• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
Most likely a different model format and texture format.
Or just encrypted with a new file format, ala Vindictus.
[QUOTE=Mr. Someguy;40976244]It would require reworking the NPC, but it's definitely possible. It's not a black wall though, the texture of the room's walls is just black, there's a flag that makes the Sniper invisible (and it's always checked). Also, the Sniper has no animations. I think it would be possible to make the Sniper Rifle from EP1 into a mounted emplacement, and just have Combine Soldiers man them. I doubt it's a high priority though, since the Sniper isn't that common and only has the simple function of making non-hitscan bullets go from here to there really fast. Of course that's just my opinion. I'm sure to the team and everyone else here, half the stuff I mention is low priority :v:[/QUOTE] But having to use Grenades to kill snipers is dumb, so having them be visible would be good imo.
[QUOTE=NateDude;40985933]But having to use Grenades to kill snipers is dumb, so having them be visible would be good imo.[/QUOTE] If the sniper can be seen, that sniper isn't very good at their job.
Then why have a big, highly visible, blue laser that instantly shows not only what's being targeted, but from where? :v: (Yes, I understand it was for gameplay purposes)
Well, I never said the Combine snipers WERE any good at their job. v:v:v
Fair enough.
You could have the sniper duck down as low as one can physically go with the barrel sticking out the window. Make him too difficult to shoot, but still barely visible so the player'll just go ahead and use explosives anyway.
[QUOTE=gk99;40988040]You could have the sniper duck down as low as one can physically go with the barrel sticking out the window. Make him too difficult to shoot, but still barely visible so the player'll just go ahead and use explosives anyway.[/QUOTE] I'd just place the sniper rifle model in the window, then have a piece of metal that reveals only a small slit for the barrel to come out. Just make sure there's room [i]above[/i] the sniper to toss a grenade in. For extra security, you could put a brush with a player clip texture on one side and a bullet-blocking texture on the other side. [editline]10th June 2013[/editline] Actually, you could just change the sniper's model to the rifle itself, then use it as an indicator of the sniper. Or you could just give the sniper's model the animations of a regular Combine soldier, give it the sniper rifle model, and use the AR2's animations. The animations won't fit the rifle properly, but they should be close enough from a distance.
Alternatively, we could leave it as Valve made it and not change perfectly fine shit :v:
[QUOTE=kaze4159;40988794]Alternatively, we could leave it as Valve made it and not change perfectly fine shit :v:[/QUOTE] If you followed that line of thinking, this mod wouldn't exist.
[QUOTE=Cheshire_cat;40988824]If you followed that line of thinking, this mod wouldn't exist.[/QUOTE] HL2 is full of shit that isn't perfectly fine
[QUOTE=kaze4159;40988794]Alternatively, we could leave it as Valve made it and not change perfectly fine shit :v:[/QUOTE] This. In the end I don't see any reason to change the way the sniper functions. The only thing I could think of is placing them further back into the building. As I said before, they're practically on the window frame, so it's very obvious when you stand under the window, that the laser and bullet is just originating from one point that can follow you anywhere.
It really seems like focus jumps to different aspects of half life 2, many people talking about different things in the same thread, it's just disorganized if left like this. Maybe there should be a forum with separate sub forums on discussing aspects of the game, for example go to the level design sub forum and select the chapter to discuss such as the train station or Ravenholm. We probably had over 5 different topics going on just on one page!
Part of the challenge with the snipers is staying out of sight whilst getting close. If you could shoot them with the crossbow, it removes the challenge
[video=youtube;RfZCMqDXljo]http://www.youtube.com/watch?v=RfZCMqDXljo[/video] Hey I hope you guys don't mind but I made a short video of the new face skins. Nice job!
