• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=DONOTWANT;42160350]I'm not really a graphics person, I'm more interested in game design in general, but I can see where you're coming from with it. I think I've derailed things far enough as it is. So, random suggestion: All items should behave like weapon props. Say you have a shotgun & touch another, it gives you 1 extra round but you can touch it again later to get the rest. Medkits & batteries however, if you touch one while at 99% health/armor you get 1% & the medkit/battery disappears with the rest. That has got to stop.[/QUOTE] I have a potentially better idea for medkits and batteries. Maybe you could make it similar to how Bioshock handles health and EVE? Where you have a stock supply of medkits/battery dispensers that have extra health in it and you can press a button to heal yourself with whats inside the reserves? There should probably be a limit to how much you can have in reserve though. Also, the ability to lean left and right would be a pretty cool optional thing.
[QUOTE=MacD11;42161779]I have a potentially better idea for medkits and batteries. Maybe you could make it similar to how Bioshock handles health and EVE? Where you have a stock supply of medkits/battery dispensers that have extra health in it and you can press a button to heal yourself with whats inside the reserves? There should probably be a limit to how much you can have in reserve though. Also, the ability to lean left and right would be a pretty cool optional thing.[/QUOTE] Eh...the healthkit thing could get kinda OP, and I don't see the purpose of leaning
[QUOTE=SirLemon;42161792]Eh...the healthkit thing could get kinda OP, and I don't see the purpose of leaning[/QUOTE] the health kit thing and leaning would probably end up being like those optional things that were mentioned before if they were implemented. Also, leaning would help players see whats ahead if its around a corner and either plan tactically or start attacking from behind a corner. That wouldn't mean however that the player would be invincible when shooting from behind a corner because they would be sticking their head and possibly upper chest area from that corner, so unless NPC's haven't been attacked yet the player would be vulnerable when looking around a corner. Once again, optional stuff still.
[QUOTE=MacD11;42161885]the health kit thing and leaning would probably end up being like those optional things that were mentioned before if they were implemented. Also, leaning would help players see whats ahead if its around a corner and either plan tactically or start attacking from behind a corner. That wouldn't mean however that the player would be invincible when shooting from behind a corner because they would be sticking their head and possibly upper chest area from that corner, so unless NPC's haven't been attacked yet the player would be vulnerable when looking around a corner. Once again, optional stuff still.[/QUOTE] I don't see any reason, play Smod or another game if you want tactical gameplay, this is HL2.
[QUOTE=glitchvid;42161895]I don't see any reason, play Smod or another game if you want tactical gameplay, this is HL2.[/QUOTE] True with that, maybe i have too much Thief: The Dark Project on my mind, sorry. EDIT: Thinking on it more those actually were pretty bad ideas...
I just realized, Full body awareness when entering/exiting vehicles is gonna be [I]awesome[/I] [video=youtube;6WeuetVDeN0]http://www.youtube.com/watch?v=6WeuetVDeN0[/video] I'd love to see what happens when it shits out like this :v:
[QUOTE=MacD11;42161901]True with that, maybe i have too much Thief: The Dark Project on my mind, sorry. EDIT: Thinking on it more those actually were a pretty bad ideas...[/QUOTE] It's not that they were bad, just not fitting with HL2 gameplay style
So after playing through all of HL2 on hard because I had 2 days free, I've got a couple spots where shit could be enhanced [t]http://cloud-4.steampowered.com/ugc/600392284597280825/CE028373EF3DC7E478C6716CAD811771DC9ED12F/[/t] This room in the car tunnels (Just before the radioactive tunnel) where the Manhacks smash through could do with some nice lighting behind them, casting shadows on the wall behind you [t]http://cloud-2.steampowered.com/ugc/600392284597341187/295B56FB95FE6AFD8A4D5FA28F610C06F57CC8D2/[/t] The destroyed apartments in Anticitizen One have these ugly fading blocks on the windows, obviously the 2004 Optimisation but would look a lot better with some lightrays or something on top to hide the pure white box [t]http://cloud-2.steampowered.com/ugc/600392284597415755/6A0270F4A02D94A3527B86BAD1C29E7A508F9B27/[/t] [t]http://cloud-2.steampowered.com/ugc/600392284597450022/7408F2F6C9B25CB5CEB04C4B0BC7C3624144BCB3/[/t] Sewers in Anticitizen one, the windows would look amazing with sunrays and some proper HDR going on, right now they do nothing. And the entire room looks almost fullbright [t]http://cloud-2.steampowered.com/ugc/600392284597469966/3F0F027B3CD7DA5D4EB7D3DEDBBD32DADE6401F9/[/t] Follow Freeman, lambda cache after the destroyed apartment (Immediately after a strider chases you through a tunnel) has a missing sprite on the ceiling And one that I forgot to get a screenshot of, vman needs to throw together a little particle for Alyx spitting in Breen's face :v:
[QUOTE=glitchvid;42161895]I don't see any reason, play Smod or another game if you want tactical gameplay, this is HL2.[/QUOTE] "play HL2 if you want to play HL2, this is half life 2 enhancement mod" "play another game if you want *thing that i don't like*, this is half life 2"
[QUOTE=MacD11;42161779]Maybe you could make it similar to how Bioshock handles health and EVE?[/QUOTE] For starters it's really not something the game is designed with. I often encounter far more health/armor/ammo than I'd ever need in an area & being able to simply take them all with me would make the game far easier, especially in addition to being able to throw or carry them to where I'm going next. (I remember my first time in Ravenholm I tried to lug around a milk crate full of medkits)
I like how most of you are trying to keep HL2 remain HL2. That's a refreshing breath of air from most of the FPSes today. Keep it up.
