• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=gk99;45162542]It bothers me because I'm the player, who happens to also be the fucking savior of humanity. You should feel more badass than the next enemy you kill.[/QUOTE] Actually no, you're not some badass that saved humanity out of ability, you're a walking pile of lucky circumstances. You're a theoretical physicist that was in a lowly intern-level test chamber position when things beyond your control went completely ass-backwards and you survived merely because of the suit you were wearing, which came from a somewhat secretive division of the place you work at where people are subjected to such energetic events more than occasionally. It happens to be combat worthy because of the requirements of said division's work conditions, and this is why you didn't get wiped out with the vast majority of the research team at the facility when the sweep team sent to silence them came through. Due to this unlikely series of events in your favor, the man who was responsible for the whole shit-show in the first place decides you are of some interest and forces you into a contract, wherein he sets you on your path in the beginning of Half-Life 2 and you find that some of the survivors of the incident at the facility happen to have another ass-saving suit ready to go for you. You're just some guy who had an unusual training course that included use of firearms, courtesy of the very same division that designed and distributed the HEV suits, who picked up a gun in the middle of a shit-storm and was lucky enough to walk out the other side after being haphazardly pin-balled around the facility by taking directions from various research team survivors. [B]TL;DR What you have is terribly useful timing provided by a third party, a huge pile of luck that stems mostly from said timing, and a very well designed Xen excursion suit.[/B]
[QUOTE=Magman77;45170348]Actually no, you're not some badass that saved humanity out of ability, you're a walking pile of lucky circumstances. You're a theoretical physicist that was in a lowly intern-level test chamber position when things beyond your control went completely ass-backwards and you survived merely because of the suit you were wearing, which came from a somewhat secretive division of the place you work at where people are subjected to such energetic events more than occasionally. It happens to be combat worthy because of the requirements of said division's work conditions, and this is why you didn't get wiped out with the vast majority of the research team at the facility when the sweep team sent to silence them came through. Due to this unlikely series of events in your favor, the man who was responsible for the whole shit-show in the first place decides you are of some interest and forces you into a contract, wherein he sets you on your path in the beginning of Half-Life 2 and you find that some of the survivors of the incident at the facility happen to have another ass-saving suit ready to go for you. You're just some guy who had an unusual training course that included use of firearms, courtesy of the very same division that designed and distributed the HEV suits, who picked up a gun in the middle of a shit-storm and was lucky enough to walk out the other side after being haphazardly pin-balled around the facility by taking directions from various research team survivors. [B]TL;DR What you have is terribly useful timing provided by a third party, a huge pile of luck that stems mostly from said timing, and a very well designed Xen excursion suit.[/B][/QUOTE] Fuck you I'm a hero!
[QUOTE=RikohZX;45169486]Wasn't saying stunlocking so much as their upper bodies flinch quite visibly but their aim isn't even thrown off. But meh, it's not like it's bad to begin with, just a weird oddity.[/QUOTE]I don't think there is much of a problem with adding that, except for the fact that the soldiers aren't very accurate to begin with. Personally, I prefer having the player follow the same rules as humanoid npcs whenever possible because we've got a big enough advantage over npcs as it is, & I absolutely hate having my aim/camera knocked around.
[QUOTE=Magman77;45170348] [B]TL;DR What you have is terribly useful timing provided by a third party, a huge pile of luck that stems mostly from said timing, and a very well designed Xen excursion suit.[/B][/QUOTE] I think the most unrecognised superpower of nearly all videogame heroes is the save/load feature. Oh, you died? Get right back in. Oh, you missed a secret or a stash of resources? Sure, load up that autosafe. The story would most likely end way quicker if it wasn't for this feature. On the other Hand, I don't know what could replace it.
