• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=Fat-Corgi-Guy;41012942]I found the "switchyard" and "stair well, etc." changes interesting, but others, such as having windows in the attic you crawl into, are pretty 'meh' to me. In regards to the windows, they're open for a reason, it's meant to show the player where to go. If you took that away then for those that either haven't played it, or don't remember that part too well, it would be confusing. We could add some broken glass around the edges I suppose. As for the elevator and Kleiner's lab, a while back MrSomeguy wrote about this, and if I recall right, we settled on leaving it the same. Making it into a stairwell is just pretty stupid (in my honest opinion), and going down an extra floor isn't all that emersion breaking. If we really need to change that we'd probably just extend the whole building up a bit, keeping the 2 floor ride, but making it make more sense from what you can see of the outside. And last but not least, the attic fight. When outside on the roofing you see the Combine APC driving towards the building right after you get to the spot where all the doves were, giving them plenty of time to get up a floor or two before you came down. The other thing is there could have already been people running up into the building before the APC drives up, considering they were waiting in 2 different rooms. As for the fight itself I always though it was- "Alyx comes up through the elevator, and fights the CPs, smashing one into the window (evidenced by the cop lying on the floor pretty close to the broken window)". Sorry if this sounds rude, I don't mean it to be, I really appreciate the research you guys are doing into the game, I just feel some of the things are unnecessary or don't make much sense [I]to me[/I].[/QUOTE] Thanks for the feedback! A lot of the small things I'm picking up on are fairly pedantic, but I just like to be thorough. I have no idea how feasible my suggestion are as I have no experience mapping, but I don't like just pointing out problems and leaving it at that. As you're keeping the elevator, would Sobek-'s suggestion be a better solution? [quote=Mr. Someguy] Instead of removing the catwalk, something else can be done about it though, like making it lead somewhere, but inaccessible. [/quote] Something like a caged ladder providing roof access, with the catwalk extending to a locked door in an adjacent building?
[QUOTE=Fat-Corgi-Guy;41018626]CPs and Combine Soldiers (-especially those) always had pretty high heels[I]- left pic[/I]. [t]http://images1.wikia.nocookie.net/__cb20091007090021/half-life/en/images/7/71/Metrocop.jpg[/t][t]http://img.photobucket.com/albums/v405/adibrook/P1010076.jpg[/t] We decided to model the boots of of 'Jack Boots', which look very similar, and also can have pretty high heels[I]- right pic[/I]. Jack boots were actually used in the military, mostly by Germans in WW2, so they are functional in combat.[/QUOTE] it also adds to the whole "fascist police state" thing p well, somehow. to me the only way to make military footwear look more oppressive than that would be to cover it in solid steel armor plates nazis made up so many tropes with their uniforms and appearance alone
[QUOTE=Joazzz;41018790]nazis made up so many tropes with their uniforms and appearance alone[/QUOTE] Hugo boss is practically rolling in the legacy of it.
[QUOTE=Fat-Corgi-Guy;41018626]CPs and Combine Soldiers (-especially those) always had pretty high heels[I]- left pic[/I]. [t]http://images1.wikia.nocookie.net/__cb20091007090021/half-life/en/images/7/71/Metrocop.jpg[/t][t]http://img.photobucket.com/albums/v405/adibrook/P1010076.jpg[/t] We decided to model the boots of of 'Jack Boots', which look very similar, and also can have pretty high heels[I]- right pic[/I]. Jack boots were actually used in the military, mostly by Germans in WW2, so they are functional in combat.[/QUOTE] Was about to post that, but glad you did.
Oh, I meant to ask earlier, any chance of getting a side-by-side of the old and new model of the CP Officer(both untextured)? If you're able to, I'd love to see it, even though I know next to nothing about modeling.
[QUOTE=Chaotic Lord;41021240]Oh, I meant to ask earlier, any chance of getting a side-by-side of the old and new model of the CP Officer(both untextured)? If you're able to, I'd love to see it, even though I know next to nothing about modeling.[/QUOTE] SourceSDK is being a little bitch at the moment so actually getting stuff compiled at this stage is going to be a problem.
