[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]
There's still idle animations, it's just slight shaking that you can barely see unless you look closely.
[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, there's nothing more immersive than being a floating Dr Claw.
I was making a joke haha. I think the problem people have with it is that you're trying to make Half-Life into a modern shooter like Battlefield with your fancy legs and head bobbings.
[QUOTE=Armageddon104;42061577]I was making a joke haha. I think the problem people have with it is that you're trying to make Half-Life into a modern shooter like Battlefield with your fancy legs and head bobbings.[/QUOTE]
All modern shooters are just copying this mod.
[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.
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]
go play half life 2 if you want to play half life 2
this is half life 2 enhancement mod.
[QUOTE=SpotEnemyBoat;42061527]Yeah, there's nothing more immersive than being a floating Dr Claw.[/QUOTE] So many Photoshop opportunities...
[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.[/QUOTE]
No, you [I]can't[/I] just remove the files for them. The game entities will still be present unless you implement some sort of toggle for removing/replacing them.
While personally I don't mind readding Bullsquids and Houndeyes, I can see why Valve cut them. In Half-Life 2, They make sure that virtually each enemy type has some sort of introduction or build-up before you actually face it and have areas designed specifically around them. For new enemy types not to seem out of place, the same would have to be done for them too. Which means that maps would have to have more changes, which means purists get more irritated, etc.
[QUOTE=Fat-Corgi-Guy;42060232]As for full body awareness...[B]why is it so game-changing to add freakin' legs to Gordon????[/B][/QUOTE]
Because its a change and change is capitol E Evil. :v:
More seriously, While FBA is a cool feature, I think the lack of it is just one of those 1990's design holdovers that Valve and the fans alike have accepted as part of the franchise. As far as the games are concerned, Gordon Freeman is nothing more than a means to insert the player into the game world. No more than an arm and a weapon. Virtually invisible.
[QUOTE=Fat-Corgi-Guy;42060232]
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 don't really like them (and frankly, most of strelok's proposed changes) because they follow the typical FPSBanana route of "MUST HAVE REALISM. OSCAR MIKE! M4A1-M203!". They don't really add anything at best and at worst undo Valve's player aids.
But to be honest, I think that most folks here react a little more strongly to changes because of how the [url=http://cinematicmod.com/]last mod[/url] that tried to enhanced HL2 turned out.
[QUOTE=glitchvid;42060790]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]
Of course it fits with BM, it was a HL1 remake. But this is a redo of HL2, not HL1
[QUOTE=SirLemon;42061876]Of course it fits with BM, it was a HL1 remake. But this is a redo of HL2, not HL1[/QUOTE]
Then go make you're own mod if it's that much of an issue to you. Most of us here don't care or like the idea, and Corgi's word is law so it's staying anyway.
[QUOTE=SirLemon;42061876]Of course it fits with BM, it was a HL1 remake. But this is a redo of HL2, not HL1[/QUOTE]
I was arguing your point of them working, not weather they're theme appropriate, which they're not.
Houndeyes aren't any less theme appropriate than jumping half skeleton zombies.
I just assumed the non-sentient Xen aliens got wiped out, and the combine weaponized the Headcrabs because they are easy to control.
[QUOTE=Armageddon104;42062242]I just assumed the non-sentient Xen aliens got wiped out, and the combine weaponized the Headcrabs because they are easy to control.[/QUOTE]
I remember the official answer on Xenian species being "they're around here somewhere".
[QUOTE=Mr. Someguy;42061885]Then go make you're own mod if it's that much of an issue to you. Most of us here don't care or like the idea, and Corgi's word is law so it's staying anyway.[/QUOTE]
Look, it's not like I'm wanting something shit to happen, all I'm saying is if VALVe cut it for a reason.
[QUOTE=SirLemon;42062954]Look, it's not like I'm wanting something shit to happen, all I'm saying is if VALVe cut it for a reason.[/QUOTE]
And if Valve had got everything right first time, then all that the mod team would be doing is upping the poly count and upping the texture resolution.
