-snip- thought he ment dead space level loading type thing.
gordon still needs the ability to shootdodge
[QUOTE=Raptors!;40701657]It can be done
[video=youtube;qCNyrTWutys]http://www.youtube.com/watch?v=qCNyrTWutys[/video][/QUOTE]
It's funny that video below remind me something !! (I dont know why ?)
[video=youtube;DvtKIe9-Ddk]http://www.youtube.com/watch?v=DvtKIe9-Ddk[/video]
[QUOTE=GeekDeer;40704112]It's funny that video below remind me something !! (I dont know why ?)
[video=youtube;DvtKIe9-Ddk]http://www.youtube.com/watch?v=DvtKIe9-Ddk[/video][/QUOTE]
He says right in the video that the map was inspired by that.
I'm still seeing smoothing weirdness in the smg model.
[QUOTE=xalener;40705482]I'm still seeing smoothing weirdness in the smg model.[/QUOTE]
Snoodles and Kwant have fixed that now, they just have to compile it.
*kisses*
The way Unreal Tournament 2004 handles the moving skybox is by having a giant round track for the mountains and having the sky camera move around the track. I'm pretty sure you can't have Source's sky camera entity parented to anything so this method wouldn't work unfortunately.
[editline]19th May 2013[/editline]
Sorry for being off topic
[QUOTE=highvoltage;40706538]The way Unreal Tournament 2004 handles the moving skybox is by having a giant round track for the mountains and having the sky camera move around the track. I'm pretty sure you can't have Source's sky camera entity parented to anything so this method wouldn't work unfortunately.
[editline]19th May 2013[/editline]
Sorry for being off topic[/QUOTE]
You can have the camera stay in place, and use a model skybox that move.
[QUOTE=Meatpuppet;40703632]map streaming[/QUOTE]
Speaking of, Source's way of loadings maps is terrible iirc. I was once told that when entering a new map, Source unloads everything from the old map, then loads the new one, even if the new and old map share a 90% similarity, it just dumps it all and reloads it :v:
If that's true, it explains the loading times.
[QUOTE=Mr. Someguy;40706734]Speaking of, Source's way of loadings maps is terrible iirc. I was once told that when entering a new map, Source unloads everything from the old map, then loads the new one, even if the new and old map share a 90% similarity, it just dumps it all and reloads it :v:
If that's true, it explains the loading times.[/QUOTE]
Not exactly, you do unload quite a bit of stuff, and what takes the most time is the lightmaps; which really should be streamed (It's common tech now).
You can test it by loading d1_trainstation_02, then going and loading d1_trainstation_03, the first load will take about 2x that of the second.
[editline][/editline]
Just tried it myself, I get about 1/2 the loading time.
What I found completely annoying is the way the maps are loaded during gameplay - you just stand there with a small "loading" window in front of you until the next level loads. I think there should be an actual loading screen with a nice background of the next level (and perhaps a location label - trainstation, canals, citadel, etcetera) to make it visually appealing.
[QUOTE=Bumbanut;40710477]What I found completely annoying is the way the maps are loaded during gameplay - you just stand there with a small "loading" window in front of you until the next level loads. I think there should be an actual loading screen with a nice background of the next level (and perhaps a location label - trainstation, canals, citadel, etcetera) to make it visually appealing.[/QUOTE]eh, i'd rather at least keep the in-chapter transitions the way they are
[QUOTE=Bumbanut;40710477]What I found completely annoying is the way the maps are loaded during gameplay - you just stand there with a small "loading" window in front of you until the next level loads. I think there should be an actual loading screen with a nice background of the next level (and perhaps a location label - trainstation, canals, citadel, etcetera) to make it visually appealing.[/QUOTE]
Honestly, I reckon that'd only look good on transitions to new chapters.
They should get rid of this type of loading altogether. Just make it work like in Halo where you only get a loading screen upon transitioning into another level/chapter, while the loading in-chapter is done with little to no slowdowns for the player. It really kills the mood for me when I'm running from the metrocops after being teleported, only to just get frozen into place and having the music cut off before it can really kick in.
