LikuI, am the Somberlain.Join Date: 2003-01-10Member: 12128Members
God, what a waste. You think they'd release something new and amusing, not just new. New enemys/weapons get real dull real fast. Nothing good about Sven Co-Op but the HL Single Player Co-Op... maybe that Resident Evil Map Pack for it will be good... maybe.
Mmm...lets try to keep the subjective vet-bashing to our selves, mmmkay? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
So far from what I've played of Sven 3.0.....well, I simply love it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
The new physics system = <b>pwn</b> The new client-side monster optimizations = <b>PWN</b> (I can hardly stress this enough) The new High-definition models = <b>pwn</b> The (much, <i>MUCH</i> better) AI = <b>pwn</b> New weapons = <b>awesome</b> new monsters = <b>graaaaavy</b> new maps = <b>*drool* need I say more? </b>
Come to think of it, I can't think of a <i>single</i> thing about 3.0 that disappoints me. Do yourselves a favor and download it now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I find sven co-op most fun when you have some people/friends you know playing with you. Playing with random people is ok but nothing like playing with friends.
LikuI, am the Somberlain.Join Date: 2003-01-10Member: 12128Members
I haven't seen anything that's "High Definition" but headcrabs... they just look re-skinned. There's a flaw in a map so you can't continue Single Player, and one Grunt takes 30 bullets... right.
Yeah - THAT'S something that I noticed to my utter dismay, Bosnian. D:
Oh yes - and liku: Grunts have always taken many bullets to kill. And for the HD models? There's a new Gonome, Headcrab, male assassin, Various OpFor Grunts, Otis, Zombie Barney, and zombie grunt (as can be seen if one bothers to reall the manual posted on the front page of <a href='http://www.svencoop.com' target='_blank'>SvenCoop.com</a> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> )
LikuI, am the Somberlain.Join Date: 2003-01-10Member: 12128Members
<!--QuoteBegin--Dubbilex+Dec 24 2003, 11:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dubbilex @ Dec 24 2003, 11:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh yes - and liku: Grunts have always taken many bullets to kill. And for the HD models? There's a new Gonome, Headcrab, male assassin, Various OpFor Grunts, Otis, Zombie Barney, and zombie grunt (as can be seen if one bothers to reall the manual posted on the front page of <a href='http://www.svencoop.com' target='_blank'>SvenCoop.com</a> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> No, I didn't bother. I wouldn't need it for this simple game. And those Models are HD? Not noticable at all.
Some people love this, some people don't, get over it. There's no need to post several times in the same thread about how crappy the mod is in your eyes.
This MOD is so 1337 that when i started up an undedicated server just for fooling around trying to configure my binds(for all the weapons and stuff), some people joined... After a few minutes(!) the server was full(8 players default) and I ended up playing till like 6:30 AM on a full non-dedicated server with some random peeps I've never met before... until sven-coop kind of crashed a bit( <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> ), but it may as well have I needed to sleep anyway.
<!--QuoteBegin--Liku+Dec 25 2003, 01:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Liku @ Dec 25 2003, 01:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Dubbilex+Dec 24 2003, 11:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dubbilex @ Dec 24 2003, 11:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh yes - and liku: Grunts have always taken many bullets to kill. And for the HD models? There's a new Gonome, Headcrab, male assassin, Various OpFor Grunts, Otis, Zombie Barney, and zombie grunt (as can be seen if one bothers to reall the manual posted on the front page of <a href='http://www.svencoop.com' target='_blank'>SvenCoop.com</a> <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> No, I didn't bother. I wouldn't need it for this simple game. And those Models are HD? Not noticable at all. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> you are seriously blind. I work for the guys who did those models, take a look at the low def ones and tell me "there is no difference" yes im a bit disapointed with it too.
EDIT: the resident evil map is really good(i know the guy who made it and he gave it to me <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->) Very hard and is full of puzzles. The places of weapons, items(such for puzzles) are completely random so it is very hard. And most parts scare the sh*t out of you.
QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
First off, those models aren't "HD". If anything, their just more polies. They don't look any nicer, which was the point. And if that was the HD pack there, then where is the kickass player models? I'm sorry, I'm just thoroughly dissappointed in this thing. I haven't played with friends, but I doubt it could get much better. Many of the new features are terrible, and frankly I don't see where you get off saying the AI is much better. It seems the same to me, except now they actually DO shoot at you!
And to be brutally honest, I think you have to be a bit crazy (either that or immensely jaded) not to be able to tell the difference between <b>650 polies</b>:
On the topic of fmod problems, here is a quote from Sven Viking himself <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sven Co-op definitely doesn't mess with your NS client dll -- I know what the problem is, though.
Sven Co-op uses the latest fmod.dll for its MP3 player. Natural Selection v2.0 uses the older fmod.dll for its MP3 player. So when you install SC3.0, an fmod.dll is installed that's incompatible with NS2.0, and vice versa.
