• Half-Life 2: Enhancement Mod (V4)
    1,000 replies, posted
[QUOTE=kwant111;40219982]Nice, very accurate to the original![/QUOTE] To me, it looks a bit ... squished.
[QUOTE=glitchvid;40221361]To me, it looks a bit ... squished.[/QUOTE] The original looked a bit squished too. I actually didn't even 'squish' it at all, the bricks were like that from the picture I got.
You guys doing parallax to some textures?
[QUOTE=Spoongooner_Son;40221632]You guys doing parallax to some textures?[/QUOTE] I think there's an issue with that, like it doesn't render properly when you shine a flashlight on it.
[QUOTE=BigJoeyLemons;40220520]it's a video game who cares[/QUOTE] It's this kind of apathy towards inconsistency in game design that makes it no surprise to me that most avid players will eat up almost anything the industry throws at them. The point of this mod is to add detail and attempt to improve the game as much as possible, so why not try to explain things such as flashlight? Why make the mod at all if it's "just a game"?
[QUOTE=Snood_1990;40222514]I think there's an issue with that, like it doesn't render properly when you shine a flashlight on it.[/QUOTE] I say its still worth using, just maybe not in areas where flashlight is commonly used. [quote=ZombieMannequin]It's this kind of apathy towards inconsistency in game design that makes it no surprise to me that most avid players will eat up almost anything the industry throws at them. The point of this mod is to add detail and attempt to improve the game as much as possible, so why not try to explain things such as flashlight? Why make the mod at all if it's "just a game"? [/quote] The problem is time. We can't get too ambitious with what we do (I.E. I'm going to add raytracing and make every characters insides fully modelled) because we don't want to wait years and screw over our fans like Black Mesa Source did before release (of course our job is a bit easier because we have everything to work with already). Plus I just can't see us adding in these fancy flashlight animations and other related things without screwing up gameplay :v: EDIT: This doesn't mean I don't hate the "its just a game" excuse, too. If we want to grow up past the "toy" or "no life" label we'll have to start making less lazy mistakes or ignoring huge issues because it's "just a game."
i'unno since all enemies can take a point blank shot to the forehead i suppose i can suspend my disbelief on everything else
[QUOTE=IM BATMAN;40222600] The problem is time. We can't get too ambitious with what we do (I.E. I'm going to add raytracing and make every characters insides fully modelled) because we don't want to wait years and screw over our fans like Black Mesa Source did before release (of course our job is a bit easier because we have everything to work with already). Plus I just can't see us adding in these fancy flashlight animations and other related things without screwing up gameplay :v:[/QUOTE] That's completely understandable, especially if it's not the highest thing on the priority list. To be honest my comment was mostly fueled by my hate of the "it's just a game" argument that I see tossed around when anyone criticizes a popular game. In any case I really enjoy what you all are doing here and hope it doesn't hit too many road blocks.
[QUOTE=ZombieMannequin;40222552]It's this kind of apathy towards inconsistency in game design that makes it no surprise to me that most avid players will eat up almost anything the industry throws at them. The point of this mod is to add detail and attempt to improve the game as much as possible, so why not try to explain things such as flashlight? Why make the mod at all if it's "just a game"?[/QUOTE] What I meant by that post is "stop arguing about where his fucking flashlight is and worry about the actual mod", But "who cares" is short and to the point.
[QUOTE=BigJoeyLemons;40224287]What I meant by that post is "stop arguing about where his fucking flashlight is and worry about the actual mod", But "who cares" is short and to the point.[/QUOTE] Thing is, the flashlight is part of the mod, we have to figure out where it should be placed, in case we need to make edits to his suit as we're using full body awareness.
Imo the flashlight was on his helmet, which I believe exists.
