HL:OIFH Created 16 years ago2007-05-04 20:03:30 UTC by monster_urby monster_urby

Created 16 years ago2007-05-04 20:03:30 UTC by monster_urby monster_urby

Posted 16 years ago2007-07-18 14:31:01 UTC Post #229477
It'd be nicer if you could have their individual body parts explode, but I won't be picky.
Posted 16 years ago2007-07-19 14:46:18 UTC Post #229592
Its a great way of keeping track of where you've been. If its covered in blood then you've been there.:P
:heart:
I love it.
Nice video.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-07-19 16:05:53 UTC Post #229598
It'd be nicer if you could have their individual body parts explode, but I won't be picky.
It would be awesome if the old gibs where replaced with body parts. :>
But then you would only allow specific gibs to show up once per body (like the head, it would look weird it 2 heads poped up)
Madcow MadcowSpy zappin my udder
Posted 16 years ago2007-07-19 16:59:02 UTC Post #229610
That's not the hard part.
Modelling/texturing a unique gibset for every monster would be hell.
Daubster DaubsterVault Dweller
Posted 16 years ago2007-07-19 17:13:51 UTC Post #229614
Oh, true.

There are different zombie scientists?
Madcow MadcowSpy zappin my udder
Posted 16 years ago2007-07-19 17:30:46 UTC Post #229617
There will be multiple zombie models once I figure out a way to get hammer to agree with it. :P
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2007-07-19 17:49:00 UTC Post #229619
I'm not sure you understood what I meant. I meant being able to blow off individual body parts (like arms, legs, or the head) and have the rest of the zombie keep on moving! They could still just use regular gibs. I don't think this would be possible without extensive coding, though.
Posted 16 years ago2007-07-19 19:21:56 UTC Post #229622
Would really need multiple entities? Sub models would be fine would try not? At least kind of like how the zombies in half-life 2 worked (to an extent). With the headcrab detaching if it's host wasn't suitable anymore.
Posted 16 years ago2007-07-19 20:35:11 UTC Post #229625
We have put thought into the removal of limbs and such but eventually decided against it.

We are implementing another gorey feature which will be revealed much later into the Development.
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2007-07-20 12:25:53 UTC Post #229676
Just say "OH MY GODDDDDD HELP MEEEEEE AHHH GOD DAMNITTT AHHHH"
in really long drawn out pain filled sentences..... drop the pitch and reverse it.
It's completley unoriginal but SHOULD work :lol:
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-07-20 12:28:59 UTC Post #229679
Yeah, immah try that here, to see if the results are good.
Posted 16 years ago2007-07-20 13:45:19 UTC Post #229691
http://rapidshare.com/files/44037177/zombie.wav.html

There ya go.

Results were better than I thought they'd be...

The recording isn't very pro: you notice when i breathe and when i speak too close to the mic. Also, BEWARE OF THE WHITE NOISE!
Posted 16 years ago2007-07-20 14:40:15 UTC Post #229709
Miner, that's terrible, i'm sorry. I'll record suttin real fast and try it out lol.

EDIT-

This is my voice.. with HORRIBLE acting.
Sounds JUST like the HL2 Zombies! :)
http://rapidshare.com/files/44046988/zombie.wav
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-07-20 15:10:48 UTC Post #229718
I know it sucks... It was done in a rush, with my Zen V's mic., and while trying to keep it down so my mom didn't come in and ask me what I was doing... After recording, I lowered the pitch and inverted the sound.

EDIT: Do you guize need me to make another one?
Posted 16 years ago2007-07-20 15:15:50 UTC Post #229720
Tetsu0... back up from your mic a little bit. Sounds like you were screaming into it.
Posted 16 years ago2007-07-20 15:31:54 UTC Post #229724
I was screaming into it Because zombies scream in pain dude.
only backwards and down an octave
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-07-20 16:50:10 UTC Post #229729
But its really fuzzy, like when someone is too close to the mic...
Posted 16 years ago2007-07-20 17:43:08 UTC Post #229739
Yeah, i guess you're right. It was about a foot away.
But I'm just saying, the effect can be achieved with relative ease.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-07-20 18:46:06 UTC Post #229745
Agreed.
Posted 16 years ago2007-07-21 09:11:32 UTC Post #229839
picking its nose.
'nuff said.
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2007-07-21 10:02:06 UTC Post #229842
Picking his nose with his crowbar? ;>
Daubster DaubsterVault Dweller
Posted 16 years ago2007-07-21 15:44:57 UTC Post #229867
It would be awesome if he scratched his butt absentmindedly.
Posted 16 years ago2007-07-22 10:40:41 UTC Post #229918
what if they just kinda lean over and swagger a little bit
almost like a reallly drunk person.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-07-22 10:46:09 UTC Post #229920
Make them gnaw on their arms hungrily.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-07-22 13:37:08 UTC Post #229936
like ok
you see a zombie just standing there.. most zombie films.. they're not real agile.. So my guess is that their equilibrium is all fucked up and they just sway back and forth, side to side.. Just unbalanced.. correcting themselves you know.. just a drunken swagger
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-07-22 17:44:09 UTC Post #229956
Anytime! :)
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-07-23 16:47:08 UTC Post #230050
Moar medias
User posted image
Laser Turret
User posted image
RPG Turret

Both up n' running, I'll send the dlls & files to the team members soon.
Daubster DaubsterVault Dweller
Posted 16 years ago2007-07-23 18:03:21 UTC Post #230053
I would've never thought of altering those like that!

