• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=tehstrelok;44108750]I know a little movement exploit in all source games apparently, if you move forward while also straffing into a wall, you can move slighlty faster. very usefull when you´re crouching in a vent, it´s like you´re twice as fast.[/QUOTE] Like wall running in doom?
[QUOTE=cloudcakes30;44116669]Like wall running in doom?[/QUOTE] Fairly certain it's in GoldSRC too.
[QUOTE=Dom Pyroshark;44115305]When talking about making cars and trains better looking and stuff, don't forget about that zombie chomper cart at the end of mines after Ravenholm. Right now it looks like metalic block hovering few inches above the ground going up and down, defintely not like something that could Grigori made himself.[/QUOTE] It's supposed to be a mine cart with a spinner trap in it attached to a powerful motor that pulls it back and force. But the mapper got [I]really[/I] lazy with it so it just looks awful instead.
[QUOTE=gk99;44114219]Go play GMod.[/QUOTE] Why not? As far as i can see it would make the gameplay in coast chapter more interesting (mind you this driving segment takes a good portion of the game) Like having the props act as destructable shields from bullets and explosions. You can even have rollermines the ability to strip the jeeps player made armor.
we have this argument every few pages. it's hl2 enhancement mod, not hl2 change the gameplay mod.
[QUOTE=lintz;44118503]we have this argument every few pages. it's hl2 enhancement mod, not hl2 change the gameplay mod.[/QUOTE] Apparently not according to Ken for he has plans on changing things
[QUOTE=Yourself;44118666]Apparently not according to Ken for he has plans on changing things[/QUOTE] No shit, it's an [B]enhancement[/B] mod. If nothing was enhanced that'd just make this whole project a waste of everyone's time and effort. Not only that, but nothing getting changed is as drastic as changing the gameplay. Most everything is pure aesthetic, optional, or already in older versions of the game and just being re-implemented.
You misunderstood me He Said that there will be some changes to the gameplay
[QUOTE=Yourself;44118787]You misunderstood me He Said that there will be some changes to the gameplay[/QUOTE] Name the forced gameplay additions then, if you'd kindly.
[url]http://thebitpulse.com/2014/02/modding-duos-half-life-2-enhancement-mod-joins-steam-greenlight/[/url] few paragraphs down
[QUOTE=Yourself;44119051][url]http://thebitpulse.com/2014/02/modding-duos-half-life-2-enhancement-mod-joins-steam-greenlight/[/url] few paragraphs down[/QUOTE] Literally nothing in that isn't optional.
Question but is the AI gonna be modified?
[QUOTE=gk99;44118714]No shit, it's an [B]enhancement[/B] mod. If nothing was enhanced that'd just make this whole project a waste of everyone's time and effort. Not only that, but nothing getting changed is as drastic as changing the gameplay. Most everything is pure aesthetic, optional, or already in older versions of the game and just being re-implemented.[/QUOTE] How is the original suggestion changing gameplay at all. I personally think it would be cool finding hidden car parts that you can add to your car to make it look cooler/different. It doesn't change gameplay at all either. Plus It should be fairly simple to set up, as well. [editline]sd[/editline] Also, stop being passive agressive. It doesn't really help the argument at hand.
[QUOTE=Swog;44119238]Question but is the AI gonna be modified?[/QUOTE] I assume it's going to be using NextBot or whatever the thing is that TF2 and L4D use.
[QUOTE=supersnail11;44119447]I assume it's going to be using NextBot or whatever the thing is that TF2 and L4D use.[/QUOTE] thought it said waaaay back in the thread they were using alien swarms AI
[QUOTE=SirLemon;44119540]thought it said waaaay back in the thread they were using alien swarms AI[/QUOTE] You're actually thinking of the OP, the new engine = better AI (somehow, I don't understand it, but it's in the OP). [QUOTE=Fat-Corgi-Guy;40376301] [t]http://i7.minus.com/jjkwCe4rrEKtv.png[/t] • 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. [B]• Improving enemy AI (already done thanks to the engine port!).[/B] • 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] [editline]3rd March 2014[/editline] Actually that would be a good question to ask. How [I]does[/I] the AS engine automatically improve AI? Something to do with how it reads it?
The biggest problem with the Combine AI in HL2 was their lack of mobility, IMO. They always got gunned down before they could really do anything.
[QUOTE=endorphinsam;44119443]How is the original suggestion changing gameplay at all. I personally think it would be cool finding hidden car parts that you can add to your car to make it look cooler/different. It doesn't change gameplay at all either. Plus It should be fairly simple to set up, as well.[/QUOTE] A door would block bullets, a hood would block bullets, a door would block bullets, etc. Thus, adding the strategy of "armor one side of your car and drive to one side of the enemy" and in turn, changing gameplay. [QUOTE]Also, stop being passive agressive. It doesn't really help the argument at hand.[/QUOTE] Would you like to be fully aggressive? I try not to considering saying just saying "fuck off" in a reasonable situation apparently warrants a ban. Also before this secondary subject goes any further, I suggest we drop it because it's a personality trait of mine that isn't changing any time soon. [editline]3rd March 2014[/editline] [QUOTE=Magmacow358;44120164]The biggest problem with the Combine AI in HL2 was their lack of mobility, IMO. They always got gunned down before they could really do anything.[/QUOTE] Wouldn't want them to be like HL1 assassins, though.
