it looks.
[t]http://filesmelt.com/dl/2013-02-23_000011.jpg[/t][t]http://filesmelt.com/dl/2013-02-23_000021.jpg[/t][t]http://filesmelt.com/dl/2013-02-23_00008.jpg[/t][t]http://filesmelt.com/dl/2013-02-23_00009.jpg[/t][t]http://filesmelt.com/dl/2013-02-23_00010.jpg[/t]
No POM on them yet as somehow I screwed up the VMT.
I don't think I got an answer for this, are we remaking the maps from scratch or just improving the current assets and fixing glitches?
[QUOTE=ojcoolj;39692732]I don't think I got an answer for this, are we remaking the maps from scratch or just improving the current assets and fixing glitches?[/QUOTE]
[QUOTE]
• Add more details to the maps, such as more props, 3D windows in the city, and smoothing out rough edges, like arches.[/QUOTE]
Doesn't say anything about remakes of the maps, sorry.
[QUOTE=ojcoolj;39692732]I don't think I got an answer for this, are we remaking the maps from scratch or just improving the current assets and fixing glitches?[/QUOTE]
Basically we're taking the original maps, retexturing them with the new textures that we're making, then we'll add stuff like more secret areas, and more details as stated in the OP. Also touch up a few spots, like where the 3D skybox building and stuff reach the skybox. That way it will get rid of the 'the world ends at the edge of the map' look.
I'm not sure if you have discussed this before but, what are you going to do with sound and music? Are you gonna leave the original score? or get someone to make something new?
[QUOTE=Zombie Dude;39692911]I'm not sure if you have discussed this before but, what are you going to do with sound and music? Are you gonna leave the original score? or get someone to make something new?[/QUOTE]
I would leave the original score imo.
Is it me, or does every video/picture showing off the mod have a grey and bloom to it?
Agreed, and it would mess with the mood and feel of Half-Life 2. Look at what Fakefactory did, putting Batman Begins and Transformers music in his mod.
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