That's why I said toggleable, so you could enable it with a console command and fuck around
[QUOTE=Rent-a-BoxHouse;40526176]You should totally make it toggleable in regular HL2 though. Yelling random stuff during cutscenes is always fun[/QUOTE]
Really, don't remove any of your debugging / testing console commands, those are the best to fuck around with :v:
Like making the shotgun have 8000 pellets and lagging the game to death every time you shoot
[QUOTE=Ken Chan;40526162][video=youtube;bJvgdGC7ULY]http://www.youtube.com/watch?v=bJvgdGC7ULY[/video]
And his last words was "Jason!"...[/QUOTE]It should have an animation for suicide too :v:
It should also play an excerpt of "wake me up inside" or "crawling" or "last resort" as you off yourself to add to that 12 year old tryhard edgy feel.
[QUOTE=xalener;40526278]It should also play an excerpt of "wake me up inside" or "crawling" or "last resort" as you off yourself to add to that 12 year old tryhard edgy feel.[/QUOTE]
[I]Wake me up inside.
Wake me up inside.
Call my name and save me from [B]Jason[/B].[/I]
~~ So edgy ~~
[QUOTE=Bumbanut;40526205]It should have an animation for suicide too :v:[/QUOTE]
why haven't I done that yet
great idea
[QUOTE=kwant111;40524679]Trying out some texture stuff, nothing serious though.
[t]http://cloud-2.steampowered.com/ugc/558722001455886752/DFC3A7B19B8ADAA4400A211969D26B5AEDED2DF5/[/t]
[t]http://cloud-2.steampowered.com/ugc/558722001455890208/2F858AA55FCCAEB1EA8A5DACF9E6E68AEE007C14/[/t][/QUOTE]
Wow the hands suddenly look so low-quality compared to the weapon model, nice job.
Every time something's improved, the rest of the game looks so much worse.
[QUOTE=Cows Rule;40528627]Every time something's improved, the rest of the game looks so much worse.[/QUOTE]
We must go backwards, make every texture 128x128. Every in-game model should look like a low poly model from a PS1 videogame and the soundtrack is composed by using NES sounds :v:
[QUOTE=Snood_1990;40525521][img]http://img580.imageshack.us/img580/2347/smg1new.jpg[/img]
Did some more work on my version of the SMG texture. +WIP eotech texture.[/quote]
in a real eotech, the reticle is always on the target. so [i]if[/i] you want it to be like the real thing, don't put the reticle on the sight glass like that.
So, for picking up object, will you do it dark messiah style (Actual hand holding the object) or normal?
Literally Immersion or gameplay.
Also I want kicking because why the fuck not.
(Maybe not, but that would be fun, kicking Over-watch soldiers of cliffs in full firstperson)
(You could even balance it with stamina usage)
[QUOTE=RaTcHeT302;40528724]We must go backwards, make every texture 128x128. Every in-game model should look like a low poly model from a PS1 videogame and the soundtrack is composed by using NES sounds :v:[/QUOTE]
That would actually be really cool.
On an unrelated note, what's good with post processing effects? Any good ideas there?
I still really want to see proper (read: PROPER) per object+skinned motion blur in a source game. The City 17 team and Biohazard both have a few screenshots of it in action, but I haven't even seen videos with it working.
[QUOTE=xalener;40528819]That would actually be really cool.
On an unrelated note, what's good with post processing effects? Any good ideas there?
I still really want to see proper (read: PROPER) per object+skinned motion blur in a source game. The City 17 team and Biohazard both have a few screenshots of it in action, but I haven't even seen videos with it working.[/QUOTE]
real motion blur would be amazing.
Aren't we using some of those C17 shaders and etc?
I know it's an effect people are always up in arms about. Mostly because they either know nothing about human optics or how light works or they just legitimately don't like the effect, but to me the effect is what makes or breaks a game's look. It's what makes even the worst animation transitions gel well. It's what makes a painful melee attack look like it REALLY hurts. It's the thing that makes a moving character look like a character that's actually moving. I'm not talking the shitty camera-only effect that's in source. I mean something decent. In fact, I'd be fine (though I'm not even sure if such an effect exists) if object/ character movements had motion blur and the camera didn't.
[QUOTE=xalener;40529116]I know it's an effect people are always up in arms about. Mostly because they either know nothing about human optics or how light works or they just legitimately don't like the effect, but to me the effect is what makes or breaks a game's look. It's what makes even the worst animation transitions gel well. It's what makes a painful melee attack look like it REALLY hurts. It's the thing that makes a moving character look like a character that's actually moving. I'm not talking the shitty camera-only effect that's in source. I mean something decent. In fact, I'd be fine (though I'm not even sure if such an effect exists) if object/ character movements had motion blur and the camera didn't.[/QUOTE]
I've already commented on this.
We have a object motion blur, but it has sorting issues: so unless somebody fixes it (It's not priority at all right now as far as I know), it probably won't make it to final.
That said, I'd love to see a frame-blend implementation like in gmod, for those who have good enough GPUs to handle it.