Imagine how many hilarious endings to that story there are where Gordon fights all the way through Half-Life, Half-Life 2, and Episode 1, [url=http://www.steampowered.com/status/ep2/death_maps/ep2_outland_01_deaths.jpg]only to die by falling off that ledge in the first level of Episode 2.[/url]
[QUOTE=Magman77;45173845]Imagine how many hilarious endings to that story there are where Gordon fights all the way through Half-Life, Half-Life 2, and Episode 1, [url=http://www.steampowered.com/status/ep2/death_maps/ep2_outland_01_deaths.jpg]only to die by falling off that ledge in the first level of Episode 2.[/url][/QUOTE] Wait, how did people die here? [img]http://puu.sh/9DHML/06851069ad.jpg[/img]
[QUOTE=Magman77;45170348]Actually no, you're not some badass that saved humanity out of ability, you're a walking pile of lucky circumstances. You're a theoretical physicist that was in a lowly intern-level test chamber position when things beyond your control went completely ass-backwards and you survived merely because of the suit you were wearing, which came from a somewhat secretive division of the place you work at where people are subjected to such energetic events more than occasionally. It happens to be combat worthy because of the requirements of said division's work conditions, and this is why you didn't get wiped out with the vast majority of the research team at the facility when the sweep team sent to silence them came through. Due to this unlikely series of events in your favor, the man who was responsible for the whole shit-show in the first place decides you are of some interest and forces you into a contract, wherein he sets you on your path in the beginning of Half-Life 2 and you find that some of the survivors of the incident at the facility happen to have another ass-saving suit ready to go for you. You're just some guy who had an unusual training course that included use of firearms, courtesy of the very same division that designed and distributed the HEV suits, who picked up a gun in the middle of a shit-storm and was lucky enough to walk out the other side after being haphazardly pin-balled around the facility by taking directions from various research team survivors. [B]TL;DR What you have is terribly useful timing provided by a third party, a huge pile of luck that stems mostly from said timing, and a very well designed Xen excursion suit.[/B][/QUOTE] Agreed, even according to Breen, I'm just a scientist with no military training. BUT you gotta admit you'd think at least one of those bullets would hit me in the fucking head damn these people's aims are terrible.
[QUOTE=gk99;45174761]Agreed, even according to Breen, I'm just a scientist with no military training. BUT you gotta admit you'd think at least one of those bullets would hit me in the fucking head damn these people's aims are terrible.[/QUOTE] The combine try to avoid aiming for Gordon's glasses, because even they admit that that would be pretty mean.
[QUOTE=Tuskin;45174334]Wait, how did people die here? [img]http://puu.sh/9DHML/06851069ad.jpg[/img][/QUOTE] there are metal sheets on the roof entrance i assume some people just try to nudge the sheets away without the gravitygun, then source's physic magic makes them take a thousand fall damage hits.
So, recently I was playing around with a fancy RP City 17 Map and I found some things in it that made me really excited, that I think you guys could use as a reference. They added a little bit of foliage to the square. Not enough for it to be considered FakeFactory material, but the just right amount. At least in my opinion. [IMG]http://i.imgur.com/EtG6HXO.jpg[/IMG] Also, windows that actually show you the insides of buildings! [IMG]http://i.imgur.com/B7Nopk0.jpg[/IMG] [IMG]http://i.imgur.com/7qK3LG2.jpg[/IMG] It also includes the Citadel, and one thing I noticed that made me happy is a control panel for the Breencasts: (Sorry about the lensflare, I think it looks ugly and I might end up uninstalling the addon because it makes things look ugly more than it adds to maps.) [IMG]http://i.imgur.com/l3AsSJq.jpg[/IMG] The only other big thing I noticed is it makes the Citadel's full alert transition a bit more ominous and intimidating. [URL="https://www.youtube.com/watch?v=ihdxxaXEcO4"]https://www.youtube.com/watch?v=ihdxxaXEcO4[/URL] (Pardon the Bandicam watermark, I don't record enough content on my computer to pay for or torrent anything.) [editline]21st June 2014[/editline] Oh, and I have a few more suggestions for the mod. Not as ridiculous as last time (I learned my lesson for that.): 1. Since you guys want the HEV Suit to make more sounds, how about a few sounds faithful to the first game when you first put it on? Example: [URL="http://hl2.gamebanana.com/sounds/22240"]http://hl2.gamebanana.com/sounds/22240[/URL] 2. Can you PLEASE make Snipers at least slightly visible? I have always hated how there is no visible soldier until after you throw a grenade in and it just spews out a ragdoll.
We've already had insides of buildings planned since pretty much day one. [t]https://dl.dropboxusercontent.com/u/36921974/Hammer/2012-11-07_00002.jpg[/t] Those trees look pretty out of place and too large, in my opinion. What's the point of adding the console to the breencast room? You can't even see or go in there without noclip. Yeah we'll be adding a sound clip like that for putting it on...actually if I remember right there is a line in the files for that already that wasn't used, but maybe not. The reason for the snipers not being visible is a gameplay decision. If you could see them you could shoot them, and if they made it so they couldn't be killed with a gun it would look weird and people would be wondering why they couldn't kill them that way.
