[QUOTE=DONOTWANT;45423737]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]
perhaps there could be a socket on gordon's left arm/chest that a probe from the health/suit chargers plug into?
[QUOTE=SirLemon;45423805]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.[/QUOTE]
I could argue that having a feature like this improves immersion, especially with the immersive full body awareness that's said to be added.
[QUOTE=Sam Za Nemesis;45420184][img]http://image.noelshack.com/fichiers/2014/29/1405623682-untitled-1.jpg[/img]
[/QUOTE]
I'm ready to join the Combine just to get a decent mattress
Don't forget a decent meal.
[QUOTE=Magman77;45425470]Don't forget a decent meal.[/QUOTE]
and maybe a decent place to live in that's not crawling with parasites and other interdimensional monstrosities.
[QUOTE=MrBunneh;45424947]perhaps there could be a socket on gordon's left arm/chest that a probe from the health/suit chargers plug into?[/QUOTE]I thought that a thin rod or something extending from the gray tube on the orange part of the forearm might work nicely. I actually tried to figure this out years ago in XSI, which is how I noticed his finger fit nicely in the socket part of the chargers & it just became headcanon I couldn't make go away.
[QUOTE=DONOTWANT;45426190]I thought that a thin rod or something extending from the gray tube on the orange part of the forearm might work nicely. I actually tried to figure this out years ago in XSI, which is how I noticed his finger fit nicely in the socket part of the chargers & it just became headcanon I couldn't make go away.[/QUOTE]I always thought that was the flashlight.
I always thought of the light flipping out from behind the lambda logo on his chest like wheatley out of a wall panel was a better explanation than having flash lights on his forearms, especially since they weren't there in HL1. Coming out of an led in the bridge of his glasses could also work, but might be too high up compared to where it is in-game.
Yes, I do overthink things.
[QUOTE=DONOTWANT;45426499]I always thought of the light flipping out from behind the lambda logo on his chest like wheatley out of a wall panel was a better explanation than having flash lights on his forearms, especially since they weren't there in HL1. Coming out of an led in the bridge of his glasses could also work, but might be too high up compared to where it is in-game.
Yes, I do overthink things.[/QUOTE]
There were a LOT of things missing from the HEV design in HL1. In the games scale, each pixel was the size of a quarter.
[QUOTE=Dr. Kyuros;45425801]and maybe a decent place to live in that's not crawling with parasites and other interdimensional monstrosities.[/QUOTE]
Simple. Join Civil Protection and screw up badly enough that they pull you out for off-world reassignment.
[QUOTE=BoxBuilder999;45430260]Simple. Join Civil Protection and screw up badly enough that they pull you out for off-world reassignment.[/QUOTE]
Isn't that like
not fit for human survival
[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]
d2_coast_02 shows up as a blank .bsp file in my hl2/maps folder.
[QUOTE=Kyle v2;45431855]d2_coast_02 shows up as a blank .bsp file in my hl2/maps folder.[/QUOTE]
I see it, too.
Just looked again, d1_canals_04 and d3_c17_14 are also missing.
Makes you wonder why there's things like c17_12a and 12b as well.
Navigating maps in half life is painful.
[QUOTE=Coolboy;45432561]Navigating maps in half life is painful.[/QUOTE]
Half life has some of the most straightforward map designs in fps history
[QUOTE=SirLemon;45432859]Half life has some of the most straightforward map designs in fps history[/QUOTE]
The only even remotely possibly confusing thing is maybe one or two levels in Ravenholm, but everything else is basically right in front of you.
Out of curiosity, how hard would it be to implement a graphics-switching feature like in the halo anniversary game? It wouldn't really affect gameplay, and it would be neat to see the new graphics vs the original.
[URL="https://www.youtube.com/watch?v=JBbDQaxjUYg&feature=youtu.be&t=13s"]https://www.youtube.com/watch?v=JBbDQaxjUYg&feature=youtu.be&t=13s[/URL]
[QUOTE=endorphinsam;45423402]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[/QUOTE]
fastzombie climb isn't "too" scripted
there's an invisible ladder much like the same ones the player uses, but obviously it can't be used by gordon. zombies rely on this "ladder" and does his thing without any special trigger
you can put that invisible zombie ladder onto a real player ladder and it will work seamlessly
Does anyone know any way to log missing models into console? Like for example, there's missing model (big red ERROR instead of it) and i wanna know it's name, like it already is for sounds.
Sorry for going off topic...
[QUOTE=Sam Za Nemesis;45434105]It's possible but could use some major work for loading both assets into memory and figuring out which need to be replaced and on top of that it wouldn't be ram/loading time/gameplay friendly, not to mention the technical issues; static props probably won't be swappable at all without major hacking, most of the levels are going to be reworked even on the gameplay level, replacing brushes with models in some areas and so on, you'd need more than a asset switcher to change those back, it's very impractical, but I just don't see the point if you have HL2 in the same system[/QUOTE]
Ah. OK
the zombies climbing the pipes to get to gordon or jumping on rooftops are scripted yes, but they are not a 1 time thing, the will do them constantly to reach the player wherever he goes, wheter he goes to the ground or back up to the roof.
They just use Climb nodes to know if there's something they can climb. AFAIK it's no different from ground/air nodes.
Then it seems that'd it'd be easy enough to borrow that code, make a climbing animation, and put climb nodes over ladders. Though the problem might be in having them go back down ladders.
[QUOTE=m3gaman100;45408873]Already pretty sure dynamic lighting will be implemented, like in CSGO.[/QUOTE]
but the lightmaps combined with dynamic lighting are annoying in my opinion, it would be cool if the lightmaps were deleted, i don't know, maybe.
sorry for my english.
just my opinion.
Speaking of AI, are you guys considering/have you guys considered the use of nav meshes over nodes?
[QUOTE=thomasfn;45440614]Speaking of AI, are you guys considering/have you guys considered the use of nav meshes over nodes?[/QUOTE]
The AI in the Half Life 2 series is much more complicated then then the bots from valves multilayer games. Ultimately nodes can do more things than nav meshes such as scripted events.
[QUOTE=Coolboy;45432561]Navigating maps in half life is painful.[/QUOTE]
I guess you never played Unreal or Quake 2
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