Going back to the particles, there's no way to do soft particles (like in crysis and most modern engines) in source, is there? Because it would sure be nice for particles not to look that flat when they intersect any solid geometry ...
Something else I forgot to mention, a simple exterior in some of the Nova Prospekt levels One level with a huge window has buildings in the skybox, but a lot of small windows just have empty void outside, it's kind of noticable Something else is the lighting outside, we discussed Ravenholm being too bright, and Nova has this but 10x worse, it feels like a constant late afternoon, which is really noticable as you look out the big windows in some areas
[QUOTE=CrystalGamma;42164908]Going back to the particles, there's no way to do soft particles (like in crysis and most modern engines) in source, is there? Because it would sure be nice for particles not to look that flat when they intersect any solid geometry ...[/QUOTE]Hasn't the engine's been able to do that since '07?
[QUOTE=CrystalGamma;42164908]Going back to the particles, there's no way to do soft particles (like in crysis and most modern engines) in source, is there? Because it would sure be nice for particles not to look that flat when they intersect any solid geometry ...[/QUOTE] Source has actually already had soft particles since HL2 EP2. The only problem is that the depthbuffer only goes to a distance of 512 units, so if you're more than 512 units away from the particle, the softening won't be applied. Been working with the guys to see if there's a way to increase the distance on the depthbuffer.
[QUOTE=NixNax123;42164099]"play HL2 if you want to play HL2, this is half life 2 enhancement mod" [/QUOTE] I've never once said this. But really, I'd like to keep the HL2 as much as possible; I don't see ANY reason to suddenly add a more complex (but realistic, or usable) health system, or ammo system.
Personally I wouldn't mind some things being made more complex, so long as it doesn't significantly change the difficulty, [URL="http://facepunch.com/showthread.php?t=1263005&p=41978655#post41978655"]controls[/URL] or gameplay. I'd actually like if an expanding crosshair was added with weapon accuracy changing with run &/or aim speed/acceleration. I'm sure there are plenty of people who disagree with me on that one even though the pistol changes accuracy with rate of fire, so I just see this as an extension of that.
[QUOTE=DONOTWANT;42167868]Personally I wouldn't mind some things being made more complex, so long as it doesn't significantly change the difficulty, [URL="http://facepunch.com/showthread.php?t=1263005&p=41978655#post41978655"]controls[/URL] or gameplay. I'd actually like if an expanding crosshair was added with weapon accuracy changing with run &/or aim speed/acceleration. I'm sure there are plenty of people who disagree with me on that one even though the pistol changes accuracy with rate of fire, so I just see this as an extension of that.[/QUOTE] You mean like in bioshock infinite?
^bioshock infinite had ADS. The closest example I can think of is Halo: Reach or playing as a marine in AVP2010. Ironically, Halo Reach's reticle bloom caused the whole fan base to throw a shitstorm even though it was only illustrating spread that the weapons already had since 2001 :T I'd like to think Half Life's fans are a bit smarter, but that's the real tragedy. No fan base is smart when it comes to being fans of something.
