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Half-Life Alyx

  • Tisky
  • November 19, 2019 at 5:05 AM
  • blackdog
    • November 29, 2019 at 2:15 AM
    • #101

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  • -HP-
    • November 30, 2019 at 10:27 AM
    • #102

    https://www.ign.com/articles/2019/…nd-canada?amp=1

  • -HP-
    • December 6, 2019 at 7:39 PM
    • #103

    If you're like me, and the announcement of Alyx makes you wanna replay HL2, this mod seems to enhance things a little bit. I absolutely love the feature that turns the projectiles from hitscan to "bullet drop".

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  • FMPONE
    • December 6, 2019 at 7:56 PM
    • #104
    Quote from [HP]

    16 minutes ago, [HP] said: If you're like me, and the announcement of Alyx makes you wanna replay HL2, this mod seems to enhance things a little bit. I absolutely love the feature that turns the projectiles from hitscan to "bullet drop".

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    Time to replay it

  • leplubodeslapin
    • December 6, 2019 at 9:22 PM
    • #105
    Quote from [HP]

    1 hour ago, [HP] said: If you're like me, and the announcement of Alyx makes you wanna replay HL2, this mod seems to enhance things a little bit. I absolutely love the feature that turns the projectiles from hitscan to "bullet drop".

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    I'm already more than halfway through, too late ! :D Seems nice, the SMG feeling should be much better with the bullet drop instead of hitscan + the iron sight

    It's such a great game, guys replay it, now is the perfect time !


    I bought new ram and CPU, and I asked for a motherboard to santa claus :D And I'll buy the Index in january ! ? I'm so hyped !!!!!!!

  • Squad
    • December 7, 2019 at 1:32 AM
    • #106

    I was planning to replay HL2 (and perhaps HL) while awaiting HL:A, so this is a welcome addition for sure :)

  • dux
    • December 7, 2019 at 1:18 PM
    • #107
    Quote from [HP]

    17 hours ago, [HP] said: If you're like me, and the announcement of Alyx makes you wanna replay HL2, this mod seems to enhance things a little bit. I absolutely love the feature that turns the projectiles from hitscan to "bullet drop".

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    I'm currently replaying HL2 and this mod looked really cool so downloaded and gave it a go. Within 30 minutes I uninstalled it as the footstep sounds drove me crazy. A great mod ruined by one thing.

    Playing with this instead: https://store.steampowered.com/app/290930/HalfLife_2_Update/

  • blackdog
    • December 7, 2019 at 2:43 PM
    • #108

    Could easily replace the footsteps sound with the original by copy/pasting the file I’m sure?

  • dux
    • December 7, 2019 at 5:45 PM
    • #109
    Quote from blackdog

    3 hours ago, blackdog said: Could easily replace the footsteps sound with the original by copy/pasting the file I’m sure?

    Nope

  • FMPONE
    • December 7, 2019 at 7:46 PM
    • #110
    Quote from blackdog

    5 hours ago, blackdog said: Could easily replace the footsteps sound with the original by copy/pasting the file I’m sure?

    Few things on Source are this simple, one reason why the engine is so time consuming to work with

  • Zarsky
    • December 8, 2019 at 8:05 PM
    • #111
    Quote from FMPONE

    On 12/7/2019 at 9:46 PM, FMPONE said: Few things on Source are this simple, one reason why the engine is so time consuming to work with

    Any idea if Source 2 has improved in this regard?

  • FMPONE
    • December 8, 2019 at 8:18 PM
    • #112
    Quote from Zarsky

    11 minutes ago, Zarsky said: Any idea if Source 2 has improved in this regard?

    I haven’t spent much time in Source 2 yet.

    I’m very curious about:

    -Animating character models in Source 2 (Source Film Maker style?)

    -PBR materials in Source 2

    -How accurate editor lighting is (are there compiles to finalize?)

    -Scripting/coding stuff

    Perhaps someone can enlighten me.

