Gordon's first zombie

Good point.

See Post #39

Yeah that would be cool, but it wouldn’t work on Security Guards or Marines because they have a chance of wearing a helmet, which would very likely clip with the Headcrab. So either they’d need to be able to tell is a SG/Soldier is wearing a helmet, or they’d need to have it for Scientists only.

Good point.

I used that suggestion in this thread. Anyway, according to ram, the devs tried to create a “Gordon’s first zombie” animation. It failed… I think I’ll go back and check the post…

Edit:

Shows up I was right, it failed!

While we’re on the topic of zombies, are you guys gonna include that scientist zombie in the chair staring at the computer screen? The zombie is like shaking in the chair. (It’s right after the Resonance Cascade on one of the rooms where two scientists were but I think one is dead)

That was for people actually turning into Zombie NPCs. I meant the headcrab simply attaches to them after it kills them, after which they would lie there indefinitely.

I’m pretty sure they are.

I thought so too but I wasn’t sure if that required some programming that isn’t worth the time to implement.

i still remember my first zombie. i was so puzzled as i bent down to poke his skull that i had to burst out in verse:

Oh, lardy fontanelle, your grease besmears me,
With phlegm abundant off a purulent cocoon
By my ancestors polyps i behold as
The scurvy centipede squints out of your eye
And elsewise deluge my heartburns garotte
With paste from cod like never before.

I’ve commented on your posts before. You’re… You’re an idiot, aren’t you? It’s ingenious, really. A whole new level of non-sequitur trolling.

I feel like that happened in Route Kanal or Water Hazard. But that was before the Source engine was capable of dynamic interaction… Am I totally off-track?

EDIT: Actually, I’m thinking of the guy in Unforseen Consequences, who smashes a headcrab with a shelf and then gets headcrabbed. The dynamic interaction method would be a cool way to recreate that scene!

How exactly would it change anything?

It was scripted.

Right. Why would we ever want it to be less than scripted? Seems like a lot of work for something which is ultimately meaningless and wouldn’t happen often enough to really even notice. Plus, headcrabs never jump on Gordon, so it would be weird if they attacked you with their claws for 2 health and one-shot-killed the security guard right next to you.

Because you have the HEV suit? :retard:

In the your previous post, it sounded like you were suggesting that you wanted dynamic interaction for that one specific scene, which wouldn’t make it any different than a scripted sequence. Now it’s actually starting to sound like you’re suggesting that that scripted sequence should be a dynamic interaction.

Making scripted sequences to dynamic interactions would take a lot of time and for sure contain a lot of glitches and bugs! Sorry to be a little party-killer, but as you see in previous posts this will not happen if no experienced and patient guy suddenly joins the devs and start on this project.

Well you shouldn’t look here then

Hey man, I’m not gonna bring up the helmet or anything, but Gordon doesn’t have a helmet.

you see the “retard face”? It means sarcasm… because now nobody knows when I am joking… :frowning:

You can probably guess that he was joking too, on account of how he instantly contradicted himself. :rolleyes:

I didn’t read the whole thread, but I get the impression that it is really hard to pull the transformation off and make it look anywhere near decent. Anyone remember the scenes where William Birkin grotesquely mutated in Resident Evil 2 on the Playstation? If it was done in 1998 then I’m sure Source, with its amazing capabilities, could pull it off more than adequately if done right.

Resident Evil 2 - Grotesque but pretty good mutation / transformation!

Resident Evil 2 probably didn’t use a skeletal animation system the way half-life does, as they weren’t exactly common at the time. Using a per-vertex animation system such a transformation would be much better looking because it gives more control over the model movement, but it’s far more time-consuming to animate & takes up a lot of disk space.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.