• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=Yanzl;41520443]Yeah, thought of that, but instead of decals, the road is a blend texture so you can paint the cracks on the road. Also they have their own bumpmaps, which isn't possible with decals.[/QUOTE] That's what they did with the roads in Ep2, IIRC.
[QUOTE=Yanzl;41518791]Texture stuff: [img]http://shrani.si/f/2g/r0/4hP5BbM7/test0009.jpg[/img][/QUOTE] There had better be a four leafed cover hidden in there somewhere.
I've been playing a lot of mods recently, and I'm getting really irate at how many bullets it takes to kill soldiers. Unloading an entire smg mag at point blank, asides from being pretty immersion breaking, feels like a time consuming chore. So I got to thinking, what if the damage was affected by distance? At long range, hits are less damaging, and vice versa, for both the player and NPCs. It could make close fighting much faster paced, and long range engagements more interesting as killing the enemy from as far away as possible is suddenly very desirable.
[QUOTE=QwertySecond;41521384]I've been playing a lot of mods recently, and I'm getting really irate at how many bullets it takes to kill soldiers. Unloading an entire smg mag at point blank, asides from being pretty immersion breaking, feels like a time consuming chore. So I got to thinking, what if the damage was affected by distance? At long range, hits are less damaging, and vice versa, for both the player and NPCs. It could make close fighting much faster paced, and long range engagements more interesting as killing the enemy from as far away as possible is suddenly very desirable.[/QUOTE] just edit your skill.cfg, there's values dependent on things like that
I don't fully understand what you're getting at. If both sides do less damage at range, why does that make killing the ranged soldier more desirable? Aside from that, I don't think the weapons need a dramatic rebalance, the SMG does what it needs to for most of the game, then gets replaced by the AR2 which shreds soldiers. And despite being replaced, it's still a good backup weapon. Besides, the soldiers were meant to withstand combat, they're not supposed to drop like flies. If anything I would have suggested we reduce the health of rebels and just have a lot more of them (maybe use npc_makers and assaults to keep a fresh flow of citizens)?
[QUOTE=Mr. Someguy;41521920]I don't fully understand what you're getting at. If both sides do less damage at range, why does that make killing the ranged soldier more desirable? Aside from that, I don't think the weapons need a dramatic rebalance, the SMG does what it needs to for most of the game, then gets replaced by the AR2 which shreds soldiers. And despite being replaced, it's still a good backup weapon. Besides, the [B]soldiers were meant to withstand combat[/B], they're not supposed to drop like flies. If anything I would have suggested we reduce the health of rebels and just have a lot more of them (maybe use npc_makers and assaults to keep a fresh flow of citizens)?[/QUOTE] If you're talking about body-modification, this statement is very clearly backed up by the fact I can shoot them in the head a couple of times through their paper-thin armor(which is backed up by the fact that every time you shoot a soldier, blood decals appear)and they still live. [sp]Unless that theory about moving their brains elsewhere in their body that was sprouted by the Zombine's lack of skull was true, that is.[/sp]
If their armour is paper thin, then that would imply that Overwatch Soldiers [url=http://combineoverwiki.net/images/f/f5/Overwatch_Soldier_mp7.jpg]are fat[/url], which we know [url=http://combineoverwiki.net/images/0/03/Stripped_combine_soldier.jpg]they're not[/url]. Source only supports one decal type, so it can't have blood for the legs and dents for the chest, unfortunately. As for blood on the walls behind them, rule of cool. [editline]19th July 2013[/editline] On that note, I did try to change the decal type before, but it doesn't work. $surfaceprop doesn't actually do anything :v:
[QUOTE=Mr. Someguy;41522739]If their armour is paper thin, then that would imply that Overwatch Soldiers [url=http://combineoverwiki.net/images/f/f5/Overwatch_Soldier_mp7.jpg]are fat[/url], which we know [url=http://combineoverwiki.net/images/0/03/Stripped_combine_soldier.jpg]they're not[/url]. Source only supports one decal type, so it can't have blood for the legs and dents for the chest, unfortunately. As for blood on the walls behind them, rule of cool. [editline]19th July 2013[/editline] On that note, I did try to change the decal type before, but it doesn't work. $surfaceprop doesn't actually do anything :v:[/QUOTE] Maybe there's a reason he's stripped and not currently fighting a crowbar-wielding scientist :v: [editline]he's totally fat and you know it[/editline] Yeah, pretty sure whatever's in the .qc overrides the .vmt.
[QUOTE=Mr. Someguy;41522739]If their armour is paper thin, then that would imply that Overwatch Soldiers [URL="http://combineoverwiki.net/images/f/f5/Overwatch_Soldier_mp7.jpg"]are fat[/URL], which we know [URL="http://combineoverwiki.net/images/0/03/Stripped_combine_soldier.jpg"]they're not[/URL]. Source only supports one decal type, so it can't have blood for the legs and dents for the chest, unfortunately. As for blood on the walls behind them, rule of cool. [editline]19th July 2013[/editline] On that note, I did try to change the decal type before, but it doesn't work. $surfaceprop doesn't actually do anything :v:[/QUOTE] Lore/logic or no, bullet sponge enemies are never fun.