[QUOTE=Snood_1990;41021320]SourceSDK is being a little bitch at the moment so actually getting stuff compiled at this stage is going to be a problem.[/QUOTE] Ah well. Guess I'll just have to wait until it's finished, then. Thanks anyway.
[QUOTE=Fat-Corgi-Guy;41018626]CPs and Combine Soldiers (-especially those) always had pretty high heels[I]- left pic[/I]. [t]http://images1.wikia.nocookie.net/__cb20091007090021/half-life/en/images/7/71/Metrocop.jpg[/t][t]http://img.photobucket.com/albums/v405/adibrook/P1010076.jpg[/t] We decided to model the boots of of 'Jack Boots', which look very similar, and also can have pretty high heels[I]- right pic[/I]. Jack boots were actually used in the military, mostly by Germans in WW2, so they are functional in combat.[/QUOTE] Those 'Jack Boots' look more like they should be on the Combine Elite than the Metro-Police. Because those 'Jack Boots' are way more thick than a Metro-Police's Boots, while the Metro-Police's Boots are more of a tall thin thing going on.
[QUOTE=Lugarshumps;41022636]Those 'Jack Boots' look more like they should be on the Combine Elite than the Metro-Police. Because those 'Jack Boots' are way more thick than a Metro-Police's Boots, while the Metro-Police's Boots are more of a tall thin thing going on.[/QUOTE] Not really, the Elite's boots are a lot thicker. [t]http://images1.wikia.nocookie.net/__cb20090527211633/half-life/en/images/9/9e/Overwatch_Elite.jpg[/t]
[QUOTE=Fat-Corgi-Guy;41023087]Not really, the Elite's boots are a lot thicker. [t]http://images1.wikia.nocookie.net/__cb20090527211633/half-life/en/images/9/9e/Overwatch_Elite.jpg[/t][/QUOTE] Yeah, a lot thicker, and a bit taller. Forgive me for not knowing the all the Team Members, but will you guys be doing the Combine's Voices?
[QUOTE=Lugarshumps;41023120]Yeah, a lot thicker, and a bit taller. Forgive me for not knowing the all the Team Members, but will you guys be doing the Combine's Voices?[/QUOTE] Why should we change the combine voices?
[QUOTE=Lugarshumps;41023120]Yeah, a lot thicker, and a bit taller. Forgive me for not knowing the all the Team Members, but will you guys be doing the Combine's Voices?[/QUOTE] Ehm, what was wrong with them in the first place? If we do anything with the sound, it will be either guns, ambient sounds, or messing with the sound engine itself. We can't possibly get the exact feeling valve set up for the voices, so we'll leave as is.
[QUOTE=Stiffy360;41023591]Ehm, what was wrong with them in the first place? If we do anything with the sound, it will be either guns, ambient sounds, or messing with the sound engine itself. We can't possibly get the exact feeling valve set up for the voices, so we'll leave as is.[/QUOTE] He didn't say they were anything wrong with them dude, he was just wondering.
[QUOTE=Hogie bear;41023825]He didn't say they were anything wrong with them dude, he was just wondering.[/QUOTE] Yeah, I was asking if you'd be adding more voices. I'm fine with the voices themselves.
I found a relatively simple way to resolve the issue with the elevator. It now goes down a single floor, but it's a lot slower, which still gives Alyx the time to deliver her lines: [t]http://cloud-2.steampowered.com/ugc/576740211033719290/5DF6D13A2FB8F30380FBC078A67F7120312D2EF0/[/t] [t]http://cloud.steampowered.com/ugc/576740211033724159/954B636D10D47BA3503719C36194507D9C546B49/[/t] [t]http://cloud-2.steampowered.com/ugc/576740211033727915/F40017943F5DCD423F20C69345887AA74CCC21EA/[/t] The big doors are replaced with another set of gates, since they would overlap otherwise due to the new layout.
