[QUOTE=Ken Chan;43169297]So yesterday is my birthday, and I got presents for you guys:
[B]Public Demo!!!!111!!![/B]
What's your favorite HL2 mod? If you have one, please tell me. If it's easy to port, I'll update it to ASW engine for you guys to play for public demo![/QUOTE]
Port my mod to ASW because I want to use dynamic lights.
[url]http://www.moddb.com/mods/keys[/url]
:)
Half Life: Highway
or
Freeman's Endless Highway of Hell
[url]http://www.moddb.com/mods/korsakovia[/url]
It doesn't look like it uses any custom code (the "smoke monster" is a fast zombie with sounds replaced and an invisible model that uses a smoke particle), I ask because it is a good mod that could use an update (it also broke with the latest update, the closest I could get to fixing it was 90% fixed aside from the smoke monster... not having any smoke).
[QUOTE=supersoldier58;43180819][url]http://www.moddb.com/mods/korsakovia[/url]
I ask because it is a good mod that could use an update[/QUOTE]
Good? It plays like absolute shit, I had way more fun just listening to the audio files in order than actually playing it
[QUOTE=Scar;43181608]Good? It plays like absolute shit, I had way more fun just listening to the audio files in order than actually playing it[/QUOTE]
"play"
ha
it doesn't even launch
[QUOTE=gottifour;43182250]"play"
ha
it doesn't even launch[/QUOTE]
[QUOTE=supersoldier58;43180819]It also broke with the latest update.[/QUOTE]
[QUOTE=Ken Chan;43169297]So yesterday is my birthday, and I got presents for you guys:
[B]Public Demo!!!!111!!![/B]
What's your favorite HL2 mod? If you have one, please tell me. If it's easy to port, I'll update it to ASW engine for you guys to play for public demo![/QUOTE]
Minerva. It's not really my favorite but it seems the most appropriate due to its theme. Plus it seems like it'd be kinda easy.
Synergy !!
[QUOTE=supersoldier58;43180819][url]http://www.moddb.com/mods/korsakovia[/url]
It doesn't look like it uses any custom code (the "smoke monster" is a fast zombie with sounds replaced and an invisible model that uses a smoke particle), I ask because it is a good mod that could use an update (it also broke with the latest update, the closest I could get to fixing it was 90% fixed aside from the smoke monster... not having any smoke).[/QUOTE]
Why would you choose possibly the worst HL2 mod ever made?
Minerva and Precursor are my favourite HL2 lore mods.
[editline]15th December 2013[/editline]
Research and Development is good too.
Minerva.
Is the Half-Life 2 revision of Source engine completely absent from specular mapping/specularity/specular highlight? I'm complacent that Left 4 Dead has specular mapping support. Just imagine, how beautiful the whole game would look if somehow it was in. Most of the high budget games of 2004 had dynamic shadows as well as specular mapping support, a few I still remember are Far Cry, DOOM 3 and Halo 2.
As it's not easy to get permission to use their content from the mod, I took Lost Coast as the Public Demo for you guys.
The installer is going to need 1.67 GB, because we're using our own HL2 Content Base(Thanks for not getting Alien Swarm SteamPipe, Valve!).
[QUOTE=Ken Chan;43191623]As it's not easy to get permission to use their content from the mod, I took Lost Coast as the Public Demo for you guys.
The installer is going to need 1.67 GB, because we're using our own HL2 Content Base(Thanks for not getting Alien Swarm SteamPipe, Valve!).[/QUOTE]
How close will the demo's release be to the release of the main game?
[QUOTE=i_speel_good;43194872]How close will the demos's release be to when the main game is released?[/QUOTE]
The demo release (to me at least) was a bit out of the blue, I think it's a technical engine demonstration, since a lot of texture sets are partially done (You'd have parts of walls being high res, then low res, it'd be weird); and probably won't be included. I dunno though, I haven't been told much from corgi or Ken Chan.
It's new to me too, I assume Ken's just porting it to alien swarm so people can see how it works.
I really hope it's just like all the engine features like bhopping, lens flare, etc.
[QUOTE=gk99;43196152]I really hope it's just like all the engine features like bhopping, lens flare, etc.[/QUOTE]
Can't wait to ABH all the way up the mountain and instantly win.
