• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=NixNax123;41203547]they will probably release the sdk with dota 2 engine when dota 2 releases[/QUOTE] Dota 2 has been released and the source code would make no sense to release. Now the Portal 2 code would be nice...
I thought we already had dynamic lighting with the ASW engine. There have been photos haven't there?
[QUOTE=glitchvid;41203608]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.[/QUOTE] Yeah I've heard of that talked about at here and on interlopers, but wasn't sure if it was a serious thing. Thanks for the heads up. [QUOTE=Cows Rule;41203849]I thought we already had dynamic lighting with the ASW engine. There have been photos haven't there?[/QUOTE] From what everyone has said, the code was there in the engine but Valve deactivaed it. Biohazard put it in, I guess.
[QUOTE=SpotEnemyBoat;41203931] From what everyone has said, the code was there in the engine but Valve deactivaed it. Biohazard put it in, I guess.[/QUOTE] No, ASW had projected textures (flashlight dynamic lights), but Biohazard actually wrote a deferred rendering pass: [media]http://www.youtube.com/watch?v=bMjXx-KweIo[/media] But it's a bit too broken / feature lacking to be used for a HL2 update (Point lights dont work).
[QUOTE=Armageddon104;41203638]Dota 2 has been released and the source code would make no sense to release. Now the Portal 2 code would be nice...[/QUOTE] I doubt they'll release the source code for Dota 2
[QUOTE=glitchvid;41203990]No, ASW had projected textures (flashlight dynamic lights), but Biohazard actually wrote a deferred rendering pass: [media]http://www.youtube.com/watch?v=bMjXx-KweIo[/media] But it's a bit too broken / feature lacking to be used for a HL2 update (Point lights dont work).[/QUOTE] Interesting stuff. But maybe Alfred can help fix it, since he apparently fixed HL2 with the mac update.
[QUOTE=SpotEnemyBoat;41204316]Interesting stuff. But maybe Alfred can help fix it, since he apparently fixed HL2 with the mac update.[/QUOTE] ...It's not Alfred's job or responsibility to fix a community member's code (And technically, it's a source limitation). I mean, if somebody could tell him to fix it so you could retrieve non-perspective render information from BSP: then by all means go ahead, but I doubt it'd get done. (^ I don't know much about rendering jargon, so that's not entirely accurate, somebody should bug Legend286 for specifics)
[QUOTE=glitchvid;41204365]...It's not Alfred's job or responsibility to fix a community member's code (And technically, it's a source limitation). I mean, if somebody could tell him to fix it so you could retrieve non-perspective render information from BSP: then by all means go ahead, but I doubt it'd get done. (^ I don't know much about rendering jargon, so that's not entirely accurate, somebody should bug Legend286 for specifics)[/QUOTE] I was just making a slightly tongue in cheek post, since the majority of the community likes to blame Alfred for bungled up state of Half-Life 2. But in reality, biohazard will be a Valve employee soon enough with his deferred rendering/source shader stuff. Since Valve reached out to him.
[QUOTE=SpotEnemyBoat;41204399]I was just making a slightly tongue in cheek post, since the majority of the community likes to blame Alfred for bungled up state of Half-Life 2. But in reality, biohazard will be a Valve employee soon enough with his deferred rendering/source shader stuff. Since Valve reached out to him.[/QUOTE] We can hope (Although I doubt he'd continue his MOD work while at VALVe), but Biohazard (as I've gotten the impression) just sorta does what he wants, so he might not jump on an opportunity to join VALVe)
Yeah, and I think he said that he wants to finish college before jumping at a chance to work for Valve.
that was like 5 years ago
Then I am slow...
It'd be great if the kinks in Bio's Deferred lighting were ironed out, you can spam dynamic lights everywhere and it hardly dropped my FPS
[QUOTE=Mr. Someguy;41187669]In BME you go down a lot, but then you go back up a tall ladder.[/QUOTE] And then you go down a hill, up a stairway, down a stairway, up another, quick drop, up another hill (skipping the "turn off" thingy) up a ladder, down a storey, down another, blah blah blah, then down a big huge mineshaft. Twice. Then up a long shaft to the surface, which may or may not match up with the original shaft's height. SO yeah, not very easy to tell.
