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Author Topic: Mod Half-Life 2?  (Read 1886 times)

Offline Bloodywolf

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Re: Mod Half-Life 2?
« Reply #15 on: 2007-04-09, 10:48:06 »
From what I can remember you don't kill each other lol.
William - Bloodywolf - Me
Sloth, Greed, Gluttony, Wrath, Envy, Pride and Lust.
Which one shalt thou pick today?

Offline ORI

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Re: Mod Half-Life 2?
« Reply #16 on: 2007-04-09, 12:20:20 »
No but beating eachother up to unconsiousness is enough to make that allusion because pokemon trainers force/coarce thier animals into a fight so I assume thats how they went about it

Offline Javokis

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Re: Mod Half-Life 2?
« Reply #17 on: 2007-05-29, 01:32:15 »
Fuck it... I changed my mind. I just keeping coming back to the Wod genre.

I'm having second thoughts about trying a shot at making a oWod MOD for HL2. Maybe I could help with the Bloodlines Revival project... or I could do a Redemption Revival project. Hehe. I've been trying to picture how Christof would look in HL2. Considering that Half Life 2 uses a FREE modeling and animation program called XSI Mod Tool, the possibilities for HL2 could be limitless especially given that there are tutorials on practically EVERYTHING on HL2. I've been reluctant to try this, but if we make sure people know that they have to own these games before using the Redemption or Bloodlines revival mod then I think we should be OK.

I'm not going to be overly ambitious due to my programming nature. I want to concentrate on CODE first before CONTENT. I consider myself a realist in that If I do decide to make a revival project of my own, it would concentrate on game play and functionality over the plot length and interactive depth - at least at first. This would hopefully be a good learning curve for me, a stepping stone towards my true goal.
« Last Edit: 2007-05-29, 01:39:06 by Javokis »
"There's nothing wrong with horses dicks, there's nothing wrong with sucking horses dicks." -Signo

Offline ORI

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Re: Mod Half-Life 2?
« Reply #18 on: 2007-05-29, 16:09:55 »
Well you can always take the Bloodlines Revival project and Branch it off to more Multiplayer oriented when it hit that development stage,  since your not constructing a engine from scratch most of the coding will be in making the RPG system right? both games use oWoD so there shouldnt be a problem there unless the bloodline revival have problem with you taking the project to a new direction at some point (rather than just trying to replicate the singleplayer game in HL2 I mean).
Of course its all a question of if that project will actually get completed or abandoned half way IMO like most of these things tend to end up.

Offline Javokis

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Re: Mod Half-Life 2?
« Reply #19 on: 2007-05-29, 17:23:36 »
Well here's an idea:

To start out basic I'll just use the Christof remastered model that Xaltar created and have him be the main character. Instead of following the Redemption plot, I could make an alternate universe where Christof and Anezka are fighting with Gordan Freeman's resistance against the Combine. That way I don't have to do too much to start with, just learn modeling, sound scripting, and AI reaction (for Anezka as an ally). I don't know anything of how to script blood or feeding in HL2 so I'll just stick with health and soak like a normal HL2 game, but instead of using medkits to heal your health, you could pickup bloodbags (just some converted model).

The concept could be as simple as HL2: Episode One.

You are Christof trying to escape City17 before the Citadel blows. You're with your love and long time companion, Anezka, who like Alyx, can kick ass with the best of them (I could apply Alyx's AI script to an Anezka model when I figure out how.)  I could add damage regions to represent sun spots for day maps sense the citadel blows up during the day, sunny maps will be plentiful. I don't think it should be hard to add the sun damage regions.

Just simple stuff. No epic plot, no Wod PnP rule coding to start with, just basic learning of the HL2 engine's script system and modeling program. See, I am not going to overwhelm myself with an overly ambitious project that has NO CHANCE OF LAUNCHING. I'm not going to code a Storyteller multiplayer mode right from the get go. I'll make a single player experience primarily. I wouldn't know where to start on a coding a coop multiplayer feature.
« Last Edit: 2007-05-29, 17:29:32 by Javokis »
"There's nothing wrong with horses dicks, there's nothing wrong with sucking horses dicks." -Signo