• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=Pigbear;46529550]why didn't ken atleast hand over what he had[/QUOTE] Because WiiMote support wasn't that important to us
Nice one.
It's funny cause someone changed it to update to release for some reason, that's probably why it popped up on SteamDB.
Is there anything I could contribute, btw? I'm decent with Blender, and would happily make some debris, or the like.
I wanna map with these textures.
[QUOTE=wauterboi;46538645]I wanna map with these textures.[/QUOTE] You have to be insane to do it without rescaling the textures
[QUOTE=pinecleandog;46530974]Because WiiMote support wasn't that important to us[/QUOTE] The bhop settings should've been, though.
[QUOTE=Sally;46538804]You have to be insane to do it without rescaling the textures[/QUOTE] How is this a problem?
[QUOTE=Sally;46538804]You have to be insane to do it without rescaling the textures[/QUOTE] I think they fixed the texture scaling already.
I can do it manually in Hammer Editor or just change the .vmt settings.
[QUOTE=Mr. Someguy;46539953]I think they fixed the texture scaling already.[/QUOTE] Most shaders allow their texture inputs to be scaled using some variable; other do not. Most of the ingame textures are lightmappedgeneric; which under pretty much all circumstances support scaling the textures inside the material. Basically, the materials were set to be 1/4 their actual size (so standard 0.25 scale in hammer was the same). In Source 2 it's much easier though...
[QUOTE=Sally;46538804]You have to be insane to do it without rescaling the textures[/QUOTE] You can change the default parameters for texture in Hammer from .25 to .15, .10 or .5, depending on your texture resolution. [editline]21st November 2014[/editline] Or u can use wizardry as glitch suggested.
[QUOTE=kaskade700;46540004]You can change the default parameters for texture in Hammer from .25 to .15, .10 or .5, depending on your texture resolution. [editline]21st November 2014[/editline] Or u can use wizardry as glitch suggested.[/QUOTE] IIRC on the alien swarm versions of hammer, you can't really have more than 3 places (1.23), it just rounds it: so 0.25/2 or 0.125 doesn't work which gets really hard when aligning flowmaps.
[QUOTE=glitchvid;46540046]IIRC on the alien swarm versions of hammer, you can't really have more than 3 places (1.23), it just rounds it: so 0.25/2 or 0.125 doesn't work which gets really hard when aligning flowmaps.[/QUOTE] Since when did we have software to generate flowmaps? :v: [editline]21st November 2014[/editline] It would benefit my map a lot if its possible to do in conjunction with 3dsmax
[QUOTE=glitchvid;46529218]If the mod did die (and it was made "official"); then nobody on the team is forcing anybody else to release content publicly, we're not holding anybody's content hostage. That said, I personally would release what I made, likely just the vtfs, vmts, but no source files. Most of the "important" work I did on the mod is actually already made public ([url=http://glitchvid.com/making-flowmaps-for-source/]Authoring flowmaps[/url] primarily.); the rest is just content. I'm fairly sure Corgi would re-release what he has already released, but don't quote me on that. Personally, I haven't worked on art content for a long time now, mainly because I'm trying to finish high school and get a job so I can have a stable income to do side hobbies.[/QUOTE] Specifically: [quote]([url=http://glitchvid.com/making-flowmaps-for-source/]Authoring flowmaps[/url] primarily.)[/quote]
[QUOTE=wauterboi;46539912]How is this a problem?[/QUOTE] Your not thinking about releasing a 300mb+ map right?
I personally don't think it's that big of a deal in certain situations. I've been thinking about focusing my attention to single-player mods.
I can't recall if anyone has suggested this before, but how about adding in a secret fourth difficulty level that has to be unlocked by some special method, such as by doing all the achievements and completing the game on hard at least once? Here's some suggestions for this extra difficulty level: 1. The HEV suit will not heal poison headcrab bites. Getting clawed by a poison zombie would also drop the player's health to 1. 2. All the headcrab types should perhaps have a latching animation when they manage to land at the area of the player's head, similiar to the cut BM:S feature. This would kill the player, unless he managed to press some key quickly enough or something. 3. Direct hits from combine elite energy balls kill you in one hit. Furthermore, the normal AR2 rounds of the elites (but maybe not the ones of the regular soldiers) would bypass the HEV suit's protection system entirely (though the suit power itself would of course get drained in any case). They might also have an invisibility effect similiar to the ones the assassins in HL1 have on hard. 4. The rollermines should deal 100 HP damage to the player. Additionally, rollermines attached to the player's buggy would be able to damage the player, though obviously not as much. If rollermines are attached to the car for too long, it will get destroyed and the game will load up the last save. The more rollermines there are, the faster this will happen. 5. All zombie types would have a regenerating health, except when they're on fire. 6. The antlion guard's charge attack ALWAYS kills the player in one hit. 7. The HEV batteries would only give you 5 points of armour, not 15. 8. If the player gets caught in the radius of the strider cannon, he always dies no matter what. Striders would also try to shoot down rockets fired at them, as the gunships do. 9. If the airboat hits a mine directly (getting caught in the radius of an exploding mine doesn't count), it will kill the player. 10. The barnacles will pull the player up VERY fast, and the bite will instantly kill the player. 11. Some SMG-wielding soldiers should use the SMG grenades on the player. Perhaps some soldiers should be flagged to use them, and results of the said flagging would only apply when this particular difficulty is selected. 12. If the player gets hurt by either significant blunt force or significant splash damage, the screen should become blurry and the aim weakened for a little while. This is because Gordon's glasses would get knocked off from his face in these situations, and he has to put them back on.
