Serious HL2RP∞ Screenshot Thread

Revanox

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Posting misc. stuff
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Antloin

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Out of curiosity, what do you guys remember about RealCS weaponbase and what problems did it have?
 

deathwolf

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having to hold E to aim made it a bitch in close quarters

you'd go in to shoot someone and suddenly be staring at their detailed description
try and open a door and suddenly get struck with vertigo
 
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Antloin

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having to hold E to aim made it a bitch in close quarters

you'd go in to shoot someone and suddenly be staring at their detailed description
what's funny is that the button to aim could have been easily changed to right mouse button, did it myself.
alex grist psych op to make clockwork scuffed just enough for people to feel nostalgic about it.
 
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john

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Out of curiosity, what do you guys remember about RealCS weaponbase and what problems did it have?
i liked it because it used old weapon models that fit with the hl2 models, despite the aiming issue they were perfectly serviceable and blended into the setting unlike the modern gunpacks we use from other games. also @Zombine had manually done the positioning on playermodels without pac3(?) afaik and so they always stayed where they were supposed to be and never faded out/flickered due to render distance or other fuckery when u were running around. at worst you'd get the dickgun and reequip it

will always be nostalgic for clockwork's scuffed combat. even though u went flying if u were hit by a bad guy i was a fan of the feedback a lot more than i am now. billion blood effects, character going GRAH and white flashing on ur screen. another thing i miss is when u picked stuff up off the ground ur character would do a little pickup animation and there'd be a soundcue
 

.retzy

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i liked it because it used old weapon models that fit with the hl2 models, despite the aiming issue they were perfectly serviceable and blended into the setting unlike the modern gunpacks we use from other games. also @Zombine had manually done the positioning on playermodels without pac3(?) afaik and so they always stayed where they were supposed to be and never faded out/flickered due to render distance or other fuckery when u were running around. at worst you'd get the dickgun and reequip it

will always be nostalgic for clockwork's scuffed combat. even though u went flying if u were hit by a bad guy i was a fan of the feedback a lot more than i am now. billion blood effects, character going GRAH and white flashing on ur screen. another thing i miss is when u picked stuff up off the ground ur character would do a little pickup animation and there'd be a soundcue
that fucking *THUD* you could hear from across the map when someone was hit by a bullet was the shit

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Ricsow

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that fucking *THUD* you could hear from across the map when someone was hit by a bullet was the shit

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The white flashes were obnoxious but in Helix I barely even notice I am being shot at until I look at my healthbar
 
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john

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The white flashes were obnoxious but in Helix I barely even notice I am being shot at until I look at my healthbar
plugin that adds damage feedback thunk where ur character is incrementally moved, red-flash (we can skip the white flashbang) and "AGh.... hit in the gut..." would go hard for all these hl2ww3rp setting reboots we're getting.

additional shoutout to the contrast+sharpness+film grain filter or whatever it is cw used to make everything look so grim and clear
 
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Ricsow

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plugin that adds damage feedback thunk where ur character is incrementally moved, red-flash (we can skip the white flashbang) and "AGh.... hit in the gut..." would go hard for all these hl2ww3rp setting reboots we're getting.

additional shoutout to the contrast+sharpness+film grain filter or whatever it is cw used to make everything look so grim and clear
and something to replace the god awful motion blur when you're at low health, pretty sure it even lags some people's games
 
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Lewis!

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Bringing this up just because people are talking about CW combat.

I think we solved the issue of S2K being fundamentally counter to roleplay through some very minor changes on our server.

We tried to do a more robust role system to get S2RP working, but it needs more dev time to work, in the meantime however we introduced the suppression system you see in shit like Red Orchestra or Rising Storm which has made covering fire and spray and pray actually worth doing.

Couple this with the automatic roleplay quips we have, you can be in the heat of combat, get your cover absolutely battered with bullets and you'll get a pop up that's like [PSYCHE] "My heart is fucking POUNDING"

Every s2k encounter we've run has been much more drawn out and people have taken the time to /me, talk to their allies and shout at their opponents. It actually feels meaningful now.

Highly recommend giving something like this a trial on the next iteration.
 
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PepicWalrus

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Bringing this up just because people are talking about CW combat.

I think we solved the issue of S2K being fundamentally counter to roleplay through some very minor changes on our server.

We tried to do a more robust role system to get S2RP working, but it needs more dev time to work, in the meantime however we introduced the suppression system you see in shit like Red Orchestra or Rising Storm which has made covering fire and spray and pray actually worth doing.

Couple this with the automatic roleplay quips we have, you can be in the heat of combat, get your cover absolutely battered with bullets and you'll get a pop up that's like [PSYCHE] "My heart is fucking POUNDING"

Every s2k encounter we've run has been much more drawn out and people have taken the time to /me, talk to their allies and shout at their opponents. It actually feels meaningful now.

Highly recommend giving something like this a trial on the next iteration.
I've added these to my notes. As it currently stands we plan to have an S2RP system built in for launch however we also plan to divide up game space with S2RP being regulated to the city and S2K being regulated to the outlands beyond maybe a safe haven or two depending on the size of the map we settle on. This way there's a space for both and majority of the major narrative stuff will likely be in the city so S2RP will cover it.
 
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Lewis!

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S2RP being regulated to the city and S2K being regulated to the outlands beyond maybe a safe haven or two depending on the size of the map we settle on.
This is exactly the system we use right now but be warned S2RP is still very hard to do on a big scale unless you have a robust roll and stat/skill system
 
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