All NPCs can climb. They just require a programmer to add the "climb" capability and for the properly named activities/animations to be in place. You might want to throw in some more code but right now you can literally give the combine soldiers the fast zombie climbing animations. And they'll naturally use climbing nodes when navigating. I'd know. I did exactly that and it was hilarious seeing them climbing like zombies. Then again I also gave them the "jump" capability so they'd jump down from ledges and over small barriers.
[QUOTE=LordMundy;45440393]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.[/QUOTE]
Sadly. This is not CSGO. The cost of a dynamic shadow mapped light/flashlight/projected texture is heavily influenced by the amount of area and things it covers. You could have ten tiny little ones and performance wouldn't be too bad. But you make one huge one. And the game slows to a craw. We should be lucky the ortho flashlights blend with the light maps when they share the same vectors. Which always us (modders, I'm not on the team) to have dynamic shadows only directly in front of the player where it's needed most.
Wait they cant jump naturally with specifc node configurations?
[QUOTE=Frosty Andy;45443285]I guess you never played Unreal or Quake 2[/QUOTE]
Marathon?
[QUOTE=gjsdeath;45444501]All NPCs can climb. They just require a programmer to add the "climb" capability and for the properly named activities/animations to be in place. You might want to throw in some more code but right now you can literally give the combine soldiers the fast zombie climbing animations. And they'll naturally use climbing nodes when navigating. I'd know. I did exactly that and it was hilarious seeing them climbing like zombies. Then again I also gave them the "jump" capability so they'd jump down from ledges and over small barriers.
[/QUOTE]
Interesting-- I thought that was exclusive to L4D2. Good to hear that it isn't, if it helps the mod. (Or those games use something else entirely and I'm an idiot. Well, I'm an idiot anyway.)
[QUOTE=LordMundy;45440393]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.[/QUOTE]
screw you. Until we get fully working non-crap looking dynamic light bounce, (GI) lightmaps are the way to go. It may be smart just to have outdoors fully dynamic lighting with just GI bounce, then indoor places have a mix of baked and dynamic. I dunno.
[QUOTE=Sally;45446816]Wait they cant jump naturally with specifc node configurations?[/QUOTE]
I think nodes can allow them to jump too. I've seen nodes alone let them jump down. But I can't remember how scripted if at all those situations were. I'd test but I'm away from the computer. (And honestly havent really modded since starting my new job)
[QUOTE=wat_am_i_doin;45451388]Interesting-- I thought that was exclusive to L4D2. Good to hear that it isn't, if it helps the mod. (Or those games use something else entirely and I'm an idiot. Well, I'm an idiot anyway.)[/QUOTE]
L4D2 does use something entirely different. All hl2 NPCs uses the node graph which is mostly hand placed in hammer and connected by the engine at first runtime. L4d2 and bots use a newer nav mesh. Which is automatically generated and can be edited/controlled manually if necessary.
I highly doubt the hl2:e team will use the new nav mesh system. HL2 AI is built from the low level up assuming that it will be navigating with the node system. I guess if the team wanted to, it wouldn't be hard to reuse Swarm AI for ant lions or other similar creatures. But it still requires a lot of work for little payoff considering the current system works fine.
[QUOTE=gjsdeath;45452012]I think nodes can allow them to jump too. I've seen nodes alone let them jump down. But I can't remember how scripted if at all those situations were. I'd test but I'm away from the computer. (And honestly havent really modded since starting my new job)
[/QUOTE]
actually im pretty sure that's not scripted because i've played custom maps that allowed npcs to jump down instead of walk all the way down the long way
[QUOTE=endorphinsam;45453700]actually im pretty sure that's not scripted because i've played custom maps that allowed npcs to jump down instead of walk all the way down the long way[/QUOTE]
Or those maps could just also have nodes in them
[QUOTE=SirLemon;45453858]Or those maps could just also have nodes in them[/QUOTE]
obviously they used nodes for the npcs to jump down because I don't think the ai can function well in HL2 without the nodes, im just saying it's not completely scripted and non-reusable
I have a question were the hell does the grenade fire from on the SMG?
I would love to see some kind of explanation for that in mod.
[QUOTE=UndreamedBus;45461455]I have a question were the hell does the grenade fire from on the SMG?
I would love to see some kind of explanation for that in mod.[/QUOTE]
Larger second barrel- the grenade fitting and coming out would be explained by "combine technology", because screw it, there's really no other way and attaching a real grenade launcher to it makes it look too big and bulky.
FYI this is a pretty concrete explanation, we won't do a grenade launcher attachment as stated above, and many other possibilities have already been discussed.
