• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=Bloodshot12;42671659]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.[/QUOTE] I definitely agree with this. Having convincing actions during the gameplay, like shooting a gun at an enemy, that [I]also[/I] feel satisfying depend on the synergy of variety of things. Such as: The sound of the weapon (It has to sound like it'd pack a REAL punch to be satisfying), the Animation (Again, it has to feel strong, but believable), And naturally, the way the enemy reacts to it. If the enemy just falls over and dies, they might as well just have been shot by a tranquilizer gun. [I]That[/I] is why the crossbow is so satisfying, it makes that distinctive sound when it fires, and the enemies get pinned to the wall with a hearty KACHING!
[QUOTE=Bloodshot12;42671659]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.[/QUOTE] I recall TF2 doing something like this. Could be wrong seeing as I haven't played in a year.
[QUOTE=glitchvid;42669279]Yeah, but you gotta have faith in the artists (Jesus fuck, never thought I'd say that).[/QUOTE]The last time I did that Black Mesa happened. :tinfoil:
Other than the AI, I have zero problems with any of the liberties taken with Black Mesa. Then again, I had my ears pretty close to the ground and knew it wouldn't just be a 1:1 remastering from the beginning. I guess it must have been a nasty surprise for those who weren't paying attention or just didn't want that. [URL="http://www.youtube.com/watch?feature=player_detailpage&v=Xc-eOWV5X4I"]I was looking through hit reaction stuff and found this.[/URL] Ragdolls are a modern standard, but you can't just blindly rely on them. Devs learned this in 2006ish when the blending from death animations to ragdolls thing started getting used widespread. Even Valve went to it and does it damn well.
I expected it to be just a graphical rehash and was very excited for it because of that very reason since the graphics in HL1 were just plain distracting, and was really, really pleasantly surprised by Black Mesa, hope it gets on Steam as soon as possible (yes I know this isn't the Black Mesa chat I'm sorry)
You know what I personally think would be cool light-related? Them going out when you shoot them. I'm fairly certain that could be done exclusively with Hammer, no?
[QUOTE=gk99;42676987]You know what I personally think would be cool light-related? Them going out when you shoot them. I'm fairly certain that could be done exclusively with Hammer, no?[/QUOTE] AFAIK that would be dynamic lights or an I/O trick that would be annoying to put on every light prop/entity in the game
[QUOTE=chipsnapper2;42677358]AFAIK that would be dynamic lights or an I/O trick that would be annoying to put on every light prop/entity in the game[/QUOTE] It'd also increase the map size exponentially, and dynamic lights don't cast reflective lighting IIRC.
[QUOTE=chipsnapper2;42677358]AFAIK that would be dynamic lights or an I/O trick that would be annoying to put on every light prop/entity in the game[/QUOTE] Also very expensive and probably impossible to make every light do that.
And it'd look like shit.
[QUOTE=gk99;42676987]You know what I personally think would be cool light-related? Them going out when you shoot them. I'm fairly certain that could be done exclusively with Hammer, no?[/QUOTE] Can't be done sustainably. Each named light doubles the number of lighting calculations, the more named lights you add the more lighting calculations it has to do, basically the file size becomes way too big, takes far too long to compile it efficiently, often hits the entity limit and it's just not practical.
What a shame.
Also what would happen if you're in a room and shoot out all the lights. Would be quite the pickle.
It would be like Episode 1 underground all over again!
[QUOTE=DONOTWANT;42680768]It would be like Episode 1 underground all over again![/QUOTE] Speaking of which, what do people think about making some areas dark like that? I'm thinking specifically of the zombie tunnels in Sandtraps and Anticitizen One.
[QUOTE=Tweevle;42680802]Speaking of which, what do people think about making some areas dark like that? I'm thinking specifically of the zombie tunnels in Sandtraps and Anticitizen One.[/QUOTE] IMO, the parts where you NEED the flashlight were the most annoying. I wouldn't mind it if it wasn't for the fact that your light dies after so long
Yeah, if you're gonna do that the Flashlight could use a buff.
[QUOTE=xalener;42681583]Yeah, if you're gonna do that the Flashlight could use a buff.[/QUOTE] They said they were going to split it from sprint/oxygen back in the hud argument pages
Also AI doesn't really react to lighting so it would be useless. Unless we used deferred but that's a pain and won't work well with ATi cards.
Maybe you could just make the rooms really dim, but you can still kinda make things out. the light wouldn't be a necessity, but still useful
[QUOTE=Armageddon104;42681899]Also AI doesn't really react to lighting so it would be useless. Unless we used deferred but that's a pain and won't work well with ATi cards.[/QUOTE] [url]https://developer.valvesoftware.com/wiki/Talk:Info_darknessmode_lightsource[/url] Used in ep1, not really studied on proper uses though.
