• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
I love BD. In fact, I consider Brutal Doom to be my own personal Doom 4.
I'm really not sure what posessed xalener to explode out of anger. No one else is angry or fighting or anything - what makes it called for?
Half-Life 2: Enhancement Mod (V5): Edgy as a cube.
at least make the blood particles and decals look better
[QUOTE=wauterboi;42664624]I'm really not sure what posessed xalener to explode out of anger. No one else is angry or fighting or anything - what makes it called for?[/QUOTE] A slow and extended building up of pressure, both inside this subject and outside. The usual shit that sparks anger. That's dumb?
[QUOTE=KK3568;42664802]at least make the blood particles and decals look better[/QUOTE] We already did a while ago...we've posted about it before.
i wouldn't want heads to explode. but something like a toned down L4D gore system (where instead of missing limbs and heads, there would be just modelled bullet holes) would be really great. nothing extreme, but instead of just making crappy "bloody bullet hole decals" and making them actual models the way L4D2 does it that would be good, imo
Something like Max Payne 3's with entry-exit wounds attached to the bones? The problem is the only time I've seen that done in a mod, they jiggled around.
[QUOTE=xalener;42666112]Something like Max Payne 3's with entry-exit wounds attached to the bones? The problem is the only time I've seen that done in a mod, they jiggled around.[/QUOTE] this. I think this would fit right in to half life 2.
It might look weird given the wide variety of materials used on enemies.
Sniper Elite does that, but there's only a large red exit wound that ignores stuff like helmets :V
[QUOTE=Uberslug;42666331]It might look weird given the wide variety of materials used on enemies.[/QUOTE] But I'm pretty sure you should be able to tap right into that material system. If the hitscan reports a fleshy/cloth hit, draw the wound model. Metals and plastics (combine helms and such) could draw a decal. I'm all for wounds like that. It has clear gameplay feedback and isn't over the top gorn.
[QUOTE=OpethRockr55;42666589]But I'm pretty sure you should be able to tap right into that material system. If the hitscan reports a fleshy/cloth hit, draw the wound model. Metals and plastics (combine helms and such) could draw a decal. I'm all for wounds like that. It has clear gameplay feedback and isn't over the top [B]gorn[/B].[/QUOTE] Goooooorn....now that's a [B]woody[/B] word. [sp]10 points to whoever can guess the reference[/sp]
[QUOTE=xalener;42664186] Adding subtle partial dismemberment [b]subtle dismemberment[/b] [/QUOTE] Now there is something i've never heard before :v:
[QUOTE=Stiffy360;42662754]IMO HL2's gore is just fine. Better blood splatters and textures are all we really need. Too much gore takes away from the atmosphere.[/QUOTE] have you seen hl2? it is pretty gory. [t]http://images.wikia.com/half-life/en/images/9/91/Poison_Zombie_headcrabless.jpg[/t] [t]http://images.wikia.com/half-life/en/images/d/de/Citizen_corpse_front.jpg[/t] [t]http://images.wikia.com/half-life/en/images/0/09/Ep2_chopped_zombine.jpg[/t] all some of us are saying and wanting is some better reactions to ai getting shot. that varies all over the board of how you want it to happen from better impact decals to improved animations for getting hit with weapons. when we're talking about headsploding with a shotgun, we're not talking like smod/fallout head gibbing and shit. we're talking like an obvious effect of the model getting hit with something with a hell of a lot of force, not just a single blood decal on the side of his face. however if this opinion is that universally well disliked it better hit reactions and death animations should really be looked into. I really have a lot of want for this mod to be the best it can and it's not going to get there without at least some changes.
[QUOTE=Uberslug;42666331]It might look weird given the wide variety of materials used on enemies.[/QUOTE] Then again, the current decals used in the vanilla game look weird for that exact reason imo.
