• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=glitchvid;45057379]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] Yeah, its pretty hard to talk to everyone and organize meetings due to the horror we call [I][B]timezones[/B][/I] and finals and all of that stuff. Once everyone's finals are squared away and everybody is good to go I'll start working on finding a good time to have daily meetings, live streams, etc. We're always looking for more help and if you feel up to it you can apply [URL="http://hl2em.com/forums/index.php?board=43.0"]here[/URL]. Unfortunately the only position we don't need any help with at the moment is testers but if you can model, map, or contribute in any other way we'd be happy to have you on board!
it´s time for something else, still getting into changing most phys sounds, but while I was at that, I remembered that you like when something keeps the classic style and still be new, like the pistol shoot sound I made a while back, I´m trying to get the classic effect on some others, in the next page, I will post a preview so you can tell me if I´m doing it right.
[QUOTE=BoxBuilder999;45045178]How? [I]I want to know.[/I][/QUOTE] I believe in combat weapon, i replaced the firing thing with the crossbow bolt's projectile firing, and decreased the damage so it wasn't an instakill. I also replaced the model with the generic bullet model, but you could probably get away with using no model.
Could you guys please tone down the number of explosive barrels? Not that I'm against explosive barrels, but just, please tone it down where you just don't [I]need[/I] that many explosive barrels. A good example is the abandoned car park right after the OSIPR is introduced and before Highway 17. Good lord, that car park was as much of a lot for explosive barrels as it was for cars!
[QUOTE=tehstrelok;45065778]it´s time for something else, still getting into changing most phys sounds, but while I was at that, I remembered that you like when something keeps the classic style and still be new, like the pistol shoot sound I made a while back, I´m trying to get the classic effect on some others, in the next page, I will post a preview so you can tell me if I´m doing it right.[/QUOTE] On the next episode of Sound Magician...
I don't remember if we talked about this, but in case not... [thumb]http://combineoverwiki.net/images/2/24/D3_breen_010093.JPG[/thumb] Without a doubt that explosion model is the most dated thing on HL2. It must get replaced. A particle maybe? (I don't remember if you can "pause" a particle, since the "stop time" moment).
[QUOTE=Maestro Fenix;45069919]I don't remember if we talked about this, but in case not... Without a doubt that explosion model is the most dated thing on HL2. It must get replaced. A particle maybe? (I don't remember if you can "pause" a particle, since the "stop time" moment).[/QUOTE] It is possible, remember the gman scene with the floating blood in the background? I don't know if particles look good enough.
VMan is still on board right? that dude can make any kind of particle look good
Vman made a Citadel explosion particle already. He's got a video with it in it I believe, it's just not in-game.
Nah, he seems to have disappeared out of existence
Wait, quick question: Are you guys still using the alien swarm engine, or the source 2013? Edit: [QUOTE=Maestro Fenix;45069919]I don't remember if we talked about this, but in case not... [thumb]http://combineoverwiki.net/images/2/24/D3_breen_010093.JPG[/thumb] Without a doubt that explosion model is the most dated thing on HL2. It must get replaced. A particle maybe? (I don't remember if you can "pause" a particle, since the "stop time" moment).[/QUOTE] I'm pretty sure you can pause one through some timescale trickery. There's probably a better way for these purposes, though, as using timescale would freeze [I]everything[/I], including G-Man. On a side note, has anyone here played with the host_timescale (or something like that) command while playing portal or half-life? Loads of fun to use with sv_gravity. If you gather a friend in co-op, it's really amazing to mess with.
I don't think a particle would be the best for this. Particles are flat, 2d sprites and the player would notice immediately if they tried to move around. I'd say keep the 3d model, just re-do it so it doesn't look all poopy.
Hello, how far have you come on making the normal and height maps for the new textures, and how much are you planning to change? I heard that someone said that you were going to change everything but that sounds a bit over the top. Well, this mod looks fantastic, and, corgi, you are amazing at making textures no matter what anyone says, so, mod team, keep up the good work!
[QUOTE=Marguy;45071391]On a side note, has anyone here played with the host_timescale (or something like that) command while playing portal or half-life? Loads of fun to use with sv_gravity. If you gather a friend in co-op, it's really amazing to mess with.[/QUOTE] I prefer phys_impact force -5000 when I'm fucking around in coop. On the subject of the citadel explosion: if Vman's got an explosion and you've got permission, you should totally use it. If you don't, the best way to do it, I think, is to make a new model that's way better.
[QUOTE=Coolboy;45070150]It is possible, remember the gman scene with the floating blood in the background? I don't know if particles look good enough.[/QUOTE] those particles were designed specifically for that scene and never used again. if you play a particle and set timescale to 0 they still play through. but it's probably relatively easy to fix/add that feature. or of course just make the explode particle freeze just like the gman scene. [editline]11th June 2014[/editline] [QUOTE=Gamerman12;45072138]I don't think a particle would be the best for this. Particles are flat, 2d sprites and the player would notice immediately if they tried to move around. I'd say keep the 3d model, just re-do it so it doesn't look all poopy.[/QUOTE] im pretty sure you're not supposed to even move around in the scene when it explodes normally..