The ironic thing is, the only reason we actually upgraded to the new fmod.dll was to /prevent/ compatibility problems with Natural Selection. (NS3.0 uses the new fmod.dll). I didn't think about 2.0 using an older dll.
Pity the fmod guys couldn't have kept the dll backwards-compatible :/. Well, anyway, the only thing you can do until NS3.0 is released is to keep a copy of both fmod.dll versions. Copy the old one to Half-Life\ to be able to play NS, or the new one to be able to play SC. Sort of arkward, but there's no way we could have avoided this... with NS2.0 and 3.0 using different fmod versions, SC3.0 had to be incompatible with one of them.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
As for the models, I really enjoy them. While yes they aren't extremely high definition as they could be, it would be hard to get any higher definition than the normal HL HD pack. I really don't care too much that they look about the same. Oh well, the HIT guys tried. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
First off good to see some fans, hope you enjoy the mod.
Now to respond to the criticism:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->First off, the new "AI" they put it in is little more than a pile of crap that half the time doesn't work.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Erm... ok. Very constructive <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->One map(sorry, I don't have the name) starts you out in the middle of a city. Your supposed to let a engineer and medic take you to the destined location. Well, thing is, is that they don't. They'll start, and then they stop. Over, and over, and over.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Pathfinding is far improved over normal AI so it shouldn't be that much of a problem! They do tend to get distracted by combat though which is partly why the npc commands were added. "npc_return" should help here.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The new physics engine is great, but still underappreciated. I would have liked features like being able to throw your empty gun at a enemy to stall him so you could shoot him next.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Half Life wasn't meant to do anything more than basic physics and it's really hard to do without engine access. As I understand it from Sniper, you could make thrown weapons do damage (Like normal HL thrown grenades do) but then players couldn't catch it until it came to a complete stop. You can't base damage on velocity or similar either.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And as described a while back, being able to throw your gun up in the air and catch it on the way down. Thing is, it won't budge a inch if your pointing it straight up, while running. You'll leave it behind. Not to mention, your throwing it so softly, that really its just a fancy feature that no one really notices. That could have been done a LOT better.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It might be possible for thrown weapons to inherit the players inertia but I'm not sure if its worthwhile... do you generally feel the need to run and juggle weapons?
Weapon physics is meant to be a subtle feature, really it's just an improvement to the existing effect. You're 'dropping' the weapon, not throwing, although it might be useful that you could throw a weapon further across a gap or similar by running and jumping. Something we could consider.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And they finally brought along the HL SP thing including it in the mod. I wasn't able to play it, but I bet it'd be more fun than the other maps they have (except the toonworlds- those are great).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's always been available in previous versions.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Also, the new Minigun, is worthless. When you have it, you walk at a slower-than-run pace. When you fire it, you must warm it up, and once it starts firing, you can't move. And the thing is so unaccurate, its only useful within 10 feet of your enemy, making it even more useless, being that most maps have LONG EMPTY corridors.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's a cooperative weapon, you can only use it properly when backed up other players to draw fire and heal you. A weapon that one player could take out all the monsters with by themself wouldn't be very cooperative <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->God, what a waste. You think they'd release something new and amusing, not just new. New enemys/weapons get real dull real fast. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Er... we've spent a year creating over <a href='http://www.svencoop.com/readme/changes.html' target='_blank'>260 major additions</a>, how much more new do you want? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->There's a flaw in a map so you can't continue Single Player, and one Grunt takes 30 bullets... right.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Can you make sure this isn't a one off flaw and if not post what it is?
The enemy toughness is a difficult problem. Cooperative drastically increases the firepower of the players so enemies need toughening to compensate. The number of enemies in coop is higher in general but more enemies = more lag so it's not a great solution. Respawning enemies is hard to implement without annoying players. We have ideas for improvements but they're not really practical with the limitations of the Halflife engine.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->First off, those models aren't "HD". If anything, their just more polies. They don't look any nicer, which was the point. And if that was the HD pack there, then where is the kickass player models?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well, you obviously haven't bothered to compare the models. We'd be happy to have kickass player models but we've found it's nearly impossible to find someone who makes player models .
Not everyone is going to like every mod and I accept that, I don't think CS is all that great myself, but please make helpful comments rather than "it's crap".
<!--QuoteBegin--Quaunaut+Dec 25 2003, 10:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quaunaut @ Dec 25 2003, 10:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> First off, those models aren't "HD". If anything, their just more polies. They don't look any nicer, which was the point. And if that was the HD pack there, then where is the kickass player models? I'm sorry, I'm just thoroughly dissappointed in this thing. I haven't played with friends, but I doubt it could get much better. Many of the new features are terrible, and frankly I don't see where you get off saying the AI is much better. It seems the same to me, except now they actually DO shoot at you! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I sugest you to: 1) Start banging your head on a desk 2) Get some glasses 3) Get laser eye surgery 4) SUYF
Me and the HIT team worked extremely hard on those models and some smart **** says there is nothing different? oh i'll show you different.