[QUOTE=Tweevle;41025904]I found a relatively simple way to resolve the issue with the elevator. It now goes down a single floor, but it's a lot slower, which still gives Alyx the time to deliver her lines: [t]http://cloud-2.steampowered.com/ugc/576740211033719290/5DF6D13A2FB8F30380FBC078A67F7120312D2EF0/[/t] [t]http://cloud.steampowered.com/ugc/576740211033724159/954B636D10D47BA3503719C36194507D9C546B49/[/t] [t]http://cloud-2.steampowered.com/ugc/576740211033727915/F40017943F5DCD423F20C69345887AA74CCC21EA/[/t] The big doors are replaced with another set of gates, since they would overlap otherwise due to the new layout.[/QUOTE] I think that design is a great idea! Not only does it make actually seem a bit more realistic, which the mod is intended to do, but it levels it with the ground!
Jeez, how slow will that elevator have to go?
[QUOTE=Cows Rule;41025969]Jeez, how slow will that elevator have to go?[/QUOTE] Roughly 20 seconds. It's gonna be slow, unless he cuts some audio lines which no ones probably going to be fond of.
[QUOTE=Cows Rule;41025969]Jeez, how slow will that elevator have to go?[/QUOTE] It's not too bad - the old one was very fast. I figure it'd be pretty old and worn out by this time, anyway. Also, done some experimenting with increasing the draw distance in the coast maps: [t]http://cloud-2.steampowered.com/ugc/576740211033840287/03A455E20E3F8DB072D9C4E03F5060DF3260AABD/[/t] [t]http://cloud-2.steampowered.com/ugc/576740211033843170/EC6A3CEDD49DBB732F539406B545A67F3F0E9A43/[/t]
[QUOTE=Tweevle;41026095]It's not too bad - the old one was very fast. I figure it'd be pretty old and worn out by this time, anyway. Also, done some experimenting with increasing the draw distance in the coast maps: [t]http://cloud-2.steampowered.com/ugc/576740211033840287/03A455E20E3F8DB072D9C4E03F5060DF3260AABD/[/t] [t]http://cloud-2.steampowered.com/ugc/576740211033843170/EC6A3CEDD49DBB732F539406B545A67F3F0E9A43/[/t][/QUOTE] But weren't the Coast Maps made to be like that for the sense of not knowing where the hell to go? Have Corgie make the elevator textures look like it's one in an condemned ______________.
[QUOTE=Lugarshumps;41026043]Roughly 20 seconds. It's gonna be slow, unless he cuts some audio lines which no ones probably going to be fond of.[/QUOTE] Imo instead you could add a few second delay between boarding the elevator, and it moving. Then move it at 1/2 or 1/3 speed, then another couple seconds between stopping and the door opening, and then just let Alyx finish her lines before she starts moving. The Player can't advance out of that room without her anyway.
[QUOTE=Mr. Someguy;41026236]Imo instead you could add a few second delay between boarding the elevator, and it moving. Then move it at 1/2 or 1/3 speed, then another couple seconds between stopping and the door opening, and then just let Alyx finish her lines before she starts moving. The Player can't advance out of that room without her anyway.[/QUOTE] Or we can go with your idea, it's not like my opinion matters anyway. *sobs*
[QUOTE=Lugarshumps;41026148]But weren't the Coast Maps made to be like that for the sense of not knowing where the hell to go?[/QUOTE] I think it was more to with optimization and Source not being able to render large maps well at that point. Since we have better computers now and Ep2 made the engine better at handling big maps, we don't have to worry about that as much. It'd pretty cool to be able to see your destination and the places you've travelled in the distance - you'd feel more like you're in a real and massive world rather than small constricted sections.