[QUOTE=Callinstead;40994227]It really seems like focus jumps to different aspects of half life 2, many people talking about different things in the same thread, it's just disorganized if left like this. Maybe there should be a forum with separate sub forums on discussing aspects of the game, for example go to the level design sub forum and select the chapter to discuss such as the train station or Ravenholm. We probably had over 5 different topics going on just on one page![/QUOTE] I don't see a problem with it. Without developer intervention, we just let our conversation drift around to wherever. It's not like this hurts the developers, they're still working on whatever they're working on at the moment.
[QUOTE=cubis;40997112][video=youtube;RfZCMqDXljo]http://www.youtube.com/watch?v=RfZCMqDXljo[/video] Hey I hope you guys don't mind but I made a short video of the new face skins. Nice job![/QUOTE] I see GMan has a nicely vaselined face.
[QUOTE=Snood_1990;40998636]I see GMan has a nicely vaselined face.[/QUOTE] Yeah it's too shiny, and maybe it's just me but Barney's mouth and lower face looks weird when he's talking, maybe the rigging is off or something? idk...
Is it just me or was the way Valve handled snipers in HL2 really lazy?
[QUOTE=A B.A. Survivor;40998799]Is it just me or was the way Valve handled snipers in HL2 really lazy?[/QUOTE] The Sniper does what Valve intended it to. It's an enemy that can't be killed by small arms fire, and must be avoided until you can get close enough to kill it with an explosive weapon.
[QUOTE=Snood_1990;40998636]I see GMan has a nicely vaselined face.[/QUOTE] [QUOTE=Lev;40998734]Yeah it's too shiny, and maybe it's just me but Barney's mouth and lower face looks weird when he's talking, maybe the rigging is off or something? idk...[/QUOTE]that's because Corgi messed up a line in the material code. open the .VMT files of the new face textures with VTFEdit or your text editor of choice and remove the // marks from the $phongexponent command
[QUOTE=Joazzz;40999331]that's because Korgi messed up a line in the material code. open the .VMT files of the new face textures with VTFEdit or your text editor of choice and remove the // marks from the $phongexponent command[/QUOTE] Ah thanks for that, I'll update the download. [QUOTE=Joazzz;40999331]Korgi[/QUOTE] :v:
[QUOTE=A B.A. Survivor;40998799]Is it just me or was the way Valve handled snipers in HL2 really lazy?[/QUOTE] I like it because it's like how it is in hl1 too
TBH, I think all snipers should be is just a gun sticking out. and it moves like the turrets you can shoot. That way it feels like it's not just a line that magically shoots bullets, but at least something trying to kill you.
[QUOTE=Fat-Corgi-Guy;40999473]:v:[/QUOTE] [t]http://panelbound.files.wordpress.com/2011/10/korgi.jpg[/t] [QUOTE=Stiffy360;41000089]TBH, I think all snipers should be is just a gun sticking out. and it moves like the turrets you can shoot. That way it feels like it's not just a line that magically shoots bullets, but at least something trying to kill you.[/QUOTE] Naah. I don't think it needs anything added to it at all, it's a nice throwback to the HL1 style snipers. If anything the laser effect needs updating, it looks a little 2d.
Here's a random idea. What if the Sniper's laser was determined by difficulty? Example (and only an example, do not take this as a solid part of the suggestion): Easy: Normal Laser Normal: APC style Laser Hard: No Laser
might I make a suggestion? fragmented difficulty settings, and by that I mean separate options for AI intelligence, ammo scarcity or whatever the existing settings modify.
[QUOTE=Mr. Someguy;40998982]The Sniper does what Valve intended it to. It's an enemy that can't be killed by small arms fire, and must be avoided until you can get close enough to kill it with an explosive weapon.[/QUOTE] I don't mean the gameplay aspects of it, I mean that it's just a static standard soldier with a laser-shooting stomach hidden behind a black wall. I don't feel like I'm fighting anything.
[QUOTE=MrBunneh;41002551]might I make a suggestion? fragmented difficulty settings, and by that I mean separate options for AI intelligence, ammo scarcity or whatever the existing settings modify.[/QUOTE] Maybe make an advanced menu like there is for video settings. Or give preset buttons.
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