LikuI, am the Somberlain.Join Date: 2003-01-10Member: 12128Members
<!--QuoteBegin--Daza400+Dec 25 2003, 07:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Daza400 @ Dec 25 2003, 07:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> EDIT: the resident evil map is really good(i know the guy who made it and he gave it to me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->) Very hard and is full of puzzles. The places of weapons, items(such for puzzles) are completely random so it is very hard. And most parts scare the sh*t out of you. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Ok, awesome, I'll keep the Mod on my System... but no NS? I don't see how that works.
<!--QuoteBegin--Daza400+Dec 25 2003, 05:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Daza400 @ Dec 25 2003, 05:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Quaunaut+Dec 25 2003, 10:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quaunaut @ Dec 25 2003, 10:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> First off, those models aren't "HD". If anything, their just more polies. They don't look any nicer, which was the point. And if that was the HD pack there, then where is the kickass player models? I'm sorry, I'm just thoroughly dissappointed in this thing. I haven't played with friends, but I doubt it could get much better. Many of the new features are terrible, and frankly I don't see where you get off saying the AI is much better. It seems the same to me, except now they actually DO shoot at you! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I sugest you to: 1) Start banging your head on a desk 2) Get some glasses 3) Get laser eye surgery 4) SUYF
Me and the HIT team worked extremely hard on those models and some smart **** says there is nothing different? oh i'll show you different.
Yeah they are both the same no new detail at all, yup. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Sorry friend, your models suck.
QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Erm... ok. Very constructive <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I explain why just below. And I for the npc_return thing, none of them worked. I tried using them remotely, and using them as if I was using the NPC. Is there another way?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Half Life wasn't meant to do anything more than basic physics and it's really hard to do without engine access. As I understand it from Sniper, you could make thrown weapons do damage (Like normal HL thrown grenades do) but then players couldn't catch it until it came to a complete stop. You can't base damage on velocity or similar either.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I understand. One thing you could have done though,was if the gun's model had collision with the front of the NPC, maybe make it trigger a wait as well as a animation of the NPC fumbling with his current weapon.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It might be possible for thrown weapons to inherit the players inertia but I'm not sure if its worthwhile... do you generally feel the need to run and juggle weapons?
Weapon physics is meant to be a subtle feature, really it's just an improvement to the existing effect. You're 'dropping' the weapon, not throwing, although it might be useful that you could throw a weapon further across a gap or similar by running and jumping. Something we could consider.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Something like that was what I was motioning for. And just as something I'd like to add, you have a extra secondary fire with the crowbar. Howabout turning that into throwing the weapon, or the such, using the new physics engine? It'd be a nice feature.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's always been available in previous versions.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I know, but the way you had it explained on your site to do so was...well, confusing as hell.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's a cooperative weapon, you can only use it properly when backed up other players to draw fire and heal you. A weapon that one player could take out all the monsters with by themself wouldn't be very cooperative <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
While that may be true, having them back you up to heal is great, but one thing- the AI is smart enough to duck behind something, or at least run away, when someone is firing the thing. I'd like to be able to rock'n'roll with it, as long as my friends made sure I didn't die. THAT'd be pretty cool.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The enemy toughness is a difficult problem. Cooperative drastically increases the firepower of the players so enemies need toughening to compensate. The number of enemies in coop is higher in general but more enemies = more lag so it's not a great solution. Respawning enemies is hard to implement without annoying players. We have ideas for improvements but they're not really practical with the limitations of the Halflife engine.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I fully agree and understand with you here. With the new amount of firepower HL isn't used to, it does need toughening.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well, you obviously haven't bothered to compare the models. We'd be happy to have kickass player models but we've found it's nearly impossible to find someone who makes player models .
