• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=endorphinsam;44053331]While I personally think you're right, you should try to stop being so aggressive when typing, people can really take it the wrong way (it has happened before)[/QUOTE]NO! I will type as angrily as my keyboard can endure! (Especially since most people disagree with what I say most of the time anyway) [QUOTE=gk99;44053625]Nobody, apart from SirLemon, is really against FBA. I'm just against the method being used right now.[/QUOTE]What exactly [I]is[/I] the method being used? [QUOTE=Mr. Someguy;44064008]Are we doing away with fog on the coast though? Last I checked that, the consensus was split there too.[/QUOTE]What about the fog near the Citadel, like the skybox fog visible from the train station?
[QUOTE=Mr. Someguy;44064008]Are we doing away with fog on the coast though? Last I checked that, the consensus was split there too. Personally I think we should, that way you could go for a more awe-inspiring design by mapping out the coast in the distance and allowing the player to look back over the bay and think "Wow, I came from there". I'm still hoping for that 'wasteland bridge spanning the bay, too. :v:[/QUOTE] Agree. I love it when I'm able to see stuff in the distance and think "I was there just an hour ago" and that feeling is even better when it's [I]not[/I] an open-world game, because looking back at where you've been in an open-world game like GTA is not impressive at all.
The fog is technically needed because The Coast has the longest draw distances than any other part of the game. If it already gets lag spikes while driving in some spots without fog, than I don't think removing it will make it any better as rendering The Coast is challenging for Source. Fog is often used by developers so that there is less to render. It is a key part of map optimization; especially that of The Coast and its bridge sequences. Removal would cause more problems in my opinion.
[QUOTE=DONOTWANT;44066279]What exactly [I]is[/I] the method being used?[/QUOTE] Whole body, including hands, is one model and then there's a weapon [editline]27th February 2014[/editline] Basically ARMA
[QUOTE=SimplePlanz69;44071984]If it already gets lag spikes while driving in some spots without fog, than I don't think removing it will make it any better as rendering The Coast is challenging for Source.[/QUOTE] Since they're using the Alien Swarm branch of source, I'm sure that this can be better tuned. If lag still exists, there's always ways to optimize the maps as well. I like the idea of decreasing the fog density, but at the same time, the fact that it's morning when you start driving on the coast could be why there's so much.
[QUOTE=SimplePlanz69;44071984]The fog is technically needed because The Coast has the longest draw distances than any other part of the game. If it already gets lag spikes while driving in some spots without fog, than I don't think removing it will make it any better as rendering The Coast is challenging for Source. Fog is often used by developers so that there is less to render. It is a key part of map optimization; especially that of The Coast and its bridge sequences. Removal would cause more problems in my opinion.[/QUOTE] Welcome to an engine from 2004, luckily we're running on a newer version- less or no fog on the coast runs fine, or so Tweevle said if I remember correctly when he removed it as a test. So also, does combining maps, which we will hopfully be able to do with a lot of them. Though I think stylistically we should keep at least a little fog- or have it diminish as you progress through the levels.
If you are even thinking of running on the ASW engine your hardware will already be beefy enough to run unoptimized levels from 2004.
[QUOTE=Sally;44072856]If you are even thinking of running on the ASW engine your hardware will already be beefy enough to run unoptimized levels from 2004.[/QUOTE] We're not [I]thinking of running[/I] on it, we [I]are[/I] on it. :v: And pretty much unless your computer was from 2002 (maybe even earlier) it'll run alien swarm (I ran it on my old computer from '04). Though I don't think you'd want to use something that old with a graphic-intensive mod.
[QUOTE=Fat-Corgi-Guy;44072493]Welcome to an engine from 2004, luckily we're running on a newer version- less or no fog on the coast runs fine, or so Tweevle said if I remember correctly when he removed it as a test. So also, does combining maps, which we will hopfully be able to do with a lot of them. Though I think stylistically we should keep at least a little fog- or have it diminish as you progress through the levels.[/QUOTE] Frankly, no or far little fog'd just make me go "Oh, the world's actually smaller than I thought." I didn't even know there was a connection until I watched Half-Life 2: DWaMOV
OFF TOPIC: Here is something I´d really like to share, remember I said I was working on my own enhancements mod for doom 3? well, that is the only game for which I could do some coding. With the help of a friend, we improved the a.i, here is a video, also showcasing sounds. I customized some lines of commands which made the monsters strafe when hit, now when charging towards the player, they will be taking cover and acting furtively, they will also attemp to dodge incoming attacks rather than wait to get hit, and flank at times, is really awesome when they do unexpected things now. [video=youtube;S25IIPgluro]http://www.youtube.com/watch?v=S25IIPgluro[/video] I wish I could do more for source
With faster particle rendering and having the model fast rendering path which makes some models basically free to render. The engine on it's own would make the mod run faster. Though the new rendering features they're adding will be the only thing that'll slow it down. And most of those will be togglable. So yeah. The additional map detail and polygons don't really cost that much on any modern hardware. By the way guys (the team). Will you be using the dynamic shadows from the sky? The system Ken got from me? Though I don't know if he rewrote it entirely by now. Haha.
[QUOTE=gk99;44073107]Frankly, no or far little fog'd just make me go "Oh, the world's actually smaller than I thought." I didn't even know there was a connection until I watched Half-Life 2: DWaMOV[/QUOTE] And putting the Citadel in the distance wouldn't grant the same effect? If you put the Citadel in the distance, it'll be marginally smaller than what it is in the Canals, and even then the Canals cheated because between one section and the next, the Citadel was moved waaaay back and rotated.