[media]http://www.youtube.com/watch?v=49arPhzqHb4[/media] @55 You can essentially freeze a particle by adding fadeout times to it's operators. As has been done for the Gman scene in Episode Two.
am I doing it right? [media]http://www.youtube.com/watch?v=VWEySBNkScY[/media]
I'd start the uh pricking sound a little sooner. (the sound you hear after the original blip)
oh my god that sounds so satisfying, YES PLEASE
oh that makes so much sense now.
Why change the medkit sound?
because the current "doodoot(fix)" sound is kind of strange, while strelok's new one actually makes sense, it's an injected solution and that sound cue is crucial to understanding its effects. well i shouldn't say crucial, but the simple addition of that sound cue just makes everything feel better.
[QUOTE=Marguy;45071391]Wait, quick question: Are you guys still using the alien swarm engine, or the source 2013? Edit: I'm pretty sure you can pause one through some timescale trickery. There's probably a better way for these purposes, though, as using timescale would freeze [I]everything[/I], including G-Man. On a side note, has anyone here played with the host_timescale (or something like that) command while playing portal or half-life? Loads of fun to use with sv_gravity. If you gather a friend in co-op, it's really amazing to mess with.[/QUOTE] There is this cvar: r_particle_timescale
[QUOTE=Douger123;45072332]Hello, how far have you come on making the normal and height maps for the new textures?[/QUOTE] Pretty much all the textures that are done have normalmaps, I stopped doing heightmaps because Parallax support isn't planned. E.G [t]http://static.glitchvid.com/wp-content/uploads/2013/10/tile_and_template.png[/t]
[QUOTE=lintz;45076455]because the current "doodoot(fix)" sound is kind of strange, while strelok's new one actually makes sense, it's an injected solution and that sound cue is crucial to understanding its effects.[/QUOTE]I'm not getting all that when I hear it. To me it just sounds like the regular medkit but slightly wrong, albeit cleaner sounding.
That's because its using the original medkit sound as a base
[QUOTE=Sally;45077911]That's because its using the original medkit sound as a base[/QUOTE] yes, I used a the beep beep noise and a bit of the hiss afterwards, but tried to expand upon it, and actually cleaned up the base sound and made it 44.100 khz. DONOTWANT, I may try alternate versions :)
[QUOTE=Gamerman12;45072138]I don't think a particle would be the best for this. Particles are flat, 2d sprites and the player would notice immediately if they tried to move around. I'd say keep the 3d model, just re-do it so it doesn't look all poopy.[/QUOTE] You're thinking of a sprite card. Particle effects still have volume, they're just made up of a shitload of little sprites. It'd be difficult to tell they were sprites unless they were too big or you could travel through the effect while it was frozen. I imagine you could avoid both of those, so I bet a particle effect would work great for this really. [editline]11th June 2014[/editline] [QUOTE=tehstrelok;45074973]am I doing it right? [media]http://www.youtube.com/watch?v=VWEySBNkScY[/media][/QUOTE] that's lovely I'll probably even take it and put it in my regular source games with the medkit if it's implemented in the mod. [editline]11th June 2014[/editline] [QUOTE=Robertto;45077126]There is this cvar: r_particle_timescale[/QUOTE] this was useful information, thank you
Yeah, that med sound is pretty cool, strelok. I did a similar effect for this part of the last Freeman's Mind episode: [url]https://www.youtube.com/watch?v=JvDnEMlkYJo#t=0m55s[/url] Since intravenous injection is the most common method of administration for morphine, I figured it was the most sensible effect to add. We could assume Freeman is always taking morphine from the kits. :P I love your sound submissions on your Gamebanana account, by the way. I'm becoming a pretty big fan of your stuff so keep at it! [QUOTE=Stiffy360;45075182][I]I'd start the uh pricking sound a little sooner. (the sound you hear after the original blip)[/I][/QUOTE] While the whole audio clip might be longer than the original, I don't think you can compress the timing anymore than it is. The pacing at the moment seems perfect. I could definitely get used to it. [QUOTE=Karmal Khan;45073821][I]You can essentially freeze a particle by adding fadeout times to it's operators. As has been done for the Gman scene in Episode Two.[/I][/QUOTE] I think the explosions from barrels and grenades might be a bit over the top, but man, those fire effects are amazing. The slowed explosion is also a great addition.
[QUOTE=OttoGrainer;45079519]Yeah, that med sound is pretty cool, strelok. I did a similar effect for this part of the last Freeman's Mind episode: [url]https://www.youtube.com/watch?v=JvDnEMlkYJo#t=0m55s[/url] Since intravenous injection is the most common method of administration for morphine, I figured it was the most sensible effect to add. We could assume Freeman is always taking morphine from the kits. :P I love your sound submissions on your Gamebanana account, by the way. I'm becoming a pretty big fan of your stuff so keep at it![/QUOTE] Wow, didn´t expect to meet someone that has worked with Ross on freeman´s mind, entertaining series, I was always curious about the sound in it. Also thanks for the kind words man, it means a lot to hear you say that.
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