Not everyone is going to like every mod and I accept that, I don't think CS is all that great myself, but please make helpful comments rather than "it's crap". <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I have compared the models. There are QUITE a few things from the HD pack, the things which I LOVED out of it, that didn't come. Specifically, the v_models of your guns. I loved the HD MP5, as well as the HD shotty(as well as its sound!). Those were all I was really looking for. And the zombies and enemies are great, but a few of the models I'd really like to see buffed, like the player models. I understand its hard to find good player modellers, but really most of this was just size issues that could have been fixed, as well as animation issues(like for the stealth female- when she crouches, her butt literally dissapears. Its just...gone)
And if you noticed, I didn't just say, "Its Crap". I gave you my reasons for saying its crap. And while CS is OK, not GREAT, I still commend your guys' efforts on everything. Really most of my problems merely have to do with the things people notice most- AI, animation(NOT texture or poly counts- I mean, look at Halo. Texture was good, but the thing I and MANY others absolutely LOVED was its animation). Not to mention, one thing that could have easily been fixed if you got some people from the NS mapping community, is the maps. They could be done a lot better, and the redesigns could too. Like giving more spots for the AI to use its own AI(from HL, that is), like hiding behind things, as well as usage of grenades, and the such. And it'd be nice if more memorable areas were there- from what I've played of Sven(which including 2.1, is a lot) there isn't many spots that you'll remember forever. Spots like the room where there is radioactive liquid on the floor and the blocks move- that was intresting. I don't EVER want to see it done again though. Just a 1 trick pony kind of a thing. One weakness that map had was that it was litterally a railcar-ride. Everything was straight. TONS of hallways that were basically just different textured boxes, with a few entities thrown in to make it look like it had more.
BUT I will raise my score, not for what you said, but because of something I've noticed- I keep going back to play it. I get frustrated after about half a hour, but I'll go and play again for some stupid reason. And thats a good thing.
LikuI, am the Somberlain.Join Date: 2003-01-10Member: 12128Members
<!--QuoteBegin--Boy who lost his wings+Dec 25 2003, 10:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Boy who lost his wings @ Dec 25 2003, 10:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> where can i get the resident evil mod package? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> It's not out yet sadly.
<!--QuoteBegin--Quaunaut+Dec 26 2003, 02:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quaunaut @ Dec 26 2003, 02:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Erm... ok. Very constructive <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I explain why just below. And I for the npc_return thing, none of them worked. I tried using them remotely, and using them as if I was using the NPC. Is there another way?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Half Life wasn't meant to do anything more than basic physics and it's really hard to do without engine access. As I understand it from Sniper, you could make thrown weapons do damage (Like normal HL thrown grenades do) but then players couldn't catch it until it came to a complete stop. You can't base damage on velocity or similar either.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I understand. One thing you could have done though,was if the gun's model had collision with the front of the NPC, maybe make it trigger a wait as well as a animation of the NPC fumbling with his current weapon.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It might be possible for thrown weapons to inherit the players inertia but I'm not sure if its worthwhile... do you generally feel the need to run and juggle weapons?
Weapon physics is meant to be a subtle feature, really it's just an improvement to the existing effect. You're 'dropping' the weapon, not throwing, although it might be useful that you could throw a weapon further across a gap or similar by running and jumping. Something we could consider.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Something like that was what I was motioning for. And just as something I'd like to add, you have a extra secondary fire with the crowbar. Howabout turning that into throwing the weapon, or the such, using the new physics engine? It'd be a nice feature.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's always been available in previous versions.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I know, but the way you had it explained on your site to do so was...well, confusing as hell.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's a cooperative weapon, you can only use it properly when backed up other players to draw fire and heal you. A weapon that one player could take out all the monsters with by themself wouldn't be very cooperative <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
While that may be true, having them back you up to heal is great, but one thing- the AI is smart enough to duck behind something, or at least run away, when someone is firing the thing. I'd like to be able to rock'n'roll with it, as long as my friends made sure I didn't die. THAT'd be pretty cool.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The enemy toughness is a difficult problem. Cooperative drastically increases the firepower of the players so enemies need toughening to compensate. The number of enemies in coop is higher in general but more enemies = more lag so it's not a great solution. Respawning enemies is hard to implement without annoying players. We have ideas for improvements but they're not really practical with the limitations of the Halflife engine.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I fully agree and understand with you here. With the new amount of firepower HL isn't used to, it does need toughening.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well, you obviously haven't bothered to compare the models. We'd be happy to have kickass player models but we've found it's nearly impossible to find someone who makes player models .
Not everyone is going to like every mod and I accept that, I don't think CS is all that great myself, but please make helpful comments rather than "it's crap". <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I have compared the models. There are QUITE a few things from the HD pack, the things which I LOVED out of it, that didn't come. Specifically, the v_models of your guns. I loved the HD MP5, as well as the HD shotty(as well as its sound!). Those were all I was really looking for. And the zombies and enemies are great, but a few of the models I'd really like to see buffed, like the player models. I understand its hard to find good player modellers, but really most of this was just size issues that could have been fixed, as well as animation issues(like for the stealth female- when she crouches, her butt literally dissapears. Its just...gone)
And if you noticed, I didn't just say, "Its Crap". I gave you my reasons for saying its crap. And while CS is OK, not GREAT, I still commend your guys' efforts on everything. Really most of my problems merely have to do with the things people notice most- AI, animation(NOT texture or poly counts- I mean, look at Halo. Texture was good, but the thing I and MANY others absolutely LOVED was its animation). Not to mention, one thing that could have easily been fixed if you got some people from the NS mapping community, is the maps. They could be done a lot better, and the redesigns could too. Like giving more spots for the AI to use its own AI(from HL, that is), like hiding behind things, as well as usage of grenades, and the such. And it'd be nice if more memorable areas were there- from what I've played of Sven(which including 2.1, is a lot) there isn't many spots that you'll remember forever. Spots like the room where there is radioactive liquid on the floor and the blocks move- that was intresting. I don't EVER want to see it done again though. Just a 1 trick pony kind of a thing. One weakness that map had was that it was litterally a railcar-ride. Everything was straight. TONS of hallways that were basically just different textured boxes, with a few entities thrown in to make it look like it had more.
