• Half-Life Chat V11 - 20th anniversary edition
    999 replies, posted
Of course. Fortnite was the real HL3 all along.
They also post some new screenshot; props for Guard Duty, and the development blog at Moddb's article as well: https://www.moddb.com/mods/operation-black-mesa/news/new-year-update15
No, saves between 1.0 and 1.1 are compatible. Had no issue moving the saves over.
Some texture artist either worked at valve at some point, or is a big fan. https://i.imgur.com/p3asxP6.png https://i.imgur.com/fwkhsDh.jpg Or Valve used more royalty free assets than I thought.
https://youtu.be/tsNgsypJV-U
Enemies knocking over props as cover or to slow your movement like in FEAR is a dream to see again, especially with combine. You're doing amazing work.
…Something tells me it would be a shame if this was all scripted, like those E3 presentations when Half-Life 2 was leaked.
there's nothing in that video that you can't do with retail hl2. hope he explains it a little better if it's something dynamic he added to the AI.
FEAR's AI was heavily scripted too, though. It works so well because the maps are designed around the AI and vice-versa.
Plus I don't think they really suffered from Source's delayed node actions. It's small, but the ai has to slow down and rotate themselves into position before they execute it. I'd rather it skip it and do it instantly when within a certain distance, even if it doesn't look as smooth.
Most enemy AI in all games are scripted. That's pretty much how any interaction with anything has to go. HL1 is scripted as all heck, as I mentioned before; HL2's actual lack of level scripting working with the AI well enough is partly why the Combine are wussies compared to burly, angry triangular military men that failed english class.
I always figured that was an intentional choice rather than a limitation. Faster would be better though.
Yeah it looks much smoother the way they do it. Back when they were pushing the boundaries for what their engine could do, they were all about making it look as smooth and realistic as possible. Sometimes it wouldn't benefit gameplay however.
Right now it works like this: if combine sees player and in the area of punch-able object, he will interact with it. Not sure what else I can do without being "scripted" and not doing any coding.
Between the fact that Gabe Newel's own son couldn't get permission to use Source 2 for his game, and the rumor that Left4Dead3 supposedly was abandoned because half the team thought it would be better to use Unreal, I have a strong suspicion that Source 2 in its current state is irrevocably fucked. Why that is, I don't have a clue - but it's quite possible that the braindrain of talent from Valve has left them without anybody who actually knows how to code a decent engine or make a functional game more complex than fucking Artifact. Just look at the pathetic broken piece of shit that is CS:GO's new Battle Royale mode. That's the kind of "quality" you would expect from Studio Wildcard, not the creators of Half Life and Portal.
I didn't play much of CS:GO's battle royale, but what is broken about it? The little I played it seemed fine.
I don't remember where and can't find it, but recently where was found a reference to vrad3 in source 2. which indicates that S2 is still in active development.
I think the main problem with Combine is that they lack self-preservation. They like to charge headlong into enemies, won't move away from dangerous melee enemies, and sometimes stand on grenades. They'd seem a lot smarter is they just moved when something hurts them or is going to hurt them. While we're on the subject of HECU AI I might as well post this here since I just realized I never did: https://www.youtube.com/watch?v=cOSCBMHGE18
Did Gray say that? From what I recall, he said he saw the state of the engine and said it was largely unsuitable for his studio's project since it was still very much in some sort of a rough development phase that made it unfit for use by anyone other than Valve and by people who mod their Source 2 games (I am mostly paraphrasing, of course). And it's true. Source 2 is very much an unfinished engine. Of course it's still in development. It is being made "Valve-first" functionality-wise. Whatever they need to be in it for their own sake is implemented first and foremost. At least, that seems to be the case for Dota 2's branch.
Yeah iirc using Source 2 was less about permissions and more Gray deciding it's not suited for their needs, when nobody at Valve could tell anything about Source 2.
Remember when Enhancement Mod ceased development to wait for Source 2 because it was supposedly right around the corner?
RIP. FWIW the team had other issues for stopping, it's just that continuing on Source was sort of pointless.
Tiny, 1-2 person teams adding shit to existing projects is exactly what that now-infamous twitter thread said happens all the fucking time at modern day Valve. And they do it specifically because it's one of the guaranteed ways to get a good year-end bonus.
I maintain the viewpoint that Aperture Science was almost an accurate representation of what goes on at Valve. It may or may not have been intentional.
Yeah I figured it wasn't the only reason, more of a "we'll work this out later" reason. Also I broke my Hammer, it can only read HL2 files and ignores EP1 and EP2 even though it's in EP2 configuration. Help?
He said they asked soemone at Valve about Source 2, that person pointed them towards another person, who pointed them towards another person, who also pointed them towards a another person. This went until they got pointed to the original person...
Best HL meme image I've ever seen. Absolute topper. The fact it has every variant of Barney just made my little face light up. https://files.facepunch.com/forum/upload/229956/43bc7639-b7fd-4714-ac0f-5aaa40474479/boiney.jpg
What the fuck? The BR mode is pretty well made and stable. Even on launch it needed pretty few bugfixes.
https://files.facepunch.com/forum/upload/184587/2eecca0b-64aa-45cf-aa5e-1175d6c9e01f/speculation.png feeling speculative
Found link on my tg channel, but the original post and comment from TS got deleted. From my comment on tg looksd like post mentioned paralax, light propagation volumes, and vrad3, and the fact that it was found in artifact "core" mod, which indicates that these features are part of Source 2 base branch and not artifact specific. https://www.reddit.com/r/Sourceengine2/comments/a4ds0x/lightmap_baking_in_hammer_5/
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