[QUOTE=xalener;42681583]Yeah, if you're gonna do that the Flashlight could use a buff.[/QUOTE] AFAIK we're using Ep2's flashlight system, where it recharges very fast. [QUOTE=Armageddon104;42681899]Also AI doesn't really react to lighting so it would be useless. Unless we used deferred but that's a pain and won't work well with ATi cards.[/QUOTE] The only NPCs in those sections are zombies, though, and they don't need light to "see"?
[QUOTE=SirLemon;42680601]Also what would happen if you're in a room and shoot out all the lights. Would be quite the pickle.[/QUOTE] Flashlight?
[QUOTE=Sally;42682223][url]https://developer.valvesoftware.com/wiki/Talk:Info_darknessmode_lightsource[/url] Used in ep1, not really studied on proper uses though.[/QUOTE] The only thing that does it make Alyx raise her hand when you shine the flashlight at her when an env_global darkness mode is turned on. Nothing more.
Ehh... Reading all the new posts (there were about 120 of them) I slowly started to lose faith in this mod. Basically, when people argue about improving something and they say no, then I don't think this mod's gonna go far. If this goes on, it'll just be HL2 with improved graphics. And that isn't why I come here regularly. On-topic: could you possibly expand the tunnel segments, like them having some more rooms that can be entered and stuff like that? It would give the game a bit of that Metro 2033-ish feeling when you just want to explore the shit out of the tunnels. (at least I felt that)
[QUOTE=Armageddon104;42682566]The only thing that does it make Alyx raise her hand when you shine the flashlight at her when an env_global darkness mode is turned on. Nothing more.[/QUOTE] I thought it made her priorities things that were lit up by a certain light entity (your flashlight)?
[QUOTE=Mr. Someguy;42683780]I thought it made her priorities things that were lit up by a certain light entity (your flashlight)?[/QUOTE] She also can't shoot things that aren't visible
[QUOTE=Antivirus_404;42683728]Ehh... Reading all the new posts (there were about 120 of them) I slowly started to lose faith in this mod. Basically, when people argue about improving something and they say no, then I don't think this mod's gonna go far. If this goes on, it'll just be HL2 with improved graphics. And that isn't why I come here regularly. On-topic: could you possibly expand the tunnel segments, like them having some more rooms that can be entered and stuff like that? It would give the game a bit of that Metro 2033-ish feeling when you just want to explore the shit out of the tunnels. (at least I felt that)[/QUOTE] Also if it were up to me I'd extend 3 things: - Extend Route Canal, add an underground razortrain tunnel where you jump on a train and jump off later [B]*[/B] - Extend Anticitizen One, possible incorporating old themes like rooftops (although not high-rises like the leak, maybe more like [url=upload.wikimedia.org/wikipedia/commons/f/ff/Barcelona_rooftops_2.jpg]this[/url]) - Extend the Citadel vertically, and add an 'on the outer rim' segment. [B]*[/B] Because I've always wanted to do this, but also because we get out of the city way too fast, and the citadel is suddenly far behind us whereas before it was much much closer.
[QUOTE=Mr. Someguy;42683829][B]*[/B] Because I've always wanted to do this, but also because we get out of the city way too fast, and the citadel is suddenly far behind us whereas before it was much much closer.[/QUOTE] The city is kind of close to the coast. Hence the fact it has docks, a large canal system into an industrial area and a Dam that connects back into a tributary/river mouth. So I never really considered it too fast since it takes him a day to get out of the city and he's in an airboat and not being slowed down by having to avoid detection.
[QUOTE=ViralHatred;42684164]The city is kind of close to the coast. Hence the fact it has docks, a large canal system into an industrial area and a Dam that connects back into a tributary/river mouth. So I never really considered it too fast since it takes him a day to get out of the city and he's in an airboat and not being slowed down by having to avoid detection.[/QUOTE] Well I by 'the city' I meant the residential and commercial areas. At one point you enter the underground through a canal in the city, citadel in large and in charge. And when you exit, not long after, you're suddenly in a large waste pond on the edge of the city, with the citadel far in the background. Different maps, one into the other, relatively same camera position. [t]http://i.imgur.com/hKXnPHr.jpg[/t][t]http://i.imgur.com/xSXm8mc.jpg[/t] [editline]29th October 2013[/editline] It also rotates, which gives the impression that we're not only further, but in a completely different part of town. It stays in this rotated distant position until it vanishes at some point in Water Hazard.
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