BUT I will raise my score, not for what you said, but because of something I've noticed- I keep going back to play it. I get frustrated after about half a hour, but I'll go and play again for some stupid reason. And thats a good thing.
6/10 <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> In case you didn't know its ILLEGAL to give out the HD pack, hence it wasn't in the realese -_-
<!--QuoteBegin--Bosnian+Dec 26 2003, 12:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bosnian @ Dec 26 2003, 12:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sorry friend, your models suck.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> No one is forcing you to use HIT's HD models, you can always use the original if you really believe that. I really don't care what a couple of people think. The compliments we have recieved far outweigh the complaints.
And of course, you are welcome to make your own models.
Uhhh Daza I think I know the reason why it's not noticeable.
Their too busy trying to kick to kick alien butt instead of going 'ohhh what a purdy model! ' and get clawed by 3 zombies simultanously. Or theyre too far away to see the detail.
Nonetheless, there are still some models that could use some HDing. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I can't view the website, it says "HTTP 404 Not Found" or something. All of the oher websites work fine, this one is just being stupid. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
Comments
*downloads*
*downloads* <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
So far from what I've played of Sven 3.0.....well, I simply love it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
The new physics system = <b>pwn</b>
The new client-side monster optimizations = <b>PWN</b> (I can hardly stress this enough)
The new High-definition models = <b>pwn</b>
The (much, <i>MUCH</i> better) AI = <b>pwn</b>
New weapons = <b>awesome</b>
new monsters = <b>graaaaavy</b>
new maps = <b>*drool* need I say more? </b>
Come to think of it, I can't think of a <i>single</i> thing about 3.0 that disappoints me. Do yourselves a favor and download it now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<a href='http://gamecache.net/index.php?download=26' target='_blank'>http://gamecache.net/index.php?download=26</a>
<a href='http://gamecache.net/index.php?download=27' target='_blank'>http://gamecache.net/index.php?download=27</a>
Oh yes - and liku: Grunts have always taken many bullets to kill. And for the HD models? There's a new Gonome, Headcrab, male assassin, Various OpFor Grunts, Otis, Zombie Barney, and zombie grunt (as can be seen if one bothers to reall the manual posted on the front page of <a href='http://www.svencoop.com' target='_blank'>SvenCoop.com</a> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> )
No, I didn't bother. I wouldn't need it for this simple game. And those Models are HD? Not noticable at all.
What more could I ask?? Playing hl with your friends = pwn!
There's no need to post several times in the same thread about how crappy the mod is in your eyes.
No, I didn't bother. I wouldn't need it for this simple game. And those Models are HD? Not noticable at all. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
you are seriously blind. I work for the guys who did those models, take a look at the low def ones and tell me "there is no difference" yes im a bit disapointed with it too.
EDIT: the resident evil map is really good(i know the guy who made it and he gave it to me <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->) Very hard and is full of puzzles. The places of weapons, items(such for puzzles) are completely random so it is very hard. And most parts scare the sh*t out of you.
And to be brutally honest, I think you have to be a bit crazy (either that or immensely jaded) not to be able to tell the difference between <b>650 polies</b>:
<img src='http://www.autominer.org/delta/dubbilex/Forum%20Stuff/gon1.jpg' border='0' alt='user posted image'>
And <b>1961 polies</b>:
<img src='http://www.autominer.org/delta/dubbilex/Forum%20Stuff/gon2.jpg' border='0' alt='user posted image'>
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sven Co-op definitely doesn't mess with your NS client dll -- I know what the problem is, though.
Sven Co-op uses the latest fmod.dll for its MP3 player. Natural Selection v2.0 uses the older fmod.dll for its MP3 player. So when you install SC3.0, an fmod.dll is installed that's incompatible with NS2.0, and vice versa.
The ironic thing is, the only reason we actually upgraded to the new fmod.dll was to /prevent/ compatibility problems with Natural Selection. (NS3.0 uses the new fmod.dll). I didn't think about 2.0 using an older dll.
