• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=gk99;45414454]How about something where if you look away from a ladder for a set amount of time, a rebel/metrocop etc might teleport up there as if they climbed the ladder?[/QUOTE] That would be funny. Is it just me or is it like that with guards following you in black mesa? I mean everytime when i looked them as they follow me, they would fall behind. But if i don't look they are exactly behind me. [QUOTE=Fat-Corgi-Guy;45413984] 3- Not possible as far as I know, or at least not without some major AI recoding. 4- Unless of course you went full "video game chick model" style and gave them huge boobs, which I'm against. [/QUOTE] 3. about the ladders, maybe you could consult with Tripmine studios [url]http://tripminestudios.com/forum/showthread.php?tid=140[/url]. 4. Well this ain't Cinematic mod...
[QUOTE=gk99;45414454]How about something where if you look away from a ladder for a set amount of time, a rebel/metrocop etc might teleport up there as if they climbed the ladder?[/QUOTE] If I believe correctly this was done with the Vortiguant in Episode 2 at some points
[QUOTE=Fat-Corgi-Guy;45413984] 6- I've been thinking about this ever since playing Decay earlier this year, I really want something like this, but we have to figure out how the chargers should be animated for this.[/QUOTE] The health chargers already animate when being used though? Unless you want to create something to allow more "readability" for the health chargers, in which case you could probably add a enable/disable overlay behind them that makes it look like they cast light when they're on.
He's probably talking about how the Decay chargers had a syringe or something on an arm that would swing out & stab at the player to show them interacting with it. Personally I always thought it looked pretty lousy. If there's an animation added to the charger I'd rather is be one with the player interacting with the existing model, but I can see how that would be hard to do. [QUOTE=DONOTWANT;44291214]charge the suit with wall chargers by sticking an index finger into the socket.[/QUOTE]
[QUOTE=Goxy287;45411949]More suggestions (in case some of them weren't suggested already): Visible dropped clips/magazines in world like in csgo (both player and NPCs); Weapon holstering between switching weapons; NPCs can climb ladders (yes, i've read that ai is/will be improved, just don't know if this will be the feature); [B]Metrocop female (i know, i know it sounds stupid... but there shoud be some females that can kick as besides Alyx);[/B] More randomized zombie forms (like rebel, rebel female, metrocop and metrocop female zombie); Medkit/hev charger animations on use like in Half-Life Decay;[/QUOTE] Metropolicewomen... the first one I had ever seen is in the mod Human Error, but I sure can't remember her name... Elise, or something, she is not the player character's [Anders'] girlfriend but his comrades like to joke about her rear.
Neck moving simulator 2014 [IMG]http://i.imgur.com/TnD9BFv.png[/IMG]
[QUOTE=Ken Chan;45416731]Neck moving simulator 2014 [IMG]http://i.imgur.com/TnD9BFv.png[/IMG][/QUOTE] This'll be great, I can finally coop HL2 without dealing with lag and the bugs HL2 already has.
[QUOTE=DONOTWANT;45415441]He's probably talking about how the Decay chargers had a syringe or something on an arm that would swing out & stab at the player to show them interacting with it. Personally I always thought it looked pretty lousy. If there's an animation added to the charger I'd rather is be one with the player interacting with the existing model, but I can see how that would be hard to do.[/QUOTE] Well i thought about that too but it would be hard. If chargers had hose on 'em like in Black Mesa, then you could animate player inserting it into suit and so... but that would affect gameplay since you would have to wait for animations end to for example, shoot the enemy behind you... so Decay chargers seem like most realistic interacting solution without affecting gameplay.
[QUOTE=uzikus;45405401]Jesus guys... is there a day without shit "ideas" in this thread?[/QUOTE] I think yesterday counts?
[QUOTE=Fat-Corgi-Guy;45414265]Well considering we'd have to compile the new models of the rebels and whatnot in the first place, plus the fact we may or may not get at least a few new or replaced animations, I don't see the second part being a problem. But yeah, it isn't as easy as putting in new statements in the code, I think.[/QUOTE] Alyx has some unique "functions", for example scaling a pipe in HL2, jumping off a ledge in Ep2, perhaps you borrow certain aspects from Alyx's code and generalize them a bit. [QUOTE=gk99;45414454]How about something where if you look away from a ladder for a set amount of time, a rebel/metrocop etc might teleport up there as if they climbed the ladder?[/QUOTE] The vortigaunt companion in the Victory Mines does this so it's not impossible.
