• Half-Life Chat V12 - 9 = 3
    999 replies, posted
For some reason I was thinking that MINERVA just had everything packaged with it, not requiring the other episodes installed at all (the steam version seems to work standalone like that)
I agree that everything up to the chapter "Our Benefactors/Dark Energy" paints him as somewhat smug but sincere protector of humanity. Unfortunately I cannot help but read the actual confontation as him being a snively asshole whose main purpose was selling humanity out to be a puppet-king. I wanted him him to be extatic about being turned into a "breengrub" since he spoke so well of transhumanism and as far as I can tell that was basically what an advisor was. Instead he tries to talk himself out of it, decidely treats going through as a portal as an experience akin to Hell and most tellingly drops the charade to call the combine, well, the combine (instead of our benefactors or the universal union).Sure he is really smug while going through the portal, but I see that as a case of his Trump-style disability to lose face under any circumstances. While very funny it is a huge case of idiocy in order to facilitate the rest of the plot. No way he would not know what it is or how to use it. Hell, he has probably seen Gordon use it to fight his way up the tower. I don´t hate the plot of Half-Life, I could probably gush for double the time about all the great aspects of Breen's character. I nipick because I love, y'all
He doesn't seem to have noticed, when the Elite Combine soldiers shows it to him once he grabbed it out of you, Breen literally goes: *Chucke*, What's this? Oh, put it over there. He doesn't look like he realizes exactly what it is.
She did personally teleport Eli to Breen despite him shutting her down so hard at Nova Prospekt. It's contrivance, but it's also not unreasonable considering she was basically his right hand at that point and his personal mole into the Resistance. A week had also passed since that point and she was just one woman that was a scientist rather than a combatant, so even if he had his doubts about her it clearly didn't cross Breen's mind. The fact that she picked up Alyx's recently-disarmed jamming device was what flipped things on them. If there's anything to be wondering about, it's how the hell Eli and Mossman managed to escape well and far into safe distance with Elites pounding on the door and the entire top of the citadel exploding in an immense cataclysm five minutes later.
And the most important unanswered question, who built that bust of Breen? It had to have been fairly recent to Gordon's arrival since the bust resembles ~20 years older Breen, not Black Mesa Breen. Did one of the repatriated citizens of City 17 happen to be a skilled sculptor? Did this person do the work willingly? Did the Combine provide the marble material? Where did the Combine get this marble? And so on.
Didn't the Overwatch Headqurters have multiple Breen busts scattered about? Hell the simple fact that Breen set up a flashy marble-floored building with carpets and everything in the center of town as the headquarters for his unfeeling robotic soldiers is pretty telling of him loving to play king turd of shit mountain.
Rather than a crowbar 'damage boost', my understand is that rather it's a damage nerf when the crowbar is used rapidly. The crowbar's standard damage is supposed to be 10, that's what is listed in skill.cfg. On and Easy and Medium difficulty that lets you kill a headcrab with one hit, or smash most breakable windows with one hit. But after the first hit, subsequent hits are supposed to do half damage, to represent Gordon not having the strength to repeatedly whack the crowbar that hard. So if you whack something several times, the amount of damage you do is 10, 5, 5, 5, etc. But if you wait a second, Gordon recovers his strength and the crowbar does a full 10 damage again. So it's not so much a 'charge up' as a recovery from a penalty. And it's supposed to work that way in both singleplayer and multiplayer. But the lag compensation update broke it so that it always thinks you've already done a first hit, so it always halves the crowbar damage and you always do just 5 per whack. Which means that headcrabs take 2 whacks to kill even on Easy and Medium difficulty settings. And a whopping 4 whacks on Hard. Very tedious. @Solokiller are you able to fix this?
This bug was already reported and a fix provided: https://github.com/ValveSoftware/halflife/pull/1600 But i provided an alternate fix that can work out of the box for all Crowbar clones.
Doesn't seem to me like Breen had influenced the Overwatch nexus much, it's a reused former bank/parliament and anything fancy inside it (sans the Breen busts) is a leftover from its former glory, apart from that the building is obviously neglected, crumbling and makes no sense as the Overwatch "headquarters", but that's another story entirely.
Hey guys, since i can't figure out doing this myself maybe someone in here would help me. I have been replaying Half-Life 2 with Juniez's new models, which are beautiful btw, and I can't seem to ignore that the pistol doesn't eject any shells when firing. It would be really nice if someone would decompile Juniez's pistol model and add a sequence for the shell ejection or something, since i don't bother teaching myself. Thanks Guys... ;) <3 <3 Love ya
Pretty sure he's just pretending to not care about it to keep up appearances of being in control and above him. He's yucking it up because Gordon managed to trap himself like an idiot, when he was most likely shitting himself when he saw what he was doing to the soldiers with it.
He wasn't happy about being a breengrub because that's not what transhumanism is, the Overwatch Soldiers are transhuman, but the Advisor grubs are just fat sacks of alien flesh. And the Portal is a big deal, even though he's a firm supporter of the Combine, his escape route is now the very same portal he was threatening to send Eli and Alyx for insubordination. It's never referred to has a headquarters, that's the Citadel, it's just referred to as the Overwatch Nexus. As far as I understand, it's just a staging area, an FOB where they can deploy from or regroup. It doesn't even have any sort of command center, the most significant equipment inside are power generators and a mortar.