[QUOTE=glitchvid;43194890]The demo release (to me at least) was a bit out of the blue, I think it's a technical engine demonstration, since a lot of texture sets are partially done (You'd have parts of walls being high res, then low res, it'd be weird); and probably won't be included. I dunno though, I haven't been told much from corgi or Ken Chan.[/QUOTE]
In fact, I have NONE updated textures except NPC facemaps. So petty much there's stock textures, just merged with EP1/EP2 material.
[QUOTE=Ken Chan;43198929]In fact, I have NONE updated textures except NPC facemaps. So petty much there's stock textures, just merged with EP1/EP2 material.[/QUOTE]
I remember you saying you added the radial fog from ASW/CS:GO/L4D2 instead of the z-buffer flat fog. I was wonder if it's possible to add that to Src2013? It would really help me a lot but I'm not sure if it's possible.
[QUOTE=faizilm10;43190927]Is the Half-Life 2 revision of Source engine completely absent from specular mapping/specularity/specular highlight? I'm complacent that Left 4 Dead has specular mapping support. Just imagine, how beautiful the whole game would look if somehow it was in. Most of the high budget games of 2004 had dynamic shadows as well as specular mapping support, a few I still remember are Far Cry, DOOM 3 and Halo 2.[/QUOTE]
HL2 had specular since 2004
Phong was added in 2006 (or '07) in the episodes
It had cubemap specular, but I think he's talking about specular reflections of actual lights in the game world. HL2 still looked better than those games though.
[QUOTE=Antivirus_404;43201551]HL2 had specular since 2004
Phong was added in 2006 (or '07) in the episodes[/QUOTE]
Specular is a type of reflection, so 'specular' (Cubemapping) and 'Phong' (Blinn-Phong) are both 'Specular' reflections, they're just based on different representations of it.
[t]http://3.bp.blogspot.com/-AZrR0YbEB3o/T4p1LTS39II/AAAAAAAAAbE/Moa_ZQW1ADc/s1600/Lambert2.gif[/t]
It also demonstrates why concrete that gets wet gets darker and more 'reflective'
[t]http://www.physicsclassroom.com/class/refln/u13l1d7.gif[/t]
[QUOTE=lintz;43148512]there are like 20+ citizens you can see during just the station->labs sequence and a near infinite amount of rebels, they're not going to go into their lives because it doesn't add to the story or gameplay in any way.
you want to explore an unnamed bystander, you do it in fanfic.[/QUOTE]
I'm sorry I thought this was the mod that enhances both Half life 2 and the player's experience playing it. I must have this mod confused with something else.
Adding little scenes featuring other citizens would make the world feel more life like, as opposed to being inhabited by boring clones. I'm not saying add a whole backstory to random people, just having some new scenes and animations to make people different from each other. And more voices too as opposed to the one for male and one for female that was in Half Life 2, other languages was discussed before.
[quote=the op]• Port HL2 to the more updated Alien Swarm engine.
• Redo every texture in the game to be high quality.
• Add more details to the maps, such as more props, 3D windows in the city, and smoothing out rough edges, like arches.
• Put in more secret areas.
• Add high quality models for at least the main characters and enemies (if not all characters and enemies).
• Add new enemies, such as Bullsquids and Houndeyes. (These will only be in select areas, or new optional areas in the game).
• Revamping the sprites and effects.
• Improving enemy AI (already done thanks to the engine port!).
• New high quality versions of low quality sounds.
• Adding in more H.E.V. suit sounds like in HL1. Eg: if you got hit in HL1 it would say "Minor lacerations detected, morphine administered", where as in HL2 it won't say anything.
• Dynamic shadows.
• Parallax Occlusion Mapping, Subsurface Scattering, and a special clothing shader- thanks to 1/4 Life and GearDev from the mod 'City 17: Episode 1'.
• Full body awareness, similar to that of ARMA.[/quote]
feature bloat is the number one cause of mod deaths.
[QUOTE=lintz;43206940]feature bloat is the number one cause of mod deaths.[/QUOTE]
I agree. The smart thing for this mod would be to first finish the engine fixes, then map geometry, then textures & models
that was in response to what secretbox posted, for the record. the list they have is work enough.
[QUOTE=lintz;43207174]that was in response to what secretbox posted, for the record. the list they have is work enough.[/QUOTE]
I'm not suggesting adding more, I'm just suggesting what should be prioritized.
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