[QUOTE=Bokito;40710714]They should get rid of this type of loading altogether. Just make it work like in Halo where you only get a loading screen upon transitioning into another level/chapter, while the loading in-chapter is done with little to no slowdowns for the player. It really kills the mood for me when I'm running from the metrocops after being teleported, only to just get frozen into place and having the music cut off before it can really kick in.[/QUOTE]
While that would be the best thing, I'm pretty sure you can't do that on Source.
I remember faintly the music continuing in Half-Life 2 back in 2005/2006 after a new map. What I remember distinctly was during the time you have the airboat after the APC shovels rockets at you. The player enters a large cylindrical tunnel system (sewer?) and then the map changes but if you're quick enough the music continues.
[QUOTE=Fat-Corgi-Guy;40710784]While that would be the best thing, I'm pretty sure you can't do that on Source.[/QUOTE]
I know, it's more of a hope for Source 2 than for Source 1.
I think we can merge some maps together. Since this isn't 2005 anymore. We can handle it.
Only issue with some of them is they overlap hehe.
[I][B]Still[/B][/I] modelling, but I'm making progress :dance: Now I'm polishing and adding more details.
[t]http://i.imgur.com/JUuQ2nf.png[/t]
Oh, and sorry for not updating for a while, I didn't have time to work on the Gun.
[QUOTE=Bumbanut;40710477]What I found completely annoying is the way the maps are loaded during gameplay - you just stand there with a small "loading" window in front of you until the next level loads. I think there should be an actual loading screen with a nice background of the next level (and perhaps a location label - trainstation, canals, citadel, etcetera) to make it visually appealing.[/QUOTE]
I think still being able to see the map in the background helped add a lot to HL2's charm, as it made the whole game feel completely seamless, since you could see that where you were in the last level is the same place you load into in the next one. Plus HL2's always had incredibly minimal graphic design, from the main menu to the end credits, there are very few things they put on the screen. So a great big loading window with all kinds of pictures and words would be very un-HL2.
[QUOTE=glitchvid;40708086]Not exactly, you do unload quite a bit of stuff, and what takes the most time is the lightmaps; which really should be streamed (It's common tech now).
You can test it by loading d1_trainstation_02, then going and loading d1_trainstation_03, the first load will take about 2x that of the second.
[editline][/editline]
Just tried it myself, I get about 1/2 the loading time.[/QUOTE]
That could have been down to anything, the file could have been loaded from memory for all you know.
[QUOTE=The Vman;40712149]I think still being able to see the map in the background helped add a lot to HL2's charm, as it made the whole game feel completely seamless, since you could see that where you were in the last level is the same place you load into in the next one. Plus HL2's always had incredibly minimal graphic design, from the main menu to the end credits, there are very few things they put on the screen. So a great big loading window with all kinds of pictures and words would be very un-HL2.[/QUOTE]Good point.
Probably this has been mentionated before, but, you are going to do something with the Combine Helicopter?. For example:
[IMG]http://i.imgur.com/XaCxaxH.png[/IMG]
As you can see, looks like it can hold normal missiles and bombs. I´m not saying that it should fire rockets like the HL1 Apache (because it would break the gameplay), but at least making it more "fierce" ([URL="http://combineoverwiki.net/images/2/24/Chopper_fly.jpg"]like it was on their original concept art[/URL]).
Also, I think that Nirrti and Lt_Commander did a version of the helicopter with real blades (the default model has textures instead), maybe you could do the same or ask them for permission.
