• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=Ken Chan;44848636]"crosshair 0" will always do.[/QUOTE] He means that your screenshot looks photoshopped ...
Lol now, it reminds me of an idea where Dr. Freeman'd fight a "Mr. Friendly" in HL1...without being able to actually see anything!
[QUOTE=Butthurter;44847935]this thread has seen some remarkably groundbreaking discussions on features before some of which are unrealized satire from the unironic suggestions, but this might just be the icing on the cake[/QUOTE] i don't understand why people take offhand witty remarks and turn them into a whole unneccessary discussion and then they proceed to cycle back and then make satire out of the idea even though that's what caused them to seriously consider it the first time
-snip- apparently, that wasnt a good idea
[QUOTE=CrystalGamma;44848649]He means that your screenshot looks photoshopped ...[/QUOTE] It more than likely is.
[QUOTE=NixNax123;44849701]i don't understand why people take offhand witty remarks and turn them into a whole unneccessary discussion and then they proceed to cycle back and then make satire out of the idea even though that's what caused them to seriously consider it the first time[/QUOTE] There's nothing else to talk about.
45 new posts. Talking about blurry guns and glasses. God damn it you people...
Alright, dispensing emergency content dump. [media]http://www.youtube.com/watch?v=X84vfRwlNQ4[/media] Proof of concept for flowmapped toxic waste next to flowmapped refractive and reflective water.
Neat, although it is weird how it randomly fades between textures, like green areas with brown blobs suddenly fading into tan.
[QUOTE=Mr. Someguy;44850801]Neat, although it is weird how it randomly fades between textures, like green areas with brown blobs suddenly fading into tan.[/QUOTE] It's a proof of concept, the flowmaps in the canals needs to be finished before I start working on the slime, I also need to do a bit more work on the materials. New slime textures need to be created as well; when you strip stuff out of the water material it can start doing very useful stuff (Like transparent flowing clouds :) ). Also, I think in it's current state it looks pretty good, looks like the slime is sticking together and flowing around itself, then having vortexes suck a lower layer up higher. Maybe that's just because I've been staring at it for so long though.
[QUOTE=nutcake;44850252]45 new posts. Talking about blurry guns and glasses. God damn it you people...[/QUOTE] Would you rather have no posts then? I don't see the problem as long as it doesn't get out of hand, like it sometimes has (a certain discussion about stealth comes to mind)
[QUOTE=glitchvid;44850845]It's a proof of concept, the flowmaps in the canals needs to be finished before I start working on the slime, I also need to do a bit more work on the materials. New slime textures need to be created as well; when you strip stuff out of the water material it can start doing very useful stuff (Like transparent flowing clouds :) ). Also, I think in it's current state it looks pretty good, looks like the slime is sticking together and flowing around itself, then having vortexes suck a lower layer up higher. Maybe that's just because I've been staring at it for so long though.[/QUOTE] It is a very nice proof of concept indeed, but (in my opinion) the final result will never look quite right because the original diffuse was never designed in mind for animated/scrolling frames.
hi my name is snood and im very good at workload prioritisation. [img]http://puu.sh/8SXCS.png[/img]
[QUOTE=SimplePlanz69;44852190]It is a very nice proof of concept indeed, but (in my opinion) the final result will never look quite right because the original diffuse was never designed in mind for animated/scrolling frames.[/QUOTE] He said they're making new slime textures right in the post you quoted.
[QUOTE=Snood_1990;44852229]hi my name is snood and im very good at workload prioritisation. [img]http://puu.sh/8SXCS.png[/img][/QUOTE] That moment when you realize this one watermelon holds more progress than this entire thread has for the past week.
[QUOTE=SirLemon;44852612]That moment when you realize this one watermelon holds more progress than this entire thread has for the past week.[/QUOTE] Remember though, the thread's "progress" pictures in this thread don't reflect the mod development in any way really, we've actually created quite a few things in the past few weeks. We're just not showing them yet.