[QUOTE=ZombieMannequin;40222552]It's this kind of apathy towards inconsistency in game design that makes it no surprise to me that most avid players will eat up almost anything the industry throws at them. The point of this mod is to add detail and attempt to improve the game as much as possible, so why not try to explain things such as flashlight? Why make the mod at all if it's "just a game"?[/QUOTE] But you know, we're not the industry right ? We're a mod-team. And on top of that, games have styles and themes to gameplay, you don't make a fast-paced DM game like quake and throw full-body awareness into the game when you can, they aren't made to go together. It's not really worth it to sit around and try to change about a core mechanic of the game. The flashlight. Just to fit a more "realistic" viewpoint, we want to be consistent with detail, not throwing realism whenever we feel like it
[QUOTE=glitchvid;40225111]But you know, we're not the industry right ? We're a mod-team. And on top of that, games have styles and themes to gameplay, you don't make a fast-paced DM game like quake and throw full-body awareness into the game when you can, they aren't made to go together. It's not really worth it to sit around and try to change about a core mechanic of the game. The flashlight. Just to fit a more "realistic" viewpoint, we want to be consistent with detail, not throwing realism whenever we feel like it[/QUOTE] This. We don't need to explain things that no one is demanding an explanation for.
I think the simple solution to this would be glasses mounted lights. simple, plausible and you don't need to add anything to the game! also I had a thought regarding different accented citizens. what happens when you place people with no neutral languages in the same area? pidgin languages! it would be interesting to see some civilians having languages in this mix of like russian/english/mandarin or something.
[QUOTE=MrBunneh;40216220]I'm sure you could find people with enough talent to voice with quality at least somewhat near hl2's. you're not going to need audiophile quality when you're compressing the sound files to be the best optimization for the game. as for studio quality mics anyone who does recording seriously should have mics of decent enough quality, they're not actually really expensive unless you're going for something super specialized.[/QUOTE] Incorrect. EDIT: Boxes for the man who has two audio degrees. *Thumbs up* EDIT2: Sigh.. I may as well explain myself. This guy pretty much states that 'great' audio quality isn't necessary when doing voice work for games because of compressing sound files. If audio isn't high quality, voice is most noticeable among any other sound purely because of nature of the sound. Also, these sounds arn't compressed in a way were you'd notice any difference... video games use .wavs (which are huge compared to mp3) because they sound great and can be manipulated in real time by the game engine's DSP without losing quality. On No More Room in Hell we had some 'average' recordings from our voice actor. It sounded horrible. We later re-recorded his lines using better equipment and better recording techniques and now it sounds fantastic. HL2 EM is about providing quality, and i stand to make sure nothing that's of average quality makes it into this mod.
[QUOTE=ZombieMannequin;40222552]It's this kind of apathy towards inconsistency in game design that makes it no surprise to me that most avid players will eat up almost anything the industry throws at them.[/QUOTE] you know valve themselves are saying that modders shouldn't try to copy the game industry, right? (it's what makes 90% of mods end up in renders of benches, trash cans, and AK47s)
Offtopic: Max, have you had any experience where Sony Vegas just crashes when loading the render options after clicking the 'render as' icon? It's just started happening to me and i have no idea who to fix it and there's nothing on it online afaik. :(
Disable GPU acceleration in the settings
[url]http://i.imgur.com/aQHHq7j.jpg[/url] It's that progress bar that doesn't finish loading and it just crashes the window :/
[QUOTE=rezOnance;40225960]Incorrect. EDIT: Boxes for the man who has two audio degrees. *Thumbs up* EDIT2: Sigh.. I may as well explain myself. This guy pretty much states that 'great' audio quality isn't necessary when doing voice work for games because of compressing sound files. If audio isn't high quality, voice is most noticeable among any other sound purely because of nature of the sound. Also, these sounds arn't compressed in a way were you'd notice any difference... video games use .wavs (which are huge compared to mp3) because they sound great and can be manipulated in real time by the game engine's DSP without losing quality. On No More Room in Hell we had some 'average' recordings from our voice actor. It sounded horrible. We later re-recorded his lines using better equipment and better recording techniques and now it sounds fantastic. HL2 EM is about providing quality, and i stand to make sure nothing that's of average quality makes it into this mod.[/QUOTE] okay yeah you'll have to forgive me, my music experience is rather limited. what I was kinda trying to say is you're not going to have to spend all this dosh on like several thousand dollar mics, in terms of quality for videogames you'd need something better than a mic from best buy, but you *shouldn't* (don't quote me on this, please ;-;) need really anything better than a sm57 or 78, which are a couple hundred dollars at most. decent recording techniques and mastering is what's important, right? (I'm sorry I'll see myself out)
meh, it all gets converted to 8-bit quality anyway :v:
Worked on the combine shield a bit. [video=youtube;1-KbuWGt-9U]http://www.youtube.com/watch?v=1-KbuWGt-9U[/video] It got a more "organic" feel to it, dunno if I like that myself yet.
