[QUOTE=wauterboi;43377658]I don't get why people dislike HDR. When it's done right, it's not too bad. The real thing to dislike are the people that make the sun explode with bloom, or when it looks like someone took the photo, blurred it, and set it overlay the game.[/QUOTE]
It's not that I don't like HDR, it's that if you, say, have a shitty computer: you're going to have to deal with either worse lag or a fullbright map.
Also HDR comes with bloom, which tends to be too damn bright for me when it's reflecting on concrete surfaces.
[QUOTE=kaze4159;43377679]Are you Jamaican? :v:[/QUOTE]
He's Butthurter.
[QUOTE=gk99;43379690]It's not that I don't like HDR, it's that if you, say, have a shitty computer: you're going to have to deal with either worse lag or a fullbright map.
Also HDR comes with bloom, which tends to be too damn bright for me when it's reflecting on concrete surfaces.[/QUOTE]
i think there's a console command that changes the scale of bloom
i remember how i did a "graphics overhaul" of hl2:ep2, but it was a graphics overshit, to be honest
i went to my graphics control panel and adjusted the hue/saturation/etc. to give the game a bf3 feel, and i made the bloom EVEN HIGHER than the default
i really don't like what i did there
[QUOTE=Antivirus_404;43388567]i think there's a console command that changes the scale of bloom
i remember how i did a "graphics overhaul" of hl2:ep2, but it was a graphics overshit, to be honest
i went to my graphics control panel and adjusted the hue/saturation/etc. to give the game a bf3 feel, and i made the bloom EVEN HIGHER than the default
i really don't like what i did there[/QUOTE]
Was it blue
Also that's my main issue with BF3. Everything's either blue or white.
We'll try to make sure the bloom is just right, or perhaps ken can make it an options thing so you can change the bloom to blinding or none at all.
didn't you guys say at some point that you wanted to have full-body visibility as opposed to the traditional floating viewmodel in the air stuff? that seems like too much work for something valve seemed pretty insistent on going against
[editline]2nd January 2014[/editline]
[url]http://www.computerandvideogames.com/241221/gabe-newell-next-half-life-wont-change-gordon-freeman/[/url]
i -snip
[QUOTE=gk99;43390791]Was it blue
Also that's my main issue with BF3. Everything's either blue or white.[/QUOTE]
i can't recall exactly, but i think was going for a green/blue type of color
[QUOTE=Aurora93;43392690]didn't you guys say at some point that you wanted to have full-body visibility as opposed to the traditional floating viewmodel in the air stuff? that seems like too much work for something valve seemed pretty insistent on going against
[editline]2nd January 2014[/editline]
[url]http://www.computerandvideogames.com/241221/gabe-newell-next-half-life-wont-change-gordon-freeman/[/url][/QUOTE]
tbh i never had a problem with games with no full body awareness... i just don't care
if i'm an arm and a crowbar - fine, as long as i can kill enemies while operationally operating in full tactical guns
[QUOTE=Aurora93;43392690]didn't you guys say at some point that you wanted to have full-body visibility as opposed to the traditional floating viewmodel in the air stuff? that seems like too much work for something valve seemed pretty insistent on going against
[editline]2nd January 2014[/editline]
[url]http://www.computerandvideogames.com/241221/gabe-newell-next-half-life-wont-change-gordon-freeman/[/url][/QUOTE]
If it's work they want to do, it's not too much work.
[QUOTE=Aurora93;43392690]didn't you guys say at some point that you wanted to have full-body visibility as opposed to the traditional floating viewmodel in the air stuff? that seems like too much work for something valve seemed pretty insistent on going against[/QUOTE]They didn't go out of their way to change it, that doesn't mean they're opposed to it. Most games use viewmodels for the player bodies, which don't have any physical presence in the game & often look physically wrong. They're a gimmick. This mod is adding a worldmodel body which looks correct & could collide with the world as realistically as a ragdoll.
Valve added worldmodel bodies to TF2 with Oculus Rift compatibility, so they're probably not opposed to the idea anymore.
[QUOTE=Antivirus_404;43393367]operationally operating in full tactical guns[/QUOTE]
Wat?
[QUOTE=Aurora93;43392690]didn't you guys say at some point that you wanted to have full-body visibility as opposed to the traditional floating viewmodel in the air stuff? that seems like too much work for something valve seemed pretty insistent on going against
[editline]2nd January 2014[/editline]
[url]http://www.computerandvideogames.com/241221/gabe-newell-next-half-life-wont-change-gordon-freeman/[/url][/QUOTE]
From Valve's point of view they want to put focus on whatever is going on in front of you, treating the player to a first-person cinematic experience. The reason he's mute is because his opinions are left up to the player to voice on their own.
In our case, we're operating the game as a post-experience. We're looking back on the game and giving it our own fan-made boost. In other words, we're focusing more on its aesthetics rather than it's story. Our Gordon is something that we want people to see, rather than become a background object to the player.
I already emailed about this, but I'm not sure if you check those anymore, so I decided to post it here: In Half-Life 2, parts of City 17 overlap with other parts of City 17 in nonsensical ways, for example Ravenholm ends up in a lake and parts Nova Prospekt are in the sea. My idea is to reposition some places so that this doesn't happen. Here's a Steam forum about it: [url]http://forums.steampowered.com/forums/showthread.php?t=2237608[/url]
Ravenholm ends up in a lake you say?
