Feedback, questions & appreciation...
Posted: Sun Nov 08, 2009 3:39 pm
Hello to the obsidian team & community, i'm veteran_gamer, avid player/user & newcomer to the mod. i thought i'd make a mega-post with feedback, etc.
my friend has a dedicated server we are in the infant stages of modding, and it looks like we want to go for the long haul with your mod, i've been buried deep into it for 2 weeks now
please forgive if anything here is already covered or common knowledge, i know how frustrating repeating the same answers can get - but i assure you my intentions are good & long-term (hopefully right?)
Issues/concerns
-impulse 50 (squad command) seems function on certain city maps only (c17_02, 03 & 04 i think), on occasion when it does work, npc_citizen seems to break if player death occurs when following
-flashlight activation while looking at water or certain "refract" effects seems to cause a "noclip" like smearing, on coast maps is a good way to replicate, turn flashlight on staring at water and sway camera left/right
-certain events/sequences for certain npc types, npc_zombie, combine_s & metropolice in particular seem to go into "T" pose when transitioning from one animation to the other, and often when being alerted to player presence while moving (combine_s + run animation + suddenly sees player = brief T pose moment)
-mp_livesmode will not work with campaign, after map transition, player loads with 0 lives, causing a team fail...resulting in server switching to default map, not sure if this is issue, perhaps this was intended for single maps only
Suggestions/requests
-alternate rpg missle launch (non-laser) could perhaps be 10-15% faster than normal rocket speed
-ability to teamkill/friendly fire non essential npc_citizens, certain tight hallways can be a disaster with them blocking players
-mp_livesmode being compatible with campaign maps/map transitions.., and if entire team fails...to have the map restart itself and so forth
-some sort of Optional server/clientside extensive precache system...increased load times, but less stutter, closest thing for this found besides sv_forcepreload/cl_forcepreload, is mounting ep1 and ep2 in mapadds
-speed up ironsite/regular switch time by 1.5x perhaps, although i dont use them, i would gladly welcome a quicker aim mode switch
-sk_health settings for alyx
Questions
is there a thread, or knowledge base that contains mapadd templates/information regarding - creating "checkpoint spawns", player teleporters (had issues getting point_teleport to work) i could use for reference? saves hours of time and gets server developing faster, anything with examples, templates etc regarding mapadd functions/usage
Appreciation
all in all, myself and others are extremely satisfied with what you've delivered here, this is the closet thing to running half life in single player as it gets, as well as an impressive capability for modding it. its extremely stable, after running synergy for a week my partners and i thought to ourselves there must be a better more stable coop experience, within 3 or 4 days of extensively playing obsidian conflict, we made our minds and a server was shortly after acquired by a friend. once we get a large portion of the campaign edited we will post it here! everything we have tried to do so far has worked safely. still exploring mapadds however i am certain all of our needs will be met with further experimenting. i hope you guys keep it up cause i can see sticking to this mod for a long time to come. its truly a shame it isnt you guys on the steam list and that so many potential hl2 coop seekers aren't exposed to this work of art immediately. hope this first post wasnt to painful, and thank you for a great job, and giving myself and others a new "project" to tackle which we will make sure takes advantage of all of your features.
take it easy
my friend has a dedicated server we are in the infant stages of modding, and it looks like we want to go for the long haul with your mod, i've been buried deep into it for 2 weeks now
please forgive if anything here is already covered or common knowledge, i know how frustrating repeating the same answers can get - but i assure you my intentions are good & long-term (hopefully right?)
Issues/concerns
-impulse 50 (squad command) seems function on certain city maps only (c17_02, 03 & 04 i think), on occasion when it does work, npc_citizen seems to break if player death occurs when following
-flashlight activation while looking at water or certain "refract" effects seems to cause a "noclip" like smearing, on coast maps is a good way to replicate, turn flashlight on staring at water and sway camera left/right
-certain events/sequences for certain npc types, npc_zombie, combine_s & metropolice in particular seem to go into "T" pose when transitioning from one animation to the other, and often when being alerted to player presence while moving (combine_s + run animation + suddenly sees player = brief T pose moment)
-mp_livesmode will not work with campaign, after map transition, player loads with 0 lives, causing a team fail...resulting in server switching to default map, not sure if this is issue, perhaps this was intended for single maps only
Suggestions/requests
-alternate rpg missle launch (non-laser) could perhaps be 10-15% faster than normal rocket speed
-ability to teamkill/friendly fire non essential npc_citizens, certain tight hallways can be a disaster with them blocking players
-mp_livesmode being compatible with campaign maps/map transitions.., and if entire team fails...to have the map restart itself and so forth
-some sort of Optional server/clientside extensive precache system...increased load times, but less stutter, closest thing for this found besides sv_forcepreload/cl_forcepreload, is mounting ep1 and ep2 in mapadds
-speed up ironsite/regular switch time by 1.5x perhaps, although i dont use them, i would gladly welcome a quicker aim mode switch
-sk_health settings for alyx
Questions
is there a thread, or knowledge base that contains mapadd templates/information regarding - creating "checkpoint spawns", player teleporters (had issues getting point_teleport to work) i could use for reference? saves hours of time and gets server developing faster, anything with examples, templates etc regarding mapadd functions/usage
Appreciation
all in all, myself and others are extremely satisfied with what you've delivered here, this is the closet thing to running half life in single player as it gets, as well as an impressive capability for modding it. its extremely stable, after running synergy for a week my partners and i thought to ourselves there must be a better more stable coop experience, within 3 or 4 days of extensively playing obsidian conflict, we made our minds and a server was shortly after acquired by a friend. once we get a large portion of the campaign edited we will post it here! everything we have tried to do so far has worked safely. still exploring mapadds however i am certain all of our needs will be met with further experimenting. i hope you guys keep it up cause i can see sticking to this mod for a long time to come. its truly a shame it isnt you guys on the steam list and that so many potential hl2 coop seekers aren't exposed to this work of art immediately. hope this first post wasnt to painful, and thank you for a great job, and giving myself and others a new "project" to tackle which we will make sure takes advantage of all of your features.
take it easy