[QUOTE=Snood_1990;44816675]To be fair there are a number of players that do this, they will just follow the linear path and not deviate. On the opposite end of the scale, I also have a mate who just wanders off and does his own thing whenever an important game event is happening.[/QUOTE] Come play games with me. You'll hate me fairly quickly for doing this. And hoarding everything and dragging supplies along everywhere.
[QUOTE=Fat-Corgi-Guy;44852845]Remember though, the thread's "progress" pictures in this thread don't reflect the mod development in any way really, we've actually created quite a few things in the past few weeks. We're just not showing them yet.[/QUOTE] Oh, I understand. That;s why I said "this entire thread" as opposed to the mod itself.
[QUOTE=glitchvid;44850363]Alright, dispensing emergency content dump. [media]http://www.youtube.com/watch?v=X84vfRwlNQ4[/media] Proof of concept for flowmapped toxic waste next to flowmapped refractive and reflective water.[/QUOTE] [del]Is the waste getting a less-tiled texture to go along with that? For something as abundant as the toxic waste in the canals, you'd expect it to not be as horrible looking.[/del] Nevermind I guess I can't read for shit. But really, that effect looks beautiful.
so... [highlight](User was banned for this post ("Pointless post / Shitpost" - Swebonny))[/highlight]
[QUOTE=LordMundy;44865823]so...[/QUOTE] omg nobody's posted in awhile I guess the mod's dead maybe if I bump it with a pointless "so..." with absolutely no content I'll save the day
[QUOTE=gk99;44867400]omg nobody's posted in awhile I guess the mod's dead maybe if I bump it with a pointless "so..." with absolutely no content I'll save the day[/QUOTE] You made me remember the [I]"amazing"[/I] community at ModDB. I worked on a mod that was two weeks without content (because, surprise surprise, we had other stuff to do) and we got fucking bombarded with "dead?" comments. Not to mention the fact that anything ever is always better than "any AAA game" and so on. I was once told to stop shitposting when I commented actual criticism, instead of saying how mindblowingly amazing the content is and how I just wet myself thinking about it. Anyway don't mind me I'm just blowing off steam now, I guess.
[QUOTE=I am Error;44867593]You made me remember the [I]"amazing"[/I] community at ModDB. I worked on a mod that was two weeks without content (because, surprise surprise, we had other stuff to do) and we got fucking bombarded with "dead?" comments. Not to mention the fact that anything ever is always better than "any AAA game" and so on. I was once told to stop shitposting when I commented actual criticism, instead of saying how mindblowingly amazing the content is and how I just wet myself thinking about it. Anyway don't mind me I'm just blowing off steam now, I guess.[/QUOTE] Yeah, remember the recent MOTY? There were so many people saying it was rigged my sides have been in orbit since. I'm hoping one day they'll get low enough to get a high enough gravitational pull to come back to earth.
the moddb community is almost complete garbage
Dunno if this is true or not, but apparently the hitbox for Combine soldiers is really, really large. Some guy posted a video where he headshot a Combine with the crossbow by aiming to the right of his head and firing, which somehow pinned the Soldier to the wall with the bolt not even near the body. I shall have to check this out and see whether its true or not. :/
that's an issue with the bolt. You can sometimes accidently hit weapons on the ground with a bolt even when shooting at normal head-level.
I´m planning on making new sounds for phys noises (bodies, glass, wood, metal, etc) and then I´ll preview them
[QUOTE=tehstrelok;44874326]I´m planning on making new sounds for phys noises (bodies, glass, wood, metal, etc) and then I´ll preview them[/QUOTE] i hate it when you play a mod with the default physics noises, it just feels so bad especially the horror mods like underhell and nightmare house
The default noises aren't bad, we've just been hearing them for nearly 10 years now.
[QUOTE=endorphinsam;44877618]i hate it when you play a mod with the default physics noises, it just feels so bad especially the horror mods like underhell and nightmare house[/QUOTE] I´m actually reworking the sounds for underhell after I joinned for the steam version and the future chapters
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