[QUOTE=Meatpuppet;40447883]why are we even focusing on this[/QUOTE]
as I've said quite a few times now, the mod needs to really really get its mind off the [URL="http://www.rockpapershotgun.com/2012/09/20/a-peoples-history-part-2-the-mod/"]production porn mindset[/URL] that plagues Source mods
but isn't the whole point of this mod to make it a lot nicer?
It's not like we are making a whole new game or total conversion, just making stuff HD. Sure there's jabber about adding new items and stuff, but most of the work has been put in the base content like textures and the base weapons.
[QUOTE=MaxOfS2D;40448239]as I've said quite a few times now, the mod needs to really really get its mind off the [URL="http://www.rockpapershotgun.com/2012/09/20/a-peoples-history-part-2-the-mod/"]production porn mindset[/URL] that plagues Source mods[/QUOTE]
Isn't this mod basically Half Life 2: Production Porn: The Mod
it's not like it has any new, emergent gameplay or things other than aesthetics to think about
So, if someone want the file to UV it and shit, simply leave a reply or something, because I'm not going to texture it anytime soon.
(I know how to uv stuff, but I think it's better if the guy who want to texture it make his own UV)
[QUOTE=p0rtalplayer;40448357]Isn't this mod basically Half Life 2: Production Porn: The Mod
it's not like it has any new, emergent gameplay or things other than aesthetics to think about[/QUOTE]
no but it has to take the aesthetics department more generally than focusing on single objects for entire pages and pages
[QUOTE=MaxOfS2D;40448239]as I've said quite a few times now, the mod needs to really really get its mind off the [URL="http://www.rockpapershotgun.com/2012/09/20/a-peoples-history-part-2-the-mod/"]production porn mindset[/URL] that plagues Source mods[/QUOTE]
You do know the mod thread is pretty much disconnected from the actual mod's progress and mindset. We have no [I]"production porn"[/I] mindset.
[editline]2013[/editline]
Eg. When the mod thread take 5-10 pages up about just 1 object, we've actually done more than that 1 object in that time.
[QUOTE=Mr. Someguy;40438409][URL]http://i.imgur.com/RtgbPyv.jpg[/URL]
Still havent' worked out what to do with the square outside C17 Station though, it leads right into the wall of buildings from EP1's square. I also noticed the layout doesn't explain why everyone just ignores the trainstation, but I guess that could just be ignored as it either being destroyed or not having any trains left.[/QUOTE]
Hmm, interesting idea. It does involve a bit less tinkering, but the Citadel would be in the wrong place at the starting vista and the train ride at the end, which would be a bit odd. Also, I kind of prefer mine since it stops the hospital being so sprawling (which always bugged me after I realized it), and it fitting neatly around the HL2 maps appeals to me. But whatever works, really!
And would we need to ask Valve about it? I mean, all you'd really notice as a player would be e.g. a road would be extended slightly, and you go out of a door on the left instead of right. Compared to things like adding new weapons or enemies, it doesn't seem too drastic IMO, and it'd make sense of something Valve probably didn't put much thought into (not that they should, since their main priority was making the game fun, but we have the time to spend on this sort of thing).
this is ONE guy working on a can
not everyone is working on the can
[editline]27th April 2013[/editline]
if i do recall you wanted a high-poly can to go with a retexture posted like 3 pages ago
it's your fault
[QUOTE=p0rtalplayer;40448357]Isn't this mod basically Half Life 2: Production Porn: The Mod
it's not like it has any [B]new, emergent gameplay or things other than aesthetics[/B] to think about[/QUOTE]
Looks like someone didn't read the OP... :rolleyes:
[QUOTE=Fat-Corgi-Guy;40449806]Looks like someone didn't read the OP... :rolleyes:[/QUOTE]
Notice I said [i]emergent[/i]. Yes, you have new enemies, yes you have new AI. What I meant was, you're not making whole new ways of playing the game like other mods do. At it's core, the mod is still half life 2.
And that's not a bad thing, I'm quite interested in seeing my half life 2 all purdified.
[QUOTE=p0rtalplayer;40450012]Notice I said [i]emergent[/i]. Yes, you have new enemies, yes you have new AI. What I meant was, you're not making whole new ways of playing the game like other mods do. At it's core, the mod is still half life 2.
And that's not a bad thing, I'm quite interested in seeing my half life 2 all purdified.[/QUOTE]
The core should always be HL2. There will be new weapons. New areas to explore. Secrets. Things.
I just noticed in the logo - the default HL2 logo is meant to be both a science symbol and also Gordon holding his crowbar in the air (like a fist pump with a weapon) as has been mentioned. I just looked at the OP and realised how much it looks like Gordon doing the punk-rocker symbol with his fingers now.
[editline]28th April 2013[/editline]
Granted, he has giant fingers when looking at it like that.
