Which thread do suggestions belong to now? This one, or the one in the 'Father'-forum (opened by glitchvid IIRC)?
Also, how about putting each suggestion in an own thread so people can see what has been considered already without wading through dozens or maybe hundreds of pages?
How 'bout we get some ratings here, this is vBulletin right? :dance:
This is not Vbulletin, if I had the $100-200 to drop for it, I'd certainly do it though. I may see about getting a ratings mod for SMF.http://custom.simplemachines.org/mods/index.php?mod=1066
http://custom.simplemachines.org/mods/index.php?mod=1066
http://www.simplemachines.org/community/index.php?topic=445872.0
not saying it HAS to be like FP in every respect, but we should get agree and disagree rates at the least.
Are we ever getting ANY form of a demo, even just for Ken's base?I don't think the mod has enough new content to justify a demo. It is available for playtesters to play, but it's still too early to release a demo to the public. Also, I assume making a demo takes some time (cutting out portions of gameplay as to not release the full version), so it doesn't really seem to be worthwhile at the moment.
add a gnome achievement
pick up a gnome from the trainstation, lose it when the combine trap you and have it teleport back at the entrance of ravenholm or near the elevator with alyx?
If I'm not wrong we could still possibly enable the splitscreen features anyway, now if I only I could get AWS to build on VS2013.
I'm presuming that in the GitHub release there should be templates for it.
If it is possible, maybe you can integrate Lua to HL2 and do thisNo need for Lua for that stuff- and more zombie variants are on our to-do list. :happy:
http://steamcommunity.com/sharedfiles/filedetails/?id=206166550 :headcrab: :headcrab: :headcrab:
No need for Lua for that stuff- and more zombie variants are on our to-do list. :happy:
If Valve released a properly developed SDK then I wouldn't mind working on the mod a bit more often. At this point I am just waiting for Source 2 while I'm working on some personal projects.Yeah, my main reason for hiatus is Source is becoming unbearable to work with. Using Blender, Unreal, Source 2 is a ton nicer.
Overhauling anything is a major pain in the ass. Source is for the most part sticked togheter with lot's of glue and tape. SFM is probably as badly done.
Sorry for sounding like a complete asshole on this threadEh?
If Valve released a properly developed SDK then I wouldn't mind working on the mod a bit more often. At this point I am just waiting for Source 2 while I'm working on some personal projects.
Overhauling anything is a major pain in the ass. Source is for the most part sticked together with lot's of glue and tape. SFM is probably as badly done.
I'd rather create an engine myself instead of struggling with the SDK, but as I said I'm not going to wait for Valve, I'll probably just move on with my own things, the mod is stuck in a development limbo state more or less.
So far there's only talks but nothing huge will really happen if you ask me, but that's just my view on it, I don't know what everyone else is planning but realistically speaking I don't see the mod going anywhere for quite a long time.
Is Source 2 even a thing? I mean Valve hasn't said anything official, and we both know how long it might take for Valve to release something (hell, might even couple of years). And what makes you think that Valve will release better SDK for Source 2?This is actually a bit more hopeful, Source 2 is indeed a thing; it was somewhat "silently" released for DotA 2 in the form of their workshop tools (Alpha, as always).
The whole Greenlight thing was just rather odd, a bit messy too, as I was also going to make some promotional materials for it but instead there's a bunch of mediocre screenshots on it and some weird videos I had never seen which has been bugging me ever since it was made, mostly because I can't even change them and fix the descriptions and whatever else, it looks pretty subpar and I am amazed it even got Greenlit in that state, it really shows how easily Greenlight allows rather mediocre products to fit in so easily, not sure what Valve was thinking with that, but someone else would have to speak about that probably, but I'm not sure, I might as well do it myself although I'll have to think about it, I doubt at this point it would matter seeing as way too much time has passed.The greenlight was done by BinaryRifle and Kenchan; so most of the art department didn't really get a warning beforehand either. It just sort of showed up, and most of us just rolled with it (What else where we to do?).
The bad thing though is that I did prepare what was needed, the stuff was just never uploaded. But yes until better tools are more fleshed out then development is going to be a bit slow or next to none. The mod isn't going to be abbandoned, as I said it's just in limbo.Yeah, I don't think any of us intend to just say "fuckit" and leave, but don't know what direction we want to take.
Source 2 is confirmed free for developers, when it comes out will you think about moving the mod over to it?
That's likely what will happen, Source has become extremely unusable in its later years, and working with 2048+2 textures on the engine makes it sometimes extremely unstable. The team is currently in hiatus, waiting for more information before we decide what our plan of action will be.
