Also the beeping is useful for people who pick up grenades and throw them back with the gravity gun. You'll always know how long you've got before you have to throw it away.
To be honest, the HL1 grenades did give themselfs away, they made loud impact sounds
I haven't seen an update of the HEV in ages. By ages I mean the two days I've been crawling to page 94 on the thread.
well can´t argue with the majority, if most people prefer the beeping, then we´ll keep it maybe with some minor changes, but it is not decided yet, as the mod progresses we can check how much would the gameplay change, personally, I liked it more, but is just me.
For now, the new explosions will be added to the svn, gotta see about updating the grenade impact sounds now.
[QUOTE=Mr. Someguy;42035759]It didn't do that in Half-Life, and those soldiers used way more grenades.[/QUOTE]
yeah, but they also bounced way more due to the ye olde physics approximation, and were loud as shit when they did.
It was also their first game and they were young and dumb and reckless and maybe that was a mistake they made that they realized later on and implemented into every future game where grenades are handthrown
I mean, come on.
[QUOTE=windows098;42036654]To be honest, the HL1 grenades did give themselfs away, they made loud impact sounds[/QUOTE]
If I recall correctly the model was the size of a fucking pineapple too.
[QUOTE=Ekalektik_1;42039536]If I recall correctly the model was the size of a fucking pineapple too.[/QUOTE]
Well, certainly put the Pineapple in Pineapple Grenade.
[QUOTE=Ekalektik_1;42039536]If I recall correctly the model was the size of a fucking pineapple too.[/QUOTE]
An Ambassador Pineapple?
[QUOTE=AnonyCrab;42035459]To be honest that's sorta escalating it.[/QUOTE]
-snip because it's still late even if were still talking about the grenade sounds-
[QUOTE=SirLemon;42044855]-snip because it's still late even if were still talking about the grenade sounds-[/QUOTE]
It's late because someone said almost the exact same thing earlier.
[QUOTE=tehstrelok;42038224]well can´t argue with the majority, if most people prefer the beeping, then we´ll keep it maybe with some minor changes, but it is not decided yet, as the mod progresses we can check how much would the gameplay change, personally, I liked it more, but is just me.
For now, the new explosions will be added to the svn, gotta see about updating the grenade impact sounds now.[/QUOTE]
I think it's fine without, but if you do it with I don't mind. As long as the with includes the Combine-ish 'chirping' sound that they make and not just generic beeps.
[QUOTE=Fat-Corgi-Guy;42049206]It's late because someone said almost the exact same thing earlier.[/QUOTE]
DAMN. My internet was out, missed my chance
Well, I think I definetly made a more fitting grenade hit sound, but not sure about the beeping, I had some early ideas about it and decided to create 2 versions for testing, you tell me whether you like them or hate them completely.
NOTE: This is an early test, not final unless people do like them, also none of the skins are part of the mod.
[video=youtube;byRXzjBacgk]http://www.youtube.com/watch?v=DBdArJ2LV7o[/video]
That sounds a lot better to me, that nice metallic clink. I like V2 beeping better as well.
[QUOTE=tehstrelok;42057806]Well, I think I definetly made a more fitting grenade hit sound, but not sure about the beeping, I had some early ideas about it and decided to create 2 versions for testing, you tell me whether you like them or hate them completely.
NOTE: This is an early test, not final unless people do like them, also none of the skins are part of the mod.
[video=youtube;byRXzjBacgk]http://www.youtube.com/watch?v=DBdArJ2LV7o[/video][/QUOTE]
You got the right idea with the beeping, but it doesn't sound like combine tech. Like Mr Someguy said, it needs that chirping sound.
I think if you end up changing how the sound is already, you end up fucking with it too much and hindering the gameplay experience.
Is it really necessary for us to change the beep? The beep sounds fine in the original game, and in fact, will hurt old players who are just starting to play the mod. These sounds are so iconic, that people have even [url=https://www.youtube.com/watch?v=nTbL5elVXrU]made songs out of them[/url]. I watched a documentary about the new Ducktales game, which specifically talks about [url=https://youtu.be/3wihyFSQhL4?t=47s]making or breaking gameplay with sound.[/url]
The explosion IMO sounds nice to me because it sounds like the old explosion, but with enough punch to make it stronger. Point is, you shouldn't replace what isn't broken, just spruce it up a little bit.
[QUOTE=Gamerman12;42059149]I think if you end up changing how the sound is already, you end up fucking with it too much and hindering the gameplay experience.
Is it really necessary for us to change the beep? The beep sounds fine in the original game, and in fact, will hurt old players who are just starting to play the mod. These sounds are so iconic, that people have even [url=https://www.youtube.com/watch?v=nTbL5elVXrU]made songs out of them[/url]. I watched a documentary about the new Ducktales game, which specifically talks about [url=https://youtu.be/3wihyFSQhL4?t=47s]making or breaking gameplay with sound.[/url]
The explosion IMO sounds nice to me because it sounds like the old explosion, but with enough punch to make it stronger. Point is, you shouldn't replace what isn't broken, just spruce it up a little bit.[/QUOTE]
alright then, I´ll see if I can get it done well if not, let´s just leave the default
[QUOTE=Gamerman12;42059149]Point is, you shouldn't replace what isn't broken, just spruce it up a little bit.[/QUOTE]You could say that about the entire mod. Too many modders try to replace all the content they possibly can simply because they're tired of the originals.
[QUOTE=DONOTWANT;42059429]You could say that about the entire mod. Too many modders try to replace all the content they possibly can simply because they're tired of the originals.[/QUOTE]
I can't agree more. In fact, I feel that the mod is trying to change the game way to much to be called "Half Life 2: Enhanced" It more of a Re-imagining than enhancement at this point, no?