[QUOTE=Magmacow358;41524189]Lore/logic or no, bullet sponge enemies are never fun.[/QUOTE] No, bullet sponge enemies that don't have any 'signs' of taking damage: are no fun. A good example of them being fun (at least my opinion) is the Antlion Guard battle in EP2.
[QUOTE=QwertySecond;41521384]I've been playing a lot of mods recently, and I'm getting really irate at how many bullets it takes to kill soldiers. Unloading an entire smg mag at point blank, asides from being pretty immersion breaking, feels like a time consuming chore. So I got to thinking, what if the damage was affected by distance? At long range, hits are less damaging, and vice versa, for both the player and NPCs. It could make close fighting much faster paced, and long range engagements more interesting as killing the enemy from as far away as possible is suddenly very desirable.[/QUOTE] Maybe the soldiers are hard to kill because all of them use some kind of armor [?] Just look at those guys, think how strong a bullet has to penetrate: [IMG]http://images2.wikia.nocookie.net/__cb20100205172718/half-life/en/images/b/b0/Overwatch_three.jpg[/IMG] [IMG]http://i2.ytimg.com/vi/epRdeTLSKa0/hqdefault.jpg[/IMG]
Antlion Guards and Hunters begin to bleed as they near death.
hm... any ideas?
Maybe they should just have different clothy decals and still spurt blood. Or only spurt blood on the killing blow.
maybe we can have much less bloody splatters, depending on the weapon used or something, maybe have a bigger variety of decals so they can stack on each other making one big smear as the player hits the enemy, without looking all repeated
I'm personally a fan of minimalist HUD's and mostly non-existant HUD's. Do you think there'd be a way to make the HUD smaller without doing the dreaded cl_drawhud 0?
[QUOTE=wauterboi;41526652]I'm personally a fan of minimalist HUD's and mostly non-existant HUD's. Do you think there'd be a way to make the HUD smaller without doing the dreaded cl_drawhud 0?[/QUOTE] As far as FPS HUDs go, I think half life's is more on the minimalist end of the spectrum. I can't really think of a way to make it more so besides just simply downsizing it.
Nothing wrong with HL hud, displays only important information towards the bottom, nice and out of the way. However, I'd have no opposition to having a mode where we must operate on the suit's vox entirely. Something like Trespasser's ammo system.
[QUOTE=Magmacow358;41524189]Lore/logic or no, bullet sponge enemies are never fun.[/QUOTE] You can take out 2 Overwatch Soldiers in a single SMG magazine, the third weapon you get in the game. I wouldn't call that a bullet sponge. You'd seriously fuck up balance if you made every humanoid enemy killable in 1-3 shots. That is a [u]major[/u] gameplay change to make, and I don't think a lot of fans would go for that. Imo, this is on-par with complaining that the Gunship / Strider takes too many rockets. If you want to see a bullet sponge, play Borderlands, some of the enemies take half a dozen magazines to kill, if not more. Besides, if you want everything to die fast, play on easy or mod the .cfg when this comes out.
[QUOTE=p0rtalplayer;41526702]As far as FPS HUDs go, I think half life's is more on the minimalist end of the spectrum. I can't really think of a way to make it more so besides just simply downsizing it.[/QUOTE] I think it's pretty minimalist, but I think it'd be nice to see how much further it can be moved out of the way - even if it's switched on and off. The vox thing sounds really cool especially since there's sound files for the different percents your health is at.
[QUOTE=Mr. Someguy;41526859]You can take out 2 Overwatch Soldiers in a single SMG magazine, the third weapon you get in the game. I wouldn't call that a bullet sponge. You'd seriously fuck up balance if you made every humanoid enemy killable in 1-3 shots. That is a [u]major[/u] gameplay change to make, and I don't think a lot of fans would go for that. Imo, this is on-par with complaining that the Gunship / Strider takes too many rockets. If you want to see a bullet sponge, play Borderlands, some of the enemies take half a dozen magazines to kill, if not more. Besides, if you want everything to die fast, play on easy or mod the .cfg when this comes out.[/QUOTE] Another point is ammo, the SMG is fairly weak, but balanced out by ammo being fucking everywhere (You even have an infinite supply of it on the Jeep), it's HL2's "bullet hose" that you can fall back to when more powerful weapons are empty If you made the SMG more powerful, you'd have an almost instakill (with the fast firerate) smg with a near limitless supply of ammo, every other gun would be pointless
[QUOTE=wauterboi;41526956]I think it's pretty minimalist, but I think it'd be nice to see how much further it can be moved out of the way - even if it's switched on and off. The vox thing sounds really cool especially since there's sound files for the different percents your health is at.[/QUOTE] Just make it contextual like Far Cry 2, not taking any damage or haven't grabbed a medkit? Health bar disappears. Not shooting your gun or haven't just switched to a weapon, ammo bar disappears. Just make everything act like the sprint meter. Also remove the big round cross hair, I'd go for a small dot. Also just a small thing I've always thought would be cool. Change the combine $surfaceprop to metal. It would be so cool to see sparks off their armor.
