• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=cubis;42088790]Just a question with the technical side of this, does the mod mount Half Life 2's content files and such so that if you wanted to you could just delete a file and have it replaced by the default file like most mods? That could help people modify the mod to suit there tastes as if they don't like something, just delete it![/QUOTE] Well, I remember reading back that Enhancement will have a mount system, so if this is true, yes, you could delete a custom file without any kind of problem.
[QUOTE=cubis;42088790]Just a question with the technical side of this, does the mod mount Half Life 2's content files and such so that if you wanted to you could just delete a file and have it replaced by the default file like most mods? That could help people modify the mod to suit there tastes as if they don't like something, just delete it![/QUOTE] I believe so. Right now we're just waiting for Valve to release the VPKV2 upgrade to Alien Swarm (I mean seriously they've even gave Counter-Strike Condition Zero and Ricochet the update before AS). This is also the same thing keeping us from releasing our little HL2DM port although that gives us time to add some enviroment textures to test in it.
[QUOTE=IM BATMAN;42089583]I believe so. Right now we're just waiting for Valve to release the VPKV2 upgrade to Alien Swarm (I mean seriously they've even gave Counter-Strike Condition Zero and Ricochet the update before AS). This is also the same thing keeping us from releasing our little HL2DM port although that gives us time to add some enviroment textures to test in it.[/QUOTE] It seems like they may never release the 'VPK V2' update for Alien Swarm, so all files will end up having to come with the game, not that there would be that much that would be the original HL2 models in the end, apart from random props.
It's kinda stupid that Valve decides to make the Source 1 Games ship with their own directories in the common folder. I mean, they didn't do that with [I]Half-Life[/I]! Couldn't they just put that into "steamapps/common/Source 1" to avoid the clutters of HL2 content? (Like with L4D2 and the Orangebox update, Valve has demonstrated laziness)
Well, that's easy to say now. Could be lazyness, could be the result of unforeseen cunt sequins.
[QUOTE=BenjaminTennison;42089847]It's kinda stupid that Valve decides to make the Source 1 Games ship with their own directories in the common folder. I mean, they didn't do that with [I]Half-Life[/I]! Couldn't they just put that into "steamapps/common/Source 1" to avoid the clutters of HL2 content? (Like with L4D2 and the Orangebox update, Valve has demonstrated laziness)[/QUOTE] its not because of laziness, its because of how dumb steampipe is. what you are suggesting unfortunately wouldn't be possible under the current system. [editline]6th September 2013[/editline] laziness when it came to implementing steampipe i guess
[QUOTE=usa;42094307]its not because of laziness, its because of how dumb steampipe is. what you are suggesting unfortunately wouldn't be possible under the current system. [editline]6th September 2013[/editline] laziness when it came to implementing steampipe i guess[/QUOTE] ..Okay, then we might as well not be playing Source 1 Games for a while (or temporarily opt out of the Betas if the games allow it)
Maybe, just maybe, people at Valve might not be bothered by all the HL2 content folders.
how would it be if in the future just a few days before we release the mod at last, valve releases a full revamp of hl2 and episodes in source 2 and with everything super enhanced beyond what we did? lol
I'm sure the rest of us wouldn't be nearly as bothered by it as you might.
[QUOTE=Fat-Corgi-Guy;42089757]It seems like they may never release the 'VPK V2' update for Alien Swarm, so all files will end up having to come with the game, not that there would be that much that would be the original HL2 models in the end, apart from random props.[/QUOTE] Why not use the SDK 2013 [B]just for multiplayer (and not the singleplayer because I know people will read this wrong)[/B]? It seems the Valve isn't going to upgrade ASW anytime soon.
[QUOTE=DONOTWANT;42100510]I'm sure the rest of us wouldn't be nearly as bothered by it as you might.[/QUOTE] If it's anything like the big Half Life 2 OB update (initially, not its current state), I'm sure everyone will be quite bothered across the board.
will the draw distance during the highway 17 levels be pulled back at all?
what do you mean by "pulled back"? You mean increased or decreased?
pulled back, as in pulled back from the player. increased.
What's left to do so far?