Are there any new models coming up to accomodate the changes?
Also, is the laster turret a constant beam or does it just spit fire?
Rimrook RimrookSince 2003
Posted 16 years ago2007-07-23 18:38:43 UTC Post #230054
Cool but you could just use func_tanks to make them as well. If there weren't any aliens or barney(s) in a area :P
Posted 16 years ago2007-07-23 21:04:46 UTC Post #230065
Those are sexy. I'm starting to become afraid of this mod. Should i be?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-07-24 09:14:38 UTC Post #230100
Are there any new models coming up to accomodate the changes?
Also, is the laster turret a constant beam or does it just spit fire?
They'll probably have custom models, same with sounds.
And you can alter the rate of fire of the laser turret via skill.cfg and ent properties, so it can do both split and constant beams.
Daubster DaubsterVault Dweller
Posted 16 years ago2007-07-24 09:50:19 UTC Post #230103
A monster is insta-gibbed only if you use stronger weapons on it, or if you keep shooting it after it's dead.
You can still gib it the ole' way with the crowbar though.
Daubster DaubsterVault Dweller
Posted 16 years ago2007-07-24 12:21:37 UTC Post #230116
what about decals when the gibs hit the floor? Any work on those?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-07-24 13:39:05 UTC Post #230122
Make it non-chrome? Use the Hi-Def model as a base? (besides the fact the hands would look different.... -.-)
Posted 16 years ago2007-07-24 15:06:37 UTC Post #230129
the blood-sprayed crowbar is awesome in itself, but is in fact NOT pretty. It needs serious graphical improvement. Try putting the blood on a separate layer rather than part of the chrome.
Already done dude. I just haven't shared that out yet. :P
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2007-07-25 12:22:47 UTC Post #230250
seconded
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-07-25 13:05:20 UTC Post #230252
replace snarks with smurfs
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-07-25 13:22:32 UTC Post #230253
replace snarks with smurfs
Lepard gnomes covered with blood rather..
Takakakakakaaa!! Rakakakakakakaaa!!
Posted 16 years ago2007-07-25 14:47:17 UTC Post #230263
or.. mutant baby headcrabs
Exploding pie perhaps?
Or.. gophers
(snark replacements, that is)
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-07-25 14:59:41 UTC Post #230267
Headcrabs in general need a makeover. They were awsome in HL2, but the HL1 crabs need a serious overhaul on the threat factor. Like scale all of their motions and animation faster like the fast crabs.
Rimrook RimrookSince 2003
Posted 16 years ago2007-07-25 15:10:13 UTC Post #230271
I always thought it would be a good idea have the headcrabs as a far more dangerous foe to ignore. Make them an instant killer like the Facehuggers in the AVP games.

Plus if you don't know its there and it suddenly jumps on your face, the screen goes black and a really loud crunching screaming noise plays it would scare the shit out of the player.

It would require coding but would be fucking awesome.
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2007-07-25 15:43:17 UTC Post #230275
Is there any way to code just like a headcrab headshot?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-07-25 16:15:13 UTC Post #230277
I didn't say I was going to do it and I definitely wouldn't do it in OIFH due to the sheer mass of enemies.

What I mean is in a horror mod or such you could have them super strong so that they kill you instantly. The player would be shit scared of being attacked by them even if they have a 357 or a shotgun. Thats how headcrabs should be. Lethal.

All you have to do then is use them rarely but in dark corners where they just jump out and scare you shitless.
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2007-07-25 17:33:15 UTC Post #230284
headcrabs lunge after the get only so close, but they are slow before the get into range, and rather easy to pickoff with a glock or 357.
Rimrook RimrookSince 2003
Posted 16 years ago2007-07-25 18:30:35 UTC Post #230287
ATTENTION MOD TEAM

We seem to be progressing at a good pace. Animation work is being completed on the zombie model as I speak so we are seconds away from implementing what will technically be our first custom enemy.

Mapping is going well on my part with texture work obviously being covered at the same time. I cannot say how Tosse's section is going because he has not been readily available as of recently. I do however have faith that he is dedicating some of his time to OIFH's maps and soundtrack.

We now require the following.

VOICE ACTING

We need someone to work on some zombie sounds to replace those in the usual folder. Attack sounds are good as they are but the creature noises need to be of a human nature.

GRAPHICS

We now require a new splash screen for the mod. Custom menu buttons are a definite bonus too. If you want to have a bash at this let me know.

Stay tuned.
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2007-07-28 12:56:56 UTC Post #230499
NEW ZOMBIE FOOTAGE

YOUTUBE IT

URBYTUBE IT (Hi-res 3Mb)

Mostly done. Need a completed map to run around in and need to be facing the right way but all the other stuff's there :)
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2007-07-28 13:02:29 UTC Post #230500
It's OK, but wouldn't it be cool if they, instead of attacking you uninterruptedly, stopped to ROAR like the HL2 fast zombies?
Also, metal tracks+violence = megawin
Posted 16 years ago2007-07-28 13:08:52 UTC Post #230501
they look too easy, but a large room fill with them could be deadly.

A player will get fooled by they're appearance and think they're friendly scientists only once.
Rimrook RimrookSince 2003
Posted 16 years ago2007-07-28 13:25:12 UTC Post #230503
they look too easy
One of these freaks can down a Barney before he can fire 3 rounds! That includes running toward him.

Tested: In an open room if 4 or 5 can get you surrounded they can cut you down from full health and full armour in about 10 seconds.
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2007-07-28 13:27:42 UTC Post #230504
10 seconds is long enough to fire plenty of bullets and run a good distance.

Maybe i just need to try it?
Rimrook RimrookSince 2003
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