• Project Borealis - Update 4
    83 replies, posted
While this looks amazing and surprisingly professional for such early development footage of a fan project, I remain somewhat skeptical as I'm worried about what they're going to do for voice actors. Have they said anything about that or is it a "we'll worry about it when we get that far" kind of thing? It would be really cool to see a GoFundMe or Kickstarter or whatever set up to pay the original voice actors an agreed upon rate to reprise their roles, might be a bit of a pipe dream but I'd chip in a few bucks, I'm sure lots of others would too.
The PB team is going to first reach out to the original VAs and if that fails, try as hard as they can to find vocal doppelgangers to do the lines.
https://i.kym-cdn.com/photos/images/original/000/731/179/856.jpg So a gun shooting grenades bugs you. But an Inter-dimensional Empire that took over earth in 7 hours is fine Who gives a fuck...
They basically only need Merle Dandridge and Michelle Forbes. I would bet you the fantastic Kleiner and G-Man/Barney impersonators from the Black Mesa team would be more than willing to record a few lines for the project in their spare time, if they were asked. At the very least, I bet they'd be willing to work for far less than professional voice actors, since they already have a steady source of income. Also, while their isn't a suitable Breen impersonator out their as far as I know, his role in Epistle Three could probably go to anyone, as the horrible mutations he went through could justifiably have rendered his voice unrecognizable as well.
As someone who hasn't been following the mod and only watched snippits of these two videos in the OP, I'm surprised people are still doing things in plain old Source. I mean, yeah it's what Half-Life was always in, and the whatever lighting work they've got down looks kind of pretty, but why are they still in So- Wait this is UE4, holy shit I was wondering why the physics looks so, well.... Much better. Still, they managed to port over the Half Life feel pretty well.
Well I mean when the grenade is visibly like four times the size of the barrel it comes out of, yeah, it does kind of bug me. It just looks bizarre as hell and while it was sort of okay for a game and a couple episodes, I'd just really like to see some changes that reflect the fact that this takes place on an entirely different continent, the Combine using an "updated" variant of the MP7 would be cool, or just an entirely different gun. That said, though, wouldn't be a huge deal if they kept it to something similar to the original. Their model looks good so far, I'm just still sick of looking at that exact MP7 after three games and years of Source modding.
It looks a bit flashy? Doesn't really feel like it quite captures all the nuances that made half-life 2 half-life 2 and seems to be a bit nostalgiabaity with having "things you remembered". Honestly I think they should just opt for a somewhat new movement system and weapons/ items (minus the gravity gun) and go in their own direction rather than trying to clone half life 2. If they're trying really really hard to clone half-life 2, then their should either try to keep all the nuances and essentially clone/recreate the movement source code for hl2, or just stick with source.
Well, good thing they literally cloned the movement code from HL2
This is always why I hoped to see someone model and animate a version of the MP7 with an underbarrel grenade launcher instead of the weird two-barrel weapon that makes no sense. Plus it would make the gun look a bit less piddly.
ah I see. I just didn't see the jank from crouch jumping, and it looked like he was abh'ing without crouch jumping, so I wasn't sure.
Yeah, it bugs me when a game about shooting guns can't be arsed to have finished weapons that are at least functionally coherent. For a game that is in good parts about immersion and the active investment of the player, it is baffling to see the things that will be on your screen 99% of the time have so little effort actually put into them.
I don't know, if you go by using guns to complete puzzles, the gravity gun alone eclipses Half Life 1 in depth and complexity. And there's nothing like mulching an enemy with the shotgun double fire and you can't tell me the magnum doesn't feel powerful. I wish the weapons got a little more varied and weird, but the pistol and smg feeling weak is fine by me, they're basically just used to mow down trash after you leave city 17.
That's not how that works
The HL2 magnum is without a doubt my favourite weapon in any video game ever. You are a fool to think that it sucks.
If you don’t want PBR UE4 isn’t for you. At that point why not make it a Sourcemod?
Such a shame that Source 2 isn't yet available to the public, Unreal Engine just doesn't cut it for me.
I treat the revolver in HL2 the same way I treat it in Metro 2033. It's basically a fucking sniper rifle.
Depends on the number of people orking on TF2. Then again, Panorama on CS:GO might be the first step in the right direction.
This might have been fixed, they released the offline mode for free to the public after all, it wouldn't make sense if the bots were completely broken.
In Metro's case, I build it to be a literal sniper rifle. Stock and scope and everything. I love high-accuracy high-damage revolvers in games, and to me, Half-Life 2's is definitely a quintessential representation of that idea.
If any of them are still actively voice acting, they probably won't be able to get them. There was a star wars fan project that almost got Obi-Wan's voice actor on board, but he couldn't because of some technicalities that I think had to do with the voice actor's guild.
HL2's arsenal IMO is let down by barebones animations and ragdolls that collapse suddenly as if they had no bones once they ran out of health. CS:GO style ragdolls and more modern animations would go a long way towards making the weapons fun, though the SMG has always been weak outside of the GL. And the reload anims in HL2 are just annoying outside of the crossbow. Like come on, he doesn't even reload the SMG he just shakes it around a bit.
Believe it or not, HL2's weapon designs (reloads specifically) and gunplay are very finely tuned to create a combat pacing that suited the game. Sure, flashy reload animations can be fun for a while, but the amount of time it sets you out of a fight is crucial. Look at DOOM for example, there is no reloading in the game. You think it was becasue the animators were lazy? It is a design choice.
Ah well, then it hasn't. They're pretty annoying when it comes to fixing things up.
You think Source is easier to use for artists than Unreal? Lol have you even used Unreal?
I'm not talking about the timings of the reloads, I'm literally talking about the animations themselves - the SMG is purposely put so low off screen so they didn't have to animate a clip going in, or the famous floating bullets of the 357. They could've easily modeled a speed loader, HL1's revolver has an almost identical reload time yet that has one.
To be entirely fair, while in terms of the overall game structure it feels fine like Valve polish, the actual assets are a different story given how much revision, reworking and otherwise went into pretty much everything, likely even up to last minute. Less about flashy animations and more about the fact that pretty much each of the weapons are awkwardly cobbled together, half a model in first-person for 2004 optimization tricks, and often have niggling little bugs and issues as mentioned last page. The AR2 is also a previously-mentioned main perpetrator of this, given that it's kind of a mangled model that they drew the texture onto from the first-person perspective, like they were in a rush for time and couldn't texture it like the other weapons at all, and the animations for some of the weapons are quite wonky.
Well not my fault you structure your sentences really badly.
The guns in HL2 look abysmal because no care went into making them look good in motion, not because it was necessary for smoother or faster gameplay. Your argument would make a lick of sense in a world where games like Unreal Tournament, the first Half Life and Quake 2 didn't exist, but they're right here to prove that a gun can have an animation that's more than just bobbing back and forth whilst retaining fast and frantic gunplay. Finely tuning gameplay to offer a specific experience doesn't mean you can put effort in the looks and feel of the game. As a demonstration : https://www.youtube.com/watch?v=WRHi9oyMXqE
But that takes time that's much better spent on flashy VR tech-demos
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