• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=pinecleandog;44506717]Nein, no sense in it[/QUOTE] As a public engine demo, there is. But might aswell just get a real map or two done first. How about the same levels in the actual HL2 demo?
We're going to go by area, as soon as I tie up some loose ends. Trainstation first but not necessarily by the order of the story.
[QUOTE=pinecleandog;44506717]Nein, no sense in it[/QUOTE] apparently you missed the part where Ken Chan promised to release an open demo on the lost coast map happened some time ago
[QUOTE=Antivirus_404;44507040]apparently you missed the part where Ken Chan promised to release an open demo on the lost coast map happened some time ago[/QUOTE] Well if it's going to happen, it will happen much later on after most of the main content is complete.
[QUOTE=pinecleandog;44507126]Well if it's going to happen, it will happen much later on after most of the main content is complete.[/QUOTE] well i'd like to get a reply from Ken Chan himself before i assume anything.
[QUOTE=pinecleandog;44507126]Well if it's going to happen, it will happen much later on after most of the main content is complete.[/QUOTE] I guess the most sensible point to do it would be after you finish enhancing the coast, since LC will obviously use a lot of the assets used there.
Well, things changed a lot. After green lit, we're having our very own AppID, and it means we're not a mod anymore now. I think we're not going to release Lost Coast demo any more now. Because I don't think we have the time to port the game back to Alien Swarm and release a small mod :( But don't worry, since green lit, I have full control on game installation, so I created a whole new game base, [B]merged LC/EP1/EP2 content correctly[/B], so even though we can't release a demo, we can pack the extra work we done into the game.
What about the Streetstuck demo you had made a while ago?
[QUOTE=Mariobro;44507930]What about the Streetstuck demo you had made a while ago?[/QUOTE] It's a map originally made for Half-Life 2: Episode Two. I used it to give you guys a tech demo. [URL="http://www.moddb.com/mods/street-stuck"]http://www.moddb.com/mods/street-stuck[/URL]
will the green lit version of this include a hl2dm port?
[QUOTE=uaredead2020;44507955]will the green lit version of this include a hl2dm port?[/QUOTE] It will be done after Single Player is finished.
[QUOTE=Ken Chan;44507883]Well, things changed a lot. After green lit, we're having our very own AppID, and it means we're not a mod anymore now. I think we're not going to release Lost Coast demo any more now. Because I don't think we have the time to port the game back to Alien Swarm and release a small mod :( But don't worry, since green lit, I have full control on game installation, so I created a whole new game base, [B]merged LC/EP1/EP2 content correctly[/B], so even though we can't release a demo, we can pack the extra work we done into the game.[/QUOTE] So is the name changing from Enhancement Mod to Enhancement or Enhanced etc?
Recently there was a few issues with work never being completed, lost or never done. As well as people's work conflicting with others. So for the past few weeks I've been working on cleaning things up a bit and getting the team directed onto a more suitable course. I've only just manage to tie up most of the loose ends from all the previous work, so now there's going to be a few changes which will help this mod happen. 1. Members now have a more refined choice of what they can work on. We're moving more to a direction where we work area by area. Starting from the trainstation we'll be powering through re-creating assets, detailing the level and then moving on to the next area. The areas will most likely not be in the order of the story. Which means the likelyness of seeing a full sequence of the mod in the near future is very slim. The work is all now listed on an asset list. Where members can see who's doing what, what is complete and what needs doing. This list will not be public to prevent expectations of when the mod will be complete etc. 2. The requirement for testers is not very high right now, as there is not much to test. This will change very soon however. 3. There is now bug tracker for the project only accessable by team members and testers. 4. There will be a suggestion web app made in the future as it is too difficult to keep track of all the suggestions in the facepunch thread. 5. Only content created by official team members will be featured in the mod, as every asset is now documented and goes through some form of quality control. Please disregard any content displayed from any other people than the following: Ken Chan Porky-da-Corgi Stiffy360 Pinecleandog H.Grunt Kwant Sam Za Nemesis SedimentarySocks Yanzl Zero The Vman Snood Glitchvid Rez Strelok We are still accepting more team members however. We are in dire need of more texture artists. 6. We're enforcing some new rules on publicity; Unfinished assets will not be displayed, we'll be very picky about what does get displayed. 7. As suggested by the title this mod is an enhancement mod, not a re-skin. While the first order of business is to re-create all textures at a higher resolution with more detail, create models with smoother topology and high res textures. We're not going to stop at that. The mappers will be adding a whole lot more detail into the levels but not changing the player's path or story in any kind of way. We're going to be using original references, as well as some of the references half life 2 originally used to append to the existing set of assets included in half life 2, ultimately increasing the visuals of the levels within the game. This may sound risky in terms of destroying the half life 2 atmosphere, however we're not going to include any asset in the game that does not fit the half life 2 art style entirely.
I like what I'm reading here, sounds like there's finally some solid structure to the team. Hopefully things seem less like anarchy now, at least within the team (god help us on the forum though).
[QUOTE=pinecleandog;44514317]5. Only content created by official team members will be featured in the mod, as every asset is now documented and goes through some form of quality control. Please disregard any content displayed from any other people than the following: Ken Chan Porky-da-Corgi Stiffy360 Pinecleandog H.Grunt Kwant Sam Za Nemesis SedimentarySocks Yanzl Zero The Vman Snood Glitchvid[/QUOTE] I don't understand the point of this, why don't we simply have Corgi update the main OP again... [t]http://i.imgur.com/dNqBO7e.png[/t] You left out Tweevle, Strelok, other members and me. And rule six was already kinda enforced anyway seeing as there wasn't much we could pubicly post anyway (yet) V:v:V I also don't understand the quality control thing either, I always ask other team members what they think about my stuff (I'm sure most do this), though mainly only if I need any ideas or help, usualy depending if I'm stuck.
