Got a Quick Suggestion? - Small suggestions that don't need their own thread

The scientist sure as hell wasn’t going to use it, so why not give it to Freeman?

I actually found it more disturbing that the highly radioactive ammunition was left lying unsecured on a bench.

Thats a game play thing. If you only got ammo for it when a scientist unlocked something that the ammo was secured in it would make the ammo even harder to come by.

Another suggestion:

For the sequences, where bullsquids and zombies eat corpses, it would make sense to have a separate skin for the suits of dead scientist and guards, which contains a bloody wound, exactly at the position, where the creatures eat.

Okay, so how many skins and models do you want the team to make?

Eh? You know that all scientist share its body model and lab coat texture? You only have to copy the original skin once and put a bloodwound on the right place, write it as an additional skin into the qc file and compile the model again. It’s not really much work.

Yeah, and it would greatly add to the game’s filesize, since all the models would have so many skins.
Maybe valve will make a model decal application system someday, so mappers can just reference an entry external file and get blood and other decals on ragdolls and NPCs.
Kind of like BM’s face system, only independent of the NPCs face.

Why many? Only one additional skin for the scientists body and that would only mean a few hundred kb more and that’s not very much.

But you’d need a skin for each wound depending on where the Bullsquid is feasting.

One more will change into “Well, now the bullsquid is eating on this side, so we have to move the skin a bit.” times 10. Then do the same for every other possible character.

EDIT: You fuckers better stop getting me ninja’d

And in the end, maybe 50-70 MB more to download? :mono:

I dunno about you guys, but that’s a lot for me to download. A lot.

I guess it will be one and the same position every time again.

Otherwise, only one basic bloody skin for dead npcs and everything would be fine.

What exactly is wrong with bloody, gorey decals?

Oh, well it’s good to know that the mod is meeting your standards.

EDIT: Goddamnit, Tiki.

On thing I noticed recently about decals in source, from throwing a paint can repeatedly against a wall out of boredom, was that the decals are always aligned the same way. After a few splatters it really became noticeable. Maybe if those decals were rotated randomly on creation it wouldn’t look so overly repetitious.

It still looked funky and random on zombies, though. :3

Yeah, that or just put a few variations of the decal. Decals really don’t take up that much space.

At first, I didn’t know it was paint. I just thought I fucked up the zombie’s skin and texture.:3

Is it possible to add decals to skins? I ony thought you can add them to brushs.

Balls - just have a few generic models for any sort of dead scientist. No need to make thousands of varied models depending on where a bullsquid is eating - no one’s going to take a close look at the body and say “hm, that wound isn’t placed where the animal was eating from, how very suspicious,” although someone probably will.

Make one large gaping wound at the center of the torso, then when you make the maps, just position any feeding animals around that.

Simple.

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.