[QUOTE=Fat-Corgi-Guy;45413984]3- Not possible as far as I know, or at least not without some major AI recoding.[/QUOTE] You know, I've done some minor source AI coding before, and every AI has a list of capabilities which define things they can do like open doors, fly, move on the ground, use weapons, form squads, etc. And there's one such capability, bits_CAP_MOVE_CLIMB, which is commented by Valve as "climb ladders". I don't know how functional it is, but the groundwork for AI ladder climbing might already be there, if you want to have your programmer look into it.
[QUOTE=m3gaman100;45408873]Already pretty sure dynamic lighting will be implemented, like in CSGO.[/QUOTE] Yeah, there was in the old build but it's still being reimplemented with everything else in the steam build. We used a method which used a modified globallight entity that uses data from the envlight and env_sun to cast sunlight shadows like in CSGO. Of course this doesn't work in interiors so we'll have to rig up some projectedtextures for interior shadowing and in critical/nice looking outdoor spots. One major downside to this was our method was not as optimized as CSGO's method. In CSGO/games built on CSGO's engine you'll notice there's a global shadow quality option but since we're on alien swarm we can only have one quality for all (we may be able to fix this in the future). In the old build we used a 2048 shadow res compared to the 512 default which worked for flashlights and small lights but was awful for the sun. I ran it at a ridiculously high frame rate on what I think is common hardware (660, AMD X4 I need to replace, 1080p) but when I enabled global shadows I'd drop in the 40s sometimes. However, this was on the old build so I'm pretty sure it'll perform much better when it's implemented in the new build. We also had a global light editor that was really nice. You could adjust color, color intensity (neon green lighting!), light position, and even enable volumetrics which used an sfm shader so it was way too expensive for practical use. So yeah, as soon as it's implemented again me and the others will get to work on lighting up the maps again and I'll try to post some screenshots along the way. If anyone has any suggestions or advice you can always contact me or any of the other leaders too.
That brand doesn't sound too comfy :v:
[QUOTE=Nukedrabbit95;45419645]You know, I've done some minor source AI coding before, and every AI has a list of capabilities which define things they can do like open doors, fly, move on the ground, use weapons, form squads, etc. And there's one such capability, bits_CAP_MOVE_CLIMB, which is commented by Valve as "climb ladders". I don't know how functional it is, but the groundwork for AI ladder climbing might already be there, if you want to have your programmer look into it.[/QUOTE] In the 2003 Leak all characters, combine, and citizen npcs had animations for climbing ladders set up and ready to go.
[QUOTE=uzikus;45405401]Jesus guys... is there a day without shit "ideas" in this thread?[/QUOTE] Oh get off your high horse. There's nothing wrong with giving ideas, even if they're "bad." The only bad things that happen are when people suggest shit that's in the OP or if they just can't let their ideas go. It's not going to be made optional, and when nobody else likes your idea, you just need to let go. That thing is, most of the "bad" ideas come from people who are really excited and, in that excitement, give off ideas that aren't maybe very wall planned out or that are completely for themselves only. There's nothing wrong with suggesting, say, ironsights or even something as absurd as lockpicking and shit. Even if it means you completely missed the point of the game, people will then correct you - albeit sometimes in a pretty harsh fashion - but there's nothing wrong with it as long as you understand enough to just drop it and move on.
One issue I could see with NPCs climbing ladder is if they block the way by doing it. In that case, I suppose you'll be able to just go through them?
[QUOTE=_Axel;45422107]One issue I could see with NPCs climbing ladder is if they block the way by doing it. In that case, I suppose you'll be able to just go through them?[/QUOTE] For the rebels, just pushing (?) or touching them on the ladder direction would move them, if its an enemy just shoot it :v:
Very late, but I realized something while playing Garry's Mod: d2_coast_02 is nowhere in the game, at all. [IMG]http://i.imgur.com/BnDl8hD.jpg?1[/IMG] I know it's because originally that Lost Coast was supposed to take place in between Highway 17 and Sandtraps, but still, it was kinda lazy for Valve not to fix that.
