[QUOTE=Mr. Someguy;41067391]But you need to do it in HL2 to lower the nonsensical unmotorized drawbridge!
[sub]Fun Fact: HL2's Shipping Containers are 24 Feet. 24 Foot Containers are not normally used in Shipping, but for Storage.[/sub][/QUOTE]
You don't have to thrash it, you can lightly tap it! :eng101:
Actually I just either ram the buggy into the bridge or lower the magnet while swinging it into the bridge. You don't need to have a shipping container to lower the bridge.
I know for a fact that this happened once: I hit the bridge so hard backwards that the constraint snapped and the bridge broke off.
I know some SP mods used to break the bridge, both SMOD and early versions of Fakefactory the bridge wasn't attached to anything so you could knock it off.
But knowing SMOD that was probably a feature, and for Fakefactory, that was probably incompetence.
This bugs me a lot:
[url=http://files.1337upload.net/naananass.png][img]http://files.1337upload.net/t/naananass.png[/img][/url]
[QUOTE=oskutin;41074936]This bugs me a lot:
[url=http://files.1337upload.net/naananass.png][img]http://files.1337upload.net/t/naananass.png[/img][/url][/QUOTE]
Yeah, that's something that hasn't made sense ever. Although I'd be more supportive of instead having the road head down, rather than cutting through the docks.
Here's a thing. What about having leak rollermines (with the spikes out) floating in the water, re-purposed as Combine naval mines? Mostly around the Nova Prospekt beach area.
[QUOTE=Mr. Someguy;41078420]Here's a thing. What about having leak rollermines (with the spikes out) floating in the water, re-purposed as Combine naval mines? Mostly around the Nova Prospekt beach area.[/QUOTE]
Normally naval mines are underwater, so you can't just go around them :v:
[QUOTE=kaze4159;41078442]Normally naval mines are underwater, so you can't just go around them :v:[/QUOTE]
But that's not [I]coooooooool[/I].
If anything there should only be rusty, pre-war naval mines, like in the mod "Depot". Rebels wouldn't be able to get anything larger than a tugboat to work, and the water is shallow, so combine don't really need such protection.
[QUOTE=HGrunt;41078643]If anything there should only be rusty, pre-war naval mines, like in the mod "Depot". Rebels wouldn't be able to get anything larger than a tugboat to work, and the water is shallow, so combine don't really need such protection.[/QUOTE]
Doesn't hurt to have defenses. I mean the Combine already have weapon strippers throughout the Citadel even though citizens aren't supposed to be able to even tough the building let alone get inside. And the amount of guards at Nova Prospekt alone is ridiculous, there must be damn near a battalion stationed there.
Human mines would make even less sense though, why would they be there?
[QUOTE=Tuskin;41074894]I know some SP mods used to break the bridge, both SMOD and early versions of Fakefactory the bridge wasn't attached to anything so you could knock it off.
But knowing SMOD that was probably a feature, and for Fakefactory, that was probably incompetence.[/QUOTE]i remember standing there baffled in SMod, wondering how the hell i was supposed to get across
i remembered the teachings of Quake and rocket jumped
Its good that we are all discussing what things we need to change in the mod, but really who is even keeping track of all these things? I don't think anyone is looking forward into digging up the old threads page after page.
[QUOTE=kwant111;41079318]Its good that we are all discussing what things we need to change in the mod, but really who is even keeping track of all these things? I don't think anyone is looking forward into digging up the old threads page after page.[/QUOTE]
We should find a person to be a 'full time documenter', writing down all this stuff. :eng101:
[QUOTE=Fat-Corgi-Guy;41079866]We should find a person to be a 'full time documenter', writing down all this stuff. :eng101:[/QUOTE]
Okay.
[I]The Half Life 2 Enhancement Mod Features List[/I]
1 - Some number I'm sure: [B]Loads of stuff.[/B]
now pay up
You should see if the guys from [URL="http://gamebanana.com/studios/1109"]586 Studios[/URL] would be willing to help.
[QUOTE=Tuskin;41074894]I know some SP mods used to break the bridge, both SMOD and early versions of Fakefactory the bridge wasn't attached to anything so you could knock it off.
But knowing SMOD that was probably a feature, and for Fakefactory, that was probably incompetence.[/QUOTE]
Is there any footage of the bridge getting knocked off?
