• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
will it work like vr mode in tf2 where you can see your feet?
I wonder if the lighting is going to be better? Correct me if I'm wrong but the lighting in Half Life 2 still looks the same as it was back in 2004 even though the engine has been updated to the 2007 Source Engine. The version of the Source engine that you guys are currently using should be able to do better lighting than that.
[QUOTE=iAmaNewb;44288636]I wonder if the lighting is going to be better? Correct me if I'm wrong but the lighting in Half Life 2 still looks the same as it was back in 2004 even though the engine has been updated to the 2007 Source Engine. The version of the Source engine that you guys are currently using should be able to do better lighting than that.[/QUOTE]Lightmaps remain the same but the lighting has definitely been changed. (This also brought a lot of bugs and issues by the way)
[QUOTE=Clear_Strelok;44288689]Lightmaps remain the same but the lighting has definitely been changed. (This also brought a lot of bugs and issues by the way)[/QUOTE] There's probably going to be a good bit of relighting going on, as well as stuff just changing in the maps; from decals being moved around, to new nooks crannies, to whole new paths in some places maybe. The world in HL2 is pretty big, but a lof of the maps don't show it, they usually only include a few buildings off in the distance, instead of a more realistic number.
[QUOTE=Clear_Strelok;44288283]Your ideas on the Body Awareness aren't dumb at all, the only problem being that they are probably more relevant for a game heavily based on that kind of thing like Mirror's Edge.[/QUOTE]The thing is, if full body awareness is being added, why not go all-out? If the player can see the hands holding a gun, it doesn't take long before people ask to see the rest of the body, the shadow, reflection & the arms actually touching everything else they're logically meant to be. The fewer exceptions to a rule there are, the more jarring they become. We might not even be having this conversation if HL1 & 2 just had floating weapons without arms attached. My biggest problem with seeing hands while opening/closing doors, climbing ladders, pressing buttons & the like is that while doing so, in most games the camera gets forced & locked into a set place to make the animation work. It slows players down & makes them move so unnaturally & in the worst cases leaves the playe vulnerable. If that can be avoided, then I don't see why it shouldn't be added. Here's my suggestions for the FBA to divert criticism away from Revolve - once every interaction has its own animation, get rid of the +use fail/success sound effects. - make crouching while on a chair or ledge into a sitting pose. - still use land standing/running/ducking animations if touching the floor while underwater. - hold +use to extend arm out to show the extent of the reach or touch a wall & hear the hand hit & slide across it while in the dark. - pressing +use while an object is held in the gravity gun causes the left hand to reach out & grab it if it's light enough. - while holding a prop in hands, pressing reload & looking rotates the prop like the physgun in GMOD. (so it's not as useless later) - right hand aims & fires the gun after it's attached to the airboat. - right hand controls the stick shift of the dune buggy, which also has a thumbstick & trigger to aim/fire the Tau cannon. - player limbs not kept perfectly in place & bounce around while driving vehicles. (like jiggle-bones) - player's feet repel away from toxic waste while in airboat, for when it sinks a bit too far in after a long fall. - use the HEV Suit to wear it, causing an animation like stepping into a vehicle. (jacket, pants, shoe props are left behind body) - suit zoom replaced by binoculars? (but it was nice to use in the prison pods) - charge the suit wall chargers by sticking an index finger into the socket.
We need a "shit we've argued about" list in the OP
Still waiting on updated odessa action its been months now
[QUOTE=chipsnapper2;44291336]We need a "shit we've argued about" list in the OP[/QUOTE] "I disagree."
[QUOTE=Clear_Strelok;44288283] Advice taken. [T]http://img15.hostingpics.net/pics/9913102014031900038.jpg[/T][/QUOTE] Needs a deep finger print over the 1 key
I'll try to make a list: -Full body awareness -Roads -RPG -ADS -[U]Enhancement[/U] mod -Bot AI -[B][U]Alien Swarm engine[/U][/B] -Many things will stay the same. What else?
-Enhanced Males
[QUOTE=DONOTWANT;44291214]- make crouching while on a chair or ledge into a sitting pose.[/QUOTE] Maybe you can just use E on chairs and the like instead? For ledges, I know there's a script in GMod where you hold alt and then press E to sit, but I can't really think of too many places where you'd want to do this. Or maybe E while crouching on a ledge and not looking at anything interactive. A bit more specific, but if you get "locked" into place when sitting, this would make more sense. A few more suggestions for FBA: -Like in Portal 2, Gordon looks at himself while his reflection is on screen, though obviously not while taking damage. -This one may go against the rule of "no emotion shown", but maybe during the teleporter sequence, he looks at his hands like when he put on the HEV suit? (Or maybe not, since the developers probably would have done this in the first place.) One thing I'm sure is planned, but I haven't seen mentioned is that there needs to be two Gordon models, since he's in civilian clothing in the beginning of the game. Considering the G-Man put him into the suit, should the suit be cleaner than the other Civilians? Or the same condition? (Doesn't matter too much, since it's a small portion of the game.)