[QUOTE=Fat-Corgi-Guy;45178072]We've already had insides of buildings planned since pretty much day one. [t]https://dl.dropboxusercontent.com/u/36921974/Hammer/2012-11-07_00002.jpg[/t] Those trees look pretty out of place and too large, in my opinion. What's the point of adding the console to the breencast room? You can't even see or go in there without noclip. Yeah we'll be adding a sound clip like that for putting it on...actually if I remember right there is a line in the files for that already that wasn't used, but maybe not. The reason for the snipers not being visible is a gameplay decision. If you could see them you could shoot them, and if they made it so they couldn't be killed with a gun it would look weird and people would be wondering why they couldn't kill them that way.[/QUOTE] I knew you guys were planning on adding windows, which is why I wanted to show you that. I just was excited to see what that could look like. What I meant with the Breencast room is that it would be kinda cool to actually see where that takes place when you are in the Citadel. You could put it somewhere near his office, or in it for that matter. I do agree that the tree is a bit large, but I do think there needs to be [I]a little[/I] more foliage in HL2. Some plant life is much more resilient than what Half life likes to give it credit for. With the snipers, it just feels a little unrealistic to have absolutely nothing there. Even seeing some hands moving the gun would make me happy honestly. Im not trying to imply you should change the mechanic of them.
[QUOTE=TheRealRudy;45178694]Those threes don't look right to me. Isn't it autumn while the events of Half-Life 2 happen?[/QUOTE] Not necessarily autumn, but I think it's because the Combine have been draining Earth's resources and polluting the air that all the trees look dead. It's also Antlion spawning season according to Alyx, and I can't imagine them spawning before winter.
Speaking of the airboat/hunter chopper chase scene, would it be possible to have the Hunter Chopper fly ahead and use it's rockets to shoot down the giant tower/smokestack thingy? Dunno about you guys, but it would seem much more plausible than a headcrab shell hitting the tower exactly in the right spot to make it fall down and block the canal.
Fake factory trees look really really bad... anyways, we'll be redoing a lot of the foliage with more concise, better looking dead trees. as for mapping, we aren't going too heavy on details like hollowing out every single window. We'll just be adding continuity to places and only hollowing out some if it's necessary. Also redoing a bit of the lighting and adding more details where it's needed.
[QUOTE=BoxBuilder999;45178790]Speaking of the airboat/hunter chopper chase scene, would it be possible to have the Hunter Chopper fly ahead and use it's rockets to shoot down the giant tower/smokestack thingy? Dunno about you guys, but it would seem much more plausible than a headcrab shell hitting the tower exactly in the right spot to make it fall down and block the canal.[/QUOTE] Isn't the point of Headcrab Shells to make them hit very specific targets? It would have been really hard to eliminate the underground railroad if shells just hit random spots. [QUOTE=Stiffy360;45179340]Fake factory trees look really really bad... anyways, we'll be redoing a lot of the foliage with more concise, better looking dead trees. as for mapping, we aren't going too heavy on details like hollowing out every single window. We'll just be adding continuity to places and only hollowing out some if it's necessary. Also redoing a bit of the lighting and adding more details where it's needed.[/QUOTE] Thats actually pretty much what I was hoping for. Thanks! :downs: Now that we are on the subject of Headcrab Shells, I really hope they get some new sounds, and maybe a new model. They could reaaaly use it.
[QUOTE=Quentinjdpie;45179437] Now that we are on the subject of Headcrab Shells, I really hope they get some new sounds, and maybe a new model. They could reaaaly use it.[/QUOTE] Correct me if I'm wrong, but aren't most, if not all, of the models going to be redone in this mod? Either way, I agree it could use a new model.
[QUOTE=Marguy;45179967]Correct me if I'm wrong, but aren't most, if not all, of the models going to be redone in this mod? Either way, I agree it could use a new model.[/QUOTE] Pretty sure only the ones that require a new model. There's no real need to redo cheaple, is there?