I've only listed the people corgi has told me is on the team. These people I have on steam and have been talking to them and getting things organised... As far as the quality control goes, yes it is up to your peers. I'm simply stating this so people are sure that there is some kind of bar set for the quality of work. Before it is uploaded to the final build.
I don't remember right now if we already talked about the following before: [img]https://developer.valvesoftware.com/w/images/e/e4/Canals3_dx9.jpg[/img] All those pipes looks horrible, along with the poor lighting that currently they have. A new texture to make seamless the loop, a -final HDR compile, and even increasing the number of sides of the pipes would do the job.
I think all you'd really need to do is change the lighting and they'd look completely different. Proper lighting goes a really, really long way in terms of appearance.
We're in pretty dire need of an animator to be honest. We can't implement the new weapons without having an animated player HEV suit to put them on first.
[QUOTE=Snood_1990;44518633]We're in pretty dire need of an animator to be honest. We can't implement the new weapons without having an animated player HEV suit to put them on first.[/QUOTE] I could do that.
[QUOTE=Snood_1990;44518633]We're in pretty dire need of an animator to be honest. We can't implement the new weapons without having an animated player HEV suit to put them on first.[/QUOTE] Actually Strelok said Mr.Brightside's interested.
The more the merrier I say.
What if that inaccessible area was made accessible just for exploration's sake?
All the organisation that's been going on the past week is pretty impressive. I'm glad the team has decided to structure themselves in a more efficient way because I know the game is going to greatly benefit from it. And let's face it, now they've been greenlit and their following has increased exponentially there is a hell of a lot more at steak than upsetting just the members of this thread, so this is exactly what needed to happen if they wanted to get the game done. Not to mention that a little less intervention from us might get them moving at a better pace instead of agonizing over the smallest of details (I know there's a lot that happens behind the scenes that we don't see and the advice of this thread can be invaluable at times, but we often get hung up on the not-so-important things). Best of luck to you all, I know you're gonna do a great job.
[QUOTE=UberMunchkin;44522446]Okay, bit of a small dump, so I'll link the images as opposed to clog up the thread with images. Sorry about the extreme vagueness of all of this. If there's anywhere where I can post bugs and whatnot , it'd be appreciated. - First map, near the spinning gate [url=http://i.imgur.com/6CndXl5.jpg]there's some sort of dodgy looking camera or light[/url], I'm pretty sure it's in need of some refinement - On the part with the airboat where I posted the video, if you ram the airboat up the wall and then exit, you can [url=http://imgur.com/a/mJ3tV]get to a supposedly inaccessible area just on top of those gates[/url]. Though an invisible wall stops you from crossing this bridge. - On the airboat part somewhere after that, something exploded under the airboat [url=http://imgur.com/a/GdUho]and sent me to an area outside of the map[/url] - I wasn't able to recreate the bug unfortunately. - Airboat still, near where the 2 blast doors close before you can get through them, near the dock is [url=http://i.imgur.com/T2rGp2R.jpg]a bit of wood clipping with the map[/url]. [I]So interesting.[/I] - [url=http://i.imgur.com/HcAk4yM.jpg]You can potentially get stuck behind a water holder[/url] in Ravenholm, around the car lift areas and where Grigori mentions his name and his sermon. Also not something you should fix, mainly due to how hard it is, but [url=http://i.imgur.com/AWm8rfj.jpg]you can actually skip a part of Ravenhold with tables and the sawblades[/url][/QUOTE] That last one is sheer brilliance, and as long as you can't get stuck or get out of the map I see nothing wrong with it.
[QUOTE=UberMunchkin;44522446][url=http://i.imgur.com/AWm8rfj.jpg]you can actually skip a part of Ravenholm with tables and the sawblades[/url][/QUOTE] this actually seems like a neat puzzle mechanic EDIT: maybe there could be an optional area where you can find supplies using this
[QUOTE=UberMunchkin;44528904]Also on d1_town_01a, you can surf along [url=http://i.imgur.com/Lw9vDH2.jpg]an extruded part of the roof[/url], it seems to be there to make sure players have to use the ladder to activate one of Grigori's speeches.[/QUOTE] I never go below. When I first discovered surfing was a thing, I saw this roof and immediately went for it.
[QUOTE=UberMunchkin;44528904]- When Grigori sends up the mining cart and you must fight off the Fast Zombies, you could just play normally. Or you could jump back onto the rail, then [url=http://i.imgur.com/5vwFngM.jpg]go back inside and wait for the minecart[/url].[/QUOTE] I don't think I ever stood above. Not even on my first time at the demo.
I am fo sho modelling an actual cart to travel over to Grigori in and a proper rigged mining cart for that bit at the very end of the tunnel section before the coast.
Hey guys, for all you that don't know I'm one of the lead musicians for Half-life 2:Enhancement Mod. I've currently finished one song for the mod, and am working on another. I'll put a link to the song that I've finished. [media]http://soundcloud.com/casadis/terraforming[/media] And here's a preview of what I'm currently working on. If you have any questions or comments please let me know as soon as possible. [URL="http://puu.sh/86lEJ.mp3"]http://puu.sh/86lEJ.mp3[/URL]
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