Next chunk: [t]http://filesmelt.com/dl/canals1.jpeg[/t][t]http://filesmelt.com/dl/canals21.jpeg[/t][t]http://filesmelt.com/dl/canals3.jpeg[/t] When you flee across the train tracks you enter a boarded up basement corridor directly below the bridge outside Kleiner's lab, yet when you get back to surface level the bridge has moved (outlined in red). After disappearing behind the buildings it reappears collapsed in the canals. Ironically, if the bridge hadn't shifted position, this would line up quite nicely, minus the buildings getting in the way. Could these bridge bits be linked up? The yellow corrugated building behind the derelict house would need to be demolished, and a few of the other buildings would need to be reconfigured. After leaving the train station, the player heads down a long staircase and connecting corridor, which never made any sense to me, given how it serves no purpose for anything. Could this staircase and corridor be completely rebuilt? If the canal (outlined in blue) was extended it would intersect neatly with this area (and may have provided water for the old power plant). It would be a good area for an early physics challenge or make the encounter with the two metro cops more dynamic. Upon getting back to the surface there's a set of tracks to the right which, given the placement, is likely the express to Nova Prospekt. The player then train surfs to get to the abandoned house. This will probably be an unpopular idea, but could the train surfing be removed? Jumping onto a train at that speed would get anybody killed, and given how busy the tracks are there's no way the train would just stop. I'd propose replacing it with a simple physics puzzle, like a long plank as a temporary bridge (which then gets smashed by a razor train. Speaking of which: [t]http://filesmelt.com/dl/canals4.jpeg[/t] They don't fit. That track also sort of cuts through the train station tracks, but since there's a large wall blocking the view it's a bit of a non-issue. [t]http://filesmelt.com/dl/canals5.jpeg[/t] After the abandoned building the player crawls through a factory floor vent. Like almost all the ventilation in Half-life it doesn't really serve any purpose. It might be cool if it could replaced with a crawl-space, and allow the player to look up through cracks in the floor. It would tie in with the earlier suggestion of seeing what the citizens did as dayjobs. I'm not really sure what the next section is. If it's an inner city subway, then it should have two tracks and ticket barriers, and probably wouldn't go under the power plant. If it's for maintenance of industrial trains it gives piss poor access, and any trains requiring maintenance could just pull into a purpose built yard. Assuming it's a soviet subway, it would need a barred stairwell for surface access and ticket booths. The glass and possibly the pillars would need to go, but could be replaced with screens for train times, so there's still something to destroy. In fact, if I can make a personal request, can you put as much destructible stuff in the mod as possible? Some of the best fun I have in games is rearranging the architecture and making a mess. The last problem with this section is actually covered in the wikia, but I'll restate it here anyway. After meeting Boxcar Joe and the Vortigaunt the player approaches station 12 to see a massacre in progress. Looking up and left there's a collapsed bridge going right across the train tracks, which would block the razor trains. I've so far checked up to the bricks and see-saw puzzle, and there's no other inconsistencies. Given the compartmentalised level design errors would be difficult to spot in any case. This discussion about water level is interesting, I'm going to have a look at it. Is there a console command to send the player to a specific coordinate point, and is there any way to eliminate perspective?
[QUOTE=QwertySecond;41210034]This discussion about water level is interesting, I'm going to have a look at it. Is there a console command to send the player to a specific coordinate point, and is there any way to eliminate perspective?[/QUOTE] setpos [x y z] setpos_exact [x y z] Keep in mind that you can search for console commands using "find".
[QUOTE=kaze4159;41208562]It'd be great if the kinks in Bio's Deferred lighting were ironed out, you can spam dynamic lights everywhere and it hardly dropped my FPS[/QUOTE] Well it's kinda the point of deferred lighting to have the lights separated from the geometry, which is why it's so fast. You can pretty much have infinite unshadowed lights with decent performance, the cost per light is determined by the size on screen or basically how many pixels that light influences. The bugs can't really be fixed by anyone other than Valve, seen as the major bug: disappearing / broken shadows and oddly rendered lights... which boils down to broken occlusion culling on non-standard views such as orthographic and DPSM is something only Valve can fix.