[QUOTE=juhana;46548959]12. If the player gets hurt by either significant blunt force or significant splash damage, the screen should become blurry and the aim weakened for a little while. This is because Gordon's glasses would get knocked off from his face in these situations, and he has to put them back on.[/QUOTE] What if the glasses fall into the ocean :v:
[QUOTE=RaTcHeT302;46549277]What if the glasses fall into the ocean :v:[/QUOTE] I didn't mean that pickable physprop glasses would literally fall to the ground, merely that the player's vision would go awry for a short while, and then gets restored when Gordon implicitly puts his glasses back on. So no risk of that happening.
All any of those will do is make the game very very annoying to play. Even as a extra hidden difficulty its still just going to be impossible is many locations and completely pointless. Lets break it down: 1. You will pretty much be running around much of Ravenholem with 1 health, very annoying. 2. Yay, every 30 seconds I now have to press a button because a headcrab is blocking my view, and if i'm not fast enough I have to start from my last save. 3. Lets make all the citadel levels [del]practically[/del] impossible by having invisible enemys en mass and usually from distances shooting me with super damaging rounds and often one shotting me with combine balls. the elevator section of the game is now impossible. 4. Rollermines can sure be annoying when they are on your car right? Lets make them blow it up, making it a ticking time bomb because you don't know the heath of your buggy. Also, when your trying to remove these things, if one sneaks up on you your instantly dead. Great. 5. Pretty much pointless, I don' think I have shot a zombie a few times and left it alone for a bit before shooting it again. Unless you want them to become healing bullet sponges. 6. Not completely bad but annoying none the less to be killed and have to load a save because you didn't manage to dodge it in time. 7. Pretty much rendering the hev suit useless because you don't have power most of the time unless you find a hev charger, but that will probably on'y give you 20 points of armour over twice the time at this rate. 8. More save loading. Strider shooting down the rockets isn't that bad for a hard difficulty though. 9. And more save loading, this time every 20 seconds when ever you see the helicopter while in the airboat. 10. Might as well make them kill you instantly if they catch you, will make loading the last save happen faster. 11. We have had this dissuasion a few times already. Giving the enemies a way to instantly take off a good chunk of your health with no warning is pretty stupid. 12. Thats just plain silly, would be pretty annoying to have to hide in a firefight so you can see again. In summary the dificulty you are preposing will have to be called "last save loading simulator" because that when you will be doing so very often. [editline]22nd November 2014[/editline] I have no life
What happened with the "Lost Coast Demo"? What is their state?
[QUOTE=Maestro Fenix;46549478]What happened with the "Lost Coast Demo"? What is their state?[/QUOTE] Not happening, they were just going to do the trainstation because it was an actual level in the game and didn't require re-doing props that are exclusive to Lost Coast.