[QUOTE=DONOTWANT;44291214]- make crouching while on a chair or ledge into a sitting pose.[/QUOTE] Actually I want this one, 'cause I like "sitting" and listen during the talky-scenes. Makes you feel like you're more part of the world instead of some sperg throwing computer monitors around the room.
[QUOTE=Uncle Bourbon;44270693]nope we're gonna have a long argument about watermelons now[/QUOTE] [thumb]http://www.hipsterwall.com/wp-content/uploads/2013/12/Black-Men-Hairstyles-with-Glasses-hipsterwall.jpg[/thumb] [highlight](User was banned for this post ("Racism" - Uberslug))[/highlight]
[QUOTE=YourBreakfsat;44292933]I'll try to make a list: -Full body awareness -Roads -RPG -ADS -[U]Enhancement[/U] mod -Bot AI -[B][U]Alien Swarm engine[/U][/B] -Many things will stay the same. What else?[/QUOTE] SMG Skins
What are we making a list for again?
So we can argue about the list(?)
[QUOTE=DONOTWANT;44291214] Here's my suggestions for the FBA to divert criticism away from Revolve - once every interaction has its own animation, get rid of the +use fail/success sound effects. - make crouching while on a chair or ledge into a sitting pose. - still use land standing/running/ducking animations if touching the floor while underwater. - hold +use to extend arm out to show the extent of the reach or touch a wall & hear the hand hit & slide across it while in the dark. - pressing +use while an object is held in the gravity gun causes the left hand to reach out & grab it if it's light enough. - while holding a prop in hands, pressing reload & looking rotates the prop like the physgun in GMOD. (so it's not as useless later) - right hand aims & fires the gun after it's attached to the airboat. - right hand controls the stick shift of the dune buggy, which also has a thumbstick & trigger to aim/fire the Tau cannon. - player limbs not kept perfectly in place & bounce around while driving vehicles. (like jiggle-bones) - player's feet repel away from toxic waste while in airboat, for when it sinks a bit too far in after a long fall. - use the HEV Suit to wear it, causing an animation like stepping into a vehicle. (jacket, pants, shoe props are left behind body) - suit zoom replaced by binoculars? (but it was nice to use in the prison pods) - charge the suit wall chargers by sticking an index finger into the socket.[/QUOTE] Implementing that would be no small task! You're probably looking at an extremely advanced kinematics and animation blending system if you want to be able to seamlessly/fluidly switch between any possible combination of those animations at any given time. And that's before you consider the things like reaching out and how that would have to work with the physics engine. If it wasn't done right, something like that could look robotic and thus be somewhat of an immersion breaker. If one were to go this far, an overhaul of some description to the player movement system would probably be needed, considering that it's currently kind of like controlling a flying camera at a fixed height above the ground. Even if you look at things like Crysis, which has a really nice (despite bugs) kinematics system which is also used by the AI. One of the things I always found impressive was that if you sprinted against a wall you would actually push yourself off of it, I've never seen any other game go that far in making you feel like a part of the environment instead of some kind of abstract entity just put there for you to experience a bunch of levels in. However, a lot of your ideas seem even beyond what was attempted in Crysis, even when you take into account that Crysis is arguably starting to show its age now. But overall, I think you have some great ideas and I'd love to see most of them implemented.
[QUOTE=billi999;44294802]Implementing that would be no small task! You're probably looking at an extremely advanced kinematics and animation blending system if you want to be able to seamlessly/fluidly switch between any possible combination of those animations at any given time. [/QUOTE] You forget Source at least has this, TF2 is a pretty good example, you'd need to modify it to work in first person: but [QUOTE=billi999;44294802] Even if you look at things like Crysis, which has a really nice (despite bugs) kinematics system which is also used by the AI. One of the things I always found impressive was that if you sprinted against a wall you would actually push yourself off of it, I've never seen any other game go that far in making you feel like a part of the environment instead of some kind of abstract entity just put there for you to experience a bunch of levels in. However, a lot of your ideas seem even beyond what was attempted in Crysis, even when you take into account that Crysis is arguably starting to show its age now. But overall, I think you have some great ideas and I'd love to see most of them implemented.[/QUOTE] Crysis is a really underrated game imo.
