• Half Life 2 Episode 3 Discussion
    6,528 replies, posted
[QUOTE=Maloof?;33251790]Troll on lowest believably settings, honest! My brain is functional so I got it early. You meet me in a dark alley and I reveal myself to be... well, less benevolent than you might expect...[/QUOTE] I do believe it was a joke. My Dad is not Gabe Newell.
[QUOTE=brandonsh;33251826]I do believe it was a joke. My Dad is not Gabe Newell.[/QUOTE] At least as far as you know. I mean, he does seem [I]awfully[/I] friendly.
If you were to make a small map using textures and models from alien swarm and portal 2 , add a hunter (because it's the newest looking half life related npc that we have) and an updated weapon in the hands of the player you should be able to make a decent screenshot
Borrowing game guide for hl1 from someone. Looks good to me.
[QUOTE=Mr._N;33242691]Hmmm, why would they make a totally new GMan model? New engine perhaps? Probably doesn't mean anything at all...[/QUOTE] Or they could just be updating all the older character models
[QUOTE=brandonsh;33251343] Episode 3 on lowest graphical settings, honest! My Dad is Gabe Newell so I got it early. You meet GMan in Black Mesa's ruins and he reveals himself to be... well, we'll see about that...[/QUOTE] Wait? My Dad is Gabe Newell!
This "old fella" is interesting, it might be our first look into the graphics of the next Half-Life.
[QUOTE=Maloof?;33249118]Probably because HL2 was, in part, a chance for Valve to say 'Look at our physics!' Portal/2 is their chance to say 'Look at our Portals!'[/QUOTE] Exactly. Portal as a series isn't something I'd consider to be heavily involved in physics, unlike the Half-Life franchise. Plus, there's the fact that HL2 and the episodes feature the Gravity Gun, which give the player much more opportunity to fuck around with the physics engine.
[QUOTE=Meatpuppet;33246342]No physics objects? Entity limit. Not do to with consoles whatsoever. [/QUOTE] The static models are entities too, so I'm not sure what you're getting at. [QUOTE=Meatpuppet;33246342]Low resolution textures? [/QUOTE] The textures are still mostly 512x512 resolution, same as they were in 2004. [QUOTE=Meatpuppet;33246342]Shoddy menu navigation? I get the sense you're just whining because it's different from Half-Life 2.[/QUOTE] The menu navigation is shoddy because you have to click [i]directly[/i] on the [i]tiny[/i] arrows in order for it to register, which can be annoying. [QUOTE=Meatpuppet;33246342]Uses a shader etc...? That's bullshit.[/QUOTE] The shader I'm not sure what it's called but a good example of its use can be seen in [url=http://cdn.theurbandaily.com/files/2008/12/uncharted2.jpg]Uncharted[/url]. [QUOTE=Meatpuppet;33246342]Lacks anything you would expect a 2011 PC title to bring? A great story, great graphics, great gameplay, a singleplayer mode that is as equal of importance to multiplayer, great voiceacting, good humour, no bugs at all. [/QUOTE] Aside from more dynamic shadowing, Portal 2 didn't bring anything on par with modern visuals. Great gameplay, SP/MP and over-all well made isn't an innovation and has been done many times before, and like I said, its still a great game. [QUOTE=Meatpuppet;33246342]You're an idiot. [/QUOTE] Ok. [editline]13th November 2011[/editline] [QUOTE=Marcolade;33254630]Exactly. Portal as a series isn't something I'd consider to be heavily involved in physics, unlike the Half-Life franchise. Plus, there's the fact that HL2 and the episodes feature the Gravity Gun, which give the player much more opportunity to fuck around with the physics engine.[/QUOTE] I think physics objects can make portal that much more fascinating. [media]http://www.youtube.com/watch?v=V2KywZ8kFf8[/media]
Hey, atleast the cubes are physics objects
[QUOTE=TCB;33246938]I get the feeling you've never played Half-Life 2.[/QUOTE] Half life one had glorious gibs. Everyone exploded to pieces on death. It was beautiful!! But tell me you wouldnt mind this happening - using the double barrelled function of the shotgun against a combine helmet, breaking it away to see the bloody and robotic parts of the head underneath - seeing parts fall of antlions and zombies as you shoot them. Then fighting their legless/armless variations (and if they loose both arms they will try to eat you using their belly mouth) it would just make killing things a little more visceral. And you'd feel bad or horrified seeing rebels gain wounds such as missing limbs or large gashes from the claws of zombies and become incapacitated. They would beg for medics and health kits until a zombie drags them away or eats them. Maybe a combine soldier would brutally put them down?