[QUOTE=oskutin;41074936]This bugs me a lot:
[url=http://files.1337upload.net/naananass.png][img]http://files.1337upload.net/t/naananass.png[/img][/url][/QUOTE]
Now I can't really remember how that spot looks, but could it be a boat ramp? v:v:v
[QUOTE=Fat-Corgi-Guy;41079866]We should find a person to be a 'full time documenter', writing down all this stuff. :eng101:[/QUOTE]
I'd do it, sometimes I swear I follow this thread closer than you do :v:
[QUOTE=Mr. Someguy;41083938]I'd do it, sometimes I swear I follow this thread closer than you do :v:[/QUOTE]
What makes you say that? I've read every single post since day 1 of threads 1-5, I check it every other hour throughout the day, tell me how you follow it closer than I do.
[QUOTE=Fat-Corgi-Guy;41084335]What makes you say that? I've read every single post since day 1 of threads 1-5, I check it every other hour throughout the day, tell me how you follow it closer than I do.[/QUOTE]
All Mr. Someguy does is stare at this thread, hitting f5 repeatedly until a new post appears.
:v:
[QUOTE=Chaotic Lord;41084859]All Mr. Someguy does is stare at this thread, hitting f5 repeatedly until a new post appears.
:v:[/QUOTE]
I doubt it, but meh. :v:
[QUOTE=Fat-Corgi-Guy;41084335]What makes you say that? I've read every single post since day 1 of threads 1-5, I check it every other hour throughout the day, tell me how you follow it closer than I do.[/QUOTE]
Do you like wake up every hour when you're sleeping to see what stupid shit we've posted here?
[QUOTE=I am Error;41084961]Do you like wake up every hour when you're sleeping to see what stupid shit we've posted here?[/QUOTE]
Maaaaybe.... [t]http://www.urbanplanet.org/forums/public/style_emoticons/default/whistling.gif[/t]
[QUOTE=Fat-Corgi-Guy;41084335]What makes you say that? I've read every single post since day 1 of threads 1-5, I check it every other hour throughout the day, tell me how you follow it closer than I do.[/QUOTE]
I've read every post since I found it sometime during thread 1. I always check this thread when I wake up, and for the rest of the day I look for it to show up every time I look through my Read Threads (it'll show up when someone makes a post), I also check for it in my subscribed threads (since 'important' read threads can 'fall off' the page, but subscribed threads always show up). Plus I check any time I'm in the Valve section, like visiting the HL thread. Can we call it even? :v:
[QUOTE=Mr. Someguy;41085062]Can we call it even? :v:[/QUOTE]
[sub][B]NEVER![/B][/sub]
[I]Yes[/I]
Here's a random thing just just popped into my head. When you park your car at the bridge, it'll be there when you come back, even if you park it [I]on[/I] the bridge. The problem with that is a Train very clearly heads over the bridge while we're gone.
My idea was that the car could be moved at some point during the under bridge level (which might be the same map if you decide to merge them, but it would be before the train passes overhead) and when you come back you'll either find it parked in the lot or maybe even on a trailer attached to a stationary Combine APC, perhaps with Combine Soldiers examining the engine and Tau Cannon.
Or move the field to make it impossible to park on the bridge.
[QUOTE=Mr. Someguy;41092778]Here's a random thing just just popped into my head. When you park your car at the bridge, it'll be there when you come back, even if you park it [I]on[/I] the bridge. The problem with that is a Train very clearly heads over the bridge while we're gone.
My idea was that the car could be moved at some point during the under bridge level (which might be the same map if you decide to merge them, but it would be before the train passes overhead) and when you come back you'll either find it parked in the lot or maybe even on a trailer attached to a stationary Combine APC, perhaps with Combine Soldiers examining the engine and Tau Cannon.[/QUOTE]
Vanilla HL2 already accounted for this. If the train hits the car while you're on the bridge, you get a game over "FAILURE TO PRESERVE MISSION-CRITICAL RESOURCES" screen. If that didn't happen to you, you were probably lucky and parked it on a part of the bridge the train missed.
[QUOTE=Tweevle;41093020]Vanilla HL2 already accounted for this. If the train hits the car you get a game over "FAILURE TO PRESERVE MISSION-CRITICAL RESOURCES" screen. If that didn't happen to you, you were probably lucky and parked it on a part of the bridge the train missed.[/QUOTE]
Nah that's not it. In HL2 the 'under bridge' level if a separate map from the top of the bridge. The train in that part is just the map shaking and some noise playing, it does not effect the other map in any way at all. I was just pointing out that you can park your car on the train tracks, go to the next map, hear the "train" pass, go back, and see your car still on the tracks.
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