• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
Anyone else think that emulating the look in this Alan Wake image would benefit Ravenholm dock scene [T]http://i.picpar.com/gss.png[/T] [T]http://meta.filesmelt.com/downloader.php?file=Revnholm_11.png[/T] mainly the small amount of fog, light sources and darkend sky with little bits of stars
[QUOTE=Yourself;41763405][T]http://i.picpar.com/gss.png[/T][/QUOTE] But that map is full of ambient occlusion.
[QUOTE=RaTcHeT302;41756547]Eh, here's a loading screen, still got to tweak it (probably). [t]http://i1.minus.com/ibckTqQaekrS7t.png[/t][/QUOTE]That reminds me; I'd love a cancel button that actually works for a change. At least when starting a new chapter or a multiplayer game. (It would be a little strange to cancel a SP map transition & I'd hate to do it by accident.)
[QUOTE=Yourself;41763405]Anyone else think that emulating the look in this Alan Wake image would benefit Ravenholm dock scene [T]http://i.picpar.com/gss.png[/T] [T]http://meta.filesmelt.com/downloader.php?file=Revnholm_11.png[/T] mainly the small amount of fog, light sources and darkend sky with little bits of stars[/QUOTE] The lighting in Alan Wake is fantastic, hell, the atmosphere of that entire game is somewhat unmatched.
[QUOTE=Zeos;41764837]The lighting in Alan Wake is fantastic, hell, the atmosphere of that entire game is somewhat unmatched.[/QUOTE] Yes and no. The lighting is god awful at times, and for a game that promotes exploration having a great big wall of black smoke, horrible blur and infinite enemies tends to drain both your patience and your resources.
[QUOTE=DONOTWANT;41764285]That reminds me; I'd love a cancel button that actually works for a change. At least when starting a new chapter or a multiplayer game. (It would be a little strange to cancel a SP map transition & I'd hate to do it by accident.)[/QUOTE] I might be wrong, but I believe the reason that the cancel button doesn't work is because loading and listening for input occur on the same thread. Since loading takes up so much computational time, the engine can't respond to input until the loading has finished. Fixing that would require rewriting the engine's loading mechanism to work on a separate thread, and you can't do that with a mod.
[QUOTE=DONOTWANT;41737985][URL="http://gamma.cs.unc.edu/PrecompWaveSim"]I Just remembered this little gem:[/URL] [video=youtube;MQt1jtDBNK4]http://www.youtube.com/watch?v=MQt1jtDBNK4[/video] I don't suppose anyone would be able to recreate this? :wink:[/QUOTE] While that is extremely clever, as it stands, that is really not very accurate. For advnaced DSP the best option would be to implement FMOD (free licences avail), and play audio for gunshots etc through that.
[QUOTE=Nukedrabbit95;41766140]I might be wrong, but I believe the reason that the cancel button doesn't work is because loading and listening for input occur on the same thread. Since loading takes up so much computational time, the engine can't respond to input until the loading has finished. Fixing that would require rewriting the engine's loading mechanism to work on a separate thread, and you can't do that with a mod.[/QUOTE] I always assumed that cancelling didn't work because once the bar stopped moving everything stopped refreshing. I've noticed in source games if the bar is consistently moving you can click the cancel button and it works.
[QUOTE=Bloodshot12;41766865]I always assumed that cancelling didn't work because once the bar stopped moving everything stopped refreshing. I've noticed in source games if the bar is consistently moving you can click the cancel button and it works.[/QUOTE] Which is the result of what I was saying: If the engine is too busy loading, it can't update graphics or receive input. Loading typically works in segments, so if it's working on several small segments in a row then the engine has enough time in between to do all that other stuff and let you click cancel. But I'm just speculating, anyway.
[QUOTE=Nukedrabbit95;41767116]Which is the result of what I was saying: If the engine is too busy loading, it can't update graphics or receive input. Loading typically works in segments, so if it's working on several small segments in a row then the engine has enough time in between to do all that other stuff and let you click cancel. But I'm just speculating, anyway.[/QUOTE] I don't think they're actually on the same thread, but I'm fairly sure the general idea is right. Loading is taking up enough time on another thread that listening for input and telling windows that the game is responding aren't being run, so you get frozen game and no cancel button.
[QUOTE=Yourself;41763405]Anyone else think that emulating the look in this Alan Wake image would benefit Ravenholm dock scene [T]http://i.picpar.com/gss.png[/T] [T]http://meta.filesmelt.com/downloader.php?file=Revnholm_11.png[/T] mainly the small amount of fog, light sources and darkend sky with little bits of stars[/QUOTE] You could probably get it looking close it it by clever use of lighting, making it foggier, and clever use of func_smokevolume.
[QUOTE=samuel2213;41768606]You could probably get it looking close it it by clever use of lighting, making it foggier, and clever use of env_smokevolume.[/QUOTE] It needs loads of blue colorcorrection
[QUOTE=Nukedrabbit95;41766140]I might be wrong, but I believe the reason that the cancel button doesn't work is because loading and listening for input occur on the same thread. Since loading takes up so much computational time, the engine can't respond to input until the loading has finished. Fixing that would require rewriting the engine's loading mechanism to work on a separate thread, and you can't do that with a mod.[/QUOTE]Then why bother have a cancel button if it doesn't do anything? At the very least remove the button & with it the false hope it brings me.