So in America, everything is in either English or spanish (depending on the area's) So what if in hl2, its English and Russian Breen's recording would be spoken twice, in English and then in Russian so everyone in that sector understood it (thus why main character's could talk to citizens, they would know some English thanks to Breen's double translation) That would make a lot more sense (globally speaking) The main characters would know very little Russian, while its inverted for the citizens (with certain citizens being full English of-course) Maybe have a citizen point out that he has no idea what the fuck a building is until someone translates it for him. Just a thought I just visualized.
[QUOTE=Spoongooner_Son;40229280]So in America, everything is in either English or spanish (depending on the area's) So what if in hl2, its English and Russian Breen's recording would be spoken twice, in English and then in Russian so everyone in that sector understood it (thus why main character's could talk to citizens, they would know some English thanks to Breen's double translation) That would make a lot more sense (globally speaking) The main characters would know very little Russian, while its inverted for the citizens (with certain citizens being full English of-course) Maybe have a citizen point out that he has no idea what the fuck a building is until someone translates it for him. Just a thought I just visualized.[/QUOTE] Too bad Breen's voice actor is dead. Would be hard to mimic his voice in russian.
It could be a second person speaking his lines in Russian. Like a linguist
[QUOTE=Spoongooner_Son;40229280]So in America, everything is in either English or spanish (depending on the area's) So what if in hl2, its English and Russian Breen's recording would be spoken twice, in English and then in Russian so everyone in that sector understood it (thus why main character's could talk to citizens, they would know some English thanks to Breen's double translation) That would make a lot more sense (globally speaking) The main characters would know very little Russian, while its inverted for the citizens (with certain citizens being full English of-course) Maybe have a citizen point out that he has no idea what the fuck a building is until someone translates it for him. Just a thought I just visualized.[/QUOTE] It would have to be more than just English and Russian, since the combine are moving people all over the world. You'd have a huge mix of nationalities from all the people getting moved in and out of the city. [QUOTE=glitchvid;40229103]Worked on the combine shield a bit. [video=youtube;1-KbuWGt-9U]http://www.youtube.com/watch?v=1-KbuWGt-9U[/video] It got a more "organic" feel to it, dunno if I like that myself yet.[/QUOTE] Does it have the dissipating effect when you move away from it?
[QUOTE=The Vman;40229390]It would have to be more than just English and Russian, since the combine are moving people all over the world. You'd have a huge mix of nationalities from all the people getting moved in and out of the city. [/QUOTE] The counsel was like that, he had a bunch of languages playing at once (though you could only make out his english sentences)
[QUOTE=PaChIrA;40229380]It could be a second person speaking his lines in Russian. Like a linguist[/QUOTE] Yeah I was gonna say we could have Breen do his speech in English, then the monitor goes to the Combine Logo while the speeches play in other languages.
I'd like to see it glow brighter when objects near them like the energy field things in portal/portal to when you bought cubes near them.
[QUOTE=The Vman;40229390] Does it have the dissipating effect when you move away from it?[/QUOTE] Yeah, but it's really hard to see. Going to try and sort it out tomorrow.
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