A last thing: could be the airboat gun be a REAL Combine Helicopter machine gun? It has little resemblance:
Helicopter:
[IMG]http://i.imgur.com/tJ7RFQv.png[/IMG]
Airboat:
[IMG]http://i.imgur.com/W8rrPhc.png[/IMG]
[QUOTE=Maestro Fenix;40713314]
Helicopter:
[IMG]http://i.imgur.com/tJ7RFQv.png[/IMG]
Airboat:
[IMG]http://i.imgur.com/W8rrPhc.png[/IMG][/QUOTE]
To me it looks about the same, just the barrel was shortened
[QUOTE=Maestro Fenix;40713314]Probably this has been mentionated before, but, you are going to do something with the Combine Helicopter. For example:
[IMG]http://i.imgur.com/XaCxaxH.png[/IMG]
As you can see, looks like it can hold normal missiles and bombs. I´m not saying that it should fire rockets like the HL1 Apache (because it would break the gameplay), but at least making it more "fierce" ([url=http://combineoverwiki.net/images/2/24/Chopper_fly.jpg]like it was on their original concept art[/url]).[/QUOTE]
The Hunter Chopper does use it's missile pods at least once. During the Combine Raid on Black Mesa East, a Hunter Chopper shows up. If you stay outside to watch it, they'll see it unload a ton of missiles into that 'pipe' above before it turns its attention to you and uses it's gun. It's missiles are not used against the Player.
As for the side-miniguns, I did have an idea to use those in a Chopper battle once, I don't know if it'll fit anywhere in the mod though. As we know, a dead Soldier is ejected once the chopper reaches 1/3 health. My idea was that instead of fighting normally, (assuming it's the gunner that dies), the Chopper's main gun becomes useless and it instead engages in strafing runs with it's wing mounted Machineguns (which would behave like drop-ship turrets). The Pilot would then attempt to fly directly over the player at a forward angle while firing these guns to try and kill him. Always thought that would be neat, could maybe add it as part of the boss battle, (if it's even possible), or just showcase it using guns like that during the street war (flying above the player, firing at an off-map target).
[QUOTE=Fat-Corgi-Guy;40713518]To me it looks about the same, just the barrel was shortened[/QUOTE]
I always assumed it was just a different model. It's like IRL where we have the same vehicles but sometimes slightly different (either different purpose, old and new, or even just made at different factories).
A slightly better comparison:
[IMG_thumb]http://combineoverwiki.net/images/f/f7/Hunter-chopper_cannon.jpg[/IMG_thumb]
[IMG_thumb]http://combineoverwiki.net/images/a/a2/Airboatgun.jpg[/IMG_thumb]
Looks like the main differences are the shorter barrel, lack of light and only one ammo belt. The models are obviously going to be redone, so presumably this could be fixed then?
[QUOTE=Mr. Someguy;40714166]I always assumed it was just a different model. It's like IRL where we have the same vehicles but sometimes slightly different (either different purpose, old and new, or even just made at different factories).[/QUOTE]
Except at the Rebel outpost where it gets attached one of the rebel's says it came from one of the choppers, and considering all the ones you see have the same type of gun, I highly doubt that it's a different product variation.
[QUOTE=Mr. Someguy;40714166]The Hunter Chopper does use it's missile pods at least once. During the Combine Raid on Black Mesa East, a Hunter Chopper shows up. If you stay outside to watch it, they'll see it unload a ton of missiles into that 'pipe' above before it turns its attention to you and uses it's gun. It's missiles are not used against the Player.[/QUOTE]
I didn´t knew that (Combine Overwiki doesn´t mention it neither). Well, time to look it.
Also your idea sounds great, but it wouldn´t fit on HL2, although I would wish to see that on another mods...
[QUOTE=Fat-Corgi-Guy;40714316]Except at the Rebel outpost where it gets attached one of the rebel's says it came from one of the choppers, and considering all the ones you see have the same type of gun, I highly doubt that it's a different product variation.[/QUOTE]
That's what I meant, the gun could be a different model (either older or made at a different factory) than the one on the Choppers we face.
Either way it's not a big deal, if you want to remodel them to be the same, go for it. The real reason they're different is probably either lack of coordination between modellers, or to make the one on the chopper stand out so you can see what it's looking at (usually you).
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