Page 3 of 5

Posted: Mon Oct 13, 2008 1:02 pm
by Keychain
Vaun wrote:I think so many people think gmod playermodels will work for OC is because they both use the ob engine (or do they?...)
They both use the Ep2 engine.

But it's been leaked that Garry will be switching over to the Left 4 Dead engine once it's released.

Posted: Mon Oct 13, 2008 8:30 pm
by JigglyWiggly
What improvements are in the left4dead engine?

Posted: Mon Oct 13, 2008 9:48 pm
by Keychain
Not sure, but he approved the rumor. It looks good though, and he'll probably change his mind once Ep3 is released.

Posted: Mon Oct 13, 2008 10:33 pm
by Neico
they will update the SDK with that too when it's really that much of a engine update

Posted: Mon Oct 13, 2008 11:06 pm
by shiftey
Is there a way to force the player to be a specific player model for a specific map? Say I wanted all of the players on Team A to be dressed like Combine and all of Team B to be dressed like Anime toons. Is this possible?

Posted: Wed Oct 15, 2008 4:50 am
by shiftey
Nobody wants to answer my question?

Well would it work if I included the files in my bsp but changed all the values so that each custom player model pointed toward the one I wanted them to be?

Posted: Wed Oct 15, 2008 11:00 am
by Blues
To change the playermodels for players could maybe work with a point_clientcommand and filters though i'm not really sure about it as i never used the point_clientcommand.
But if it works you could just annoy the players by firing the command "cl_playermodel <model>" so they'd use the model you want to on your maps but then have to reset it to what they like on the next map. Also they could change it again on your map, so you would have to keep firing this command once in a while.

Posted: Sat Nov 29, 2008 8:05 am
by shiftey
Added this pack to the list on the wiki. http://wiki.neic0.de/?title=Customizati ... n_Conflict

Posted: Sat Nov 29, 2008 4:43 pm
by Ny
JigglyWiggly wrote:What improvements are in the left4dead engine?
There arn't a lot of improvement's but the ones worth noting are:
- Improved hair physics (See Zoey's fringe)
- Improved cloth physics
- Reworked particle system
- Full multi-core cpu support (Unlike OB)
- Improved flashlight (But such a resource hog 20+ FPS lss in high detail areas)

I reckon Garry must have his eye on the CPU support as a lot of HL2 Mods need it (including this one). I have a Quad core with Vista and it lags quite easily sometimes in areas of very little action because the engine doesn't know how to split the workload and just bottlenecks itself up.

Posted: Sat Nov 29, 2008 8:04 pm
by Makrontt le nécron
About the hair of the anime girls disappearing when enlighten by the flashlight, it works fine with $alphatest instead of $translucent.
However the quality of the transparency is lowered.

Posted: Sat Nov 29, 2008 8:07 pm
by Hell-met
no such thing as hair/cloth physic

it's called jigglebone and it has been there since orangebox

Posted: Sat Nov 29, 2008 9:13 pm
by Shana
Makrontt le nécron wrote:About the hair of the anime girls disappearing when enlighten by the flashlight, it works fine with $alphatest instead of $translucent.
However the quality of the transparency is lowered.
That will also fix the dynamic shadows, but since i havent found a way yet to allow half-transparency with $alphatest, i will stick with $translucent, as it looks shitty without half-transparency.

Posted: Sat Nov 29, 2008 11:15 pm
by Ny
Hell-met wrote:no such thing as hair/cloth physic

it's called jigglebone and it has been there since orangebox
Okie dokie, my bad.
Forgot to add advanced physics animation (watch that boomer gut wobble!)

Posted: Sun Nov 30, 2008 12:14 am
by Shana
Ny wrote:
Hell-met wrote:no such thing as hair/cloth physic

it's called jigglebone and it has been there since orangebox
Okie dokie, my bad.
Forgot to add advanced physics animation (watch that boomer gut wobble!)
Those are jigglebones too :P

Posted: Tue Dec 23, 2008 2:11 am
by Combine Demon
uhm... Forgot what to say.... gimme a minute.