• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=gk99;45009407]What is a joke[/QUOTE] Sorry, sometimes I'm really too subtle with sarcasm, heh.
What stats would be cool to track? Some current ones that sound cool are: Favorite weapon, Health kits consumed, shots fired, enemy killed most by.
Accuracy would be neat, shots that did damage ÷ shots fired * 100 = Accuracy percentage [editline]7th June 2014[/editline] Or if you wanted to take shot locations into consideration, instead of counting just the shots that did damage, count the hitbox multipliers. So a headshot would increase your accuracy more than body and arm shots
[QUOTE=p0rtalplayer;45003692]Only the elites received the training for pressing-that-button-which-launches-the-grenade. The others steer well clear of it.[/QUOTE] Except the Mp7 doesn't have a grenade launcher so the combine could never use it. Remember it's a remnant from the airburst grenade from the OICW.
[QUOTE=glitchvid;45023615]What stats would be cool to track? Some current ones that sound cool are: Favorite weapon, Health kits consumed, shots fired, enemy killed most by.[/QUOTE] Deaths, prop kills, damage taken, damage given, damage from headcrabs, props destroyed, steps taken, amount of times player looked to the right, shots that could have been fired, where the player went wrong, why the player is awful, and who is this player person anyway?
[QUOTE=Yourself;44999792]suggest [video=youtube;PhGFJTUPXps]http://www.youtube.com/watch?v=PhGFJTUPXps&feature=youtu.be[/video] or bust[/QUOTE] Very possible to do.
[QUOTE=wauterboi;45024127]Deaths, prop kills, damage taken, damage given, damage from headcrabs, props destroyed, steps taken, amount of times player looked to the right, shots that could have been fired, where the player went wrong, why the player is awful, and who is this player person anyway?[/QUOTE] Amount of times the player died of fall damage trying to do a speed-running trick on coast
[QUOTE=cloudcakes30;45025680]Amount of times the payer died of fall damage trying to do a speed-running trick on coast[/QUOTE] What payer? This is a free mod, right? :v:
[QUOTE=cloudcakes30;45025680]Amount of times the payer died of fall damage trying to do a speed-running trick on coast[/QUOTE] Have this enabled only if the player turns on bunnyhopping, too.
[QUOTE=gk99;45027255]Have this enabled only if the player turns on bunnyhopping, too.[/QUOTE] well its more ABH than bunnyhopping
Hey guys, I have been watching over this mod for several months now and I have been really impressed with everything I have seen so far. I actually made my account on Facepunch because I have a few ideas for the mod that I wanted to share. Please keep in mind since I am still relatively new to this mod compared to most of you I may not know if some of these things are already planned or not. 1. Per Pixel Motion Blur I think that it could definitely work with HL2. Since you guys updated to the Alien Swarm engine, I believe that [URL="http://forums.steampowered.com/forums/showthread.php?t=1373526"]there is a console command for it. [/URL] 2. Vignette There is a Gmod addon that adds this effect, which I used while playing though HL2 maps in Gmod. It actually worked really well in most environments, particularly Ravenholm. I agree that when used excessively it looks really bad, but if you balance it enough I personally think it looks great. 3. Music I am aware that you guys are already adding more music to the game, but I think it would be fun to put some music from other valve games in. It would still work well with the feel of HL2, and plus it would be a fun thing to catch onto when playing through the mod for the first time. (For example, d1_town_01 in the area where you first hear Grigori, the song 'Overgrowth' from Portal 2 seems very fitting. That song could also work at some point during Nova Prospect.) Also, im not sure if this is possible, but making it to where music did not cut out during loading screens would be a great feature. Especially during the airboat part of the game. 4. Lens Flares Before everyone goes insane, Im not saying you guys should shove lensflares everywhere. But I have found using Gmod addons that they do seem to [URL="http://i.imgur.com/B1UUyHr.jpg"]work very well in certain areas of the game.[/URL] 5. Zombies I think that in some ways the zombies in HL2 could really use some improvement. First and foremost, they are all literally exactly the same. They wear the same refugee outfit and all have the same face. [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=206166550"]This addon[/URL] fixes one of those problems and is basically what im saying you could do. (Other than the zombine. I don't like that feature and im glad its optional. It makes no sense for there to be Combine Soldiers in some areas like ravenholm. They shell areas to minimize soldier casualties, and therefore there shouldn't be any.) I also think that you guys should reverse the zombie noises in the actual game. The hosts of headcrabs are still alive while being controlled, and in my opinion, this should be more obvious. 6. Combine Assassins The combine assassin NPC, At least in my opinion, should be brought back into the game. If you look it up, there is a gmod addon that makes it possible to spawn one. Since it is from the beta, the sounds are quite outdated and the skin could use improvement. Personally I think after you guys touched it up it would be pretty badass. I also think it would fit perfectly in d3_citadel_04 while you are waiting for the elevator, and d2_prison_08 at the same time you are introduced to the elites. The only problem with citadel_04 that is it would be incredibly easy to beat with the OP Gravity gun compared to an actual gun.