[QUOTE=xalener;42664379]Every update, every suggestion, every attempt at a donation is met with "it's fine the way it is" I concede on the matter of player feedback.[/QUOTE] Woah man, you do realize that most of us working on the team are: A. Doing it as a hobby because they enjoy it B. Not AAA+ 7+ years industry experience artists C. Working on stuff continually, improving existing content they created It's usually 'fine the way it is' because anything else turns into nitpick debates; and anything other than that is usually a massive suggestion or feature. Do you know how much work it takes to create a similar wound system for the models? That's even assuming we could get the codebase working for it in alien swarm, or even figure out the details of how they did it ([url]http://www.valvesoftware.com/publications/2010/GDC10_ShaderTechniquesL4D2.pdf[/url]) gives little technical details. Everyone on the team will take all constructive criticism into consideration; but yelling at each-other won't get anything done, it just gives us large amount of posts to ignore: which means that any ACTUAL criticism caught in between is ignored.
Half-Life 2: Enhancement Mod (V5) - Gore Debate
[QUOTE=Swog;42667953]Half-Life 2: Enhancement Mod (V5) - Gore Debate[/QUOTE] the topic is going to change in about 5 posts.
it probably won't be possible and even if it was it would definitely not be worth the work
[QUOTE=glitchvid;42667834]Woah man, you do realize that most of us working on the team are: A. Doing it as a hobby because they enjoy it B. Not AAA+ 7+ years industry experience artists C. Working on stuff continually, improving existing content they created It's usually 'fine the way it is' because anything else turns into nitpick debates; and anything other than that is usually a massive suggestion or feature[/QUOTE] Regardless, and maybe on an unrelated level, I actually agree with xalener on this specific matter because there has been a weird amount of "Nah its fine like it is" when really, Half Life 2's aging badly and it gets more evident every time a new game is released. Fixing it's flaws, no matter how minor, can only benefit this mod and Half Life in general
[QUOTE=Amish Steak;42668276]the topic is going to change in about 5 posts.[/QUOTE] change the topic to arguing about a singular texture in a game containing probably at least 1000 individual materials
[QUOTE=Juniez;42668317]it probably won't be possible and even if it was it would definitely not be worth the work[/QUOTE] Like I said, the last time I saw it in a HL2 mod, it... egh.
[QUOTE=IceyMalone;42668918]Fixing it's flaws, no matter how minor, can only benefit this mod and Half Life in general[/QUOTE] Yes, I'm all for fixing it's flaws, but opening up every little thing for debate (Omg he placed a light here and it looks bad) isn't going to accomplish it; have faith that the development team is doing all we can do to improve what we can. I feel (completely opinion here) that Black Mesa was the last really good game I played, it's presentation was top notch, it felt and looked very 'raw' (Half-Life / 2 feeling) but was also extremely polished; it pulled everything off without making it overly cinematic or controlling (Portal 2).
[QUOTE=glitchvid;42669188](Omg he placed a light here and it looks bad)[/QUOTE] But...that's something that would be stupid not to fix, surely?
[QUOTE=gk99;42669257]But...that's something that would be stupid not to fix, surely?[/QUOTE] Yeah, but you gotta have faith in the artists (Jesus fuck, never thought I'd say that).
[QUOTE=glitchvid;42667834]Woah man, you do realize that most of us working on the team are: A. Doing it as a hobby because they enjoy it B. Not AAA+ 7+ years industry experience artists C. Working on stuff continually, improving existing content they created It's usually 'fine the way it is' because anything else turns into nitpick debates; and anything other than that is usually a massive suggestion or feature. Do you know how much work it takes to create a similar wound system for the models? That's even assuming we could get the codebase working for it in alien swarm, or even figure out the details of how they did it ([url]http://www.valvesoftware.com/publications/2010/GDC10_ShaderTechniquesL4D2.pdf[/url]) gives little technical details. Everyone on the team will take all constructive criticism into consideration; but yelling at each-other won't get anything done, it just gives us large amount of posts to ignore: which means that any ACTUAL criticism caught in between is ignored.[/QUOTE] I completely understand your frustration, because I've been (kinda still am in one) in two different projects just like this one. I'm not sure why you interpret my posts as antagonizing you guys, my frustration has been pretty laser focused specifically at those who pick apart all the changes YOU make, not the statements you make when you defend yourselves. My problem is that there's an overabundance of criticism in this thread that all boils down to "put it back to the way it was" and nothing more. IceyMalone got it.