[QUOTE=Ken Chan;40451981][video=youtube;oxHiEZKxEm8]http://www.youtube.com/watch?v=oxHiEZKxEm8[/video][/QUOTE]
Transition between animations is much smoother. (for example when you reload your weapon)
[QUOTE=Ken Chan;40451981][video=youtube;oxHiEZKxEm8]http://www.youtube.com/watch?v=oxHiEZKxEm8[/video]
Edit: Added annotations[/QUOTE]
I'm not really seeing what's "updated" in the animation system besides not making the gestures cut off
The system is still 8-way
[editline]28th April 2013[/editline]
[QUOTE=Nicolas;40452417]Transition between animations is much smoother. (for example when you reload your weapon)[/QUOTE]
It can be even more natural if you tweak the frame numbers right (not hard to do)
It's just up to who can give me new player models and animations for it.
Some new functions are not enabled too, like these:
[QUOTE]Two-Layer movements
(HL2DM player models only have ACT_HL2MP_RUN, and the new system use ACT_WALK and ACT_RUN)
IK Chains
Models.
Jump movements
New:
Jump, floating, landing
(ACT_MP_JUMP_START & ACT_MP_AIRWALK & ACT_MP_JUMP_LAND)
HL2MP:
Have only floating (Very bad animation)
ACT_HL2MP_JUMP_*
[/QUOTE]
So, I'm requesting new player models right now :(
[QUOTE=MaxOfS2D;40452608]I'm not really seeing what's "updated" in the animation system besides not making the gestures cut off
The system is still 8-way
[/QUOTE]
I think it's always going to be 8 way if you're using a keyboard :v:
wait did i see DESERT EAGLE in the weapons list
[QUOTE=SFC003;40453537]wait did i see DESERT EAGLE in the weapons list[/QUOTE]
That's a weapon base for when you create a source mod.
Maybe we should get Max to help us out with animations, he's done a great job with the ones in Garry's Mod so far.
[QUOTE=SFC003;40453537]wait did i see DESERT EAGLE in the weapons list[/QUOTE]
The Desert Eagly is in Synergy.
[QUOTE=DatWut?;40454728]The Desert Eagly is in Synergy.[/QUOTE]
this ain't no synergy
Compiled it to see how it looks ingame, still gotta work on the maps.
[t]http://cloud.steampowered.com/ugc/558721446777003355/BC7A11F820AA121607FB242A6DBDF5259C4C75A2/[/t]
[t]http://cloud-2.steampowered.com/ugc/558721446777001734/43DABEE8E629678DB94D3B98624ADC69342D8A5E/[/t]
[t]http://cloud-2.steampowered.com/ugc/558721446776999527/BB44E2BD18D1CE67316578907EE7538239FEAD53/[/t]
[t]http://cloud-2.steampowered.com/ugc/558721446776998177/8CDF0D632074AD5075691950612669FFB83F9874/[/t]
[QUOTE=kwant111;40456078]Compiled it to see how it looks ingame, still gotta work on the maps.
[t]http://cloud.steampowered.com/ugc/558721446777003355/BC7A11F820AA121607FB242A6DBDF5259C4C75A2/[/t]
[t]http://cloud-2.steampowered.com/ugc/558721446777001734/43DABEE8E629678DB94D3B98624ADC69342D8A5E/[/t]
[t]http://cloud-2.steampowered.com/ugc/558721446776999527/BB44E2BD18D1CE67316578907EE7538239FEAD53/[/t]
[t]http://cloud-2.steampowered.com/ugc/558721446776998177/8CDF0D632074AD5075691950612669FFB83F9874/[/t][/QUOTE]
Looks awesome, sir! If you need help with them there maps I'll lend a hand.
[QUOTE=kaze4159;40452814]I think it's always going to be 8 way if you're using a keyboard :v:[/QUOTE]
Gmod uses 9-way, so does TF2 ;0
[editline]28th April 2013[/editline]
[QUOTE=Ken Chan;40452757]It's just up to who can give me new player models and animations for it.[/QUOTE]
I can give you the Gmod animation sources if you want
[img]http://img163.imageshack.us/img163/2044/hl2smg1.jpg[/img]
Helped Mr Kwant with his texture problem.
What plans do you have for updating the coast maps? It was always one of the more sparse environments.
I thought it'd be good if some bits of the road were cracked and partially overgrown, considering it's been mostly abandoned and unmaintained for ~20 years. This sort of thing, although maybe not [I]quite [/I]as much:
[img_thumb]http://www.turbophoto.com/Free-Stock-Images/Images/Overgrown%20Road.jpg[/img_thumb]
[img_thumb]http://4.bp.blogspot.com/-qTEYC6PvsUU/TdFXGqQHdYI/AAAAAAAABR0/m6G_LaEnU3k/s1600/arizona_road.jpg[/img_thumb]
The biggest difference is probably the EOTech, which I don't like either. I would have preferred the original HK sight.
This is exactly what upsets me so badly, people complaining badly once we get the models ingame.
Its the exact same thing that happened with the grav gun.
[t]http://cloud-2.steampowered.com/ugc/558721446780002663/851E64D5E883B1AD85766B2CA949E12EAB730F9B/[/t]
^fixed textures not the final thing of course.
If you're going to post criticism, add something positive, otherwise it sounds like your bitching about everything.
[editline]2013[/editline]
You guys had no problem doing that on threads v1-v3, but once we hit v4, that when it all seemed like 'hate-hate-hate-hate-hate-hate-hate'.
I don't have any problems with the sight IMO it looks fine.
Sorry, you need to Log In to post a reply to this thread.