[QUOTE=brandonsh;33246715]Whatever processor you have, it's still probably better than an E3300.[/QUOTE] pretty sure everyone lagged at the cube glass breaking part in old aperture
[QUOTE=The Jack;33256909]Half life one had glorious gibs. Everyone exploded to pieces on death. It was beautiful!! But tell me you wouldnt mind this happening - using the double barrelled function of the shotgun against a combine helmet, breaking it away to see the bloody and robotic parts of the head underneath - seeing parts fall of antlions and zombies as you shoot them. Then fighting their legless/armless variations (and if they loose both arms they will try to eat you using their belly mouth) it would just make killing things a little more visceral. And you'd feel bad or horrified seeing rebels gain wounds such as missing limbs or large gashes from the claws of zombies and become incapacitated. They would beg for medics and health kits until a zombie drags them away or eats them. Maybe a combine soldier would brutally put them down?[/QUOTE] I loved it in hl1, and wouldn't mind hitting enemies with a crowbar when dead untill they explode in hl2 the same way, but your idea sounds kinda depressing and morbid...
I the rebel bit to be reminiscent of saving private ryan. Where it portrays war as a not so wonderfull place But i was also thinking of horror movies. Make the player think OH SHIT I AM GOING TO BE NEXT . This and terrifying audio would give me a heart attack.
[QUOTE=Butthurter;33253225]why would you only start thinking about that now? ive noticed this since left 4 dead 1, the way the survivors looked so detailed made me thought "wow ep3 must look this good"[/QUOTE] L4D came out in 2008, I don't think it's going to look like the next Half-Life.
[QUOTE=t-man;33257959]I loved it in hl1, and wouldn't mind hitting enemies with a crowbar when dead untill they explode in hl2 the same way, but your idea sounds kinda depressing and morbid...[/QUOTE] So was seeing a scientist being dragged into a vent by a zombie and becoming a gib shower.
[QUOTE=ChrisR;33258205]So was seeing a scientist being dragged into a vent by a zombie and becoming a gib shower.[/QUOTE] Yea but that was more cartoonish, watching rebels with limbs missing everywhere yelling for medics would be a little much for hl2
Why? It would make the story deeper and more compelling. Like you are actually fighting in a war rather than through a level.
it would make the game seem like 300
[QUOTE=Ardosos;33250022]Opinions can be wrong.[/QUOTE] Talking about something without some background research is not an opinion, its trolling. [QUOTE=Folgergeist;33256528]The static models are entities too, so I'm not sure what you're getting at. [/quote] Static models belong to internal entities, which wont affect to the entdata limit (the one, which most of us tend to reach quite quickly). [url]http://developer.valvesoftware.com/wiki/Internal_entity[/url] [url]http://developer.valvesoftware.com/wiki/Entity_limit[/url] You all might want to read through those articles, they have plenty of useful info.
[QUOTE=Butthurter;33258220]so youre saying valve would stick with modeling and shader quality of ep2 for ep3 despite the fact that they can up the notch after what we saw with l4d? sounds like a brilliant idea i mean, its not like they slightly updated the vortigaunts and advisors through the latest installment of hl2 episodes or anything lets not forget that they did not update alyx's model in 2006 for ep1 as well with more smoothened polys on her hands/glove as well as generally shaping her hair and shoulder unless what you meant was that you thought i was going to say that ep3 would look exactly like a 2008 game, then no it wont i was saying that at that time of l4d's release, ep3 would have a graphics quality on par with it[/QUOTE] I meant the last thing, and my point was that it may be our first glimpse into the actual game's visuals, and not a previous version of Source.
You seem to be forgetting something with this gib argument. If its part of the engine version, then that shit can be in Gmod. Awwwww yeah.
[QUOTE=Folgergeist;33256528]The shader I'm not sure what it's called but a good example of its use can be seen in [url=http://cdn.theurbandaily.com/files/2008/12/uncharted2.jpg]Uncharted[/url].[/QUOTE] I think that's phong. Which has been in Source shortly after HL2 released I think. Not sure about that though
The only problem i have with phong shading is that most developers use it so much that everything looks like plastic.
[QUOTE=magravn;33301328]The only problem i have with phong shading is that most developers use it so much that everything looks like plastic.[/QUOTE] Most notable on UE3 - games. :v: Somewhere, beyond the plastic sea...
[IMG]http://i1106.photobucket.com/albums/h371/samuel2213/HalfLifemovieposter.png[/IMG] Half-Life 2 poster I made today Enjoy the stupidly powerful stunstick EDIT: dammit, just realized i screwed up cutting out the metrocop.
[QUOTE=samuel2213;33311020] EDIT: dammit, just realized i screwed up cutting out the metrocop.[/QUOTE] It's just a combat injury!
What did you do wrong? There's nothing wrong with it! although the lamba symbol looks a bit out of place and if you were to put railings behind the cop it should improve the picture a little
Aside from the lightning on the lambda that looks fucking ace
[QUOTE=Canned Induvidual;33312617]It's just a combat injury![/QUOTE] I think Gordon threw the can a bit too hard.
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