Graphics don't make a good game. Fucking I loved Legend Of Zelda Ocaina of Time. It has pretty shitty graphics compared to now a days. But IMO its a great game and I still love it.
A more recent game prototype didn't have the best graphics in the world, but it was still fun to run around and smash people into the ground. It only proves graphics don't make the game.
[QUOTE=BloodYScar;23503635]Except for a bucket of bloom, blur and postprocess filters it looks the same. And new textures of course.
Oh and the fake euphoria...[/QUOTE]
Yeah, that's all it is. :downs:
[QUOTE=BloodYScar;23503345]Baking is outdated. Source is outdated... Anyone who believes that source should stay like it is is nuts.
Source should be removed alltogether, Valve should FINALLY move the hell on... Cocky company.[/QUOTE]
Cocky company? How the fuck are they cocky? They just released a game for free that looks beautiful. It beats most of Unreal 3's shit. Guess what? It has even lower performance cost! Not only that, but cocky would be the guys over at CryTek who build an engine for years, release a half-assed game built for the engine, get tons of fanboys to swoon, then build a whole new one. Valve gets results without needing beautiful graphics that suck up your hardware. That is what I call game design.
Was I just ninja'd by like ten people? Whatever, I think my point still counts.
Anyone found out how to add bots?
I think you have to set up your map as an addon for it to be usable with friendly bots.
And, how do I do that?
[QUOTE=Sodisna;23504049]And, how do I do that?[/QUOTE]
read the tutorials on the valve wiki.
[QUOTE=selby3962;23503193]Graphics are decided by the artist, not by fancy effects.[/QUOTE]
What a great broken record player. That's something else I preach a bit too. Overall though, dynamic lights do look better and are much more capable and appropriate in environments that change often. It's also more appropriate to use per-pixel lighting when there is complex geometry being used that would otherwise not look lit correctly using other lighting methods.
[QUOTE=Zally13;23503689]Cocky company? How the fuck are they cocky? They just released a game for free that looks beautiful. It beats most of Unreal 3's shit. Guess what? It has even lower performance cost! Not only that, but cocky would be the guys over at CryTek who build an engine for years, release a half-assed game built for the engine, get tons of fanboys to swoon, then build a whole new one. Valve gets results without needing beautiful graphics that suck up your hardware. That is what I call game design.
Was I just ninja'd by like ten people? Whatever, I think my point still counts.[/QUOTE]
The Source engine still provides some of the best facial and character animation blending around, it's one of the best for natural cutscenes. Many other engine force you out of your character into a specially choreographed scene with specific camera angles, where as in half life 2 you can run around during cinematic sequences and characters still react to your current positions and speak to you no matter where you are.
In terms of visuals, Source is surely not up to date technically, but Valve's art department is phenomenal and their games never-the-less look good, whether it's artistically or realistically.
[QUOTE=Firegod522;23503651]Graphics don't make a good game. Fucking I loved Legend Of Zelda Ocaina of Time.[/QUOTE]
That game's visuals were actually praised a lot, it was a pretty marvelous looking game for that time. Hell, during that time developers were just hoping to get 3 polygons for the nose of characters.
To be honest, TF2 is the only really great looking game from Valve. And that's saying something really, seen as it's cartoony. I'm not being sarcastic either, the level of detail Valve puts into the maps is just amazing.
[QUOTE=Legend286;23504742]To be honest, TF2 is the only really great looking game from Valve. And that's saying something really, seen as it's cartoony. I'm not being sarcastic either, the level of detail Valve puts into the maps is just amazing.[/QUOTE]
That's rubbish, have you actually looked at any of the Alien Swarm maps? I mean, really looked?
I flew through the entire first map in Hammer, and let me tell you, they went to town with the level of detail in this baby. I was in awe, they had to use instancing in order to make the map more than 5 minutes long, simply because they used SO many entities and brushes.
If you really look, you'll see they paid incredible attention to every single map, to make the game true to Valve's standard. Even the little PDAs with notes from colonists! have you even bothered to stop and read some of them? The team slaved over this mod, and I can tell, I would too. This is the game that helped them make it, why would they make a half-arsed job of it?
I'm sorry, but you're too wrapped up in your own naivity. Valve update the engine as and when they need to, saving on costs, time and effort, not to piss YOU off. and the updates they made to the engine with this game were perfectly suited to it. I personally am having a whale of a time in their new SDK, I've already started experimenting with it. And I hope you all have as much fun as I did on it.
[QUOTE=Deadchicken;23505181]That's rubbish, have you actually looked at any of the Alien Swarm maps? I mean, really looked?
