• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[video=youtube;RJ87S4yvous]http://www.youtube.com/watch?v=RJ87S4yvous&feature=youtu.be[/video] achieved to make it to run on xbox 360
[QUOTE=banshee93;43910705][video=youtube;RJ87S4yvous]http://www.youtube.com/watch?v=RJ87S4yvous&feature=youtu.be[/video] achieved to make it to run on xbox 360[/QUOTE] wait... Holy shit.
[QUOTE=banshee93;43910705][video=youtube;RJ87S4yvous]http://www.youtube.com/watch?v=RJ87S4yvous&feature=youtu.be[/video] achieved to make it to run on xbox 360[/QUOTE] How do you make a mod run on xbox. I need to know this.
[QUOTE=banshee93;43910705][video=youtube;RJ87S4yvous]http://www.youtube.com/watch?v=RJ87S4yvous&feature=youtu.be[/video] achieved to make it to run on xbox 360[/QUOTE] So how does this work? Is it a modded L4D2? I thought the mod runs on Alien Swarm engine
[QUOTE=Mr. Someguy;43903369]Also I thought I added to this post, but I guess I got distracted and went to another page without clicking submit :v: Anyway, what I said here was one way I could see the AI being improved is how they react to the Gravity Gun. If the player picks up an explosive barrel with the Gravity Gun, they should shoot at it. Alternatively, if he picks up a physics object of any kind, they should throw grenades at him in order to force a reaction from the player (the player cannot move quickly or toss them back, unless they discards the object they picked up). I also mentioned they should fire semi-automatically at long range, burst fire at mid range, full auto at close range, and mag dump at hug range.[/QUOTE] This would be nice, but AI is hard coded into the engine EDIT I just realized that it would be cool if there were suit/weapon upgrades scattered throughout the game like Sonic Adventure [IMG]http://www.sonicretro.org/wp-content/uploads/2012/10/Lightshoes_sa2.png[/IMG] For example, there could be running agility upgrades, weapon magazine upgrades, explosive crossbow rounds. The possibilities are endless!
no!
[QUOTE=banshee93;43910705][video=youtube;RJ87S4yvous]http://www.youtube.com/watch?v=RJ87S4yvous&feature=youtu.be[/video] achieved to make it to run on xbox 360[/QUOTE] HOW. I NEED THIS. (no really can we get an image)
[QUOTE=SimplePlanz69;43913177]This would be nice, but AI is hard coded into the engine EDIT I just realized that it would be cool if there were suit/weapon upgrades scattered throughout the game like Sonic Adventure [IMG]http://www.sonicretro.org/wp-content/uploads/2012/10/Lightshoes_sa2.png[/IMG] For example, there could be running agility upgrades, weapon magazine upgrades, explosive crossbow rounds. The possibilities are endless![/QUOTE] What? No. No... Dude, what? No.
[QUOTE=SimplePlanz69;43913177]This would be nice, but AI is hard coded into the engine EDIT I just realized that it would be cool if there were suit/weapon upgrades scattered throughout the game like Sonic Adventure [IMG]http://www.sonicretro.org/wp-content/uploads/2012/10/Lightshoes_sa2.png[/IMG] For example, there could be running agility upgrades, weapon magazine upgrades, explosive crossbow rounds. The possibilities are endless![/QUOTE] uh mods, obvious pui
[QUOTE=SimplePlanz69;43913177]This would be nice, but AI is hard coded into the engine EDIT I just realized that it would be cool if there were suit/weapon upgrades scattered throughout the game like Sonic Adventure [IMG]http://www.sonicretro.org/wp-content/uploads/2012/10/Lightshoes_sa2.png[/IMG] For example, there could be running agility upgrades, weapon magazine upgrades, explosive crossbow rounds. The possibilities are endless![/QUOTE] The idea of an upgrade system in half life sounds awful, though I do like the sound of alternative ammo for the crossbow.
[QUOTE=banshee93;43910705][video=youtube;RJ87S4yvous]http://www.youtube.com/watch?v=RJ87S4yvous&feature=youtu.be[/video] achieved to make it to run on xbox 360[/QUOTE] Any actual proof?
[QUOTE=ProZak;43915813]Any actual proof?[/QUOTE] Wel it's a video of him playing it on his xbox....
[QUOTE=SirLemon;43916042]Wel it's a video of him playing it on his xbox....[/QUOTE] It's a video of someone playing Rebel Stories on a tv screen using a Xbox 360 controller. There's absolutely nothing that suggests it's on an actual Xbox 360.
[QUOTE=ProZak;43915813]Any actual proof?[/QUOTE] ...what kind of a question is that? like why would they lie about this? to build hype over their mod? well they're really appealing to the wrong audience. i mean you're right in the fact that there's nothing in that video to indicate it's actually running on a 360, but getting a modded game to run on a 360 isn't a hugely difficult task and they don't really have any reason to lie about it
[QUOTE=WillerinV1.02;43916476]...what kind of a question is that? like why would they lie about this? to build hype over their mod? well they're really appealing to the wrong audience. [/QUOTE] Gonna be straight and say that only Ken and Binary knew about this, if not just Binary. I don't know how much I can say, but it's complicated.
Well, It's just binary playing the game using a 360 controller on PC. I've banned him officially.