[QUOTE=gk99;44120233]Wouldn't want them to be like HL1 assassins, though.[/QUOTE] There's quite a bit of difference between a slow jog and jumping 20 feet in the air.
[QUOTE=gk99;44120233]A door would block bullets, a hood would block bullets, a door would block bullets, etc. Thus, adding the strategy of "armor one side of your car and drive to one side of the enemy" and in turn, changing gameplay. [/QUOTE] except they don't need to be doors or hoods or whatever you're imposing. he was giving an example, not a complete explanation. and if you didn't want it to "change gameplay" you could really just make it not bulletproof. ANND, the gameplay is already changing quite a lot. the AI will be smarter (thus [i]changing the gameplay[/i]), there will be added enemy types (thus [i]changing the gameplay[/i]) and changing weapon mechanics like the SMG (thus [i]changing the gameplay[/i]).the gameplay doesn't need to be exactly the same. Small differences that genuinely make the experience better and not just [i]the same[/i] should be welcomed, not shunned by players that don't want anything to change but teh grafix
I'm sorry if someone has asked this question before, but are you going to improve the [I]accuracy[/I] of the combine soldiers. I'm not talking about AI, I'm talking about how well they use their weapons. No matter how much you improve the enemy AI, they will always be gunned down by rebels if they can't even hit their target. Plus I find it strange how a trained soldier can easily be defeated by a just-grabbed-a-gun rebel. I really hope you will add some sort of console command to control this.
[QUOTE=endorphinsam;44121090]changing weapon mechanics like the SMG (thus [i]changing the gameplay[/i])[/QUOTE] As long as it doesn't become the [i]awful[/i] peashooter it did in Black Mesa (and the grenade doesn't blow up in your face when you're trying to fire it slightly above your cover), I'm fine ...
[QUOTE=endorphinsam;44121090]except they don't need to be doors or hoods or whatever you're imposing. he was giving an example, not a complete explanation. and if you didn't want it to "change gameplay" you could really just make it not bulletproof. ANND, the gameplay is already changing quite a lot. the AI will be smarter (thus [i]changing the gameplay[/i]), there will be added enemy types (thus [i]changing the gameplay[/i]) and changing weapon mechanics like the SMG (thus [i]changing the gameplay[/i]).the gameplay doesn't need to be exactly the same. Small differences that genuinely make the experience better and not just [i]the same[/i] should be welcomed, not shunned by players that don't want anything to change but teh grafix[/QUOTE] They also changed the flashlight not sharing the same H.E.V energy, which has far more impact on the gameplay than any other stated above
[QUOTE=endorphinsam;44121090]except they don't need to be doors or hoods or whatever you're imposing. he was giving an example, not a complete explanation. and if you didn't want it to "change gameplay" you could really just make it not bulletproof. ANND, the gameplay is already changing quite a lot. the AI will be smarter (thus [i]changing the gameplay[/i]), there will be added enemy types (thus [i]changing the gameplay[/i]) and changing weapon mechanics like the SMG (thus [i]changing the gameplay[/i]).the gameplay doesn't need to be exactly the same. Small differences that genuinely make the experience better and not just [i]the same[/i] should be welcomed, not shunned by players that don't want anything to change but teh grafix[/QUOTE] If it's functionally useless, I see no reason not to as long as I can blow it off and ignore it
combine soldiers should act more tactical, avoid running straight into the enemy, also react to attacks as soon as they see them and take cover and/or retreat, not wait until they get hit or till they have a grenade on their feet, they should also be able to throw grenades back, or kick them, I saw a mod which actually implemented that. I think it´s very important to also have them not killing team mates in front of them, and maybe make them inmune to their own grenades in dumb moments, like the citizens that are inmune to the players grenades and attacks overall. In the video I showed in the previous page, I also showed an improvement of the ai for doom 3, having enemies that dodge attacks on sight and stuff.
[QUOTE=gk99;44124322]If it's functionally useless, I see no reason not to as long as I can blow it off and ignore it[/QUOTE]If it's functionally useless then it might as well just be a hat. Half-Life doesn't need hats. Especially not car hats. Fuck i'm tired.
[QUOTE=DONOTWANT;44125540]If it's functionally useless then it might as well just be a hat. Half-Life doesn't need hats. Especially not car hats. Fuck i'm tired.[/QUOTE] The same could be said for Full-Body Awareness.
[QUOTE=DONOTWANT;44125540]If it's functionally useless then it might as well just be a hat. Half-Life doesn't need hats. Especially not car hats. Fuck i'm tired.[/QUOTE] your feedback has been noted and i will pass it on expect tons of cosmetic hats in HL2 enhancement mod
[QUOTE=SFC003;44128251]your feedback has been noted and i will pass it on expect tons of cosmetic hats in HL2 enhancement mod[/QUOTE] Half-Life 2: InHatMen mod*
Will there be miscs also and Corgi-Crates which drop, and you buy corgi-keys for 2.50 each and you unbox skins for the weapons, like Sand-Storm, DONOTWANT, and other great designs
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