• Half-Life 2: Enhancement Mod (V4)
    1,000 replies, posted
[QUOTE=Kebab;40181070]Hey everyone, this is my first time posting in any of these threads and I have a quick question: How is the grenade fired from the MP7? The little grenades you pick up are visibly larger than that second barrel on the gun, so unless the gun has been modified in some strange fashion that allows it to fire grenades how will those grenades be used? Unless the grenade launcher will be a separate weapon then just disregard my post.[/QUOTE] It's gonna have a new, smaller grenade model. It won't be much smaller, as the second barrel on the new SMG1 is now fairley big. Firing it will take just a little bit longer now, as Gordon will load the grenade into the port on the bottom (kinda like he loads shotgun shells, so it won't take long at all), then fires it. You could argue that he should just load it after he fires one, but what's he gonna do when he finds the first grenade? how's he gonna load that after firing one before?
[QUOTE=Kebab;40181070]Hey everyone, this is my first time posting in any of these threads and I have a quick question: How is the grenade fired from the MP7? The little grenades you pick up are visibly larger than that second barrel on the gun, so unless the gun has been modified in some strange fashion that allows it to fire grenades how will those grenades be used? Unless the grenade launcher will be a separate weapon then just disregard my post.[/QUOTE] We have thought about that, and well get the grenades down to size and make a more combine like grenade that fires out of it, for logical reasons. I tried to make the barrel larger so that it would fit, but it just looked like crap.
[QUOTE=Fat-Corgi-Guy;40181247]It's gonna have a new, smaller grenade model. It won't be much smaller, as the second barrel on the new SMG1 is now fairley big. Firing it will take just a little bit longer now, as Gordon will load the grenade into the port on the bottom (kinda like he loads shotgun shells, so it won't take long at all), then fires it. You could argue that he should just load it after he fires one, but what's he gonna do when he finds the first grenade? how's he gonna load that after firing one before?[/QUOTE] Please tell me you'll make it so that the grenade doesn't get fired out sideways like it did in HL2.
[QUOTE=Fat-Corgi-Guy;40181247]It's gonna have a new, smaller grenade model. It won't be much smaller, as the second barrel on the new SMG1 is now fairley big. Firing it will take just a little bit longer now, as Gordon will load the grenade into the port on the bottom (kinda like he loads shotgun shells, so it won't take long at all), then fires it. You could argue that he should just load it after he fires one, but what's he gonna do when he finds the first grenade? how's he gonna load that after firing one before?[/QUOTE] I think the tiny little immersion break is better than forcing players to wait for gordon to load the weapon. if you really want it like that, you could seperate firing and reloading into separate acts, and just play the reloading when gordon finds a grenade when he has none in reserve.
[QUOTE=MrBunneh;40181498]I think the tiny little immersion break is better than forcing players to wait for gordon to load the weapon. if you really want it like that, you could seperate firing and reloading into separate acts, and just play the reloading when gordon finds a grenade when he has none in reserve.[/QUOTE] Usually you pick up grenades in the middle of combat, cause some combine dropped one when he died, and you walked over his body. Would you like to be in the middle of a fire fight, when an animation played of you loading a grenade into your gun, just because you picked one up when you had none in reserve? The animation of loading just before firing would only last like, less than 3/4ths of a second, it's not that bad at all, the enemies couldn't even move away in that time. Also, I actually found that [I]"tiny littler immersion break"[/I], to be a big whopping immersion breaker.
The problem of having an animation play in the middle of an intense firefight could easily be fixed by making the player have to pick up ammo manually with "E" as opposed to absorbing it through touch. You may think that this idea is silly since picking up large quantities of ammo multiple times may get tedious after a while but I think that it will make scavenging after a battle feel slightly more rewarding.
[QUOTE=Kebab;40182472]The problem of having an animation play in the middle of an intense firefight could easily be fixed by making the player have to pick up ammo manually with "E" as opposed to absorbing it through touch. You may think that this idea is silly since picking up large quantities of ammo multiple times may get tedious after a while but I think that it will make scavenging after a battle feel slightly more rewarding.[/QUOTE] You don't like auto-pant vacuums? :v:
you could have the animation be cancel-able like the shotguns reload animation, or like any reload-able weapon in tf2.
[QUOTE=Pilotguy97;40181324]Please tell me you'll make it so that the grenade doesn't get fired out sideways like it did in HL2.[/QUOTE] That'll be fixed in the new model. Alright guys, time to start on the HEV suit, and since the player model is visible in first person, we have a small change to it. [t]https://dl.dropbox.com/u/5497487/freelights+edge.JPG[/t] [t]https://dl.dropbox.com/u/5497487/freelights.JPG[/t] Agree for the first one, optimistic for the second one. And if you think you have a better idea for the lights or have a good idea for something else, post it down below and i'll surely take it into consideration.
Like those hand lights but I also like those edges on the chest lights. aaaa
But when you hold a Weapon, your body rotate, so it's not a good idea... (See the player models in Garry's mod or Death-match) Head mounted flashlight would be better I think.
[QUOTE=soullink;40184226]But when you hold a Weapon, your body rotate, so it's not a good idea... (See the player models in Garry's mod or Death-match) Head mounted flashlight would be better I think.[/QUOTE] Gordon is always hip-shooting though.
[QUOTE=soullink;40184226]But when you hold a Weapon, your body rotate, so it's not a good idea... (See the player models in Garry's mod or Death-match) Head mounted flashlight would be better I think.[/QUOTE] The flashlight has (and always will be) in the center of the screen. It has to be on the chest.