[URL="http://www.youtube.com/watch?v=OHxyZaZlaOs"]Whenever you start to think that, just remember this.[/URL][QUOTE=SirLemon;42170910]You mean like in bioshock infinite?[/QUOTE]I don't remember what game it was that I was reminded of. It could have very well been a mod on moddb for all I know. It's not bioshock infinite because I haven't played it yet. I just remember some video demonstration of ballistic physics where they said the weapon accuracy would decrease depending on how fast the player accelerated the aim, not by the speed.(or in addition to it?) It made me think that was a neat idea worth remembering. If anybody knows what game/video I'm trying to remember, please tell me. Things that simplify existing mechanics can also be nice. When Black Mesa came out there were a ton of people who couldn't figure out duck-jumping for some reason. If they had made some combination of [URL="https://developer.valvesoftware.com/wiki/Dimensions#Ground_Obstacle_Height"]ground obstacle height[/URL] & auto-ducking (so the eye-level stays the same) for a primitive form of ledge-climbing it would have saved some dummies a lot of effort.
[QUOTE=DONOTWANT;42167868]Personally I wouldn't mind some things being made more complex, so long as it doesn't significantly change the difficulty, [URL="http://facepunch.com/showthread.php?t=1263005&p=41978655#post41978655"]controls[/URL] or gameplay. I'd actually like if an expanding crosshair was added with weapon accuracy changing with run &/or aim speed/acceleration. I'm sure there are plenty of people who disagree with me on that one even though the pistol changes accuracy with rate of fire, so I just see this as an extension of that.[/QUOTE] Every fps game with guns needs a crosshair that shows this.
[QUOTE=DONOTWANT;42172762] Things that simplify existing mechanics can also be nice. When Black Mesa came out there were a ton of people who couldn't figure out duck-jumping for some reason. If they had made some combination of [URL="https://developer.valvesoftware.com/wiki/Dimensions#Ground_Obstacle_Height"]ground obstacle height[/URL] & auto-ducking (so the eye-level stays the same) for a primitive form of ledge-climbing it would have saved some dummies a lot of effort.[/QUOTE] I still can't figure out why the hell they did that, they gimped the jump height so much you basically had to crouch jump everything And then they left all the jumping puzzles in, making them a billion times harder because of the janky movement Then the fucking cliff jumping, you had to mash the keys like crazy trying to land a sprinting crouch jump on a metre long platform
probably because it's second nature to them being hardcore HL1-2 players (I mean they're dismantling the systems from one to replicate another) and they didn't give it any thought. Hell, I didn't give it any thought until I saw people absolutely wrecking at it :s
i think you're overreacting. it wasn't [i]that[/i] hard.
It was the least hard thing about that mod with its fucking clairvoyant aimbotting future-predicting hair trigger AI.
Yeah they said the AI is going to be improved. How much I don't know, hopefully a [I]lot[/I] though. They didn't really make them with any sort of complexity. They see you, they shoot, regardless of position and range. There's no search AI programmed either, so they just made never lose site of you, even through walls. The HECU direction really was a very strong weakness in the mod in both design (making them laughably evil) and AI (aimbots and wallhacks).
i want to see more sexy VMan particles when will there be more sexy VMan particles
Alright, can someone explain me what Vman particles are? Because my mind is constantly creating image of Gman with upside down V instead of tie and it's drawing me insane. Just some nice short explanation what yhey are used for and some example in HL2 itself if they are used there.
I've been playing through the CSS Sci Fi mod, and the enemy use suppressing fire when they spot you. It's kind of neat, because while they're blasting up a wall they think you're find behind you can flank them. Eventually they push forward and begin patrolling for you, is this the sort of thing the mod's going to have? The screenshots above made me think about medics: they just squat and throw a medkit at you. Can something L4D style be implemented, with rebels actually patching each other up?
[QUOTE=Mr. Someguy;42174127]Yeah they said the AI is going to be improved. How much I don't know, hopefully a [I]lot[/I] though. They didn't really make them with any sort of complexity. They see you, they shoot, regardless of position and range. There's no search AI programmed either, so they just made never lose site of you, even through walls.[/QUOTE]That reminds me. I had a problem in Half-Life 2 with combine soldiers repeatedly trying to throw grenades at me straight [I]through[/I] a chain link fence, like not stepping back from it at all & trying to arc it over. [QUOTE=Dom Pyroshark;42175132]Alright, can someone explain me what Vman particles are? Because my mind is constantly creating image of Gman with upside down V instead of tie and it's drawing me insane.[/QUOTE]They're obviously particles created by Gman playing a flying V. Actually they're over-the-top, unrealistic action-movie-esque particles made by some guy going by V-Man. Personally I think they're hideous. -snip-
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