Half-Life & Portal series, general discussion (v3)
2,834 replies, posted
[QUOTE=hogofwar;39242096]Why would Portal 2 need Cloth Simulation?
According to this page it was Dota 2: [url]https://developer.valvesoftware.com/wiki/Dota_2[/url][/QUOTE]
[media]http://www.youtube.com/watch?v=WSMXu0N8Jps[/media]
Isn't it amazing to think that if you list all of the added features to source since The Orange Box, that they will all be compiled together in Half-Life 2: Episode 3?
Cloth physics, (improved)shadow mapping, blob particles, (improved)navigation meshes, water flowing etc.
[editline]16th January 2013[/editline]
[QUOTE=Starscre4M;39243601][media]http://www.youtube.com/watch?v=WSMXu0N8Jps[/media][/QUOTE]
That isn't real-time cloth simulation, its only an animation, unlike DotA 2 which simulates clothing live.
I think it wouldn't be good to suddenly give all the combine trenchcoats to take advantage of cloth physics. I also don't realy think the combine would care for camo.
Maybe some sheets of material might flap in the wind.. hanging from some place or another in an errie sort of way, or rebels might on occasion wear knee length apparel . Perhaps we might also get to deform metal objects like barrels or combine helmets.
I'm also interested if portal 2's liquid particle effects could be used in say... blood or antlion worker spit. Or if the effect wasn't used just to make fluid blobs look better and instead assist in the appearance of other particle effects that aren't blobs.
[QUOTE=Starscre4M;39243601]-portal 2 unused content vid-[/QUOTE]
That's what i was talking about.
I didn't know it was pre-calculated.
I don't own dota2, but I understand there's just one map. How large is that map? Bigger then Source maps we have now?
[QUOTE=Drak_Thing;39244451]I don't own dota2, but I understand there's just one map. How large is that map? Bigger then Source maps we have now?[/QUOTE]
I only played it once. I don't think they are bigger, and if they are it's just a trick like shrinking the players and everything else so it looks like the map is bigger.
Also dota 2 maps doesn't need to be detailed like FPS maps.
the dota map isn't that big.
[QUOTE=Sprockethead;39240701]Supposing this leaked half life 3 concept art is genuine, looks like they might be going for combines simply biomechanically modified to cope with the cold climate.
[IMG]https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn1/539749_375966302468964_375885161_n.jpg[/IMG]
source: [url]http://whatculture.com/gaming/half-life-2-episode-3-supposed-leaked-concept-art-appears-on-fansite.php[/url][/QUOTE]
I don't think those look very Combine-like at all, it seems more like something the Rebels would wear.
I hope we get Combine soldiers/Civil Protection with Trench Coats.
[QUOTE=The Jack;39244012]I think it wouldn't be good to suddenly give all the combine trenchcoats to take advantage of cloth physics. I also don't realy think the combine would care for camo.
Maybe some sheets of material might flap in the wind.. hanging from some place or another in an errie sort of way, or rebels might on occasion wear knee length apparel . Perhaps we might also get to deform metal objects like barrels or combine helmets.
I'm also interested if portal 2's liquid particle effects could be used in say... blood or antlion worker spit. Or if the effect wasn't used just to make fluid blobs look better and instead assist in the appearance of other particle effects that aren't blobs.[/QUOTE]
Yeah, I would also say they wouldn't care for camo. They are supposed to be a massively huge and powerful force, who cares for stealth?
Pointlessly losing units to snipers is inefficient.
[QUOTE=hogofwar;39246675]Yeah, I would also say they wouldn't care for camo. They are supposed to be a massively huge and powerful force, who cares for stealth?[/QUOTE]
The Combine soldier wears blue and grey camo.
[img]http://images2.wikia.nocookie.net/__cb20090527210813/half-life/en/images/f/f5/Overwatch_Soldier_mp7.jpg[/img]
[QUOTE=Drak_Thing;39244451]I don't own dota2, but I understand there's just one map. How large is that map? Bigger then Source maps we have now?[/QUOTE]
It's not big in the slightest. I don't know how big the character models are, but they're either regular sized or they're scaled down. In the end that means the map isn't very big at all, no bigger than a map in Half-Life 2: Episode 2's outside forest levels.
I doubt they would release Half Life 3 without some form of multiplayer or co-op nowadays.
I imagine it will be not be main story co-op, rather something like the Portal 2 co-op with its own story.
Perhaps something like Barney and Magnussun co-op, with Barney escorting Magnussun somewhere to do something important. Barney with guns and Magnussun with a Gravity Gun or other similar devices would be a cool dynamic. Both able to kill enemies, but in different ways.
[QUOTE=Sliferjam Jones;39247092]I doubt they would release Half Life 3 without some form of multiplayer or co-op nowadays.
I imagine it will be not be main story co-op, rather something like the Portal 2 co-op with its own story.