Pity the fmod guys couldn't have kept the dll backwards-compatible :/. Well, anyway, the only thing you can do until NS3.0 is released is to keep a copy of both fmod.dll versions. Copy the old one to Half-Life\ to be able to play NS, or the new one to be able to play SC. Sort of arkward, but there's no way we could have avoided this... with NS2.0 and 3.0 using different fmod versions, SC3.0 had to be incompatible with one of them.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
As for the models, I really enjoy them. While yes they aren't extremely high definition as they could be, it would be hard to get any higher definition than the normal HL HD pack. I really don't care too much that they look about the same. Oh well, the HIT guys tried. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Now to respond to the criticism:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->First off, the new "AI" they put it in is little more than a pile of crap that half the time doesn't work.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Erm... ok. Very constructive <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->One map(sorry, I don't have the name) starts you out in the middle of a city. Your supposed to let a engineer and medic take you to the destined location. Well, thing is, is that they don't. They'll start, and then they stop. Over, and over, and over.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Pathfinding is far improved over normal AI so it shouldn't be that much of a problem! They do tend to get distracted by combat though which is partly why the npc commands were added. "npc_return" should help here.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The new physics engine is great, but still underappreciated. I would have liked features like being able to throw your empty gun at a enemy to stall him so you could shoot him next.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Half Life wasn't meant to do anything more than basic physics and it's really hard to do without engine access. As I understand it from Sniper, you could make thrown weapons do damage (Like normal HL thrown grenades do) but then players couldn't catch it until it came to a complete stop. You can't base damage on velocity or similar either.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And as described a while back, being able to throw your gun up in the air and catch it on the way down. Thing is, it won't budge a inch if your pointing it straight up, while running. You'll leave it behind. Not to mention, your throwing it so softly, that really its just a fancy feature that no one really notices. That could have been done a LOT better.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It might be possible for thrown weapons to inherit the players inertia but I'm not sure if its worthwhile... do you generally feel the need to run and juggle weapons?
Weapon physics is meant to be a subtle feature, really it's just an improvement to the existing effect. You're 'dropping' the weapon, not throwing, although it might be useful that you could throw a weapon further across a gap or similar by running and jumping. Something we could consider.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And they finally brought along the HL SP thing including it in the mod. I wasn't able to play it, but I bet it'd be more fun than the other maps they have (except the toonworlds- those are great).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's always been available in previous versions.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Also, the new Minigun, is worthless. When you have it, you walk at a slower-than-run pace. When you fire it, you must warm it up, and once it starts firing, you can't move. And the thing is so unaccurate, its only useful within 10 feet of your enemy, making it even more useless, being that most maps have LONG EMPTY corridors.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's a cooperative weapon, you can only use it properly when backed up other players to draw fire and heal you. A weapon that one player could take out all the monsters with by themself wouldn't be very cooperative <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->God, what a waste. You think they'd release something new and amusing, not just new. New enemys/weapons get real dull real fast. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Er... we've spent a year creating over <a href='http://www.svencoop.com/readme/changes.html' target='_blank'>260 major additions</a>, how much more new do you want? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->There's a flaw in a map so you can't continue Single Player, and one Grunt takes 30 bullets... right.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Can you make sure this isn't a one off flaw and if not post what it is?
The enemy toughness is a difficult problem. Cooperative drastically increases the firepower of the players so enemies need toughening to compensate. The number of enemies in coop is higher in general but more enemies = more lag so it's not a great solution. Respawning enemies is hard to implement without annoying players. We have ideas for improvements but they're not really practical with the limitations of the Halflife engine.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->First off, those models aren't "HD". If anything, their just more polies. They don't look any nicer, which was the point. And if that was the HD pack there, then where is the kickass player models?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well, you obviously haven't bothered to compare the models. We'd be happy to have kickass player models but we've found it's nearly impossible to find someone who makes player models .
Not everyone is going to like every mod and I accept that, I don't think CS is all that great myself, but please make helpful comments rather than "it's crap".
I sugest you to:
1) Start banging your head on a desk
2) Get some glasses
3) Get laser eye surgery
4) SUYF
Me and the HIT team worked extremely hard on those models and some smart **** says there is nothing different? oh i'll show you different.
LOW DEF ZOMBIE BARNEY: 862 polys
<a href='http://www.brotherhood-online.co.uk/daza400/daza's_stuff/low.jpg' target='_blank'>Click here</a>
HIGH DEF ZOMBIE BARNEY: 2068 polys
<a href='http://www.brotherhood-online.co.uk/daza400/daza's_stuff/high.jpg' target='_blank'>Click here</a>
Yeah they are both the same no new detail at all, yup.
great f***ing job, they did...
love the monsters!!!!
keep it up!
Ok, awesome, I'll keep the Mod on my System... but no NS? I don't see how that works.