Surely you could spend this time creating textures and models? Even if you're not currently working on the engine there's a lot that could be done.
Not much of the rendering and lighting engine is intact in the Dota 2 version of the engine, so we don't know really anything about how textures need to be authored, maptypes, etc.
If the VR presentation was anything to go by, there's a bit of proprietary methods that are going to require authoring assets specially, something we can't do since no documentation has been release, and because it's not in the engine yet. Aside from textures and materials, we don't know polycount targets, or best-practices from valve; it would be going in blind.
Does that mean you'll be revamping the current models for Source 2 to be even more detailed? If so, would you think about releasing the models you've currently done for Source 1?
Yeah, my main reason for hiatus is Source is becoming unbearable to work with. Using Blender, Unreal, Source 2 is a ton nicer.
I didn't realize that post was from April, but anyway there's some very huge trust issues from what I've seen, which is why the mod is pretty much stuck where it is. Also some people simply do not to as they are told, which is really annoying but I already said that in the previous post.
Man, that's harsh. It's a shame to see such a good idea get stuck because nobody wants to do the work they're assigned and nobody wants to trust anyone else to do the same.
At this point I've started working on my own game, I just need to fix my sleeping schedule though.If it's cancelled or anything like that, could we ever have a download in its current state, Doing that at least the mod wont be totally dead doing this, It's one of those "It's not Half-Life 3 but i'll take it!" things. There have been people following this mod for a few years with the same internal question, "When is it coming out?!", and hearing "It's Dead, Jim." is really off putting, this is one of those unique mods, and maybe it would spring new life, more HALF of the current LIFE it could bring, Bug Posts, putting Devs on a fun little bug hunt... something?
But otherwise the project is pretty dead, I don't think there's enough determination to pull this off, if I wanted I could but I mainly took part into it to learn a thing or two and maybe give some aid, but I've realized that my time is probably better spent somewhere else. Even if it ever somehow gets revived the end result might either take years and it'll probably not be too impressive anyway. If we had actually worked on this with the current team day after day I think we could've easily been done with this in maybe two years. But at the current pace it's going to take 20.
It's a bit of a shame seeing as such a project could've opened quite a few jobs for anyone working on it really. But yes I think this is the last time I'll ever post here, even if Source 2 ever comes out I don't think much will happen, most people will get bored pretty quickly if they somehow end up working on this again.
I personally enjoy making games but I suppose it's not for everyone. I don't know maybe I'm horribly wrong and it'll actually work out well, but right now it's not really worth the wait.
Sorry I'm just a little bit dissapointed, I had higher hopes for this but eh, whatever.
Even if Source 2 ever comes out, considering how inept Valve has been overall, I really don't know what the hell is going to happen, I really wish I had an answer though.
If it's cancelled or anything like that, could we ever have a download in its current state, Doing that at least the mod wont be totally dead doing this, It's one of those "It's not Half-Life 3 but i'll take it!" things. There have been people following this mod for a few years with the same internal question, "When is it coming out?!", and hearing "It's Dead, Jim." is really off putting, this is one of those unique mods, and maybe it would spring new life, more HALF of the current LIFE it could bring, Bug Posts, putting Devs on a fun little bug hunt... something?
Just wondering, if the project does fall through, will any of the content created for it be released?
Just wondering, if the project does fall through, will any of the content created for it be released?
The announcement still fairly well conveys the state of the project: http://hl2em.com/forums/index.php/topic,2494.msg2870.html#msg2870
Most of the primary developers (The people who were making models, modifying levels, textures) are in contact, but nothing is being made right now. The project is in hiatus, if Source 2 comes out and we don't pick back up, then the project will probably be dead, if not then it'll come back; we're all waiting on Source 2 to see what happens.
So... Could we have a download? I mean it's on steam - it should be super-easy to allow dedicated people from this forums to try it, I'm dying to see what was there in your mod, to mess around a bit.
Lots of placeholder and broken stuff, all developers had their own content directory that the "modded" into the game to use, very little of what was made actually was included in the steam version, most of it had to be downloaded off the SVN and manually put in. (This was done because nobody but Ken knew how to pipe content onto steam)
The Steam version doesn't have much actual content in it, the code has quite a few changes (Ken did these), but a lot of the actual content is still in each developer's folder, quoting myself from Facepunch:
If you're looking for a "Better" HL2 Experience, look into Half-Life 2: Update, or download "Half-Life 2: Old Engine".
Nah, I'm not into 'better', I'm into WIP and broken stuff. I find 'behind the scenes' and in-development more interesting than release content.
So, is steam version basically a raw port to a different source engine branch? I'm just eager to see how it worked. It's Alien Swarm branch, isn't it?