[QUOTE=Nabile13;41210526]setpos [x y z] setpos_exact [x y z] Keep in mind that you can search for console commands using "find".[/QUOTE] That wouldn't work the way you would expect, due to how level transitions work. You will need to compare the height of the water from the entrances and exits from each connecting map
[QUOTE=highvoltage;41215154]That wouldn't work the way you would expect, due to how level transitions work. You will need to compare the height of the water from the entrances and exits from each connecting map[/QUOTE] I think your only alternative would be to stitch the maps together, or gather a series of pictures showing the major height changes and compare them using our own judgement. I might try the latter. [editline]27th June 2013[/editline] I looked into it, turns out Black Mesa East, Ravenholm, and the Coast are all on reletively level ground to each other, so levels shouldn't be a very big deal. What threw me off personally was that we can see what I assume is part of Ravenholm [I]ontop[/I] of the hill containing BME, so I assumed the entire town was ontop of that cliff, and thus there couldn't be sea access.
I know we aren't quite on the train station topic, but I just wanted to get this out of my head. Would the project accept payware models for certain things? For example, here is the DR1P train from half life 2 [IMG]http://images4.wikia.nocookie.net/__cb20090527032940/half-life/en/images/9/9b/Engine1.jpg[/IMG] And this is a DR1P modeled by Vargov Anton "vargov3d", on his site are many other [B]SUPERB[/B] models of eastern European trains, I haven't contacted him as of now, [U]but currently all of his train models are only [B]$1.00[/B] each[/U]. This was just a thought that might not work in the long run, but I just wanted to put it out there. [URL="http://vargov3d.com/models/index/caterory/24/"]http://vargov3d.com/models/index/caterory/24/[/URL] [IMG]http://vargov3d.com/images/3d_models-_train_25.jpg[/IMG]
[url=http://vargov3d.com/models/index/caterory/24/money/0/free/all/search/none/page/1/]He's got some really nice models[/url]. Speaking of, I know it's not related, but how do these sights even work? Selling models yeah, but different engines use different formats, even different versions of Source don't like each other (L4D models have weird chroming problems in 2007's engine for example). How do they make that work?
They are raw models with the textures included, they would need some modification and optimization to work in Source.
[QUOTE=Callinstead;41216488]I know we aren't quite on the train station topic, but I just wanted to get this out of my head. Would the project accept payware models for certain things? For example, here is the DR1P train from half life 2 [IMG]http://images4.wikia.nocookie.net/__cb20090527032940/half-life/en/images/9/9b/Engine1.jpg[/IMG] And this is a DR1P modeled by Vargov Anton "vargov3d", on his site are many other [B]SUPERB[/B] models of eastern European trains, I haven't contacted him as of now, [U]but currently all of his train models are only [B]$1.00[/B] each[/U]. This was just a thought that might not work in the long run, but I just wanted to put it out there. [URL="http://vargov3d.com/models/index/caterory/24/"]http://vargov3d.com/models/index/caterory/24/[/URL] [IMG]http://vargov3d.com/images/3d_models-_train_25.jpg[/IMG][/QUOTE] Naaaaah. Not worth paying for really, and I can guarantee they aren't optimised for game quality.
Anyone got that huge HL2 Map? I always used it as reference but suddenly it's gone now. [QUOTE=QwertySecond;41210034][t]http://filesmelt.com/dl/canals3.jpeg[/t] When you flee across the train tracks you enter a boarded up basement corridor directly below the bridge outside Kleiner's lab, yet when you get back to surface level the bridge has moved (outlined in red). After disappearing behind the buildings it reappears collapsed in the canals. Ironically, if the bridge hadn't shifted position, this would line up quite nicely, minus the buildings getting in the way. Could these bridge bits be linked up? The yellow corrugated building behind the derelict house would need to be demolished, and a few of the other buildings would need to be reconfigured.