<a href='ftp://lunixmonster.org/fmodswitch.zip' target='_blank'>ftp://lunixmonster.org/fmodswitch.zip</a>
Unzip into your HL folder, run NEW for SC3.0 and NS3.0 and OLD for NS2.0
I sugest you to:
1) Start banging your head on a desk
2) Get some glasses
3) Get laser eye surgery
4) SUYF
Me and the HIT team worked extremely hard on those models and some smart **** says there is nothing different? oh i'll show you different.
LOW DEF ZOMBIE BARNEY: 862 polys
<a href='http://www.brotherhood-online.co.uk/daza400/daza's_stuff/low.jpg' target='_blank'>Click here</a>
HIGH DEF ZOMBIE BARNEY: 2068 polys
<a href='http://www.brotherhood-online.co.uk/daza400/daza's_stuff/high.jpg' target='_blank'>Click here</a>
Yeah they are both the same no new detail at all, yup. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Sorry friend, your models suck.
I explain why just below. And I for the npc_return thing, none of them worked. I tried using them remotely, and using them as if I was using the NPC. Is there another way?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Half Life wasn't meant to do anything more than basic physics and it's really hard to do without engine access. As I understand it from Sniper, you could make thrown weapons do damage (Like normal HL thrown grenades do) but then players couldn't catch it until it came to a complete stop. You can't base damage on velocity or similar either.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I understand. One thing you could have done though,was if the gun's model had collision with the front of the NPC, maybe make it trigger a wait as well as a animation of the NPC fumbling with his current weapon.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It might be possible for thrown weapons to inherit the players inertia but I'm not sure if its worthwhile... do you generally feel the need to run and juggle weapons?
Weapon physics is meant to be a subtle feature, really it's just an improvement to the existing effect. You're 'dropping' the weapon, not throwing, although it might be useful that you could throw a weapon further across a gap or similar by running and jumping. Something we could consider.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Something like that was what I was motioning for. And just as something I'd like to add, you have a extra secondary fire with the crowbar. Howabout turning that into throwing the weapon, or the such, using the new physics engine? It'd be a nice feature.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's always been available in previous versions.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I know, but the way you had it explained on your site to do so was...well, confusing as hell.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's a cooperative weapon, you can only use it properly when backed up other players to draw fire and heal you. A weapon that one player could take out all the monsters with by themself wouldn't be very cooperative <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
While that may be true, having them back you up to heal is great, but one thing- the AI is smart enough to duck behind something, or at least run away, when someone is firing the thing. I'd like to be able to rock'n'roll with it, as long as my friends made sure I didn't die. THAT'd be pretty cool.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The enemy toughness is a difficult problem. Cooperative drastically increases the firepower of the players so enemies need toughening to compensate. The number of enemies in coop is higher in general but more enemies = more lag so it's not a great solution. Respawning enemies is hard to implement without annoying players. We have ideas for improvements but they're not really practical with the limitations of the Halflife engine.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I fully agree and understand with you here. With the new amount of firepower HL isn't used to, it does need toughening.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well, you obviously haven't bothered to compare the models. We'd be happy to have kickass player models but we've found it's nearly impossible to find someone who makes player models .
Not everyone is going to like every mod and I accept that, I don't think CS is all that great myself, but please make helpful comments rather than "it's crap". <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I have compared the models. There are QUITE a few things from the HD pack, the things which I LOVED out of it, that didn't come. Specifically, the v_models of your guns. I loved the HD MP5, as well as the HD shotty(as well as its sound!). Those were all I was really looking for. And the zombies and enemies are great, but a few of the models I'd really like to see buffed, like the player models. I understand its hard to find good player modellers, but really most of this was just size issues that could have been fixed, as well as animation issues(like for the stealth female- when she crouches, her butt literally dissapears. Its just...gone)
And if you noticed, I didn't just say, "Its Crap". I gave you my reasons for saying its crap. And while CS is OK, not GREAT, I still commend your guys' efforts on everything. Really most of my problems merely have to do with the things people notice most- AI, animation(NOT texture or poly counts- I mean, look at Halo. Texture was good, but the thing I and MANY others absolutely LOVED was its animation). Not to mention, one thing that could have easily been fixed if you got some people from the NS mapping community, is the maps. They could be done a lot better, and the redesigns could too. Like giving more spots for the AI to use its own AI(from HL, that is), like hiding behind things, as well as usage of grenades, and the such. And it'd be nice if more memorable areas were there- from what I've played of Sven(which including 2.1, is a lot) there isn't many spots that you'll remember forever. Spots like the room where there is radioactive liquid on the floor and the blocks move- that was intresting. I don't EVER want to see it done again though. Just a 1 trick pony kind of a thing. One weakness that map had was that it was litterally a railcar-ride. Everything was straight. TONS of hallways that were basically just different textured boxes, with a few entities thrown in to make it look like it had more.