[QUOTE=Dr. Kyuros;45422238]Very late, but I just realized something while playing Garry's Mod: d2_coast_02 is nowhere in the game, at all. [IMG]http://i.imgur.com/BnDl8hD.jpg?1[/IMG] I know it's because originally that Lost Coast was supposed to take place in between Highway 17 and Sandtraps, but still, it was kinda lazy for Valve not to fix that.[/QUOTE] Does it matter? Ravenholm's maps don't occur in the order that they're numbered but that doesn't matter either.
[QUOTE=Dr. Kyuros;45422238]Very late, but I realized something while playing Garry's Mod: d2_coast_02 is nowhere in the game, at all. [IMG]http://i.imgur.com/BnDl8hD.jpg?1[/IMG] I know it's because originally that Lost Coast was supposed to take place in between Highway 17 and Sandtraps, but still, it was kinda lazy for Valve not to fix that.[/QUOTE] It's not something that matters in-game. IMO not worth fixing.
[QUOTE=Kyle v2;45420769]In the 2003 Leak all characters, combine, and citizen npcs had animations for climbing ladders set up and ready to go.[/QUOTE] Wow man, the only time I ever got to see such an event was in the map "devtest" at the end with Odell. Too bad it never went used anywhere, especially because no rebels follow Dr. Freeman down sewers or otherwise...and I do wonder where the hell Missing Information has gone, if it's been abandoned or otherwise.
[QUOTE=Dr. Kyuros;45422238]Very late, but I realized something while playing Garry's Mod: d2_coast_02 is nowhere in the game, at all. [IMG]http://i.imgur.com/BnDl8hD.jpg?1[/IMG] I know it's because originally that Lost Coast was supposed to take place in between Highway 17 and Sandtraps, but still, it was kinda lazy for Valve not to fix that.[/QUOTE] and the c1a0 maps are completely out of order, your point is? pretty sure we've all realized that valve is really lazy at naming stuff.
[QUOTE=Dr. Kyuros;45422238]Very late, but I realized something while playing Garry's Mod: d2_coast_02 is nowhere in the game, at all. [IMG]http://i.imgur.com/BnDl8hD.jpg?1[/IMG] I know it's because originally that Lost Coast was supposed to take place in between Highway 17 and Sandtraps, but still, it was kinda lazy for Valve not to fix that.[/QUOTE] Oh yes, I'm sure many players were furious with valve when they were playing through HL2, and suddenly noticed the map names are out of order.
The fast zombies are able to climb the pipes, so why not try using that script for ladders and npcs? That is, if it's possible.
[QUOTE=BenjaminTennison;45422322]and I do wonder where the hell Missing Information has gone, if it's been abandoned or otherwise.[/QUOTE] ProZak would beg to differ.
[QUOTE=DarklytheGreat;45423352]The fast zombies are able to climb the pipes, so why not try using that script for ladders and npcs? That is, if it's possible.[/QUOTE] I'm pretty sure all of the times alyx climbed and the fast zombies climbed it was completely scripted it won't work the same way in normal gameplay
Why are we even discussing this if there is no point in the game where you need an NPC to climb up a ladder?
[QUOTE=NixNax123;45423460]Why are we even discussing this if there is no point in the game where you need an NPC to climb up a ladder?[/QUOTE] Play through the canal levels of HL2, there are a few spots where NPCs should probably climb down a latter. Furthermore, it's an outright constraint to level designers, you can't have big NPC battles with ladders. You'll see ladders used a ton more in HL2DM, CS:S, and L4D because bots can climb up them.
[QUOTE=Goxy287;45418182]Well i thought about that too but it would be hard. If chargers had hose on 'em like in Black Mesa, then you could animate player inserting it into suit and so... but that would affect gameplay since you would have to wait for animations end to for example, shoot the enemy behind you... so Decay chargers seem like most realistic interacting solution without affecting gameplay.[/QUOTE] One thing I never liked the arms on the Decay models is that the way the arm extended, it'd often stick out the needle nowhere near where I stood. I suppose it could be an easy fix, either tracking the player location or use inverse kinematics, but that's basically what to do with the player's arm with my finger-socket suggestion. The biggest difference is the player would have to holster their weapon first before the animation plays, just like grabbing a prop, which I don't think is really that big of a deal. It makes it feel more like the Use key makes Gordon interact with the charger & less like the Use key makes the charger interact with Gordon, if you get what I'm saying.
[QUOTE=Goxy287;45411949] Medkit/hev charger animations on use like in Half-Life Decay;[/QUOTE] This feels to me like yet another change that won't improve anything in any way, and is just there for the sake of change.
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