• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=Aurora93;43429691]i've said this to someone before, and i'll say it again: this mod would be better off with a more closed system of development. yes, it is a "community-led" mod, but honestly the "community" (i.e. people who don't actually do any of the modding, just arguing or w/e, which i guess would include myself) seems to be pretty fucking pointless and annoying.[/QUOTE] We could fix the current system with bans.
[QUOTE=Aurora93;43429691]i've said this to someone before, and i'll say it again: this mod would be better off with a more closed system of development. yes, it is a "community-led" mod, but honestly the "community" (i.e. people who don't actually do any of the modding, just arguing or w/e, which i guess would include myself) seems to be pretty fucking pointless and annoying.[/QUOTE] We have sort of been more closed with progress recently, Ken has been adding a lot of additions to the code, stuffs been moving around, and some small progress on a lot of different things. Showing things off to the thread can give us constructive criticism, but just showing it to other members has been just as effective; since all of us have different strengths in different things and can suggest things we didn't even think about. In other news, Corgi is on a trip for a bit, so he won't re replying for a little while.
[QUOTE=Aurora93;43429691]i've said this to someone before, and i'll say it again: this mod would be better off with a more closed system of development. yes, it is a "community-led" mod, but honestly the "community" (i.e. people who don't actually do any of the modding, just arguing or w/e, which i guess would include myself) seems to be pretty fucking pointless and annoying. i remember when we were developing ivan's secrets (yeah, we're still working on it, just not on source, don't ask) we kind of just decided to get rid of the facepunch thread and just kept development a little more closed from then on due to the dumb drama and arguments from people who didn't even work on the mod[/QUOTE] lol This is a bad idea, yes there are nuisances all over, but there also people who want to contribute and give feedback but can't do so as easily with progress and info being held back, also it's nice seeing parts of the mod develop, no matter how small, and that shouldn't be held back because of something they didn't do. Also, I would say more than 85% of all those nuisances go away when something new is posted, they are not contributing right now and instead doing other things because there is nothing new to contribute to, so they do this while they eagerly wait for new content. When new content is posted, they want to contribute again and say their opinion on the matter, and when this happens there definitely will be arguing, but this is absolutely not a problem because lets face it development is slow. These aren't AAA developers who get paid to do what they do, they do it in their free time (Along with added problems of life issues like Corgi said) so things will be slow, and this goes well with the fact that arguing, no matter how much it seems it will go on forever, can't go on for ever and will likely be done with by the time something new is posted because of this slow development and even if it lasts a while the more arguing the better because it means more information the devs can take in to make the best mod for everybody (and arguing on one topic usually stops when something new is thrown in, people want to argue on the more fresh topic usually because they get to say new things rather than repeat themselves). [QUOTE=glitchvid;43431998]We have sort of been more closed with progress recently, Ken has been adding a lot of additions to the code, stuffs been moving around, and some small progress on a lot of different things. Showing things off to the thread can give us constructive criticism, but just showing it to other members has been just as effective; since all of us have different strengths in different things and can suggest things we didn't even think about. In other news, Corgi is on a trip for a bit, so he won't re replying for a little while.[/QUOTE] This is true, but the more people who offer what they think the best mod you will get for everyone, you will eventually get the mod that appeals equally to everyone once you take in and apply all the feedback. Also, showing mod progress is in general very nice to see, no matter how small, if Kens new addition on the changelist is "Further optimization on d1_coast_01" well that is very good to see, it means progress is always being made and keeps things more lively (i.e people know the mod isn't dead but without things like this it feels like it is).
[QUOTE=Aurora93;43429691]i remember when we were developing ivan's secrets (yeah, we're still working on it, just not on source, don't ask) we kind of just decided to get rid of the facepunch thread and just kept development a little more closed from then on due to the dumb drama and arguments from people who didn't even work on the mod[/QUOTE] Wait, Ivan's Secrets still alive? I thought that died some months ago after moving to CryEngine.