[QUOTE=Quentinjdpie;45038807]Hey guys, I have been watching over this mod for several months now and I have been really impressed with everything I have seen so far. I actually made my account on Facepunch because I have a few ideas for the mod that I wanted to share. Please keep in mind since I am still relatively new to this mod compared to most of you I may not know if some of these things are already planned or not. 1. Per Pixel Motion Blur I think that it could definitely work with HL2. Since you guys updated to the Alien Swarm engine, I believe that [URL="http://forums.steampowered.com/forums/showthread.php?t=1373526"]there is a console command for it. [/URL] 2. Vignette There is a Gmod addon that adds this effect, which I used while playing though HL2 maps in Gmod. It actually worked really well in most environments, particularly Ravenholm. I agree that when used excessively it looks really bad, but if you balance it enough I personally think it looks great. 3. Music I am aware that you guys are already adding more music to the game, but I think it would be fun to put some music from other valve games in. It would still work well with the feel of HL2, and plus it would be a fun thing to catch onto when playing through the mod for the first time. (For example, d1_town_01 in the area where you first hear Grigori, the song 'Overgrowth' from Portal 2 seems very fitting. That song could also work at some point during Nova Prospect.) Also, im not sure if this is possible, but making it to where music did not cut out during loading screens would be a great feature. Especially during the airboat part of the game. 4. Lens Flares Before everyone goes insane, Im not saying you guys should shove lensflares everywhere. But I have found using Gmod addons that they do seem to [URL="http://i.imgur.com/B1UUyHr.jpg"]work very well in certain areas of the game.[/URL] 5. Zombies I think that in some ways the zombies in HL2 could really use some improvement. First and foremost, they are all literally exactly the same. They wear the same refugee outfit and all have the same face. [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=206166550"]This addon[/URL] fixes one of those problems and is basically what im saying you could do. (Other than the zombine. I don't like that feature and im glad its optional. It makes no sense for there to be Combine Soldiers in some areas like ravenholm. They shell areas to minimize soldier casualties, and therefore there shouldn't be any.) I also think that you guys should reverse the zombie noises in the actual game. The hosts of headcrabs are still alive while being controlled, and in my opinion, this should be more obvious. 6. Combine Assassins The combine assassin NPC, At least in my opinion, should be brought back into the game. If you look it up, there is a gmod addon that makes it possible to spawn one. Since it is from the beta, the sounds are quite outdated and the skin could use improvement. Personally I think after you guys touched it up it would be pretty badass. I also think it would fit perfectly in d3_citadel_04 while you are waiting for the elevator, and d2_prison_08 at the same time you are introduced to the elites. The only problem with citadel_04 that is it would be incredibly easy to beat with the OP Gravity gun compared to an actual gun.[/QUOTE] 1. This is already in, albeit very buggy (mat_object_motion_blur_enable 0; likes to add alot of grain and makes everything brighter for no reason) 2. Not in at the moment and if it does get in it will be optional 3. I believe we have a composer but if we do add any music it will be very light or optional (we love that word) and we most likely wont be using music from any valve games. 4. In and optional (mat_lensflare_enable; semibroken) 5. Later on in development we'll probably work on zombie variety (personally I hope for a grotesque gibbing system) and we probably won't be changing sounds. 6. I'll bring it up but most likely no (we're trying to keep the gameplay the same and something like that would change it up majorly and be a pain in the ass to port/fix/remake)
[QUOTE=IM BATMAN;45038952]1. This is already in, albeit very buggy (mat_object_motion_blur_enable 0; likes to add alot of grain and makes everything brighter for no reason) 2. Not in atm and if it ever does get in it will probably be optional. 3. I believe we have a composer but if we do add any music it will be very light or optional (we love that word) and we most likely wont be using music from any valve games. 4. In and optional (mat_lensflare_enable; semibroken) 5. Later on in development we'll probably work on zombie variety (personally I hope for a grotesque gibbing system) and we probably won't be changing sounds. 6. I'll bring it up but most likely no (we're trying to keep the gameplay the same and something like that would change it up majorly and be a pain in the ass to port/fix/remake)[/QUOTE] Ooooh. The gibbing system would be rather amusing. I don't know how possible this is but it would also be amazing to have them animated more like HL1 zombies where the headcrab moves around and the mouth-chest thing opened and closed.