[QUOTE=DONOTWANT;41768745]Then why bother have a cancel button if it doesn't do anything? At the very least remove the button & with it the false hope it brings me.[/QUOTE] Wouldn't mashing the Cancel button usualy work? Anyway, I think I'm done with the chapter thingy (for now). [t]http://i5.minus.com/iD9lmlGxFgTS2.png[/t]
looksgooooood
[QUOTE=DONOTWANT;41768745]Then why bother have a cancel button if it doesn't do anything? At the very least remove the button & with it the false hope it brings me.[/QUOTE] Works sometimes. That would be pointless.
[QUOTE=RaTcHeT302;41769818]Wouldn't mashing the Cancel button usualy work? Anyway, I think I'm done with the chapter thingy (for now). [t]http://i5.minus.com/iD9lmlGxFgTS2.png[/t][/QUOTE] You should be able to hover your cursor over the thumbnails and use your mouse wheel to scroll forward and back.
[QUOTE=Hogie bear;41775239]You should be able to hover your cursor over the thumbnails and use your mouse wheel to scroll forward and back.[/QUOTE] Arrow keys and A - D too.
Where do the Episodes fit in? Days 4 and 5?
[QUOTE=ColossalSoft;41775807]Where do the Episodes fit in? Days 4 and 5?[/QUOTE] Episode 1: day 3 Episode 2: day 4 In Episode 1 you start where Half-Life 2 ended, the evening of day 3. And the time of day doesn't change at all. In EP2 you start on... well I think it's midday.
[QUOTE=DatWut?;41775915]well I think it's midday.[/QUOTE]the sky and general atmosphere make me think of morning; i think it's somewhere around midday when you get out of the mines, unless it really is midday at the start and you spend the rest of that day and the following night and a bit of the next day's morning in the mines
[QUOTE=DatWut?;41775915]Episode 1: day 3 Episode 2: day 4 In Episode 1 you start where Half-Life 2 ended, the evening of day 3. And the time of day doesn't change at all. In EP2 you start on... well I think it's midday.[/QUOTE] It was actually several days between HL2 and Ep1, according to Marc Laidlaw.
Don't forget about the slow teleport, which took over a week
[QUOTE=DatWut?;41775915]Episode 1: day 3 Episode 2: day 4 In Episode 1 you start where Half-Life 2 ended, the evening of day 3. And the time of day doesn't change at all. In EP2 you start on... well I think it's midday.[/QUOTE] Looking at Day 4, HL2 originally had maps that started with [B]D4[/B]. An example is [URL="http://half-life.wikia.com/wiki/Skyscraper"]Skyscraper (A.k.a. Vertigo)[/URL]
[QUOTE=Tweevle;41776139]It was actually several days between HL2 and Ep1, according to Marc Laidlaw.[/QUOTE] That's weird to me...so were you and Alyx just standing in the rubble for a few days after the citadel blew up?
[QUOTE="The Marc Laidlaw Vault"]Some time has passed--that's what you see at the beginning of Ep1. Gordon's in stasis and the vortigaunts pull a bit of a rewind and yank him out of there, out of the G-Man's clutches. The idea is that Alyx was looking for him for a few days. It's always troubled me how poorly we conveyed this.[/QUOTE]
Oh that makes it even cooler. Maybe the scene could be shown fading into vision seeing search teams and fading back to black and fading back rinse and repeat till the original scripted event plays. You don't even need matching voice actors. Just "I DON'T SEE HIM" "KEEP LOOKING" *fade to black* "WE'VE BEEN SEARCHING FOR DAYS, JUST GIVE IT UP" *fade to black* and then Alyx shows up, implying that she called off the efforts to do it for herself.
[QUOTE=xalener;41779287]Oh that makes it even cooler. Maybe the scene could be shown fading into vision seeing search teams and fading back to black and fading back rinse and repeat till the original scripted event plays. You don't even need matching voice actors. Just "I DON'T SEE HIM" "KEEP LOOKING" *fade to black* "WE'VE BEEN SEARCHING FOR DAYS, JUST GIVE IT UP" *fade to black* and then Alyx shows up, implying that she called off the efforts to do it for herself.[/QUOTE] That sounds awesome, something like they did in infinite? [video=youtube;SDNEGZrRX9k]https://www.youtube.com/watch?v=SDNEGZrRX9k[/video]
[QUOTE=RaTcHeT302;41769818]Wouldn't mashing the Cancel button usualy work? Anyway, I think I'm done with the chapter thingy (for now). [t]http://i5.minus.com/iD9lmlGxFgTS2.png[/t][/QUOTE] Smexy.
[QUOTE=SirLemon;41779571]That sounds awesome, something like they did in infinite? [video=youtube;SDNEGZrRX9k]https://www.youtube.com/watch?v=SDNEGZrRX9k[/video][/QUOTE] Well, it's a bit of a cliche execution in film and games alike. It works though. I'd imagine it would need to be way way slower.
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