[QUOTE=Maestro Fenix;43435400]Wait, Ivan's Secrets still alive? I thought that died some months ago after moving to CryEngine.[/QUOTE] nah, it shifted to yet another engine because cryengine is pretty garbage in terms of documentation apparently.
Maybe it's just me but it feels this thread has become increasingly hostile lately. People used to toss around ideas and discuss them, no matter how silly or serious, but lately it's just been "I want to see ___" "NO, ___ is stupid, go away".
[QUOTE=Mr. Someguy;43436212]lately it's just been "I want to see ___" "NO, ___ is stupid, go away".[/QUOTE] that's pretty much the internet in a nutshell
[QUOTE=Mr. Someguy;43436212]Maybe it's just me but it feels this thread has become increasingly hostile lately. People used to toss around ideas and discuss them, no matter how silly or serious, but lately it's just been "I want to see ___" "NO, ___ is stupid, go away".[/QUOTE] Well, if some person proposes an idea and another person tells that person that the idea is stupid because reasons, then wouldn't a second person help the project indirectly by expressing their opinion? That's like, the entire point of a fucking debate.
[QUOTE=cooler777;43436372]Well, if some person proposes an idea and another person tells that person that the idea is stupid because reasons, then wouldn't a second person help the project indirectly by expressing their opinion? That's like, the entire point of a fucking debate.[/QUOTE] That's what he means, the thread used to be actual debate, lately instead of giving reasons people just say "No it's bad"
My argument is that the fog was actually used as an actual weather, it also added a more depressing feel since everything felt more dead, stranded boats, ocean levels completely fallen, dead foliage and with the fog it really added to it. I think it would be fine to add the citadel in beginning of Highway 17/after leaving Ravenholm? It's also that it wouldn't feel like you had traveled far if you can still see the citadel. Also this thread doesn't really have any good debates either, like the whole "WHERE FLASHLIGHT LOCATED ON HEV SUIT?!" that probably lasted pages of useless arguments
[QUOTE=Dr.Cola;43437122]"WHERE FLASHLIGHT LOCATED ON HEV SUIT?!"[/QUOTE] god, i don't remember that! it must have been so useless to argue about such shit.
[QUOTE=MrBunneh;43435409]nah, it shifted to yet another engine because cryengine is pretty garbage in terms of documentation apparently.[/QUOTE] not just this, but there was a lot of broken/needed stuff that only crytek was able to work on, such as the fact that multiplayer in CE3 has been broken for several months already, plus other reasons
One think I'd like to see is more balanced/better item crates. The game gives you way more stuff than you need (i.e. medkits when you're at full health) and rarely accounts for whatever weapons you're using mainly, often times leaving you short of ammo for the guns you want to use and stocked up on the guns you don't.
[QUOTE=ViralHatred;43441412]One think I'd like to see is more balanced/better item crates. The game gives you way more stuff than you need (i.e. medkits when you're at full health) and rarely accounts for whatever weapons you're using mainly, often times leaving you short of ammo for the guns you want to use and stocked up on the guns you don't.[/QUOTE] item_dynamic_resupply should be taking all of those in account.
[QUOTE=Dr.Cola;43437122]My argument is that the fog was actually used as an actual weather, it also added a more depressing feel since everything felt more dead, stranded boats, ocean levels completely fallen, dead foliage and with the fog it really added to it. I think it would be fine to add the citadel in beginning of Highway 17/after leaving Ravenholm? It's also that it wouldn't feel like you had traveled far if you can still see the citadel. [/QUOTE] Perhaps to emphasize the purpose of the fog while still showing off the full, unfogged level, the area could be changed to have a more dynamic system, with fog rolling in or "burning off" as your progress through. Perhaps it could be mostly clear at the beginning of an area with a nice vista, but then get steadily foggier as you make your way through.
