• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
That's not what they were talking about though. The idea was to have the view not locked to the vehicle angles and have the vehicle turn to face the direction the player's view angles are facing. That's why halo was used as an example. The weapon control would be tricky though. You could either just have the gun always trace the view angles and therefore have it very likely that you run into things while trying to shoot targets, or a much sloppier implementation such as holding down a key or one of the mouse buttons to have the jeep stop turning toward your view-angles to free your aim to use the weapon. You could supplement that by still allowing turning with the A and D keys while doing so, but it all seems very clunky. Anybody have any idea how, if it were to be approached, one would deal with that issue?
[QUOTE=Magman77;45312393]That's not what they were talking about though. The idea was to have the view not locked to the vehicle angles and have the vehicle turn to face the direction the player's view angles are facing. That's why halo was used as an example.[/QUOTE] [QUOTE=QwertySecond;45306763][b]I might have suggested using mouse1 to keep the crosshairs stationary relative to the environment (rather than the jeep), and steer using aim[/b][/QUOTE] [editline]Minutes later [/editline] Oh yeah, forgot, it's really simple to do. just bind a key to +strafe. Then you can use the mouse to move - you might need to raise your mouse DPI though.
Except the discussion continued after that, but if you were replying specifically to him to refute only that implementation and not the entire idea of mouse steering, then my bad. :v:
How do I make it so I can steer with the mouse? Is it an option?
Couldn't you make it so pressing W would force the jeep to turn and go forward in the direction you're facing and pressing the strafe keys would cause the jeep to turn and go into a direction relative to the current view? I'm sorry if that what was already being alluded to, but if you did it that way you could turn the view of the camera to the right without turning the vehicle simply by transitioning from pressing W to pressing A while turning. You could look behind yourself while moving the vehicle forward by moving the camera while holding the S key. Like what was being said earlier, this was somewhat done in Halo 1 PC and it worked quite well and wasn't too difficult to get. Although it would be a lot more precise, I don't think HL2's driving requires a high enough degree of accuracy to warrant the change. It's possible to do this with just console commands anyway, so maybe someone could test it out and see how it feels.
The 79th model that needs to be updated in Eli's Lab: [IMG]http://img4.wikia.nocookie.net/__cb20090108210248/half-life/en/images/b/bb/Cremator_head_jar_BME.jpg[/IMG] It look's like it's filled with limenade instead of formaldehyde. [IMG]http://upload.wikimedia.org/wikipedia/commons/b/bc/NHM_formaldehyde.jpg[/IMG]
Maybe it is? Who knows how easy it is to get ahold of preservatives in post-occupation Earth? :v:
[QUOTE=RelaxedCreepr;45303060]If it helps at all, I have an old retail Half-Life 2 box with a couple of installation disks. I tried installing it before, but I don't think the key works. It comes packaged with Counter-Strike Source. (Sorry for the shitty phone pictures.) [thumb]http://i.imgur.com/bTXLwXb.jpg[/thumb] [thumb]http://i.imgur.com/uxUPBHa.jpg[/thumb] [thumb]http://i.imgur.com/9D4xA50.jpg[/thumb][/QUOTE] Your CD Key will still work, but Steam mandatorily updates HL2 to the new engine after you install from disc, but then again I tried all this right before Steam ditched the gcf system.
[QUOTE=Magman77;45314314]Maybe it is? Who knows how easy it is to get ahold of preservatives in post-occupation Earth? :v:[/QUOTE] Unless the Combine issues out little Kool-Aid packets once in a while, I don't think that's much of a possibility. Unless you really, really want to drink beer that has been sitting for like 13-28 years in an old canal, or near an abandoned port along the coastline.
[QUOTE=Kyle v2;45314381]Your CD Key will still work, but steam mandatorily updates HL2 to the new engine after you install from disc, but then again I tried all this before steam ditched the gcf system.[/QUOTE] Back in something like 2008 I turned off the internet and copied the .gcf files to the SteamApps folder, this way I could have an old version of the game where jumping on objects and skipping NPCs to their next point was possible
Um... I haven't been in this thread for a few months. Can someone give me a summary of what happened
If you really want an old version of HL2 just ask [URL="http://wiki.sourceruns.org/wiki/Source_Unpack"]YaLTeR[/URL].
-snip wait no- Go here instead [url]http://hl2em.com/forums/index.php?topic=2481.new#new[/url]
[QUOTE=RaTcHeT302;45316447]-snip wait no- Go here instead [url]http://hl2em.com/forums/index.php?topic=2481.new#new[/url][/QUOTE] [IMG]http://i.imgur.com/x3zNv0M.png[/IMG]
[QUOTE=Zelpa;45316527][IMG]http://i.imgur.com/x3zNv0M.png[/IMG][/QUOTE] I don't get it
[QUOTE=OctagoanlKahn;45315202]Um... I haven't been in this thread for a few months. Can someone give me a summary of what happened[/QUOTE] Overcomplicating things and complaining about small details that nobody even notices unless they're actively looking for them
[QUOTE=Zelpa;45316527][IMG]http://i.imgur.com/x3zNv0M.png[/IMG][/QUOTE] If you want to point out that Firefox renders the video controls incorrectly, then this is probably the wrong place to post it. (also, it works in fullscreen)
eh, on another thing. The sniper laser is part of the gameplay, but it just so silly to have a laser pointer with huge higly visible trail so everyone can see where you are, a sniper is supposed to be consealed, not give himself away like that. Basically, we could just remove the trail and leave the laser dot, that way you´ll still know there is a sniper somewhere, but he won´t reveal himself until he shoots and we see the muzzle, makes a lot more sense; I made this long ago. [url]http://hl2.gamebanana.com/sprites/4003[/url] Just ignore some of the textures I used when I took those screenshots..