[QUOTE=soullink;40184226]But when you hold a Weapon, your body rotate, so it's not a good idea... (See the player models in Garry's mod or Death-match) Head mounted flashlight would be better I think.[/QUOTE] a head mounted flashlight would make more sense because in retail you're literally looking all over the place and the flash light follows you. but Gordon doesn't have a helmet... If you were going for logic I'd say a flash light on his arm instead because that's what follows the head most of the time, you're not going to point your chest all the way up in the air to look for barnacles (the thought made me giggle)
[QUOTE=endorphinsam;40184505]a head mounted flashlight would make more sense because in retail you're literally looking all over the place and the flash light follows you. but Gordon doesn't have a helmet... If you were going for logic I'd say a flash light on his arm instead because that's what follows the head most of the time, you're not going to point your chest all the way up in the air to look for barnacles (the thought made me giggle)[/QUOTE] That can only mean one thing. The light is coming out of his eyes, somewhere from the depths of the retina. That, or maybe it's cleaverly concealed in his haircut.
The flashlight entity itself will not be attached to the body, you just see that it comes from there. And about the headmounted, we are going to use the model for the mp to so I don't think that would be a good idea. And we decided to not do the armlight because it would be blocked by the weapon your holding.
[QUOTE=radu_iceman;40184746]That can only mean one thing. The light is coming out of his eyes, somewhere from the depths of the retina. That, or maybe it's cleaverly concealed in his haircut.[/QUOTE] Maybe it's a super-high-tech flashlight built into his glasses? :v:
Shoulder mount perhaps?
make the flashlight a weapon to make everyone mad
Thing like that don't go well with fullbody awareness, that is sad... [QUOTE=SFC003;40184825]make the flashlight a weapon[/QUOTE] It's not Doom3 :v:
[QUOTE=soullink;40184839]Thing like that don't go well with fullbody awareness, that is sad... It's not Doom3 :v:[/QUOTE] that's the joke
[QUOTE=DatWut?;40184792]Maybe it's a super-high-tech flashlight built into his glasses? :v:[/QUOTE] actually i think this makes the most sense out of all the possibilities (other than shoulder-mounted ofc), i don't think it would be too difficult to just put a very strong LED torch into a pair of glasses. besides, putting it on the chest would be very impractical since that would mean having to rotate your upper body by as much as 90° or more if you wanted to look straight up or down, and considering the HEV suit was supposedly meant for an incredibly dangerous dimension of bizarre and deadly flora and fauna i think that would be quite the design flaw.
[QUOTE=kwant111;40183777]That'll be fixed in the new model. Alright guys, time to start on the HEV suit, and since the player model is visible in first person, we have a small change to it. [t]https://dl.dropbox.com/u/5497487/freelights+edge.JPG[/t] [t]https://dl.dropbox.com/u/5497487/freelights.JPG[/t] Agree for the first one, optimistic for the second one. And if you think you have a better idea for the lights or have a good idea for something else, post it down below and i'll surely take it into consideration.[/QUOTE] Why can't we keep the light like the original HL2's? [t]http://dl.dropbox.com/u/23414526/HL2fleshlight.JPG[/t]
I always assumed from the design of the suit itself that the flashlights are attached on the forearms. Not only because the black bars on the arms look exactly like little mag-lites, but think about it from a utility perspective: you're going to be working with your hands the majority of the time while operating the suit in its usual functions, it'd be silly not to have it constantly shining on your workspace. It would also make reloading/switching weapons in dark areas incredibly dramatic, with the light moving around and casting shadows often. [editline]dickitydickdocks[/editline] Also doesn't the light entity emit from near the hands in MP?
What about something like this? [img]http://dl.dropbox.com/u/64365913/hevsuitlight.png[/img]
I have no idea how to overcome the viewmodel getting in the way of the light, though. [editline]d[/editline] Fucking automerge, put the light in the codpiece.
[QUOTE=Uncle Bourbon;40185942]What about something like this? [img]http://dl.dropbox.com/u/64365913/hevsuitlight.png[/img][/QUOTE] Valve should just release those super high quality models for SFM already. It's unfair.
[img]http://puu.sh/2v8RW[/img] This is better :v: (Don't want to launch photoshop)
[QUOTE=kwant111;40183777]That'll be fixed in the new model. Alright guys, time to start on the HEV suit, and since the player model is visible in first person, we have a small change to it. [t]https://dl.dropbox.com/u/5497487/freelights+edge.JPG[/t] [t]https://dl.dropbox.com/u/5497487/freelights.JPG[/t] Agree for the first one, optimistic for the second one. And if you think you have a better idea for the lights or have a good idea for something else, post it down below and i'll surely take it into consideration.[/QUOTE] [QUOTE=Uncle Bourbon;40185942]What about something like this? [img]http://dl.dropbox.com/u/64365913/hevsuitlight.png[/img][/QUOTE] I like the third one more, the first 2 just make me think of glowing nipples. But the third one is all like COME ON CITIZENS, ALL ABOARD THE FREEMAN TRAIN, NEXT STOP; LIBERATION!
[QUOTE=Chonch;40185952]I have no idea how to overcome the viewmodel getting in the way of the light, though. [editline]d[/editline] Fucking automerge, put the light in the codpiece.[/QUOTE] ? [t]http://dl.dropbox.com/u/23414526/codpiece.JPG[/t]
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