[/QUOTE] The bridge is a tricky one. There are 2 bridges that it could possibly be, but it's hard to tell. The Left bridge in your quoted screenshot is very consistent with the surroundings of the previous bridge, while the Right bridge is in the correct position. Considering the Right bridge might end up being removed anyway (it itself is a consistency error by blocking the train tracks) Pictured: Trainyard Bridge and Left Bridge (the first one). Note the brick building with the green roof, and the apartments with the orange siding. [t]http://i.imgur.com/ugx4zxu.jpg[/t][t]http://i.imgur.com/LDqKPU8.jpg[/t] Perhaps a better course of action may be to extend the underground scene and move us in the correct direction (left turn instead of right) so that we're in the correct position to the bridge, rather than somehow ending up far away from it on the wrong side? It would be quicker to do, and could give us time to finish the song for once (that song always cuts out for me, level is too short for it, nomatter how much I try to stall whilst still feeling like I'm trying to escape). [QUOTE=QwertySecond;41210034]Upon getting back to the surface there's a set of tracks to the right which, given the placement, is likely the express to Nova Prospekt. The player then train surfs to get to the abandoned house. This will probably be an unpopular idea, but could the train surfing be removed? Jumping onto a train at that speed would get anybody killed, and given how busy the tracks are there's no way the train would just stop. I'd propose replacing it with a simple physics puzzle, like a long plank as a temporary bridge (which then gets smashed by a razor train. Speaking of which: [t]http://filesmelt.com/dl/canals4.jpeg[/t] They don't fit. That track also sort of cuts through the train station tracks, but since there's a large wall blocking the view it's a bit of a non-issue.[/QUOTE] I had a similar idea, but for a different reason. My idea was to move the field up to the tunnel entrance, and create an alternate path (allowing the player to see the trainstation from afar, and orient themself in the world) [t]http://i.imgur.com/H6UVwqz.jpg[/t][t]http://i.imgur.com/hMdr4RF.jpg[/t][t]http://i.imgur.com/XCxNQ8E.jpg[/t] (also provides another view of the bridge) [QUOTE=QwertySecond;41210034]I'm not really sure what the next section is. If it's an inner city subway, then it should have two tracks and ticket barriers, and probably wouldn't go under the power plant. If it's for maintenance of industrial trains it gives piss poor access, and any trains requiring maintenance could just pull into a purpose built yard. Assuming it's a soviet subway, it would need a barred stairwell for surface access and ticket booths. The glass and possibly the pillars would need to go, but could be replaced with screens for train times, so there's still something to destroy.[/QUOTE] Honestly I've never thought of it as a subway, although I can understand that connection due to the bare surroundings and the unusual 'platforms' that seem to be there for no reason (although they are a little high up for a subway). Personally my alternate interperation was that it would have been an old loading bay lined with warehouses, like in this concept art from EP4: [img]http://combineoverwiki.net/images/6/6f/Ep4_tracks.jpg[/img] It could go either way I suppose, it'd be down to developer taste. I'd be fine with either, they both sorta make sense.
[QUOTE=Callinstead;41216488]I know we aren't quite on the train station topic, but I just wanted to get this out of my head. Would the project accept payware models for certain things? For example, here is the DR1P train from half life 2 [IMG]http://images4.wikia.nocookie.net/__cb20090527032940/half-life/en/images/9/9b/Engine1.jpg[/IMG] And this is a DR1P modeled by Vargov Anton "vargov3d", on his site are many other [B]SUPERB[/B] models of eastern European trains, I haven't contacted him as of now, [U]but currently all of his train models are only [B]$1.00[/B] each[/U]. This was just a thought that might not work in the long run, but I just wanted to put it out there. [URL="http://vargov3d.com/models/index/caterory/24/"]http://vargov3d.com/models/index/caterory/24/[/URL] [IMG]http://vargov3d.com/images/3d_models-_train_25.jpg[/IMG][/QUOTE] Nearly twice as big as the HL2 model. It would have to be cut in half.
[QUOTE=Mr. Someguy;41217337][t]http://i.imgur.com/hMdr4RF.jpg[/t][/QUOTE] Now that is something I want to avoid. Is it really that necessary to completely redirect the player? The music could just be shortened, or used somewhere else and a new piece written to go in its place. Granted if enough people really, really wanted it I guess we could make those changes you picture.
Just wondering, are you guys going to be re-animating the weapons? The crowbar could get some new animations since they don't look the best imo.
[QUOTE=aussiedropbear;41223671]Just wondering, are you guys going to be re-animating the weapons? The crowbar could get some new animations since they don't look the best imo.[/QUOTE] Yes they will be reanimated.
Please don't do stupid unnecessary map changes like that, big waste of time. Only do ones that will actually be noticable and improve the experience. Ain't nobody spotting those "consistency" problems unless they actively go hunting for them and have to draw over screenshots and all sorts of shit.
I don't understand why you'd even change it like that, seems pretty unnecessary.
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