[QUOTE=Tweevle;41026504]I think it was more to with optimization and Source not being able to render large maps well at that point. Since we have better computers now and Ep2 made the engine better at handling big maps, we don't have to worry about that as much. It'd pretty cool to be able to see your destination and the places you've travelled in the distance - you'd feel more like you're in a real and massive world rather than small constricted sections.[/QUOTE] I think that one works too, it fits in a lot better with me because the fog or whatever really pissed me off also, do you do this in the console or what?
[QUOTE=Lugarshumps;41026446]Or we can go with your idea, it's not like my opinion matters anyway. *sobs*[/QUOTE] Well I just timed it, her speech is about 11 seconds. So you could split it up like: Door Close to Moving = ~3 seconds Moving to Halted = ~6 seconds Halted to Door Open = ~1 second [sub]and a one second buffer, I did that on purpose, I'm just putting this here before anyone comments on my math[/sub] There, now it's split up, the elevator still moves at a decent speed, it just takes a little for it to actually move (we'll say because it's old). No need to cut anything, and the elevator still moved as a decent pace, though still kinda slow.
[QUOTE=Mr. Someguy;41026572]Well I just timed it, her speech is about 11 seconds. So you could split it up like: Door Close to Moving = ~3 seconds Moving to Halted = ~6 seconds Halted to Door Open = ~1 second [sub]and a one second buffer, I did that on purpose, I'm just putting this here before anyone comments on my math[/sub] There, now it's split up, the elevator still moves at a decent speed, it just takes a little for it to actually move (we'll say because it's old). No need to cut anything, and the elevator still moved as a decent pace, though still kinda slow.[/QUOTE] Yeah, that works, start with a slow-pace and build up to Quake Death-Match.
As for the Fog, it can be lifted significantly, although it might still be needed in some areas to mask where levels would appear if they were there. (like, if you're in Map 1 and Map 2 is across the inlet, you can't see Map 2 because it's not part of Map 1, so either mapper intervention (creating a basic version of Map 2 to be seen from Map 1) or fog would be needed). Are we still doing the Wasteland Bridge across the coast? Because you'd need to lighten the fog for that to be visible as well.
[QUOTE=Mr. Someguy;41026604]As for the Fog, it can be lifted significantly, although it might still be needed in some areas to mask where levels would appear if they were there. (like, if you're in Map 1 and Map 2 is across the inlet, you can't see Map 2 because it's not part of Map 1, so either mapper intervention (creating a basic version of Map 2 to be seen from Map 1) or fog would be needed). Are we still doing the Wasteland Bridge across the coast? Because you'd need to lighten the fog for that to be visible as well.[/QUOTE] Now I get it, so for the fog in the maps to go away we would need to connect them in like Hammer or something? Also, doing the Hammer approach. (connecting the maps) Would remove the loading screen transition, right?
[QUOTE=Lugarshumps;41026666]Now I get it, so for the fog in the maps to go away we would need to connect them in like Hammer or something? Also, doing the Hammer approach. (connecting the maps) Would remove the loading screen transition, right?[/QUOTE] Well, not necessarily. The fog serves 2 purposes: - It hides the terrain far away to keep it optimized (this is no longer a problem) - It hides the background, so the Devs didn't need to do LOD versions of other maps that are visible from one map If re remove the fog completely, depending on where the loading screens are, we might have to do LOD versions that can be seen in the distance. This is something that should be worked on anyway though imo, since some areas are much closer than they appear. Take this map as an example: [img]http://i460.photobucket.com/albums/qq330/HTML_Earth/Highway17.jpg[/img] As you can see, the road leading away from the second crane (the map north of the NLO marker) comes very close to the cliffs from the next map, the bridge. Dispite this, it's not visible [I]at all[/I] in the crane map. Aside from that, there are various errors in proportion (especially the end, which is [I]very[/I] disproportionate and even takes different routs than what the map suggests is there), but I think the Devs said (awhile ago) that they intended to fix those when they got to the mapper pass on the coast.
Which reminds me, does anyone find it quite unusual how Highway 17 [i]ends at a goddamn lighthouse[/i]? You'd think a major thoroughfare like that would at least end in a junction to another road.
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