[QUOTE=Armageddon104;41527578]Just make it contextual like Far Cry 2, not taking any damage or haven't grabbed a medkit? Health bar disappears. Not shooting your gun or haven't just switched to a weapon, ammo bar disappears. Just make everything act like the sprint meter. Also remove the big round cross hair, I'd go for a small dot. Also just a small thing I've always thought would be cool. Change the combine $surfaceprop to metal. It would be so cool to see sparks off their armor.[/QUOTE] I saw the armor as more of a kevlar-ish malleable material rather than metal, meaning the bullets would just sort of be absorbed rather than create sparks. It would be a cool effect, but out of place on the combine soldiers - maybe, on the elites, since their armor seems more metallic.
[QUOTE=Armageddon104;41527578]Just make it contextual like Far Cry 2, not taking any damage or haven't grabbed a medkit? Health bar disappears. Not shooting your gun or haven't just switched to a weapon, ammo bar disappears. Just make everything act like the sprint meter. Also remove the big round cross hair, I'd go for a small dot. Also just a small thing I've always thought would be cool. Change the combine $surfaceprop to metal. It would be so cool to see sparks off their armor.[/QUOTE] 1.) Frankly, I'd like to know if I have half-health or not. 2.) Same with ammo so I don't go into a firefight holding a mostly empty .357 3.) If you haven't noticed, the big round crosshair has a use. iirc it's to show ammo. Haven't played HL2 in awhile.
[QUOTE=gk99;41527617]1.) Frankly, I'd like to know if I have half-health or not. 2.) Same with ammo so I don't go into a firefight holding a mostly empty .357 3.) If you haven't noticed, the big round crosshair has a use. iirc it's to show ammo. Haven't played HL2 in awhile.[/QUOTE] The 2 bars represent ammo and health. [editline]20th July 2013[/editline] [QUOTE=p0rtalplayer;41527607]I saw the armor as more of a kevlar-ish malleable material rather than metal, meaning the bullets would just sort of be absorbed rather than create sparks. It would be a cool effect, but out of place on the combine soldiers - maybe, on the elites, since their armor seems more metallic.[/QUOTE] Nah, it'll just feel like you're hitting an invincible wall, instead of doing damage.
[QUOTE=kaze4159;41526977]Another point is ammo, the SMG is fairly weak, but balanced out by ammo being fucking everywhere (You even have an infinite supply of it on the Jeep), it's HL2's "bullet hose" that you can fall back to when more powerful weapons are empty If you made the SMG more powerful, you'd have an almost instakill (with the fast firerate) smg with a near limitless supply of ammo, every other gun would be pointless[/QUOTE] Interestingly, the the SMG in HL1 actually has a slightly higher TTK than the version seen in HL2. But pretty much all weapons in HL1 have a higher TTK than HL2's versions, except maybe the .357 and the crossbow.
[QUOTE=glitchvid;41527631]The 2 bars represent ammo and health. [editline]20th July 2013[/editline] Nah, it'll just feel like you're hitting an invincible wall, instead of doing damage.[/QUOTE] Perhaps, but I think having bullets sort of ricochet off with sparks would seem to have a similar effect. After all, you don't do much damage to a metal wall by shooting it. In both cases, the combine might benefit from better reaction animation to taking bullets. Even when wearing heavy armor, I would think a fast-moving bullet would have a bit more oomph than they currently seem to.
[QUOTE=p0rtalplayer;41527693]Perhaps, but I think having bullets sort of ricochet off with sparks would seem to have a similar effect. After all, you don't do much damage to a metal wall by shooting it. In both cases, the combine might benefit from better reaction animation to taking bullets. Even when wearing heavy armor, I would think a fast-moving bullet would have a bit more oomph than they currently seem to.[/QUOTE] I think boosting the volume of impact sounds, and giving a nice sexy blood spurt (right now it's sorta a poof) would improve damage feedback.
[QUOTE=p0rtalplayer;41527693] In both cases, the combine might benefit from better reaction animation to taking bullets. Even when wearing heavy armor, I would think a fast-moving bullet would have a bit more oomph than they currently seem to.[/QUOTE] Newton would say otherwise
The combine transhuman's probably wouldn't flinch too much, cause they're cyborgs wearing some kind of kevlar + helmet. But metro cops, rebel's and most zombie's would flinch.
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