• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=Pigbear;44631083]I vote yes, I think that is much more realistic than them just ragdolling and giving up. Headcrabs should convulse around when grabbed, birds too, etc.[/QUOTE] Well the crack when they grab something was named "neck_snap" in the files, so they probably meant to explain away the instant-ragdolling as them being paralyzed. There's still an oddly low amount of panic though, a broken neck doesn't mean you can't speak :v: Regardless I'm kinda pro-animation, because it means you can also animate the part where they get eaten (which means the ragdall won't clip so horrendously bad when they get swallowed). [editline]24th April 2014[/editline] Alternatively wouldn't it just be possible to have invisible collision brushes around the barnacle's mouth to 'guide' and 'compress' the ragdoll so it doesn't clip so badly?
I actually wish that the consequences for encountering a barnacle is more harsher like it was in HL1. I literally panic when one of those bastards start panting as they pull you up.
Come and see [url]http://hl2em.com/forums/index.php?topic=2447.new#new[/url] [video=youtube;QnEoammhvA0]http://www.youtube.com/watch?v=QnEoammhvA0[/video]
[QUOTE=DONOTWANT;44631116]Have you tried the vortigaunt?[/QUOTE] Didn't noticed them. And is interesting, because their animations seems to be directly descendent from HL1 (barnaclechew, barnaclecrunch, barnaclehit and barnaclepull, all mentionated at the Activity List [URL]https://developer.valvesoftware.com/wiki/Activity_List#Barnacle[/URL] ). The best of all is that HLMV tells me those animations has their activities assigned, so it wouldn't need to decompile the animations. I will check later if those work, since the Act List says is just HL1 support/legacy. EDIT: No, it doesn't work. It must be legacy code from HL1. Anyway, I'm sure you guys can make new animations using those activities. The mod will look better with that feature.
[QUOTE=Butthurter;44631499]love that atmosphere but i hope you guys arent gonna turn the whole environment more monochrome i liked that ravenholm still managed to remain creepy while having a variety of colors[/QUOTE] I just hope that they add various store fronts, workshops and the like so it looks like an actual town that used to be lived in. And i dont know about you but id like that the town districts has their own distinct colors for variety sakes.
[QUOTE=Maestro Fenix;44631068]I was thinking that we should improve the barnacle: As this video that I did quickly shows, Valve apparently wanted to do to the npcs act like they did in GoldSrc when they get grabbed and bitten by a barnacle. The metrocop animations still having them, and although is true that maybe it doesn't look good at the video because I broke them when decompiling, or because the code is unfinished, at least is better that making them inmediatly ragdolls. What do you think?[/QUOTE] Well it would require re-writing the Barnacle code. That is the reason the Black Mesa team gave when they said they were not doing it.
Actually, the creepiness for me was because of the abundance of colors. My memory of that place is really based on the abundance of blues and greens, which made the place feel cold and dead. The only warmth that was given was mainly through fire or important places you absolutely had to be to progress through the level. Monochrome takes all that away.
can we see some hd eyebrow enhancement?
Am I the only one here that never thought Ravenholm was really creepy? Just gory and slightly morbid. Which is a shame really because I do like horror games and creepy stuff...should we try to enhance the creepiness more you think, or play up the decay and stuff more? Or a mix of both?
[QUOTE=Fat-Corgi-Guy;44634367]Am I the only one here that never thought Ravenholm was really creepy? Just gory and slightly morbid. Which is a shame really because I do like horror games and creepy stuff...should we try to enhance the creepiness more you think, or play up the decay and stuff more? Or a mix of both?[/QUOTE] Well, I don't say creepy as in I get chills down my spine, but it is a dead place full of zombies and no one in sight until you find the priest. It's just not a good place to be in, and it's reinforced by the colors.
I find that ambient sounds work best for adding creepiness. In terms of Ravenholm, you hear the odd groan or two from a zombie in the distance, creaking noises, and crying. I'm no expert in horror or anything so I'm not sure what other sounds you guys would be able to add. Definitely work on the decay aspect though.
