• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=Hogie bear;41648333]I would imagine they are going to replace the walls that are just 2d materials like that fence there, because it looks really dated.[/QUOTE] Pretty sure he's talking about the hole in the world.
Another thing that I noticed on my playthrough: Sometimes the animations of the Combine don't play. Like they stand in the waiting pose but shoot. [editline]30th July 2013[/editline] Also: Will you use the EP1 Stalker models? [editline]30th July 2013[/editline] Aaaaand another thing: [T]http://cloud-3.steampowered.com/ugc/920143977326906315/72A2CBC0F2195960C7E8E2C23400C2DCB8A1D695/[/T] This is in Breen's office. As you can see, there's no rail which the pod is attached to. It's basically floating.
[QUOTE=gk99;41648648]Pretty sure he's talking about the hole in the world.[/QUOTE] Yeah I know.
[QUOTE=DatWut?;41646572]Found another thing that needs fixing: [T]http://cloud-3.steampowered.com/ugc/920143977320935005/FD742EDD78D98329C5190EA66FC3D66D7F13A134/[/T] That's on the roof of the control Nexus thing.[/QUOTE] Speaking of, the inside and outside versions don't match up, there's other inconsistencies too. 1. The inside version, the combine wall is partially in the rear side of the building, enclosing the yard. On the rooftop map though, the wall is behind the building with the yard open and street visible. 2. Interior has 3 doors while the exterior has 4. 3. The rooftop differs between the 'before', 'rooftop', and 'after' map. Notably, fence is gone and dropship container becomes shipping container. 4. On the 'after' part of the map, the building is suddenly missing all the combine bits that were on it. [t]http://combineoverwiki.net/images/a/a6/Overwatch_Nexus1.jpg[/t][t]http://combineoverwiki.net/images/7/7d/Overwatch_Nexus_2.jpg[/t] That's a summery, because I got things to do atm.
[QUOTE=DatWut?;41646572]Found another thing that needs fixing: [T]http://cloud-3.steampowered.com/ugc/920143977320935005/FD742EDD78D98329C5190EA66FC3D66D7F13A134/[/T] That's on the roof of the control Nexus thing.[/QUOTE] There is also a similar case like that in Ravenholm, where you first meet the fast zombies. You run down to the traintrack, and take a right, after doing so, look up. NO DRAW ERRVRYWHERE. And yes, those are places you can go without cheats. Completely accessible on foot.
what about this? [t]http://cloud-2.steampowered.com/ugc/578983139707343422/2D837F1A8EFE721329EA4BC27513EE38AA954D78/[/t]
[QUOTE=xalener;41655098]what about this? [t]http://cloud-2.steampowered.com/ugc/578983139707343422/2D837F1A8EFE721329EA4BC27513EE38AA954D78/[/t][/QUOTE] I understand that this was Valve's first in-depth game on the Source Engine, but you would think that they could pay attention to these details more. I mean come on?
I remember seeing that dome on my first playthrough and thinking my game broke. :v:
What am I looking at? That's never happened to me before?
[QUOTE=Mr. Someguy;41657266]What am I looking at? That's never happened to me before?[/QUOTE] Part of the model is missing.
[QUOTE=Mr. Someguy;41657266]What am I looking at? That's never happened to me before?[/QUOTE] There are 2 models, one is for the outside, one is for the inside. I guess they decided you couldn't see the outside from the inside, so they deleted it to save memory or w/e
So, i dont post much, but did you guys saw this? [url]https://github.com/w23/OpenSource[/url] It manages to load all the HL2 maps together, that may be useful for path making and map reorganization ideas.
[QUOTE=Matsilagi;41661712]So, i dont post much, but did you guys saw this? [url]https://github.com/w23/OpenSource[/url] It manages to load all the HL2 maps together, that may be useful for path making and map reorganization ideas.[/QUOTE] This tool is interesting. Looking through the train station maps, it appears that Kleiner's lab actually would cut into the platform a bit.
[QUOTE=Mr. Someguy;41657266]What am I looking at? That's never happened to me before?[/QUOTE] That, my friend, is a heaping fuckduck of backfaces. Basically, they're the backs of the polygons of the interior dome model. There's no exterior dome model, so you basically see straight through to the inside of the dome.