I flew through the entire first map in Hammer, and let me tell you, they went to town with the level of detail in this baby. I was in awe, they had to use instancing in order to make the map more than 5 minutes long, simply because they used SO many entities and brushes.
If you really look, you'll see they paid incredible attention to every single map, to make the game true to Valve's standard. Even the little PDAs with notes from colonists! have you even bothered to stop and read some of them? The team slaved over this mod, and I can tell, I would too. This is the game that helped them make it, why would they make a half-arsed job of it?
I'm sorry, but you're too wrapped up in your own naivity. Valve update the engine as and when they need to, saving on costs, time and effort, not to piss YOU off. and the updates they made to the engine with this game were perfectly suited to it. I personally am having a whale of a time in their new SDK, I've already started experimenting with it. And I hope you all have as much fun as I did on it.[/QUOTE]
I'm talking about Valve's own games. Alien Swarm is a mod, really. Albeit awesome.
Its a mod by valve :3:
I made an addon but whenever I start it the loading screen starts but when it's done loading it goes back to the main menu.
[QUOTE=Firegod522;23505445]Its a mod by valve :3:[/QUOTE]
Yeah, it's still a mod, made by the creators of the original. It was only a side project.
is it better to use "nodraw" or "toolsnolight" for unseen faces?
[QUOTE=Pelf;23505566]is it better to use "nodraw" or "toolsnolight" for unseen faces?[/QUOTE]
It really doesn't matter. Just make sure you don't leave the lightmaps low.
And your point? Its an update to the source engine? Its made by valve. You should be grateful we got an upgrade at all. And I for one am happy with this little preview of the newer engine.
Well, according to the wiki at least, "toolsnolight" is bypassed by vrad saving alot of compile time.
[QUOTE=Legend286;23505573]It really doesn't matter. Just make sure you don't leave the lightmaps low.[/QUOTE]
That shouldn't matter either, if a nodraw face has a lightmap scale of 1, it still won't be rendered, therefore it's lightmap scale is redundant. I'm not sure about the new tooltexture though, you're better off checking the wiki.
Toolsnolight is useful for if you want to keep the type of 3rd person camera. If you don't have it like so you will probably be seeing through the wall.
[QUOTE=Deadchicken;23505643]That shouldn't matter either, if a nodraw face has a lightmap scale of 1, it still won't be rendered, therefore it's lightmap scale is redundant. I'm not sure about the new tooltexture though, you're better off checking the wiki.[/QUOTE]
I meant if he was just gonna leave it textured, he'd want to set the lightmaps high, unless the faces weren't visible ones which would be culled anyways.
[QUOTE=Legend286;23500564]Because even though the gameplay is important, it helps when the game looks nice. You wouldn't play Crysis 2 if it looked like fucking Doom would you?[/QUOTE]
I would. Maybe.
Either way, Alien Swarm looks visually great and plays better. I wouldn't really care about or really notice many improvements.
So I created a special tile for my onslaught map and I tell yah, just the ones that spawn in this room are clever enough to keep one person occupied, once I add the rest it's gonna be fucking hard (In a good way).
[editline]02:18AM[/editline]
[IMG] http://filesmelt.com/dl/4x4_0003.jpg[/IMG]
[QUOTE=ZapDing;23506049]So I created a special tile for my onslaught map and I tell yah, just the ones that spawn in this room are clever enough to keep one person occupied, once I add the rest it's gonna be fucking hard (In a good way).
[editline]02:18AM[/editline]
[IMG_thumb]http://filesmelt.com/dl/4x4_0003.jpg[/IMG_thumb][/QUOTE]
Change the skin on the normal railings to match the railings on the stairs.
[QUOTE=ZapDing;23506049]So I created a special tile for my onslaught map and I tell yah, just the ones that spawn in this room are clever enough to keep one person occupied, once I add the rest it's gonna be fucking hard (In a good way).
[editline]02:18AM[/editline]
[IMG_thumb]http://filesmelt.com/dl/4x4_0003.jpg[/IMG_thumb][/QUOTE]
I love the textures in this game!
I love the models! They're sexy as fuck.
[QUOTE=Pelf;23505566]is it better to use "nodraw" or "toolsnolight" for unseen faces?[/QUOTE]
Nodraw for unseen areas, toolsnolight for unreachable areas that can be seen by the camera.
I want to make a tile pack for this. What should the theme be?
[QUOTE=Pelf;23506421]I want to make a tile pack for this. What should the theme be?[/QUOTE]
Do something C17 ish :v:
[QUOTE=Pelf;23506421]I want to make a tile pack for this. What should the theme be?[/QUOTE]
A circuit board, and the aliens are a virus.
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