[QUOTE=tehstrelok;45325889]eh, on another thing. The sniper laser is part of the gameplay, but it just so silly to have a laser pointer with huge higly visible trail so everyone can see where you are, a sniper is supposed to be consealed, not give himself away like that. Basically, we could just remove the trail and leave the laser dot, that way you´ll still know there is a sniper somewhere, but he won´t reveal himself until he shoots and we see the muzzle, makes a lot more sense; I made this long ago. [url]http://hl2.gamebanana.com/sprites/4003[/url][/QUOTE] gameplay vs reality. the gameplay wins.
[QUOTE=lintz;45325912]gameplay vs reality. the gameplay wins.[/QUOTE] But you´ll still see the laser pointer, just not the obvious trail.
[QUOTE=tehstrelok;45325916]But you´ll still see the laser pointer, just not the obvious trail.[/QUOTE] I"ll point out why you shouldn't do this. [t]http://files.gamebanana.com/img/ss/sprites/506b655bc7641.jpg[/t] what window is the sniper in? oh have fun figuring out while getting one shot because you like hard difficulty.
[QUOTE=tehstrelok;45325916]But you´ll still see the laser pointer, just not the obvious trail.[/QUOTE] Do I need to go dig up the post I made last time the thread had this argument You shouldn't be changing shit because "It makes sense", "It's realistic" or "I prefer it this way", otherwise you're just ignoring the entire goal of this mod The challenge was never meant to be finding the sniper, it was using the environment to get around him, or close enough to throw a grenade through the window. The laser gives you an obvious visual cue to alert you there's a sniper nearby, and where they're camping
I just wanna know when was the last time someone actually [I]changed shit[/I] or did something with the mod instead of quibbling about details. Fuck, shouldn't we keep this to a visual mod just to stop all of the fighting? Think about all the stuff that's going on already. Dynamic lighting from the Alien Swarm engine. HD retextures and remodels of most everything. HL2 isn't a perfect game, but it stands up well enough on it's own to not really merit any extensive change.
[QUOTE=tehstrelok;45325889]eh, on another thing. The sniper laser is part of the gameplay, but it just so silly to have a laser pointer with huge higly visible trail so everyone can see where you are, a sniper is supposed to be consealed, not give himself away like that. Basically, we could just remove the trail and leave the laser dot, that way you´ll still know there is a sniper somewhere, but he won´t reveal himself until he shoots and we see the muzzle, makes a lot more sense; I made this long ago. [url]http://hl2.gamebanana.com/sprites/4003[/url] Just ignore some of the textures I used when I took those screenshots..[/QUOTE] It doesn't really make any sense either, though. No sniper would ever use a laser sight, it just makes no sense. Your idea just makes it a lot harder for no real reason.
Make the snipers bullets hitscan, so that he actually becomes a considerable threat, rather than you zigzagging to him and he hopelessly trying to predict your movement with the slow ass bullets. Problems solved.
they do a very nice job at predicting, and projectile bullet is a refreshing rare gameplay element.
[QUOTE=Hell-met;45326441]they do a very nice job at predicting, and projectile bullet is a refreshing rare gameplay element.[/QUOTE] The problem comes from the prediction, as soon as you hear them fire, you can just change direction immideately and cancel their so thought "hit". If making the snipers bullets hit-scan is such a bad idea because it requires adaption, then speed up their bullets so that they are still hard to dodge. Who the heck dodges bullets anyway.
that's the whole point of splashless projectiles. if you've ever played other games with those you know you have to make people run into your shot and that they can theorically never get hit. this is a non-issue
I can't see how the snipers are suddenly some kind of a problem. They're not. There's not enough of them to make it a big part of the game, and as it is it's kind of refreshing when compared to everything else. Making them more annoying and harder just for the sake of it is entirely pointless and, dare I say, dumb.
If snipers were to be removed (of course not), I wouldn't notice a difference. Maybe a small difference in my own movement patterns, going straight, rather than zigzagging. At least increase their damage or something, so that they are an actual THREAT. The bot snipers in TF2 are perfect in my opinion, their rifles are hitscan, the sniper robots in MVM have a laser sight, but they take time to adjust their aim on to your face. So if you keep moving, they are unable to hit you. But if you walk into their laser line, they pull the trigger. That would be perfect here, since there are similiar incentives to keep the player on the move. Then again, we are talking about bots.
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