I know this might be hard for you to stomach, but Valve isn't some all-knowing, do-no-wrong entity that churns out flawless games. They make mistakes, they cut corners, they optimize. You don't know what you're talking about, so I highly recommend not talking anymore.
Going back to sounds for a moment, how much is the SMG1 going to be changed? Because I really, really like the bassy sound it has, and if anything might just want it to have some extra detail rather than have a lighter "realistic" sound.
[QUOTE=Armageddon104;42061577]I was making a joke haha. I think the problem people have with it is that you're trying to make Half-Life into a modern shooter like Battlefield with your fancy legs and head bobbings.[/QUOTE]
Hahaha I said something dumb and you all got mad, so it was a joke so you're dumb for getting mad
Minor stuff.
[t]http://i.imgur.com/KTW6rvv.png[/t]
Before [url]http://i.imgur.com/Dj7WVdv.png[/url]
[QUOTE=Butthurter;42063377]dont think chapter/level objectives are necessary[/QUOTE]
It's not an objective, it's the processing thingy.
[t]http://i.imgur.com/onJ2x9B.png[/t]
I'm pretty sure the cancel button is fixable but I could remove it.
Edit: Updated, should be clear now.
[QUOTE=Butthurter;42063392]i thought the "stalling rebel ice cream truck" thing was meant to be the level objective[/QUOTE]I'd completely forgotten about that part of the canal levels
[QUOTE=SirLemon;42060487]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.[/QUOTE]Personally, I don't see how they could bring back some of the old monsters in a way that works, unless they're hidden in those "secret areas". Not to say It can't be done, but they'd need to do a hell of a job reintroducing them without altering the environments a lot simply to accommodate their AI & it'll be even harder to find somewhere they'll already fit in gameplay-wise. But it could be done. If Ravenholm's lake it being brought back, I could see an Ichthyosaur being added. (Maybe biting a zombie in half like Free Willy gone wrong.)
[QUOTE=Fat-Corgi-Guy;42060232]As for full body awareness...[B]why is it so game-changing to add freakin' legs to Gordon????[/B][/QUOTE]I don't really think it is. It's a logical progression of what's already there. The biggest problem with adding visible legs & body to the game is players unfamiliar with the way FPS' are coded expect them to collide with the environment just as believably, if not more so than any of the other physics objects in the game. Most modern games simply add a viewmodel body that loosely follows what the player's body should be doing. (including weapons aimed down being chest-high) Many HL fans, myself included, figure that if it's not going to be done right, than we'd be better off with an unobstructed view of the ground.
Having said that, I know that this mod is striving for worldmodel-based full-body awareness, [VIDEO=http://www.youtube.com/watch?v=6vrvBPgt_dM]which could be awesome with polish[/VIDEO] & I'm all for it. But I can't help but wonder how it'll affect player collisions. If the player still uses the same refrigerator box, it'll be disappointing, but without it you'd be able to squeeze into places inaccessible to other human characters, who'd still use the same boxes, if not for collision, but navigation. If that's being improved too then I'd love to see the characters scale changed to actually match the world's scale. That, however would actually have significant effect on gameplay. (I'd also like if the payer's torso & walking animation conformed to close walls, but now I'm just rambling)
I think the best way to deal with this is make it (FBA) an option. Fistful of Frags did include an option for legs, so I know it's definitely possible. This way, you satisfy both the immersion seekers and the naysayers, and allow for more customization.
TL;DR: Why not both full body awareness and an option to turn it off?
Are you doing a BM-type options menu? I heard you weren't on a couple occasions.
[QUOTE=Armageddon104;42061577]I think the problem people have with it is that you're trying to make Half-Life into a modern shooter like Battlefield with your fancy legs and head bobbings.[/QUOTE]
Adding a body to Gordon is not making it into a "modern shooter" (the original game actually is a modern shooter anyways, it's only from 04, it's not [I]that[/I] old). I've stated before, head bobbing is NOT, I repeat [B][U]NOT[/U][/B] going to be added in.