Guys let's move this mod to UE4.
[QUOTE=Armageddon104;44295519]Guys let's move this mod to UE4.[/QUOTE] No DooM II engine
This may seem unnessacery but I would like to see when NPC reload their weapons, a magazine would drop instead of NPC just slamming the bottom of their weapon. Something similar to how in GTA V, a character would drop an empty mag when reloading.
Enhancement mod on UE4 k go! Honestly would be pretty sweet.
[QUOTE=glitchvid;44295282]Crysis is a really underrated game imo.[/QUOTE] That's how it works when nobody can play it on release.
[QUOTE=Yourself;44287356]It would actually make it fun to use and even useful. (I still don't fucking get the unwarranted hype surrounding it)[/QUOTE] Even a more swipey animation like in L4d with a bit of a camera jerk would push it towards that edge of "yeah, this is a real weapon that could hurt people and it's not a poke stick" as for the "hype"... well, that's what we used to call "iconic" before being jaded by everything became the fashionable thing to do and everything is either overhyped or underrated and that's that. People were drawn to the crowbar because it's pretty much the most recognizable improvised weapons in all of the vidya. Plus it's got that iconic shape. It's almost that nike swoop. Unmistakable.
[QUOTE=BMCHa;43919486]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.[/QUOTE] "a week or two out" later... [url]https://dl.dropboxusercontent.com/u/1606518/parallaxcubemaps.zip[/url] I hope I didn't leave anything important out.
[QUOTE=xalener;44296783]Even a more swipey animation like in L4d with a bit of a camera jerk would push it towards that edge of "yeah, this is a real weapon that could hurt people and it's not a poke stick" as for the "hype"... well, that's what we used to call "iconic" before being jaded by everything became the fashionable thing to do and everything is either overhyped or underrated and that's that. People were drawn to the crowbar because it's pretty much the most recognizable improvised weapons in all of the vidya. Plus it's got that iconic shape. It's almost that nike swoop. Unmistakable.[/QUOTE] I guess Tho i say try imitating the melee attacks in Condemned instead.
[QUOTE=Hideyoshi;44293775]Maybe you can just use E on chairs and the like instead?[/QUOTE]But what if you wanted to pick up the chair instead? I know I'd much rather be able to throw a chair through a window than sit down on one.[QUOTE=billi999;44294802]One of the things I always found impressive was that if you sprinted against a wall you would actually push yourself off of it, I've never seen any other game go that far in making you feel like a part of the environment instead of some kind of abstract entity just put there for you to experience a bunch of levels in.[/QUOTE]I like that idea. I've wondered why no games have the player hurt themselves from high speeds. It's common place for a player to take damage from falling 10 feet, yet you're never even phased by sprinting head-first into a wall at 16 miles per hour.[QUOTE=billi999;44294802]But overall, I think you have some great ideas and I'd love to see most of them implemented.[/QUOTE]Thank you. I knew many of them would be ridiculously hard to do, which is part of the reason I suggested them. I didn't expect anyone to take what I said very seriously, it probably didn't help that I also included a few real suggestions, like standing under water & finger-sockets.:quagmire: [QUOTE=glitchvid;44295282]Crysis is a really underrated game imo.[/QUOTE]I personally couldn't be bothered with the first one. I enjoyed the second a lot more. [QUOTE=Yourself;44297332]Tho i say try imitating the melee attacks in Condemned instead.[/QUOTE]Just as long as all that camera-bobbing is kept out.
[QUOTE=DONOTWANT;44297954]I've wondered why no games have the player hurt themselves from high speeds. It's common place for a player to take damage from falling 10 feet, yet you're never even phased by sprinting head-first into a wall at 16 miles per hour..[/QUOTE] yes please for more "immersion" hehehe [video=youtube;prDHauBHe54]http://www.youtube.com/watch?v=prDHauBHe54[/video]
[QUOTE=DONOTWANT;44297954] I've wondered why no games have the player hurt themselves from high speeds.[/QUOTE] Well, one game that has that feature is FUCKING CRYSIS 1. Crysis 1 had ALL THE FEATURES. That's why people love it. Even if the AI and story was shit, you could do anything you wanted and extrapolate fun out of whatever you saw fit. Crysis 2 was a fucking bendy tube with bad voice acting screeching in your ears at every corner turn. Also Halo Reach killed you if you hit a wall too fast. In fact, two players can sprint into each other and kill each other.
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