BUT I will raise my score, not for what you said, but because of something I've noticed- I keep going back to play it. I get frustrated after about half a hour, but I'll go and play again for some stupid reason. And thats a good thing.
6/10
It's not out yet sadly.
I explain why just below. And I for the npc_return thing, none of them worked. I tried using them remotely, and using them as if I was using the NPC. Is there another way?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Half Life wasn't meant to do anything more than basic physics and it's really hard to do without engine access. As I understand it from Sniper, you could make thrown weapons do damage (Like normal HL thrown grenades do) but then players couldn't catch it until it came to a complete stop. You can't base damage on velocity or similar either.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I understand. One thing you could have done though,was if the gun's model had collision with the front of the NPC, maybe make it trigger a wait as well as a animation of the NPC fumbling with his current weapon.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It might be possible for thrown weapons to inherit the players inertia but I'm not sure if its worthwhile... do you generally feel the need to run and juggle weapons?
Weapon physics is meant to be a subtle feature, really it's just an improvement to the existing effect. You're 'dropping' the weapon, not throwing, although it might be useful that you could throw a weapon further across a gap or similar by running and jumping. Something we could consider.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Something like that was what I was motioning for. And just as something I'd like to add, you have a extra secondary fire with the crowbar. Howabout turning that into throwing the weapon, or the such, using the new physics engine? It'd be a nice feature.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's always been available in previous versions.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I know, but the way you had it explained on your site to do so was...well, confusing as hell.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's a cooperative weapon, you can only use it properly when backed up other players to draw fire and heal you. A weapon that one player could take out all the monsters with by themself wouldn't be very cooperative <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
While that may be true, having them back you up to heal is great, but one thing- the AI is smart enough to duck behind something, or at least run away, when someone is firing the thing. I'd like to be able to rock'n'roll with it, as long as my friends made sure I didn't die. THAT'd be pretty cool.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The enemy toughness is a difficult problem. Cooperative drastically increases the firepower of the players so enemies need toughening to compensate. The number of enemies in coop is higher in general but more enemies = more lag so it's not a great solution. Respawning enemies is hard to implement without annoying players. We have ideas for improvements but they're not really practical with the limitations of the Halflife engine.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I fully agree and understand with you here. With the new amount of firepower HL isn't used to, it does need toughening.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well, you obviously haven't bothered to compare the models. We'd be happy to have kickass player models but we've found it's nearly impossible to find someone who makes player models .
Not everyone is going to like every mod and I accept that, I don't think CS is all that great myself, but please make helpful comments rather than "it's crap". <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I have compared the models. There are QUITE a few things from the HD pack, the things which I LOVED out of it, that didn't come. Specifically, the v_models of your guns. I loved the HD MP5, as well as the HD shotty(as well as its sound!). Those were all I was really looking for. And the zombies and enemies are great, but a few of the models I'd really like to see buffed, like the player models. I understand its hard to find good player modellers, but really most of this was just size issues that could have been fixed, as well as animation issues(like for the stealth female- when she crouches, her butt literally dissapears. Its just...gone)
And if you noticed, I didn't just say, "Its Crap". I gave you my reasons for saying its crap. And while CS is OK, not GREAT, I still commend your guys' efforts on everything. Really most of my problems merely have to do with the things people notice most- AI, animation(NOT texture or poly counts- I mean, look at Halo. Texture was good, but the thing I and MANY others absolutely LOVED was its animation). Not to mention, one thing that could have easily been fixed if you got some people from the NS mapping community, is the maps. They could be done a lot better, and the redesigns could too. Like giving more spots for the AI to use its own AI(from HL, that is), like hiding behind things, as well as usage of grenades, and the such. And it'd be nice if more memorable areas were there- from what I've played of Sven(which including 2.1, is a lot) there isn't many spots that you'll remember forever. Spots like the room where there is radioactive liquid on the floor and the blocks move- that was intresting. I don't EVER want to see it done again though. Just a 1 trick pony kind of a thing. One weakness that map had was that it was litterally a railcar-ride. Everything was straight. TONS of hallways that were basically just different textured boxes, with a few entities thrown in to make it look like it had more.
BUT I will raise my score, not for what you said, but because of something I've noticed- I keep going back to play it. I get frustrated after about half a hour, but I'll go and play again for some stupid reason. And thats a good thing.
6/10 <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
In case you didn't know its ILLEGAL to give out the HD pack, hence it wasn't in the realese -_-
Sorry friend, your models suck.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
No one is forcing you to use HIT's HD models, you can always use the original if you really believe that. I really don't care what a couple of people think. The compliments we have recieved far outweigh the complaints.
And of course, you are welcome to make your own models.
Their too busy trying to kick to kick alien butt instead of going 'ohhh what a purdy model!
' and get clawed by 3 zombies simultanously. Or theyre too far away to see the detail.
Nonetheless, there are still some models that could use some HDing. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->