[QUOTE=Quentinjdpie;45038807]2. Vignette There is a Gmod addon that adds this effect, which I used while playing though HL2 maps in Gmod. It actually worked really well in most environments, particularly Ravenholm. I agree that when used excessively it looks really bad, but if you balance it enough I personally think it looks great.[/QUOTE] I'd rather be able to see everything perfectly.
[QUOTE=gk99;45039141]I'd rather be able to see everything perfectly.[/QUOTE] I've never thought of it that way. I almost said 'Make it optional' but I feel like there has been enough optional content suggested to begin with.
[QUOTE=gk99;45039141]I'd rather be able to see everything perfectly.[/QUOTE] Most of the screens from ingame you guys got, were from me, I disabled pretty much all of the post processing that was (it not longer defaults on!) in the dev builds. But yes, there is an option to enable vignetting, same with the motion blur (although it has problems, bad ones).
[QUOTE=Quentinjdpie;45038807] 2. Vignette 4. Lens Flares [/QUOTE] ...? [media]http://www.youtube.com/watch?v=Z9uPRPsQGa4[/media]
[QUOTE=rebel1324;45039997]-power overwhelming-[/QUOTE] I fucking lost it at the mayonnaise.
Old video. [media]http://www.youtube.com/watch?v=-4LfKBC49Ps[/media] Thank Ken.
[QUOTE=glitchvid;45042893]Old video. [media]http://www.youtube.com/watch?v=-4LfKBC49Ps[/media] Thank Ken.[/QUOTE] Oh man, i did that once! I got rid of the crossbow bolt and made it so that all the bullets from guns were physically based instead of hitscan. It worked really well, but I felt it would've broke the game due to too many entities.
[QUOTE=glitchvid;45042893]Old video. [media]http://www.youtube.com/watch?v=-4LfKBC49Ps[/media] Thank Ken.[/QUOTE] the lack of citizen killing really broke my immersion, as well as the lack of crossbow bolts we need [U][B][I]more[/I][/B][/U]
[QUOTE=Gamerman12;45043677]Oh man, i did that once! I got rid of the crossbow bolt and made it so that all the bullets from guns were physically based instead of hitscan. It worked really well, but I felt it would've broke the game due to too many entities.[/QUOTE] How? [I]I want to know.[/I]
[QUOTE=gk99;45043949]the lack of citizen killing really broke my immersion, as well as the lack of crossbow bolts we need [U][B][I]more[/I][/B][/U][/QUOTE] upon firing the crossbow, all entities on the map are destroyed
[QUOTE=cloudcakes30;45046355]upon firing the crossbow, all entities on the map are destroyed[/QUOTE] Crossbow confirmed for tactical nuke.
make them bounce infinitely
[QUOTE=Bloodshot12;45056584]make them bounce infinitely[/QUOTE] With each bounce the bolt slows down so it wouldn't take that long for you to have pretty much not even moving bolts glowing everywhere.
[QUOTE=cloudcakes30;45046355]upon firing the crossbow, all entities on the map are destroyed[/QUOTE] Sounds like the fucking strider cannon's alt-fire in smod Whenever you fired it, there was like a 10% chance it'd delete something important and crash the game
So is this dead? . .. ... :v:
[QUOTE=uzikus;45057116]So is this dead? . .. ... :v:[/QUOTE] Because we've been fairly quiet recently, I feel I should clear this up. Ken has been updating a bunch since we got greenlit (Like, rewriting massive parts of the game) Porky-Da-Corgi has been having finals recently, and his monitor isn't in the best condition for making textures, he has also been working on a project to get better at texturing. Stiffy360 hasn't had a ton to do (Being the mapper, we need to wait until a lot more more models are finished before full passes can be made), and has been working on the project Porky-Da-Corgi is too. I've been getting over my depression, and have started work on a map I plan to release soon, which should free all of my time up for textures and general modding, I'm also getting Windows 7 soon, so I can start learning how to model. We also have another modeler who will be able to help us replace a lot of the props that need being replaced (And making new ones). I don't really talk on a often basis with the other devs, so I don't know what their status is. As soon as all of that comes together, I think we'll start doing a big redesign pass on the train station, updating all of it's visuals to modern standards. Remember though, I'm not a project lead, so I don't always have a birds-eye-view of things; I just try to keep informed the best I can.
[QUOTE=uzikus;45057116]So is this dead? . .. ... :v:[/QUOTE] The joke, sure
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