[QUOTE=SirLemon;42059553]I can't agree more. In fact, I feel that the mod is trying to change the game way to much to be called "Half Life 2: Enhanced" It more of a Re-imagining than enhancement at this point, no?[/QUOTE]
are you seriously saying that changing fucking [I]grenade beeps[/I] is way too much?
really?
[QUOTE=DONOTWANT;42059429]You could say that about the entire mod.[/QUOTE]
I wouldn't say that. The characters, world, etc. are pretty consistent. Sound design seems to be what's changing the most.
If anything, it's the addition of new enemies & areas that does that.
[QUOTE=NixNax123;42059630]are you seriously saying that changing fucking [I]grenade beeps[/I] is way too much?
really?[/QUOTE]
It's just an example...I'm also referring to some other changes the mod is making, such as adding bullsquids and houndeyes, full body awareness, and I'm not sure but somewhere in the thread I thought I saw talk about adding new map sections. Again, not sure, so don't scold me if I'm wrong.
Again, new enemies are only in certain specific areas that will make sense to break up the overuse of some enemies (like Zombies in the sewers, just replace some of them in key areas with bullsquids). As [I]MrSomeguy[/I] has written before too, if you don't want the new enemies all you need do is delete the (un)desired files for those enemies and [I]*poof*[/I] they're gone. As for full body awareness...[B]why is it so game-changing to add freakin' legs to Gordon????[/B] And the new map sections, as stated many times before, will be secret areas [I]ONLY[/I].
Now I agree that some of the sound changes aren't necessary, but some of them (explosions, majority of the gun sounds, etc.) are a nice slight change from the originals (especially the new footstep sounds, gosh the vanilla ones were pretty bad).
Because, Gordon is you, if you can see yourself, your legs, it's not you. But that's a joke because you can see your hands even though they removed the cool idle animations from HL1 so it's still pretty static and it's you.
[QUOTE=Fat-Corgi-Guy;42060232]Again, new enemies are only in certain specific areas that will make sense to break up the overuse of some enemies (like Zombies in the sewers, just replace some of them in key areas with bullsquids). As [I]MrSomeguy[/I] has written before too, if you don't want the new enemies all you need do is delete the (un)desired files for those enemies and [I]*poof*[/I] they're gone. As for full body awareness...[B]why is it so game-changing to add freakin' legs to Gordon????[/B] And the new map sections, as stated many times before, will be secret areas [I]ONLY[/I].
Now I agree that some of the sound changes aren't necessary, but some of them (explosions, majority of the gun sounds, etc.) are a nice slight change from the originals (especially the new footstep sounds, gosh the vanilla ones were pretty bad).[/QUOTE]
I still see no reason to add cut enemies though, in fact I'm against it. And before I get stamped with dumb or anything like that, think of this...
Valve cut them early in development for a reason: they don't fit in HL2, and there'd be no reason that they'd be there. And with all due respect to the mod team, if valve thought it couldn't be pulled off, this mod almost certainly can't.
And yes we can delete the enemy files, but that's a real half-assed solution. "If you don't like it edit the files to change it" What I think should be done is make 2 versions, Original, where it's a simple remastering of half life 2, and enhanced, where you can do whatever you want to it. All it would take is making one verision, then adding small changes throughout the mod and releasing it as the other.
EDIT: also on the subject of the legs, believe it or not it DOES change some of the feel of the game
[QUOTE=SirLemon;42060487]I still see no reason to add cut enemies though, in fact I'm against it. And before I get stamped with dumb or anything like that, think of this...
Valve cut them early in development for a reason: they don't fit in HL2, and there'd be no reason that they'd be there. And with all due respect to the mod team, if valve thought it couldn't be pulled off, this mod almost certainly can't.
[/QUOTE]
I don't think the WHOLE modteam agrees with all of the proposed additions or changes (I know I certainly don't), but it's Corgi's mod: And I'm determined to do what I can do make sure that what needs to be done, can get done. Even if it's making a skin for an NPC I don't like: I'm OK with that.
It's also worth adding, that the Houndeyes (for example) work in Black Mesa just fine; and the BM to HL2 gameplay isn't too far off.
[QUOTE=Armageddon104;42060322]Because, Gordon is you, if you can see yourself, your legs, it's not you. But that's a joke because you can see your hands even though they removed the cool idle animations from HL1 so it's still pretty static and it's you.[/QUOTE]
Yeah it's me - it's me wearing a HEV suit. I should think it would be [i]more[/i] immersive to be able to see that, not less. Real me can't take 50 bullets, but real me in a game with a HEV suit can.
And besides, if that were the issue, I think 40% of the lines in the game referencing "Gordon," "Freeman," or "Dr. Freeman" would be immersion-ruining as it is.
Edited to add: But wait, I thought we already solved this issue like 3 times, why is it coming up again?
[QUOTE=Armageddon104;42060322]Because, Gordon is you, if you can see yourself, your legs, it's not you. But that's a joke because you can see your hands even though they removed the cool idle animations from HL1 so it's still pretty static and it's you.[/QUOTE]
Last time I checked I have fucking legs.
[QUOTE=Armageddon104;42060322]Because, Gordon is you, if you can see yourself, your legs, it's not you. But that's a joke because you can see your hands even though they removed the cool idle animations from HL1 so it's still pretty static and it's you.[/QUOTE]
Are you talking about 2nd person shit? Because I see no problem with being able to see your legs
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