[QUOTE=Fat-Corgi-Guy;45461579]Larger second barrel- the grenade fitting and coming out would be explained by "combine technology", because screw it, there's really no other way and attaching a real grenade launcher to it makes it look too big and bulky.
FYI this is a pretty concrete explanation, we won't do a grenade launcher attachment as stated above, and many other possibilities have already been discussed.[/QUOTE]
Yeah I was thinking a bulky grenade launcher would look kinda stupid on the mp7.
Make the under-barrel slightly bigger, then add a small trigger assembly on the front folding handle, so it looks like some near future variant with a built-in launcher.
the smg is already finished, i really doubt any of the changes you want to make will be addressed at all
[QUOTE=UndreamedBus;45461598]Yeah I was thinking a bulky grenade launcher would look kinda stupid on the mp7.[/QUOTE]As an attachment, yes, but if it were integrated like Kyle v2 mentioned, a 25mm barrel might not look too out of place.
If you either fold or remove the handle you can fit one.
Anybody ever thought about the fact that we've never actually seen the combine use the underbarrel attachment? The only possible use I could relate to it that the combine have demonstrated is launching flares, and even then we haven't actually [I]seen[/I] them use it for that.
[QUOTE=Magman77;45467514]Anybody ever thought about the fact that we've never actually seen the combine use the underbarrel attachment? The only possible use I could relate to it that the combine have demonstrated is launching flares, and even then we haven't actually [I]seen[/I] them use it for that.[/QUOTE]
Probably for gameplay reasons, it would be annoying if your in a firefight and suddenly your dead because a cp/solider launched a smg grenade at you. At least with normal grenades you have the ticking sounds and the red trail to warn you of the incoming explosion.
They don't even make use of those respirators and make their jobs a hundred times simpler by using gas grenades. :v:
[QUOTE=highvoltage;45467655]Probably for gameplay reasons, it would be annoying if your in a firefight and suddenly your dead because a cp/solider launched a smg grenade at you. At least with normal grenades you have the ticking sounds and the red trail to warn you of the incoming explosion.[/QUOTE]
Soldiers in the Half Life did use the grenade attachment. Though I'll admit the launchers in Half Life were slower and had a very clear identifying sound.
We've already discussed this and iirc came to the conclusion is was an awful idea and would be fucking annoying when playing the game. It was around the time "add it to hard mode" became the new "make it optional."
Elites can launch smg grenades at you, but you only ever encounter one with the smg in the game.
[QUOTE=Kyle v2;45469943]Elites can launch smg grenades at you, but you only ever encounter one with the smg in the game.[/QUOTE]
[QUOTE=Combine Overwiki]At the end of the Half-Life 2 chapter "Follow Freeman!", an ordinary Overwatch Elite equipped with an MP7 can be seen. It is a developer's oversight, since the soldier will occasionally attempt to use OSIPR's secondary attack.[/QUOTE]
That seems like a design oversight, it wasn't intentional.
Is there a way to prevent music from stopping on loading? for example at the ending of chapter "The Red Letter Day" Loading always cuts of music, and that's not the only point in game where that happens.
[QUOTE=Zyler;45474470]That seems like a design oversight, it wasn't intentional.[/QUOTE]
Who cares, leave it. Call it a boss fight.
We talked before about Dog? It needs new texture since it looks like very low-res.
And most likely a new model as well.
[QUOTE=TheOP;40376301]• Redo every texture in the game to be high quality.
• Add high quality models for at least the main characters and enemies (if not all characters and enemies).[/QUOTE]
Hey guys, remember that thing called an OP? Remember there's information on the mod and what we're doing on that? [I]Yeah[/I]...I would suggest reading it sometime in the near future.
[QUOTE=Fat-Corgi-Guy;45478172]Hey guys, remember that thing called an OP? Remember there's information on the mod and what we're doing on that? [I]Yeah[/I]...I would suggest reading it sometime in the near future.[/QUOTE]
But I like to argue with people while we wait for more progress :v:
[QUOTE=Fat-Corgi-Guy;45478172]Hey guys, remember that thing called an OP? Remember there's information on the mod and what we're doing on that? [I]Yeah[/I]...I would suggest reading it sometime in the near future.[/QUOTE]
Could you stop cockblocking the only thing we have left to do here at this point?
[QUOTE=Dom Pyroshark;45478544]Could you stop cockblocking the only thing we have left to do here at this point?[/QUOTE]
If it's stated specifically twice in the OP, it's not really worth discussing.
Also uh, since there's FBA, is Gordon going to be reaching into his ass to grab ammo like NPCs with AR2s or is there going to be an actual ammo storage area on his suit?
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