[QUOTE=Bumbanut;41154002]You should make it so that the drunk mode activates when you are bitten by the poison headcrabs.[/QUOTE]
This is legitimately a good idea. You'd think a neurotoxin bite like that would do more for the perception than just a red flash. Hell, you could mess with the player's view for all headcrab strikes if you wanted, would make them much more interesting/annoying enemies.
[QUOTE=Chonch;41162576]This is legitimately a good idea. You'd think a neurotoxin bite like that would do more for the perception than just a red flash. Hell, you could mess with the player's view for all headcrab strikes if you wanted, would make them much more interesting/annoying enemies.[/QUOTE]
regular headcrabs just have claws, they wouldn't mess up your vision
[QUOTE=Chonch;41162576]This is legitimately a good idea. You'd think a neurotoxin bite like that would do more for the perception than just a red flash. Hell, you could mess with the player's view for all headcrab strikes if you wanted, would make them much more interesting/annoying enemies.[/QUOTE]
That'd be an absolute pain in the ass, though, when there's both poison headcrabs and fast headcrabs. Imagine trying to shoot/crowbar the fast headcrabs with drunk mode.
[QUOTE=Chonch;41162576]This is legitimately a good idea. You'd think a neurotoxin bite like that would do more for the perception than just a red flash. Hell, you could mess with the player's view for all headcrab strikes if you wanted, would make them much more interesting/annoying enemies.[/QUOTE]
I always figured the suit absorbed the effects, plus that would get annoying real fast. Why would you want to make them annoying?
[QUOTE=Chonch;41162576]This is legitimately a good idea. You'd think a neurotoxin bite like that would do more for the perception than just a red flash. Hell, you could mess with the player's view for all headcrab strikes if you wanted, would make them much more interesting/annoying enemies.[/QUOTE]
And every time the HEV suit administers morphine to the player, drunk mode activated.
Poison headcrab = pyro goggles
Make the effect when you get bit by a poison headcrab similar to the effect when you're playing as Krieg in Borderlands 2 and you smack yourself in the face.
It's actually a really cool effect.
[QUOTE=SpotEnemyBoat;41164536]And every time the HEV suit administers morphine to the player, drunk mode activated.[/QUOTE]
That'd be fun, get hit often enough and you could OD.
[QUOTE=QwertySecond;41166228]That'd be fun, get hit often enough and you could OD.[/QUOTE]
que realistic vomit scene
[QUOTE=ColossalSoft;41165275]Make the effect when you get bit by a poison headcrab similar to the effect when you're playing as Krieg in Borderlands 2 and you smack yourself in the face.
It's actually a really cool effect.[/QUOTE]
Here's the effect, for those who don't play borderlands 2 and are wondering.
[video=youtube;Up0H4MGLoAU]http://www.youtube.com/watch?v=Up0H4MGLoAU[/video]
Poison Headcrab. Do NOT apply to the forehead.
I wonder if poison headcrabs will become a delicacy for rich people like poison fish and poison frogs are.
[quote][IMG]http://filesmelt.com/dl/Revnholm_11.png[/IMG][/quote]
Why are you using maps from the wc mappack?
It was re added as an easter egg.
[QUOTE=xalener;41165007]Poison headcrab = pyro goggles[/QUOTE]
In a young girl's heart, how the music can free her, whenever it starts...
I thought that area was just a bonus?
Speaking of that picture, I just thought I'd bring up that you might have to figure something out before you do that, since it doesn't make sense that we'd go from water level, up a tall ladder, and be at water level again. Thinking about it, is Shorepoint Base even at the same level as the door to BME?
[QUOTE=Mr. Someguy;41174390]I wonder if poison headcrabs will become a delicacy for rich people like poison fish and poison frogs are.[/QUOTE]
Well, technically they're venemous.
[QUOTE=Mr. Someguy;41175373]I thought that area was just a bonus?
Speaking of that picture, I just thought I'd bring up that you might have to figure something out before you do that, since it doesn't make sense that we'd go from water level, up a tall ladder, and be at water level again. Thinking about it, is Shorepoint Base even at the same level as the door to BME?[/QUOTE]
In the screenshot, you can see that ravenholm is further up on the coast, so it'd be assumed the water level stayed the same: the town is just multi-leveled.
Also, in BME you go down quite a bit, so it'd also be displaced.
[QUOTE=glitchvid;41176741]In the screenshot, you can see that ravenholm is further up on the coast, so it'd be assumed the water level stayed the same: the town is just multi-leveled.
Also, in BME you go down quite a bit, so it'd also be displaced.[/QUOTE]
In BME you go down a lot, but then you go back up a tall ladder.
This looks good, but I'm just hoping (I'm not assuming or indicating) that this wont just be model changes.
[QUOTE=pilot;41194533]This looks good, but I'm just hoping (I'm not assuming or indicating) that this wont just be model changes.[/QUOTE]
Yes, this is going to be more than just model changes. For an example, back on [url=http://facepunch.com/showthread.php?t=1263005&p=40845084&viewfull=1#post40845084]page 37[/url] is some map changes to the trainstation, and we're going to have at least 90% of all textures in HL2 remade in higher quality. Also read over [url=http://facepunch.com/showthread.php?t=1263005]the OP[/url] again please, we state all the stuff we're going/hoping to do in this mod.
Source SDK 2013
[URL]http://store.steampowered.com/news/10962/[/URL]
what means for this mod? :smile:
[QUOTE=Robertto;41202724]Source SDK 2013
[URL]http://store.steampowered.com/news/10962/[/URL]
what means for this mod? :smile:[/QUOTE]
Ken could update HL2 code with the newer one using this SDK2013. I guess that is all.
It says in the update news you just have to change the gameinfo.txt to support the new form (steampipe and all)
[QUOTE=DwarfOverlord;41202987]It says in the update news you just have to change the gameinfo.txt to support the new form (steampipe and all)[/QUOTE]
Too bad that it has nothing to do with ASW Engine which is used in Half-Life 2: Enhancement Mod...
[QUOTE=Robertto;41202724]Source SDK 2013
[URL]http://store.steampowered.com/news/10962/[/URL]
what means for this mod? :smile:[/QUOTE]
well sir it means
absolutely nothing
From the other thread it's still the orange box engine, which means no deferred rendering from Dota 2.
No gains tbh.
[QUOTE=Fat-Corgi-Guy;41194950]Yes, this is going to be more than just model changes. For an example, back on [url=http://facepunch.com/showthread.php?t=1263005&p=40845084&viewfull=1#post40845084]page 37[/url] is some map changes to the trainstation, and we're going to have at least 90% of all textures in HL2 remade in higher quality. Also read over [url=http://facepunch.com/showthread.php?t=1263005]the OP[/url] again please, we state all the stuff we're going/hoping to do in this mod.[/QUOTE]
One thing I'd like to know is the "dynamic lighting" bit in the OP, when other members of the mod said there is no plans for it. To me a big difference would be biohazard's lighting effects mod for ASW, it looks gorgeous. It's a bit confusing imo.
they will probably release the sdk with dota 2 engine when dota 2 releases
[QUOTE=SpotEnemyBoat;41203319]
One thing I'd like to know is the "dynamic lighting" bit in the OP, But Glitchvid has said there are no plans for it. To me a big difference would be biohazard's lighting effects mod for ASW, it looks gorgeous. It's a bit confusing imo.[/QUOTE]
I'm not the team lead (just outspoken): If Corgi is putting dynamic lighting in the mod (If we can get a working version...) then it'll be in the mod.
As for plans I know of, one of the Coders is working on a deferred rendering pipeline: I don't know the progress or anything else about it.
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