[QUOTE=BMCHa;41461566] Also, bonus test shot with max cubemap res (256^2) and high intensity reflection: [t]http://i.imgur.com/odlagKf.jpg[/t][/QUOTE] Has anybody worked on implementing this? Or is a source code available?
I tried to integrate it into lightmappedgeneric for asw, as this mod's on that branch and also the 2013 sdk that I used for that proof of concept didn't include full shader sources. However, the shader compiler always crashed halfway through the multi-hour compile. Information on how to fix this is rather lacking (what did you expect from anything Source related), and the only lead I got was that it [i]might[/i] finish if you disable all but one core or something. I never tried it. Anyways, on the 2013 SDK side of things I just happened to look at Valve's github the other day and noticed that sometime in the intervening months they added all the missing shader sources, so I might be able to get it working there. On the ASW side of things I guess I could try again to get it compiling. Worst case I write/hack together a simpler, limited lightmappedgeneric that both supports parallax correction and a few other important features that probably cover 90%+ of all materials' usage. (This way would require editing the vmts though, as the material patch method I used can't change the shader type, only parameters.) The only real problem is that doing this all would require time that I'm not sure I have a lot of right now. What wouldn't take as much time is to package up the sources in a "here's some snippets integrate it yourself" way that could be of use to some people. That's at minimum a week or two out though. If I forget try and remind me, I do keep up with this thread. Edit: I just remembered that for the 2013 SDK part you can't override shaders anyway so vmt editing would be required no matter what in that case. ASW allows overriding but again that is dependent on getting one of the most complex shaders in the game compiling with Valve's oh so modern and well-documented toolset—something I couldn't get to work even without my changes applied.
I don't see a problem with you just giving the team the stuff and making them add the VMT parameters needed. It doesn't need to be used on everything - just the stuff that counts.
Seeing that cubemap thing has me thinking, is there any way where you can just have a texture dynamically reflect the world around it the same way water does (minus the ripples)? I mean if that was possible to apply in the VMT, that could save you some time and effort
[QUOTE=SirLemon;43920005]Seeing that cubemap thing has me thinking, is there any way where you can just have a texture dynamically reflect the world around it the same way water does (minus the ripples)? I mean if that was possible to apply in the VMT, that could save you some time and effort[/QUOTE] Water is one entire renderpass in Source, and you would need another one for each plane that you want to apply the shader to (not really scalable ... also, think of the vmem consumption!).
[QUOTE=SirLemon;43920005]Seeing that cubemap thing has me thinking, is there any way where you can just have a texture dynamically reflect the world around it the same way water does (minus the ripples)? I mean if that was possible to apply in the VMT, that could save you some time and effort[/QUOTE] Nope. In Source you can only have 1 reflective plane per map. So if you have multiple pools of water, they all need to be on the same level otherwise the reflections will bugger up. If you were to impliment reflective floors, it would have to be few and far between.
Honestly the corrected cubemaps would only be needed on certain surfaces so modified vmt version would be fine provided its stable. Anyway this is coming along. EDIT: Better pics just gotta clean up the shapes a bit then its low poly bake time :D! [IMG]http://i62.tinypic.com/2m46kg2.png[/IMG] [IMG]http://i60.tinypic.com/iduja1.png[/IMG]
[QUOTE=Proj3ct_ZeRo;43920128]Honestly the corrected cubemaps would only be needed on certain surfaces so modified vmt version would be fine provided its stable. Anyway this is coming along. [IMG]http://i60.tinypic.com/10gfzbb.png[/IMG][/QUOTE] I don't know the first thing about modelling, but shouldn't the "indicator" thing be created separately, as it slides into the device as it is used?
Yeah its a seperate piece the trick is to make it look part of a whole.
[QUOTE=Proj3ct_ZeRo;43920128]Honestly the corrected cubemaps would only be needed on certain surfaces so modified vmt version would be fine provided its stable. Anyway this is coming along. EDIT: Better pics just gotta clean up the shapes a bit then its low poly bake time :D! [IMG]http://i62.tinypic.com/2m46kg2.png[/IMG] [IMG]http://i60.tinypic.com/iduja1.png[/IMG][/QUOTE] That looks beaut', awesome job!
[QUOTE=CrystalGamma;43920306]I don't know the first thing about modelling, but shouldn't the "indicator" thing be created separately, as it slides into the device as it is used?[/QUOTE] Usually that is solved with adding animations to the models. Take this door for example: [t]http://i.imgur.com/Qs1GiGP.png[/t] It has multiple animations affecting the doorknob, this without adding any separate models.
[QUOTE=Proj3ct_ZeRo;43920128]Honestly the corrected cubemaps would only be needed on certain surfaces so modified vmt version would be fine provided its stable. Anyway this is coming along. EDIT: Better pics just gotta clean up the shapes a bit then its low poly bake time :D! [/QUOTE] Is it just me or these pics really do have chromatic aberration added to them?
-late-
Brightside has improved the animation, but there is something about the way the mag is taken out, like it´s just pulling it, like if it was loose the whole time, when some mechanism to release should be pressed. [video=youtube;F0_QiIh0cPY]http://www.youtube.com/watch?v=F0_QiIh0cPY[/video]
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