What exactly makes the enemies "smarter"?
I wanna say alpha labs 3 or 4, the section where you cross a bunch of those bridges.
A few times they've spawned above bottomless pits for me, that's the main issue. So they just kinda float haha.
I wouldn't say I loved waiting for them, but the problem is the spawns just look broken as is.
Btw would you be ok with other mods using the random spawn feature from this?
This is a really interesting mod! I really like the randomized spawns, but the trite spawns seem totally broken and I don't know how to fix them. Had a bit where they were floating above a pit rather than spawning in front of me.
Well the models are freely available, just look up Juniez Half-Life 2.
If you mean animations, yeah that should be easy for anyone to rip once it's up.
Wow God knows how long that typo was in there. Fixed now, thanks!
Get real moderation on this stuff, this is pathetic
It was literally you. You did this.
I 100 percent hope people will. If I'm forced to stop working on the project I'll probably release the code for people along with documentation so there's a real chance of it getting used
I would need someone who could implement those for me before I could ever commit to something like that
This is not worth showing off to the public
That's just the way it closes because CJ had no grasp on any kind of presentation back when the project was called HEV haha.
The grunts are basically straight ports, the soldiers are reskinned from the "captains" of HLA, and our Elite model uses that same base but with a brand new helmet.
Correct, it should get a good indication of how random your shot is going to be.
Has...the sky ever looked like this to you? This is so extra.
Thanks for the kind words! So basically Inhuman should in theory work with at least EP2, but due to how much more of an overt rework it is I can't say it would definitely be balanced. In the case of YLA the map sources are available so I was able to edit those. Also anything using custom code would 100% not be able to work.
So atm I'm definitely not prioritizing something like that BUT I plan on making the mod freely open source shortly after it's released so people will be free to make maps with it, add my ai to their mods, etc. so it's definitely not impossible that someone makes a sort of Inhuman take on MMod.
Yeah good combat is always gonna be a mix of the ai and level design. I'd say Episode 2 is a good example of the combat feeling good basically entire due to the level design. They script the soldiers in ways to make every feel *just* right which makes it feel good but it's never really all that hard.
Big philosophy for Inhuman is to try to have the best of both worlds. I want my combat spaces to feel super re-playable, like you can play it 5 times and still feel entertained and challenged.
When you say stuff like "they hide and ambush" I really cannot accept "ok they don't actually do that but it's easy to think they do in some situations, especially when I've played basically every major HL2 mod that exists and I cannot think of a SINGLE instance of behavior like that. Good AI absolutely can make the player think they're doing more complicated things than they do, I would 100% disagree the combine soldiers are equipped to do that. Their movement goals are incredibly basic and don't even allow for a vague kind of nuance, they are basically just running for you or away from you. They don't coordinate their movements, they don't throw grenades if the grenade wont hit you so they often don't use them in ways where they can look smart like trying to flush you out instead of running in.
They're built for incredibly linear arenas and I think it says a lot that in EP2 Valve basically scripts almost all of their behavior to make them seem more interesting. Try to make something like a FEAR arena, something built to just let the ai do things that look interesting, and the soldiers will make almost no use of it. The idea they even express enough to "fake" good behavior, like the great audio from FEAR's replicas or their varied animations which help show their intentions is something I cannot buy into at all. It's like someone trying to tell me fast food is actually a gourmet meal. There's a reason I bothered with a complete overhaul of their behavior so seeing posts telling people what they can "actually" do is pretty frustrating tbqh.
So again, to reiterate, basically nothing you just said was factual, it's you basically over-complicating behavior which is literally "run to a position to shoot from".
There is no intentional "flanking", they have zero concept of what a "choke point" is, they have no suppression fire schedule or w.e, and they absolutely do not have some kind of "hide and ambush" behavior. I'd really appreciate it if you didn't spread misinformation based on what you think they're doing. You can literally find their code online and see exactly what they do, what they consider, what they respond to w.e. This is literally demonstrably false.
I have literally looked at and overhauled their code. There is no suppressive fire, there is no "suppressive fire" node. I have absolutely no idea what Black Mesa's ai has to do with this?
As for them supposedly outmaneuvering the player, the only movement goals they ever consider are ones to find LOS on you or to get to cover, generally to reload. Minerva's opening sections are on wide open beaches and later in an area with a couple cramped building where it's extremely easy to have them all funnel into your los and die. They do not have the capacity to make smart use of the map.
I'd say the grand majority of Minerva's maps give them very little room to "flank". Suppressive fire isn't a thing, throwing grenades is a thing they can do if you're near a spot they saw you at in the last couple of seconds. They will never "grenade spam" an area seeing how only one squadmate can toss a nade at a time.
Idunno man please don't make stuff up to defend it? The amount of upvotes on this makes me think people actually believe it.
Will these updates be pushed to the public source code as well?
How exactly are you optimizing for all these new lighting effects? Have you gotten engine access from Valve? (More importantly when you gonna gimme the source code)
Without spoiling much, you're definitely aiming to get up to that general area, although sadly I don't think I'm gonna be able to line it up exactly above this spot.
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