Perhaps something like Barney and Magnussun co-op, with Barney escorting Magnussun somewhere to do something important. Barney with guns and Magnussun with a Gravity Gun or other similar devices would be a cool dynamic. Both able to kill enemies, but in different ways.[/QUOTE]
3 words:
Griggs and Sheckley
Griggs and Sheckley in co-op would be an amazing way to bring the characters back without giving them an unnecessary reappearance in the storyline.
idk why, but I could really see for HL3, valve going a "battlefield-esque" route with some of the MP modes, and having story-driven battles that are based on the single player, like a mode with Rebels vs Combine fighting for control of a city, or hell, maybe even a replication of the 7-hour war (except it wouldn't be totally accurate with who would win in MP, obviously)
[QUOTE=DohEntertainmen;39243622]That isn't real-time cloth simulation, its only an animation, unlike DotA 2 which simulates clothing live.[/QUOTE]
What does it mean when clothing is simulated in real time?
Like, it waves and moves by itself, like a ragdoll?
[QUOTE=A B.A. Survivor;39248846]What does it mean when clothing is simulated in real time?
Like, it waves and moves by itself, like a ragdoll?[/QUOTE]
That's basically what it is. Instead of it being solid or pre-animated, the physics engine moves the cloth realistically.
[QUOTE=Bloodshot12;39248214]idk why, but I could really see for HL3, valve going a "battlefield-esque" route with some of the MP modes, and having story-driven battles that are based on the single player, like a mode with Rebels vs Combine fighting for control of a city, or hell, maybe even a replication of the 7-hour war (except it wouldn't be totally accurate with who would win in MP, obviously)[/QUOTE]
I don't think they could do that without it being unfun, the wars won't translate well into multiplayer. The closest I can think to working would be the Black Mesa Incident with one side being the HECU and the other side being Xen, at least their both sides had it fairly equal.
If we model the HECU off the Marines (a mix of OP4 and BMS), they would have:
Light:
Assault (MP5 or M4A1)
Shotgun (SPAS-12)
Machinegunner (M249 SAW)
Sniper (M40A3)
Heavy:
LAV-25
M1 Abrams MBT
AH-64 Apache
AV-8B Harrier II
Transport:
Humvee
M35 Cargo Truck
V-22 Osprey
Misc:
Autonomous Sentry Guns
Concealed Land Mines
Wall-mounted Trip Mines
Heavy Mortar / Artillery Support
Then for Xenian Forces we have:
Light:
Vortigaunts
Alien Grunts
Heavy:
Gargantua
Xen Flyer aka Manta Ray
Transport:
Direct Teleportation
Manta Teleportation
Misc:
Snarks
Snark Mines
Alien Laser
Always wanted to play as Xen creatures in a mod like that, Point Of View did a great job for Vorts, it's a shame no work was put into a multiplayer mode.
You can play as aliens in Swarm for Half-Life.
[url]http://planethalflife.gamespy.com/View.php?view=HLMotw.Detail&id=131[/url]
[QUOTE=A B.A. Survivor;39248846]What does it mean when clothing is simulated in real time?
Like, it waves and moves by itself, like a ragdoll?[/QUOTE]
It's dynamic, real cloth physics in games tends to mean that the cloth will react to the stuff around it. For example, it would never clip through the body.
[QUOTE=CakeMaster7;39249867]It's dynamic, real cloth physics in games tends to mean that the cloth will react to the stuff around it. For example, it would never clip through the body.[/QUOTE]
It's really hard to solve clipping problems with cloth. Not to mention it fucks performance.
[QUOTE=Hybrid 4F;39249369]You can play as aliens in Swarm for Half-Life.
[url]http://planethalflife.gamespy.com/View.php?view=HLMotw.Detail&id=131[/url][/QUOTE]
that was so horribly done though
[QUOTE=mixshifter;39247662]Griggs and Sheckley in co-op [/QUOTE]
I'm already working on that as a possible stand alone mod.
If Half-Life 3 had a multiplayer component, it should be an overhaul of HL2:DM.
Preferably with the extreme chaos and fast pace of HL2:DM, though.
I was just playing HL2: DM the other day
I would want unlimited sprint though for HL3, and more different weapons like the SLAM that aren't just point-and-click to kill though, more stuff like dropping a grenade then launching it with the grav gun at the right time
-snip-
[QUOTE=hogofwar;39246675]Yeah, I would also say they wouldn't care for camo. They are supposed to be a massively huge and powerful force, who cares for stealth?[/QUOTE]
Yeah because when you're a huge and powerful force you don't care if your soldiers are a massive "boolets go here" signs because they are invincible (they are not). Camo is not for stealth, it's to be less obvious to the eye.
[img]http://puu.sh/1ONI8[/img]
And no, I don't want it to be like that in arcade shooter like Half-Life. In games like that (eg: counter strike) it's good when you can see your enemies right away, clearly. I remember hating any non-urban MP map with vegetation in COD games because it's just not fun for a fast paced shooter to have someone you didn't see shoot you from some bush.
You don't have to wear flashing neon armour just because you're the more powerful force.
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