[QUOTE=DONOTWANT;42063597]Personally, I don't see how they could bring back some of the old monsters in a way that works, unless they're hidden in those "secret areas". Not to say It can't be done, but they'd need to do a hell of a job reintroducing them without altering the environments a lot simply to accommodate their AI & it'll be even harder to find somewhere they'll already fit in gameplay-wise.[/QUOTE]
I don't have time atm to write out all my plans for where and when you'll encounter the "new/cut enemies" yet again, but if everything goes according to how I envision this stuff in my head it'll all make sense canonically. Back in thread V3 and 4 (maybe this thread too) I posted about how I wanted to integrate them into the game, I'll try and find those posts later if I can.
[QUOTE=cardboardtheory;42064143]TL;DR: Why not both full body awareness and an option to turn it off?[/QUOTE]
With the way we're hoping to do the FBA that will be nigh impossible.
[QUOTE=chipsnapper2;42064388]Are you doing a BM-type options menu? I heard you weren't on a couple occasions.[/QUOTE]
We're doing/going to do something similar to it.
[QUOTE=Fat-Corgi-Guy;42064567]AI don't have time atm to write out all my plans for where and when you'll encounter the "new/cut enemies" yet again[/QUOTE]Don't write out where/when we'll encounter the enemies! Let it be a surprise.
[QUOTE=Fat-Corgi-Guy;42064567]but if everything goes according to how I envision this stuff in my head it'll all make sense canonically.[/QUOTE]Canon isn't much of a problem. As long as there's a thematic reason for a creature to be somewhere, there's always an excuse. The real concern is always gameplay!
[QUOTE=cardboardtheory;42064143]Why not both full body awareness and an option to turn it off?[/QUOTE]Why not make the game an option & turn that off?
This is getting pretty big. Wasn't it just about upping polycounts and texture res?
Just some advice from someone that has gone down this road while modding and seen it happen to others, don't get too big just because you have a lot of eyes on you, and just don't reach for the stars in general.
[QUOTE=Armageddon104;42065291]This is getting pretty big. Wasn't it just about upping polycounts and texture res?
Just some advice from someone that has gone down this road while modding and seen it happen to others, don't get too big just because you have a lot of eyes on you, and just don't reach for the stars in general.[/QUOTE]
[url=http://www.facepunch.com/showthread.php?t=1216721]It was never [I]just[/I] high poly models and textures[/url], though those are 2 main factors in the mod. I have previous experience with working on mod teams and this is definitely not the most ambitious mod/project I've ever seen by far. We may be slightly reaching for the sky, but not for the stars.
[I]On an unrelated note, gosh this mod has come far from thread 01...[url=http://i.imgur.com/l2O7kFR.png]my skins were pretty ugly shit[/url] back then when it first started. :v:[/I]
Ice cream truck in hl2? Can someone fill me in on this because I don't recall there being any discussion for an ice cream truck.
No view-bob at the end? There goes the WON feeling.[/enoughshitrant]
Well, I think that it's the time to know how is going the process on the skin replacing/map enhance/new models. Because that is what it really matters.
[QUOTE=Fat-Corgi-Guy;42064567]
I don't have time atm to write out all my plans for where and when you'll encounter the "new/cut enemies" yet again, but if everything goes according to how I envision this stuff in my head it'll all make sense canonically. Back in thread V3 and 4 (maybe this thread too) I posted about how I wanted to integrate them into the game, I'll try and find those posts later if I can.
[/QUOTE]
Don't get me wrong, adding more enemies into HL2 sounds great, but it just wouldn't make sense. It doesn't fit the art style, canonically it doesn't make much sense, since the incident happened about 10 years ago, and the random teleportation from xen has seemingly stopped since the combine takeover. I'd think they would've died out/all been hunted/extremely endangered, which is why you don't see them.
Now if you DO wanna make more enemies that would fit in the canon, it would make more sense to add something like a new synth or zombie type (dont ask me what kinds to add, just suggesting) Or again I suggest making the 2 separate mods. (again, it would only require adding some slight modifications to mod one, to convert it to a separate mod 2)
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