The thing is with motion blur is that it doesn't look like that in real life. I mean in games the object looks like it's a bleeding painting being moved... (that literaly doesn't make sense.. but i'm sure some of you might know what i mean) where as in real life the center of the object is transparent in the blur... like when you can see past an object with one eye.
I've never been a big fan of motion blur, I don't see what's so great about it. It always feels like it gets overdone like HDR, to the point where you look at it from an outside perspective and think "That's now how the world looks".
dont forget muzzle flash lighting...
[video=youtube;LTga0VVAGCI]http://www.youtube.com/watch?v=LTga0VVAGCI[/video]
Improved of course...
[QUOTE=Fort83;40529756]Could something similar to this be implemented into singleplayer for squad commands? If I recall half-life 2 had a move command for rebels and that was about it.[/QUOTE]
speaking of squads, can you make them not huddle around you or stick at there point when you send them out?
I think the A.I. should allow you to be sneaky. otherwise crouching is pretty much pointless except for the occasional jump-that's-to-high-for-you-but-if-you-crouch-in-the-air-it's-fine parts of the game. And if that happened, it would be cool if there was a secret area that was built to utilize stealth
[QUOTE=Mr. Someguy;40529621]I've never been a big fan of motion blur, I don't see what's so great about it.[/QUOTE]
Oh great. FCG agreed. That means we definitely won't see it.
I'm concerned that people with your point of view are going to keep people with my point of view from being satisfied.
Have you even played Crysis with the motion blur turned low? It's[I] fucking perfect[/I].
i like per object motion blur
[QUOTE=endorphinsam;40529926]jump-that's-to-high-for-you-but-if-you-crouch-in-the-air-it's-fine[/QUOTE]
A "crouchjumping" would have sufficed :s
[QUOTE=Robertto;40529837]dont forget muzzle flash lighting...
[video=youtube;LTga0VVAGCI]http://www.youtube.com/watch?v=LTga0VVAGCI[/video]
Improved of course...[/QUOTE]
I was so mad when they removed it from HL2 (it was in the beta!!)
god I know we're all done with the fucking "the smg sight sux bad mod never gonna play unless you fix" but have you guys considered moving the top verts of the smg's sight so the inner viewport of it is the same "aspect ratio" (sorry can't think of a better word) as a legit eotech? I'm loving the weapon model more and more it's just the sights viewport is rather squared, it should be more rectangular. if you guys don't wish to do so that's fine, it's just my two cents and it might be what people are finding off about the sight.
[QUOTE=xalener;40530012]Oh great. FCG agreed. That means we definitely won't see it.
I'm concerned that people with your point of view are going to keep people with my point of view from being satisfied.
Have you even played Crysis with the motion blur turned low? It's[I] fucking perfect[/I].[/QUOTE]
I wouldn't mind having it, so long as it wasn't overdone, like in most games. I agreed with MrSomguy because he said:
[quote]"[I]It always [B]feels like it gets overdone[/B] like HDR, to the point where you look at it from an outside perspective and think 'That's not how the world looks'[/I]"[/quote]
I think you're forgetting how much stuff we're putting in that can be enabled/disabled [I]depending on the [B]player's[/B] choice[/I]. Why do you seem to think I'm a bitch who says "Hey, I don't like this, it's not going to be added, ever!"?
Crysis 1 had good motion blur, though it was still a bit excessive even on low. Though Crysis 2 (idk about 3) had motion blur waay overdone, even if you use the code to turn it low, or off, it was still overflowing with bad motion blur. It's like they took the mb from the first, discarded it and made something really, really crappy in place of it, and applied it to [I]everything[/I].
[QUOTE=MrBunneh;40531109]god I know we're all done with the fucking "the smg sight sux bad mod never gonna play unless you fix" but have you guys considered moving the top verts of the smg's sight so the inner viewport of it is the same "aspect ratio" (sorry can't think of a better word) as a legit eotech? I'm loving the weapon model more and more it's just the sights viewport is rather squared, it should be more rectangular. if you guys don't wish to do so that's fine, it's just my two cents and it might be what people are finding off about the sight.[/QUOTE]
honestly the pictures that were just posted a few hours ago look amazing, well at least to me. and you have to remember that they aren't trying to remake everything like it would be in real life, they are just trying to make things more natural and.. logical, as well as upgrading the actual quality of each of the models at the same time.
oh yeah dude I understand entirely what they're trying to do. I was just saying that's most likely what was making people dislike the sight because it's a subtle difference but it's noticeable to anyone who has seen a few of those sights. I'm not asking them to remake it entirely, I'm just asking if they could please move a few vertices a touch lower, for the sake of a greater visual appeal. the people who aren't bothered by the sight as it is won't notice, the ones who are should be pleased by the change (hopefully!)
[QUOTE=Tweevle;40525395]Could it be different depending on whether you're playing as a rebel or a Combine soldier? If you're the latter it could make you use the arm movements the soldiers use and maybe say some of the things they say in single player ("target compromised, move in", "containment proceeding", "contact confirm, prosecuting" etc.)[/QUOTE]
Area is [b][i]NOT[/i][/b] secure!
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