[QUOTE=Fat-Corgi-Guy;40376301] [t]http://i7.minus.com/jjkwCe4rrEKtv.png[/t] • Port HL2 to the more updated Alien Swarm engine. • Redo every texture in the game to be high quality. • [B]Add more details to the maps, such as more props, 3D windows in the city, and smoothing out rough edges, like arches[/B]. • Put in more secret areas. • [B]Add high quality models for at least the main characters and enemies (if not all characters and enemies)[/B]. • Add new enemies, such as Bullsquids and Houndeyes. (These will only be in select areas, or new optional areas in the game). • Revamping the sprites and effects. • Improving enemy AI (already done thanks to the engine port!). • New high quality versions of low quality sounds. • Adding in more H.E.V. suit sounds like in HL1. Eg: if you got hit in HL1 it would say "Minor lacerations detected, morphine administered", where as in HL2 it won't say anything. • Dynamic shadows. • Parallax Occlusion Mapping, Subsurface Scattering, and a special clothing shader- thanks to 1/4 Life and GearDev from the mod 'City 17: Episode 1'. • Full body awareness, similar to that of ARMA.[/QUOTE] [editline]22nd June 2014[/editline] (It won't let me edit the post above.) [QUOTE=Marguy;45179967]Correct me if I'm wrong, but aren't most, if not all, of the models going to be redone in this mod? Either way, I agree it could use a new model.[/QUOTE] According to the mod's goals, higher detailed versions of characters and enemies will be made, and the maps will become detailed. The added detail applies to the props, too, so the most common ones will probably see a boost in quality. [editline]22nd June 2014[/editline] (Apparently double posts get tagged on as edits? Pretty neat feature, I didn't know about that.)
[QUOTE=Cows Rule;45178722]Not necessarily autumn, but I think it's because the Combine have been draining Earth's resources and polluting the air that all the trees look dead. It's also Antlion spawning season according to Alyx, and I can't imagine them spawning before winter.[/QUOTE] Except for outside City 17, where everything is lush and green.
Will you allow other sourcemods to use HL2:EM models in place of HL2 models?
This post is mainly oriented on the Scanners, more specifically the Scanner sprites that HL2 used for far-away scanners. First of all, when Barney comments on the Citadel right before he gives you the crowbar, the Citadel shifts and lets loose tons and tons of scanners. The problem is, if you zoom in, you can see the scanner sprites spawning in before moving. Plus the sprites themselves are too large for such a far way distance and if blown up, would be really, really huge. Second is the scene where the Combine attack Eli's hideout. In the scrapyard, you can also see many scanner sprites flying in. The main problem with this is the fact that the sprites are oriented to the player's view, which makes it appear that the majority of the scanners are flying sideways. These are not gamebreaking, but I feel that they ruin immersion and should be changed if the HL2:EM team has enough time to do so.
Yeah the citadel scanners bothered me, because they're larger than hunter-choppers. :v: [QUOTE=Quentinjdpie;45179437]Isn't the point of Headcrab Shells to make them hit very specific targets? It would have been really hard to eliminate the underground railroad if shells just hit random spots.[/QUOTE] They're artillery, not guided missiles.
The issue with the scanners from the Citadel for me is that, now that I think about it, they make the Citadel look fucking close instead of really giving off that sense of scale.
ok, so for a long time, I´ve been having this weird issue with hl2 and episodes. Ever since the steampipe update long ago, in episodes, there is no sound from them, only those from normal hl2, also ui text is missing, probably character poses from the episodes as well, it seems, and in the main menu I get hl2 backgrounds and not those from the episodes. I verified the cache and even reisntalled the episodes, but still.
The first time I saw the scanners flying out of the citadel, I thought they were birds being scared out by the movement :v:
[QUOTE=Ott;45181751]Will you allow other sourcemods to use HL2:EM models in place of HL2 models?[/QUOTE] Depends on what type of mod obviously. But I don't think Porky is ready to come to a conclusion on it yet. I can say that for [i]my[/i] textures and whatever else I make, I'm 100% ok with them being used for both commercial and/or non-commercial purposes.
Valve broke HL2 and has no intention to fix it. Isn't that a big part of the reason this mod is being made?
valve did not 'break' hl2 it is completely playable and enjoyable and the only people who think they 'broke' it are people who've played the game countless times and only play it again just to scrutinize literally every minute detail in every corner of every map
[QUOTE=NixNax123;45193914]valve did not 'break' hl2 it is completely playable and enjoyable and the only people who think they 'broke' it are people who've played the game countless times and only play it again just to scrutinize literally every minute detail in every corner of every map[/QUOTE] I did encounter the train bug once though
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