[QUOTE=Antivirus_404;42107254]What's left to do so far?[/QUOTE] [B]Lots[/B], aka basically everything but a lot of the engine stuff. :v:
[QUOTE=Fat-Corgi-Guy;42107796][B]Lots[/B], aka basically everything but a lot of the engine stuff. :v:[/QUOTE] That's a real shame. But I'm still happy, because you're making progress no matter what. I only wish I could help you with something...
[QUOTE=Fat-Corgi-Guy;42107796][B]Lots[/B], aka basically everything but a lot of the engine stuff. :v:[/QUOTE] I think once the engine stuff gets finalised things should run a bit more smoothly. It's a lot easier to run off a base once it's finished rather than along side it.
[QUOTE=xalener;42105590]You mean increased or decreased?[/QUOTE]Do you honestly think he'd want it decreased? :downs:
We should drop the draw distance to 2 meters, remove the guard rails and double the buggy's speed
[QUOTE=DONOTWANT;42108853]Do you honestly think he'd want it decreased? :downs:[/QUOTE] Who fucking knows.
Why don't we just let the player select the draw distance starting from 1024 to unlimited in the options menu?
You guys should write down a list, don't try to memorize it because you will end forgetting stuff.
[QUOTE=Swog;42109413]Why don't we just let the player select the draw distance starting from 1024 to unlimited in the options menu?[/QUOTE] Isn't there a technical limit because the toolchain (especially VIS) hides everything behind some distance? (was it 1024?)
[QUOTE=Beelzebub;42103166]will the draw distance during the highway 17 levels be pulled back at all?[/QUOTE] IMO it should be, since that sort of optimisation isn't as vital as it was in 2004, and it'd make the place feel more like the real world and less constrictive. Depends what the general consensus is, though. I did a test while ago to see what it might look like: [t]http://cloud-2.steampowered.com/ugc/576740211033840287/03A455E20E3F8DB072D9C4E03F5060DF3260AABD/[/t] [t]http://cloud-2.steampowered.com/ugc/576740211033843170/EC6A3CEDD49DBB732F539406B545A67F3F0E9A43/[/t] We should be able to add 3D skyboxes too, so you can see some of the coast maps from others. You'd be able to see the first level of Sandtraps from the crane area and vice verse, for instance. And IMO the Citadel should be visible as well, since it's not really that far from the coast. Here's the other test I did at Lighthouse Point with it at the correct distance: [t]http://cloud-2.steampowered.com/ugc/578993823916429800/E7474ABCE8C30C8AA91B59092FD40F4635C5A4F1/[/t] [t]http://cloud-2.steampowered.com/ugc/578993823862023526/6651417FF2AD5823D358D7A4A81B428F38D7F8BE/[/t]
Why is there no "I Came" rating? [QUOTE=Maestro Fenix;42110282]You guys should write down a list, don't try to memorize it because you will end forgetting stuff.[/QUOTE]I've wanted to make a similar mod as this since around 2007. I still have all my ideas in a folder full of lists. I probably shouldn't enjoy writing things down nearly as much as I do.
I'm still not sure on the Citadel being visible. Making that visible takes away from the 'isolated place' feeling. If it is visible, it should appear much further away. I dunno having the Citadel literally right ontop of Nova Prospekt like that is just strange. It's a scale thing, it makes the world feel much smaller.
I bet an appropriate flow map on the coast levels would look amazing. [QUOTE=Mr. Someguy;42112307]I dunno having the Citadel literally right ontop of Nova Prospekt like that is just strange. It's a scale thing, it makes the world feel much smaller.[/QUOTE] That positioning is not anywhere close to Nova Prospekt. Ideally it should give the player a sense of scale and an indication of just how far they've traveled. Saying that I wonder what the citadel looks like when it's visable in the Ravenholme levels.
[QUOTE=Mr. Someguy;42112307]I'm still not sure on the Citadel being visible. Making that visible takes away from the 'isolated place' feeling. If it is visible, it should appear much further away. I dunno having the Citadel literally right ontop of Nova Prospekt like that is just strange. It's a scale thing, it makes the world feel much smaller.[/QUOTE] It's symbolism for no matter where players go, they can't run from the problem; it's always there. Maybe for a place like Ravenholm it doesn't need to be visible, but for everything else it gives a sense of distance and reminding players that the mission is yet to be completed. It also gives quite a bit more scenic atmosphere.
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