Yeah, I imagine the Overwatch Nexus is, if anything, Civil Protection's Headquarters in the city, and also a staging area for Overwatch for when they are deploying into the city, since the mortar on the roof locks down the approaches to it in the case of an insurrection (Except until Gordon gets there)
This got me thinking, what if instead of Gordon managing to escape C-17 and kill combines with ease, what if they instead captured him and made him a combine soldier of some sort (a la Quake 4 where you become partly strogg, but your chip isn't activated). I think that would have been an interesting way of progressing the storyline. Maybe it's because of how many years have passed and all these different games doing the "hero" differently but the HL2 base storyline seems a bit too cookie-cutter in comparison. In short. Combine-ification of Gordon would have been interesting/cool. I know this is fiction and all, but theoretically any alien species that has the knowledge and power to go into space and grow a civilization beyond its own planet, by nature, should have evolved to have some sort of co-operation. Math and science are universal concepts, as far as we know. It is a language that surpasses superficial barriers of communication (such as having a mouth, being able to speak, or having language structure similar to humans). Assuming this, the Combine would inevitably have some sort of bargaining system otherwise they would not have grown as big as they have. Our concepts of freedom and subsequently our actions regarding this would not be inherently foreign to such aliens, as they would need to have gone through such a phase of their own as they evolved and gre over time. It would be, in a sense, ingrained in all intelligent space-faring life. But again, this is fiction. And fiction doesn't always conform to reality.
I think it's kind of silly to assume you know what a species evolving independently in another universe would and would not understand or accept. They could be a hive-mind for all we know, where freedom is something they have zero respect for or real understanding fo. They wouldn't need to go through some particular phase, they're aliens. All bets are off.
it's also a videogame and even valve themselves probably didn't overthink it.
Trying to troubleshoot mod problems with the model viewer, but fuck me getting this thing to even load a model takes more troubleshooting than I probably would have done otherwise. All it wants to do is crash because it can't find the model I'm trying to open, at first I thought it was because it can't read VPK's (which is stupid in itself), but even with the model in the directory it still magically can't find it.
I usually launch hlmv with a shortcut pointing to the mod folder, seems to work pretty flawlessly
Please explain, I tried to do what I thought you meant but the shortcut does nothing.
Well, after becoming accustomed to the constant 5 damage output for years, it does feel like a real boost over what we have now. I'm pretty sure this doesn't apply to multiplayer, though. As far as I remember, it has always been 25 damage there, with the occasional headshot multiplier making that 75. Flipping the client weapon switch also restores the logic back to its old form, though it breaks a bunch of other things in the process. It's interesting how the delay variable was repurposed to decrement down to -1 instead of relying on the global game timer that increments indefinitely. I guess there is an advantage to be had from basing the timing on relative numbers, since absolute timer is a float, and is thus bound to lose precision in the long run. Who the hell thought storing the elapsed game time in a float was a good idea anyway? Native Windows timers are long integers for a reason.
my favorite part of HL1 will forever be how explosions can headshot people and things jk I fucking hated this especially in sven where acceptable self damage business turns into instant maximum gib suicide
It uses relative values to make networking and prediction easier. The client can simulate weapons without having to change the time value to its local time value. As for use of floats, that's Quake's fault: Quake/progdefs.q1 at bf4ac424ce754894ac8f1dae6a3981954bc9852d · .. It probably has to do with Quake C not really being that great at more complex stuff or something. Unity uses floats for time as well, but it does note that using it like this is a bad idea: Unity
That float is used for counting the time between frames, and it gets capped at 0.1. The variables that are actually doing the counting are host_time and realtime, both of which happen to be doubles, minimizing any potential precision issues.
globalvars_t::time is used to track time in game code. It's synced with the engine's double precision time variables but all game code does time calculations with it. Typically stuff like gpGlobals->time + 0.1, and the weapons code does the same to set next attack times when prediction is turned off.
Oh maybe it's different for black mesa. I go to the 2013 sdk bin folder, create shortcut from the hlmv in there, then add this to the end of whatever is in the box that says target: -game "Location to mod folder"
You were the one with the privilege of engine access, yes? Interesting piece of fact about the internal double, though I still wonder if the reduction to a float in the dll could cause some issues. If a game server at the maximum ticrate were to run for two consecutive days, the float timer would no longer have enough precision to distinguish the frames. I gotta test this one day.
Worked flawlessly, thank you!
I only had access for all of a month, and that was spent fixing bugs and removing stuff that was decided was no longer necessary. I didn't really have time to figure out how it works. In this case you don't need access though, the Quake 1 engine code is similar enough to show how it works: Quake/sys_win.c at bf4ac424ce754894ac8f1dae6a3981954bc9852d · id And here's where globalvars_t::time is set: Quake/sv_phys.c at bf4ac424ce754894ac8f1dae6a3981954bc9852d · id It's not the only place but you get the idea. I don't expect Quake type engines to be able to run for very long, unlike engines like Minecraft's. You're expected to play any given map for only a short period of time, not days like an MMO or sandbox style game.
So this is what happens when you play the same map for approximately three weeks. Pretty psychedelic. https://puu.sh/CEEva/5952dc2df2.mp4 Don't do floats, kids.
That 357 reload looks like something out of a Duke Nukem game.
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