  • leplubodeslapin
    • December 8, 2019 at 9:46 PM
    • #113

    Calling @marnamai ! Enlighten us! :D

  • marnamai
    • December 9, 2019 at 6:53 PM
    • #114

    Source 2 user friendliness has been vastly improved, importing assets is mostly drag and drop, the asset browser compiles it into the game format in the background. QCs are a thing of the past.Model editor https://developer.valvesoftware.com/wiki/Dota_2_Wo…ls/Model_Editorhttps://developer.valvesoftware.com/wiki/SteamVR/E…orting_Tutorial  Material editor

    Naming conventions are important, if you use the correct post-fix, materials slots will be automatically filled out in your material. Setting up a material is basically checking a bunch of flags and assigning the correct textures. _color (diffuse) _normal (normal map) _ao (lighting) _refl (reflectance) _gloss (glossiness, has a metalness slider)https://developer.valvesoftware.com/wiki/Dota_2_Wo…Tools/Materials Lighting The current lighting system in SteamVR isn't super great since it's using vertex baked lighting for indirect light and AO on hammer mesh. We do however have per-pixel shadow casting lights available, but there's a limit to how many can be on screen at once.

    Quote

    Quote The lighting can be split up into four different groups, diffuse and specular, with each with respectively direct and ambient lighting. Physically based rendering (PBR) is assumed to be used, which among other things means that surfaces are energy conserving and cannot emit more light that they receive. The light received by the surface is split up into diffuse and specular reflections according to the material properties.

    https://developer.valvesoftware.com/wiki/SteamVR/E…Adding_Lighting All lights can be direct, indirect or both. Baked lighting uses photon mapping (which you'll need to compile), by default, photon mapping is performed from the edges of the map, so if you have background objects, it will increase compile time, to combat this you can use a light_importance_volume to define a volume to perform detailed photon mapping in, outside of it only simplified lighting is compiled. Dynamic objects (physics and prop_dynamic) are not affected by baked lighting and require an env_combined_light_probe_volume (has a built in cubemap) Compiles for lights are still required, but we can use real time in editor lights and then switch those lights to baked, before compiling. The lighting system for Half-Life Alyx will support lightmaps. If you are interested in working with S2, I can recommend the SteamVR tutorials,https://developer.valvesoftware.com/wiki/SteamVR/Environments Hammer mesh has been confirmed to be compatible with HLA, lighting and entities will not.

  • Comfort Jones
    • December 9, 2019 at 11:53 PM
    • #115
    Quote from dux

    On 12/7/2019 at 9:45 AM, dux said: Nope

    I'd bet you didn't put the sound in custom/whateverfoldername/sounds. It should work. (I use a lot of little mods with MMOD)

  • dux
    • December 10, 2019 at 2:34 PM
    • #116

    I probably could of done that but I couldn't remember how to do it nor could I really be bothered I just found it strange that there are all these options for everything including how big the kitchen sink is but nothing to disable the god awful footsteps. It's almost as if it were done in purpose

  • -HP-
    • December 19, 2019 at 8:16 PM
    • #117

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  • blackdog
    • December 24, 2019 at 11:58 PM
    • #118

    Didn't even know Alyx was recast until I saw the thumbnail for this video

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    which is clickbait cos the video doesn't actually explain it. Still incredibly weird have Merle voice 95% of the game to then recast. I dunno, I couldn't tell the difference between the original and the new voice in the trailer (they say she's still in there), I just assumed there was a bit of processing to make her sound younger.

  • dux
    • December 28, 2019 at 4:06 PM
    • #119

    Makes 0 sense to me. I'm just under the impression someone high up doesn't like her for X reason. A shame really, it's brought down my anticipation for this a bit.

  • -HP-
    • January 12, 2020 at 4:38 AM
    • #120

    Damn, I'm still rocking a 970. Will need to upgrade for this.

    SYSTEM REQUIREMENTS MINIMUM: OS: Windows 10 Processor: Core i5-7500 / Ryzen 5 1600 Memory: 12 GB RAM Graphics: GTX 1060 / RX 580 - 6GB VRAM

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