[QUOTE=UntouchedShadow;44635292]I find that ambient sounds work best for adding creepiness. In terms of Ravenholm, you hear the odd groan or two from a zombie in the distance, creaking noises, and crying. I'm no expert in horror or anything so I'm not sure what other sounds you guys would be able to add. Definitely work on the decay aspect though.[/QUOTE] No crying, that'd make no sense considering it's Ravenholm.
[QUOTE=I am Error;44635342]No crying, that'd make no sense considering it's Ravenholm.[/QUOTE] I'm pretty sure you hear someone cry when inside buildings... And it make sense since, you know, Grigori can't be the only survivor.
[video=youtube;LYITebpQULU]http://www.youtube.com/watch?v=LYITebpQULU[/video] Ambient music can go a long way in creating ambient dread but i can only see that work when the fast, poison and gonome zombies are introduced.
[QUOTE=Fat-Corgi-Guy;44634367]Am I the only one here that never thought Ravenholm was really creepy? Just gory and slightly morbid. Which is a shame really because I do like horror games and creepy stuff...should we try to enhance the creepiness more you think, or play up the decay and stuff more? Or a mix of both?[/QUOTE] to me, ravenholm was one of the least creepy parts in hl2. i'm dead serious.
[QUOTE=Uncle Bourbon;44635736]to me, ravenholm was one of the least creepy parts in hl2. i'm dead serious.[/QUOTE] Then what was the creepiest part?
[QUOTE=Fat-Corgi-Guy;44634367]Am I the only one here that never thought Ravenholm was really creepy? Just gory and slightly morbid. Which is a shame really because I do like horror games and creepy stuff...should we try to enhance the creepiness more you think, or play up the decay and stuff more? Or a mix of both?[/QUOTE] Just go Amnesia level.
[QUOTE=Gentleman Cat;44631412]I actually wish that the consequences for encountering a barnacle is more harsher like it was in HL1. I literally panic when one of those bastards start panting as they pull you up.[/QUOTE] You know what really brought on the panic for me? The panting.
[QUOTE=Butthurter;44636311]the only thing that scared me in ravenholm was the theme playing when the chapter started[/QUOTE] even then it was pretty unscary. the only time i got spooked was when the fast zombies ran at you and you tried to barracade the doors but they ended up blasting through the roof (which impressed and made me shit my pants at the same time) in general there needs to be more alternate ai pathes to encourage players to use physics blockades more often (like in the ravenholm demo with the combine ai). I would get so scared if I thought I was safe because i blocked off everything then i look up and all I see is a fast zombie flying down on my face
[QUOTE=Minelayer;44636420]You know what really brought on the panic for me? The panting.[/QUOTE]They had some pretty good panting sounds in the leak.
Everyone, Brightside is now with us in this! corgi can confirm it
[QUOTE=tehstrelok;44636952]Everyone, Brightside is now with us in this! corgi can confirm it[/QUOTE] Yup, welcome [I]Mr. Brightside[/I] to our ranks!
Can we please have a link to his profile?
[QUOTE=Falkok15;44637205]Can we please have a link to his profile?[/QUOTE] google it
B-but that is [I]work.[/I]
All I found is a steam profile with little to no info on him :v:
[url]http://gamebanana.com/members/288953[/url]
[QUOTE=Xubs;44637841]is mrbrightside joining the team gonna affect that reanimation pack something or other he was making? I'd still really like to see that get released and for classic HL2.[/QUOTE] That´s his own project
[QUOTE=Tuskin;44632151]Well it would require re-writing the Barnacle code. That is the reason the Black Mesa team gave when they said they were not doing it.[/QUOTE] Black Mesa is not a good example to talk about coding, due their work. Anyway, I'm sure it will be enough with three animations, rather than leaving the ragdoll act.
Aw yeeees my favorite animator is on the team now :dance:
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