[t]http://filesmelt.com/dl/Revnholm_11.png[/t]
[QUOTE=therupertbob;43396015]I already emailed about this, but I'm not sure if you check those anymore, so I decided to post it here: In Half-Life 2, parts of City 17 overlap with other parts of City 17 in nonsensical ways, for example Ravenholm ends up in a lake and parts Nova Prospekt are in the sea. My idea is to reposition some places so that this doesn't happen. Here's a Steam forum about it: [url]http://forums.steampowered.com/forums/showthread.php?t=2237608[/url][/QUOTE]
It's not like we discussed this already like 50 pages ago
[QUOTE=therupertbob;43396015]I already emailed about this, but I'm not sure if you check those anymore, so I decided to post it here: In Half-Life 2, parts of City 17 overlap with other parts of City 17 in nonsensical ways, for example Ravenholm ends up in a lake and parts Nova Prospekt are in the sea. My idea is to reposition some places so that this doesn't happen. Here's a Steam forum about it: [url]http://forums.steampowered.com/forums/showthread.php?t=2237608[/url][/QUOTE]
There's no point to that whatsoever. Unless you're looking at a birds-eye view of the entire game, you'd never even notice.
But still, wouldn't it be nice to have a version of Half-Life 2 that makes sense? I love the game, but I hate knowing that some of it just doesn't make sense. Does anybody agree with me?
[editline]3rd January 2014[/editline]
[QUOTE=DONOTWANT;43396242]Ravenholm ends up in a lake you say?
[t]http://filesmelt.com/dl/Revnholm_11.png[/t][/QUOTE]
I'm sorry but how is that, in any way, a zing? That's just an unreleased piece of the game. Anyway, I didn't know that you had covered this, I'm new here, and didn't have the time to look through every page. Why did you decide to go with the impossible map positioning, anyway?
[QUOTE=therupertbob;43398063]But still, wouldn't it be nice to have a version of Half-Life 2 that makes sense? I love the game, but I hate knowing that some of it just doesn't make sense. Does anybody agree with me?
[editline]3rd January 2014[/editline]
I'm sorry but how is that, in any way, a zing? That's just an unreleased piece of the game. Anyway, I didn't know that you had covered this, I'm new here, and didn't have the time to look through every page. Why did you decide to go with the impossible map positioning, anyway?[/QUOTE]
i agree coherence is good
This might be a bit of a stretch, but maybe Razer Hydra support for this?
Honestly the biggest 'problem' map design wise for me is, that damn dam jump in Water Hazard. It's logical to assume the Canals are at sea level with the nearby ocean. But then we take that dam jump and end up quite a bit lower than the canals. But then where does this river we're in go? I'd assume to the ocean, but aren't we below that now? Or is C17 way above it? Maybe there's a warp in there somewhere, where the Canals and the River are both at sea level..
[QUOTE=Mr. Someguy;43399436]Honestly the biggest 'problem' map design wise for me is, that damn dam jump in Water Hazard. It's logical to assume the Canals are at sea level with the nearby ocean. But then we take that dam jump and end up quite a bit lower than the canals. But then where does this river we're in go? I'd assume to the ocean, but aren't we below that now? Or is C17 way above it? Maybe there's a warp in there somewhere, where the Canals and the River are both at sea level..[/QUOTE]
I assume the canals go pretty far 'down' the whole time, but since it can't be represented (and the mappers didn't pay attention to it) it's not apparent in game. I think the dam's jump is probably bringing it down close-ish to sea level. I think it then makes sense, since originally Ravenholm was on the coast.
honestly i think it's a pretty bad idea to correct map layout errors like overlapping areas and stuff. who actually cares or notices them?
[QUOTE=Uncle Bourbon;43404648]honestly i think it's a pretty bad idea to correct map layout errors like overlapping areas and stuff. who actually cares or notices them?[/QUOTE]
People in this thread, apparently.
i can't believe no one brought up the fact that ravenholm image is for the mod
[QUOTE=Uncle Bourbon;43404648]honestly i think it's a pretty bad idea to correct map layout errors like overlapping areas and stuff. who actually cares or notices them?[/QUOTE]
People that like their games to make sense?
[QUOTE=therupertbob;43408871]People that like their games to make sense?[/QUOTE]
If I wanted realism I'd go outside
[QUOTE=SirLemon;43409014]If I wanted realism I'd go outside[/QUOTE]
there is a difference between making sense and ~total realism~
It is nice when map progression and layouts make logical sense, but the way HL2's maps are it doesn't hurt the game in any real way.
Also that ravenholm shot just got me to thinking how awesome it would be to see ravenholm, and that same area with a HD version of that skybox.
that said, it's too much work for something only Facepunch user 'therupertbob' will care about
i'm pretty sure no one noticed that the maps overlapped until someone actually laced them together tbh
[QUOTE=Aurora93;43410069]i'm pretty sure no one noticed that the maps overlapped until someone actually laced them together tbh[/QUOTE]
I think anyone who knows theres a max grid in hammer would.
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