[QUOTE=xalener;42669509]I'm not sure why you interpret my posts as antagonizing you guys, my frustration has been pretty laser focused specifically at those who pick apart all the changes YOU make, not the statements you make when you defend yourselves. [/QUOTE] I don't think you're antagonizing the developers, but it does cause unneeded drama. I'm irrelevant to any big or small changes that get made: and due to the structure of the team, it's not always feasible for massive changes to be made (I'm sorry, but nice L4D2 style wounds probably aren't happening): and I feel like it's hard to get that across without either saying "Yeah, the team is incompetent" (Because it isn't), or "We don't care" (Because we do care). [QUOTE=xalener;42669509] My problem is that there's an overabundance of criticism in this thread that all boils down to "put it back to the way it was" and nothing more. IceyMalone got it.[/QUOTE] I think it's simply due to the really wippy nature of screenshots, and I'd prefer it if people didn't go on about what we could add (because then it starts fights, or gets way too complicated).
Since that discussion turned into an argument, maybe we could go back to talking about consistencies between levels? I never really noticed them to be honest, but now that they've been pointed out, I'm sure it's going to bug me. Some notable topics: Citadel rotation Citadel Visibility (Coast, etc.) Height of Citadel (Clouds below or above Breen's office / finale) Alternatively, map changes like the fog on the coast, and boats in the (canals?) have been discussed, but I don't think a consensus was reached.
Wow, I came to ask/suggest a small thing about effects but see quite a large argument above. I'm probably gonna get flak for this, but I've always found HL2's gameplay to just be "decent". It was always one of those games to me, even when I first played it, where I felt like I was playing as a floating gun. Shooting-wise, the ragdolls were fun for explosives and the more powerful weapons but the animations and overall the feel of shooting something never really felt great to me. HL2's arsenal and the effects they had on enemies felt very tame compared with HL1 - even equivalent weapons like the USP and the glock, the glock felt like it packed more of a punch on enemies even if it did take more shots to down one - probably in part due to death animations, and having noticeable pain animations for soldiers running around wounded - (as well as that nice blood squirting effect). The ragdolls were impressive but they also had a tendency to collapse onto themselves from weaker weapons if the combine weren't moving or standing near a ledge they could fall off which ended up looking odd, and even soaring through the air or being blasted by a shotgun they had a tendency to flail in an almost comically over-exaggerated way that didn't quite look right. Although that being said, the crossbow was my absolute favorite weapon in the game because of how it pinned enemies to walls. (Aside from using the gravity gun with saws on zombies, I find myself not really enjoying it that much compared to other weapons) It's probably a big part of why I can go back and not want to play HL1 with new skins and models, whereas when I feel like replaying HL2 I will pretty much always scour gamebanana for at least simple reanimation mods. At least with HL2, I seemed to play it more because the game was interesting overall, rather than because I had a lot of fun playing it, because there is certainly a multitude of games of the time and before that I find a lot more fun to actually play through. No doubt the improved blood particles and new weapon animations will help the feel of gameplay, and I agree that MP3-style wounds would be a great way to further enhance the impact of the players weapons without needing to have a full-on gore system, but I think even having something as simple as a shotgun blast liquifying an enemy on a rare occasion would be a good way to further distinguish weapon differences beyond aesthetics and numerical values (and having it rare would be a simple way to keep it satisfying). Some sort of new reaction animations for enemies taking damage like HL1 would help (When I think about it, Quake 1 enemies had more elaborate reactions to being shot than any of HL2s) though that would be a lot more work. On to my original question, would it be possible to have spark particles generated from shooting metal emit light (and possibly) cast shadows? I think it could look pretty damn cool in an indoor firefight to have those lights bouncing around as you fight.
Sorry, you need to Log In to post a reply to this thread.