[QUOTE=juhana;46548959]I can't recall if anyone has suggested this before, but how about adding in a secret fourth difficulty level that has to be unlocked by some special method, such as by doing all the achievements and completing the game on hard at least once? Here's some suggestions for this extra difficulty level: 1. The HEV suit will not heal poison headcrab bites. Getting clawed by a poison zombie would also drop the player's health to 1. 2. All the headcrab types should perhaps have a latching animation when they manage to land at the area of the player's head, similiar to the cut BM:S feature. This would kill the player, unless he managed to press some key quickly enough or something. 3. Direct hits from combine elite energy balls kill you in one hit. Furthermore, the normal AR2 rounds of the elites (but maybe not the ones of the regular soldiers) would bypass the HEV suit's protection system entirely (though the suit power itself would of course get drained in any case). They might also have an invisibility effect similiar to the ones the assassins in HL1 have on hard. 4. The rollermines should deal 100 HP damage to the player. Additionally, rollermines attached to the player's buggy would be able to damage the player, though obviously not as much. If rollermines are attached to the car for too long, it will get destroyed and the game will load up the last save. The more rollermines there are, the faster this will happen. 5. All zombie types would have a regenerating health, except when they're on fire. 6. The antlion guard's charge attack ALWAYS kills the player in one hit. 7. The HEV batteries would only give you 5 points of armour, not 15. 8. If the player gets caught in the radius of the strider cannon, he always dies no matter what. Striders would also try to shoot down rockets fired at them, as the gunships do. 9. If the airboat hits a mine directly (getting caught in the radius of an exploding mine doesn't count), it will kill the player. 10. The barnacles will pull the player up VERY fast, and the bite will instantly kill the player. 11. Some SMG-wielding soldiers should use the SMG grenades on the player. Perhaps some soldiers should be flagged to use them, and results of the said flagging would only apply when this particular difficulty is selected. 12. If the player gets hurt by either significant blunt force or significant splash damage, the screen should become blurry and the aim weakened for a little while. This is because Gordon's glasses would get knocked off from his face in these situations, and he has to put them back on.[/QUOTE] I'm sorry but the idea sucks, big time.
[QUOTE=iAmaNewb;46552586]I'm sorry but the idea sucks, big time.[/QUOTE] Just let the Funnies and Dumbs help him figure that out.
[QUOTE=gk99;46551727]Not happening, they were just going to do the trainstation because it was an actual level in the game and didn't require re-doing props that are exclusive to Lost Coast.[/QUOTE] Weren't they talking about adding more variety to the boats and whatnot by also enhancing the Lost Coast boats in the previous pages?
[QUOTE=highvoltage;46549417]All any of those will do is make the game very very annoying to play. Even as a extra hidden difficulty its still just going to be impossible is many locations and completely pointless. Lets break it down: 1. You will pretty much be running around much of Ravenholem with 1 health, very annoying. 2. Yay, every 30 seconds I now have to press a button because a headcrab is blocking my view, and if i'm not fast enough I have to start from my last save. 3. Lets make all the citadel levels [del]practically[/del] impossible by having invisible enemys en mass and usually from distances shooting me with super damaging rounds and often one shotting me with combine balls. the elevator section of the game is now impossible. 4. Rollermines can sure be annoying when they are on your car right? Lets make them blow it up, making it a ticking time bomb because you don't know the heath of your buggy. Also, when your trying to remove these things, if one sneaks up on you your instantly dead. Great. 5. Pretty much pointless, I don' think I have shot a zombie a few times and left it alone for a bit before shooting it again. Unless you want them to become healing bullet sponges. 6. Not completely bad but annoying none the less to be killed and have to load a save because you didn't manage to dodge it in time. 7. Pretty much rendering the hev suit useless because you don't have power most of the time unless you find a hev charger, but that will probably on'y give you 20 points of armour over twice the time at this rate. 8. More save loading. Strider shooting down the rockets isn't that bad for a hard difficulty though. 9. And more save loading, this time every 20 seconds when ever you see the helicopter while in the airboat. 10. Might as well make them kill you instantly if they catch you, will make loading the last save happen faster. 11. We have had this dissuasion a few times already. Giving the enemies a way to instantly take off a good chunk of your health with no warning is pretty stupid. 12. Thats just plain silly, would be pretty annoying to have to hide in a firefight so you can see again. In summary the dificulty you are preposing will have to be called "last save loading simulator" because that when you will be doing so very often. [editline]22nd November 2014[/editline] I have no life[/QUOTE] Okay, I'll admit in retrospect that ideas 3 and 11 (maybe 9 too, and on further thought rollermines should only do 50 hp damage, not 100 hp) would'nt work. But as for the rest, this [I]is[/I] supposed to be an extra-challenging bonus difficulty [I]for those who know the game inside-out[/I], not a "regular" difficulty for regular players (which is why it's, you know, hidden). I cannot imagine that such a player would ever get himself bitten by a poison headcrab or caught by a barnacle, nor that he would allow rollermines to remain attached to his buggy for more than 15-30 seconds.
[QUOTE=BoxBuilder999;46552862]Weren't they talking about adding more variety to the boats and whatnot by also enhancing the Lost Coast boats in the previous pages?[/QUOTE] It was about taking the boat models from LC and using them in HL2, since LC would more than double the number of boat models.
A harder difficulty mode would be good if it just made the combine AI a lot smarter
Is the mod going to have a larger variety of citizen heads?
Sorry, you need to Log In to post a reply to this thread.