Glad to hear the AI is being worked on, it was a major weakness in the game.
Are animations for Vortigaunts being fixed too?
Glad to hear the AI is being worked on, it was a major weakness in the game.
Are animations for Vortigaunts being fixed too?
random suggestion add more variation to the hecu on higher difficulty levels same with the vorts.
suggestions.
add a hecu demolition grunt who uses the grenade launcher, this hecu soldier would only appear on normal and up.
add a heavy weapons grunt in there some where near the end, now stay with me on this, this grunt would be using a RPG against the player as a last nod to them using the weapon, would would make him unique would be location and weapon like lets say he is in a bunker which you can’t shoot into do to angle.
add a defensive weapon to the ospreys on harder difficulties.
give vorts the ability to heal each other on normal and up, and have them retreat to do so when low health (in lore the can do this hence why one could power your suit in hl2)
No to all IMO.
your-name-here, in the OaR Uncut thread you said, that you “didn’t have to recompile any of your maps after the port”, does it mean that you haven’t yet added any of the dynamic lighting Source 2013 offers?
I know you’re not allowed to talk about any future plans, but the question if whether you’ve yet to do it
EDIT: Turns out my question doesn’t make any sense, I’ll just be going then
2013 doesn’t add any new lighting or anything. It would seem that it’s just Source 2007 with added OS support.
You answered your own question with:
Crypt19 is also right, I don’t think Source 2013 offers any new lighting (I could be wrong).
Well, it’d be a real shame if Source 2013 didn’t have any Portal 2 lighting.
Thanks for your answer!
It doesn’t because it’s not Portal 2. Source 2013 is essentially the Source 2009 engine (the same one Half-Life 2 uses). It’s not a leap forward in engine versions.
You are welcome
It’s the Source Orange Box branch still, just 2013 build of it, not a newer branch from cs:go or dota 2. Think of each branch as “source insert number” this is basically still “source 2.xxx whatever insert numbers” the 2 refers to OB to make it clear, while xxx to build of it.
So do these AI improvements include on top of toning down the HECU sniper accuracy, throwing grenades more often and using flanking maneuvers more often instead of “charge blindly into the enemy while he hides”?
They seemed capable of doing those actions before but I’ve only ever encountered grenades a handful of times over multiple playthroughs, and I’ve seen them flank maybe twice.
I definitely agree about toning down the HECU MP5 damage, that coupled with more human accuracy should make the “run-and-gun” gameplay of HL1 more viable, and reduce the need for taking potshots from behind cover.
We’ll find out! I need to cull useful feedback from the forums and put it all in one place. From there, I’ll work down the list and provide updates as I go.
Add a low violence feature (removing blood stains and gibbing). If possible, robot grunts :3
This is still better than the German version of HL because of the ragdoll feature.
I have never seen a mod being rated here. There is no inclusion of solely online distributed media in the youth protection law. If Merkels party stays on, it’s sure to come though…
Here, I’ve gathered some of my old feedback on the HECU AI, hopefully it’s helpful:
https://forums.blackmesasource.com/showpost.php?p=547197&postcount=870
https://forums.blackmesasource.com/showpost.php?p=504371&postcount=178
https://forums.blackmesasource.com/showpost.php?p=545079&postcount=70
And these posts about the Security Guard AI:
https://forums.blackmesasource.com/showthread.php?p=546159#post546159
https://forums.blackmesasource.com/showpost.php?p=546390&postcount=6
I thought we all have been beta testing since September 2012. By this point, one year later, all that had to be said has been said in my honest opinion. I’m quite sure there’s enough feedback given all around that would occupy you reading it for weeks one just has to browse through lost threads, I remember at least 3 about AI and similar matters. Top candidates for fixin’ I believe are:
I really like the idea of including sniffs of alpha content… And Just for kicks
Tau Canon scientist that blows him and an sg up… Thats why he has the goggles and looks mad
would be nice to see him somewhere…
one of the dead scientists on xen
This guy should be the first SG you meet spooked as hell… Or would be good to see a spooked out one
Obviously brought up to date versions of these faces mind
I am not sure what you mean by this, but I agree vehicles need rebalancing. The LAV-25 is probably the least threatening enemy in the game, a headcrab is scarier. The LAV-25 does less damage per-hit than an HECU’s SMG! The LAV-25 also has a machinegun turret. Iirc it’s modeled onto the vehicle in Black Mesa, but not used. Maybe it can be used to make the LAV deadlier? Even if it’s only used on the first LAV (I could understand not wanting one on the LAV that you fight while fighting soldiers).
The Helicopter Boss on the cliff-side drastically needs rebalanced as well. That chopper takes a shitload of hits from the Rocket Launcher, which is counter-intuitive because it teachers new players that the Rocket Launcher is bad vs Vehicles, but it should really teach the opposite! Using the Tau Cannon against this Helicopter also makes for an easy win, since the Tau shreds the Heli.
The Abrams is kind of messy with it’s AI, but this is a problem with the Marines also. The Marines don’t care that the Abrams hurts when it shoots and gladly run infront. The Abrams does not care that its allies are in front and will shoot anyway, killing them. This is a problem because the Abrams usually kills half the soldiers around it. I don’t know if it’s possible to program soldiers to not run infront of the Abram’s gun or not…
Another thing, maybe the soldiers should fire on hostile sentry guns? It’s weird that they just stand there and take it. They should try to destroy it instead, either by firing it at, or tossing a grenades and running for cover.
One last thing about the HECU AI. They don’t seem to operate with each other as well as they could. Any HECU in a squad should work together with each other. The map ‘bm_c1a3b’ from “We’ve Got Hostiles” contains several examples I can think of:
It’s fabulous to see how Half-Life started, and how dramatically was it changed to become one of the best action games of all time.
It’s all about iteration baby.
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.