[QUOTE=p0rtalplayer;43441696]Perhaps to emphasize the purpose of the fog while still showing off the full, unfogged level, the area could be changed to have a more dynamic system, with fog rolling in or "burning off" as your progress through. Perhaps it could be mostly clear at the beginning of an area with a nice vista, but then get steadily foggier as you make your way through.[/QUOTE] I'm trying to remember what game did this, but it was a pretty awesome effect.
[QUOTE=glitchvid;43442588]I'm trying to remember what game did this, but it was a pretty awesome effect.[/QUOTE] Wasn't alan wake who did something like this?
[QUOTE=Andre Gomes;43442679]Wasn't alan wake who did something like this?[/QUOTE] I think it was one or a few of the Crysis games actually.
I'm pretty sure every Halo since 3 has done something like that. In fact, I think that's been a thing in every game with large maps since 2006ish.
A lot of games have it. Quake 3 had volumetric fog, and even Unreal 1 back in 98 had the same thing, where the fog was manually placed in the map and could fall off realistically in a small area, and not just a general map-based effect.
[QUOTE=Sally;43441681]item_dynamic_resupply should be taking all of those in account.[/QUOTE] I'm not really sure I'd want that, since ammo management is an important part of the gameplay ...
[QUOTE=CrystalGamma;43446997]I'm not really sure I'd want that, since ammo management is an important part of the gameplay ...[/QUOTE] Uh, it's been in the game since 2004 when it came out..
Except it's either unreliable as shit or valve got lazy and half the crates are fixed. Because if I'm breezing though on max health but low on armour and shotgun ammo I expect the crate to give me batteries or shotgun shells and not more medkits that I can even use.
[QUOTE=ViralHatred;43447745]Except it's either unreliable as shit or valve got lazy and half the crates are fixed. Because if I'm breezing though on max health but low on armour and shotgun ammo I expect the crate to give me batteries or shotgun shells and not more medkits that I can even use.[/QUOTE] "Oh, you got full HP and no ammo? Here, have some more HP, but also some zombies or something to lower your health!" See, it all works out in the end, you're just [I]obviously[/I] playing the game wrong.
[QUOTE=gk99;43448400]"Oh, you got full HP and no ammo? Here, have some more HP, but also some zombies or something to lower your health!" See, it all works out in the end, you're just [I]obviously[/I] playing the game wrong.[/QUOTE] this and by the way, you all have the gravity gun. valve didn't put as much ammo around ravenholm/coast etc. because there's a lot of physics objects that can be very effective weapons if they're used with the gravgun
On another subject, you guys remember how I said I could 3d print? [t]http://i.imgur.com/ovsByFS.jpg[/t] [t]http://i.imgur.com/w4NOW6P.jpg[/t] You will need to make your model a .obj or a .stl file to print it, I can scale the models with the 3d printer driver It can only print in one color. Snood, are you still interested?
[QUOTE=Bloodshot12;43445304]A lot of games have it. Quake 3 had volumetric fog, and even Unreal 1 back in 98 had the same thing, where the fog was manually placed in the map and could fall off realistically in a small area, and not just a general map-based effect.[/QUOTE] I'd kill for this in Source, I'm sure you could do some hacky shit with the volumetric textures that have absolutely 0 documentation, but... yeah.
[QUOTE=glitchvid;43451614]I'd kill for this in Source, I'm sure you could do some hacky shit with the volumetric textures that have absolutely 0 documentation, but... yeah.[/QUOTE] Or you could use particles, like valve did in csgo.
[QUOTE=chipsnapper2;43449693]On another subject, you guys remember how I said I could 3d print? [t]http://i.imgur.com/ovsByFS.jpg[/t] [t]http://i.imgur.com/w4NOW6P.jpg[/t] You will need to make your model a .obj or a .stl file to print it, I can scale the models with the 3d printer driver It can only print in one color. Snood, are you still interested?[/QUOTE] Yes. How does it handle complex shapes though?
[QUOTE=Sally;43451907]Or you could use particles, like valve did in csgo.[/QUOTE] Extremely expensive for making fake 'volumetric' volumes.
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