Any new stuff to showcase or is this topic dead?
[QUOTE=Swog;41681963]Any new stuff to showcase or is this topic dead?[/QUOTE] The latest content was 5 days ago. The mod is plenty alive.
[QUOTE=Swog;41681963]Any new stuff to showcase or is this topic dead?[/QUOTE] We're working. [editline]later[/editline] Informative? You really think we aren't working on stuff? Even though we don't post a ton of stuff, we're constantly working on content: our SVN is updated at least twice a week now with large content check ins.
[QUOTE=Swog;41681963]Any new stuff to showcase or is this topic dead?[/QUOTE] calling it WAY too early there bud
[QUOTE=glitchvid;41682416]our SVN is updated at least twice a week now with large content check ins.[/QUOTE] Any chance for non-devs to get readonly access on that thing?
[QUOTE=Tweevle;41347850]So, here's a mock up of Citadel would look from Lighthouse Point: [url]http://cloud-2.steampowered.com/ugc/578993823862023526/6651417FF2AD5823D358D7A4A81B428F38D7F8BE/[/url] [url]http://cloud-2.steampowered.com/ugc/578993823862034654/B013A4ED34AC13F10C78B9B7126D72A127812D6E/[/url] [url]http://cloud-2.steampowered.com/ugc/578993823916429800/E7474ABCE8C30C8AA91B59092FD40F4635C5A4F1/[/url] Its position and the position of the opposite coast are where they should be (although how the latter looks is just something I threw together from the basic skybox models). The curvature of the Earth hasn't been taken into account since all the levels in Hammer are flat, but it should still be quite visible from here, just perhaps slightly lower.[/QUOTE] I would love to see this in-game, it reminds me of the moon from Majoras Mask where you could see it every where you go. I wish I could help with this, but sadly I can't do anything that the mod requires.
[QUOTE=CrystalGamma;41686271]Any chance for non-devs to get readonly access on that thing?[/QUOTE] I hope this wont turn into rust 2
[QUOTE=CrystalGamma;41686271]Any chance for non-devs to get readonly access on that thing?[/QUOTE] We already have enough testers at the moment, come back and ask us in a year, it might be almost done then (meaning 'beta' quality). :wink: [editline]2013[/editline] Yes I know it's optimistic, but heck, that's my plan.
[QUOTE=Swog;41681963]Any new stuff to showcase or is this topic dead?[/QUOTE] Not even a week and you're calling dead? Go back to fucking moddb.
[QUOTE=CrystalGamma;41686271]Any chance for non-devs to get readonly access on that thing?[/QUOTE] No, and for a number of reasons. Maybe in the future we will release beta builds:But they'll be packed versions of the SVN revision.
[QUOTE=CrystalGamma;41686271]Any chance for non-devs to get readonly access on that thing?[/QUOTE] Then it's gonna turn into rust where people will be begging for access. Are we even finished with the first train station map?
[QUOTE=cloudcakes30;41691006]Then it's gonna turn into rust where people will be begging for access. Are we even finished with the first train station map?[/QUOTE] I've done a first pass with the changes I made before and some improved lighting. I'll probably post some pics at some point.
[QUOTE=Fat-Corgi-Guy;41689397]We already have enough testers at the moment, come back and ask us in a year, it might be almost done then (meaning 'beta' quality). :wink: [editline]2013[/editline] Yes I know it's optimistic, but heck, that's my plan.[/QUOTE] How about a SVN log like Jaykin' Bacon: EP3 does? It's always really cool to get a mobile update from twitter that says something along the lines of "Added nav meshes for 38 maps" or something.
maybe tomorrow I will be posting a short video preview to show the new weapon shoot sounds, to see what you think of them, they are close to the style of the originals
[QUOTE=xalener;41689837]Not even a week and you're calling dead? Go back to fucking moddb.[/QUOTE] I didn't say the mod was dead.
[QUOTE=Swog;41692916]I didn't say the mod was dead.[/QUOTE] [QUOTE]is this topic dead? [/QUOTE] you said the topic was dead also be patient.
Sorry, you need to Log In to post a reply to this thread.