[QUOTE=SimplePlanz69;44071984]The fog is technically needed because The Coast has the longest draw distances than any other part of the game. If it already gets lag spikes while driving in some spots without fog, than I don't think removing it will make it any better as rendering The Coast is challenging for Source. Fog is often used by developers so that there is less to render. It is a key part of map optimization; especially that of The Coast and its bridge sequences. Removal would cause more problems in my opinion.[/QUOTE] But this was in 2004. Source is more capable now, and so is the hardware.
[QUOTE=Fat-Corgi-Guy;44072493] Though I think stylistically we should keep at least a little fog- or have it diminish as you progress through the levels.[/QUOTE] I dunno, maybe have the fog be relatively low at the very beginning levels of the coast, then as you get closer to the prison it starts getting quite foggy, with the better control we get of fog in the ASW engine we could do stuff like that in-map. [editline]later[/editline] Weather changing in game looks badass to me: [media]http://www.youtube.com/watch?v=1JzmUOw5rjU[/media]
Is there a console command to disable fog?
[QUOTE=MR2;44074821]Is there a console command to disable fog?[/QUOTE] fog_override 1 fog_enable 0
Also, something I noticed, there is some sort of instructions written on the chin of Combine Soldiers' masks. However I can't make out what it says exactly, only certain words.
[QUOTE=Fat-Corgi-Guy;44072493]Welcome to an engine from 2004, luckily we're running on a newer version- less or no fog on the coast runs fine, or so Tweevle said if I remember correctly when he removed it as a test. So also, does combining maps, which we will hopfully be able to do with a lot of them. Though I think stylistically we should keep at least a little fog- or have it diminish as you progress through the levels.[/QUOTE] it'd be pretty neat to see some volumetric fog or at least some fancy particle effects to emulate it.
[QUOTE=MR2;44075758]Also, something I noticed, there is some sort of instructions written on the chin of Combine Soldiers' masks. However I can't make out what it says exactly, only certain words.[/QUOTE] [quote=WARNING] [b]USE OF THIS EQUIPMENT MAY LEAD TO THE UNTIMELY DEATH OF THE USER OR THE A???LAT ?????? OFFICER[/B] 234- 3343 --343- 222-34[/quote] I can not for the life of me figure out what the words are between "the" and "officer" though. If I were to guess, I'd think it says "assault of the", but there's too many letters and they're placed in the wrong areas. [img]http://puu.sh/7dqtL.jpg[/img]
"ASMILAT ONSHTE" Assailant Onsite Officer?
looks like "assimilation" but half-assed
kinda looks like 'assault' to me
[QUOTE=Fat-Corgi-Guy;44072493]Though I think stylistically we should keep at least a little fog- or have it diminish as you progress through the levels.[/QUOTE] Volumetric fog pls.
[QUOTE=Fat-Corgi-Guy;44072493]Welcome to an engine from 2004, luckily we're running on a newer version- less or no fog on the coast runs fine, or so Tweevle said if I remember correctly when he removed it as a test. So also, does combining maps, which we will hopfully be able to do with a lot of them. Though I think stylistically we should keep at least a little fog- or have it diminish as you progress through the levels.[/QUOTE] If any fog shows up, I'd like it to be real fog and not just an effect applied to the screen that you can easily tell it is by the fact that it is cube shaped (even if it was sphere shaped its not good anyway) Skyrim comes to mind when it recently rained and there is low lying clouds on one of the many unclimbable mountains
[QUOTE=Mr. Someguy;44073629]And putting the Citadel in the distance wouldn't grant the same effect? If you put the Citadel in the distance, it'll be marginally smaller than what it is in the Canals, and even then the Canals cheated because between one section and the next, the Citadel was moved waaaay back and rotated.[/QUOTE] If we decide fog is "canon" then there's no need to add the Citadel in the distance because it doesn't matter how big something is when there's thick fog in front of your face.
[QUOTE=gk99;44083632]If we decide fog is "canon" then there's no need to add the Citadel in the distance because it doesn't matter how big something is when there's thick fog in front of your face.[/QUOTE] But with a very light fog cover you would be able to at least partially see it.
[QUOTE=Mr. Someguy;44077018]I can not for the life of me figure out what the words are between "the" and "officer" though. If I were to guess, I'd think it says "assault of the", but there's too many letters and they're placed in the wrong areas. [img]http://puu.sh/7dqtL.jpg[/img][/QUOTE] Use of this equipment can lead to the untimely death of the user of the ------ onsite -----
[QUOTE=endorphinsam;44081491]If any fog shows up, I'd like it to be real fog and not just an effect applied to the screen that you can easily tell it is by the fact that it is cube shaped (even if it was sphere shaped its not good anyway) Skyrim comes to mind when it recently rained and there is low lying clouds on one of the many unclimbable mountains[/QUOTE] This, if there is fog, it should be [I]real[/I] fog, not that fake fog which is very obviously there solely to cover up the short draw distance due to technical limitations of an old engine.
Use of this equipment can lead to the untimely death of the user of the ------ onsite officer [QUOTE=gk99;44072007]Whole body, including hands, is one model and then there's a weapon[/QUOTE] Oh, yeah that's what I was expecting. I thought you meant something more complicated than that.
Use of this equipment sat liced to the untimely death of the user of the asshat oh shite onflicker
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