[QUOTE=NixNax123;45193914]valve did not 'break' hl2
it is completely playable and enjoyable and the only people who think they 'broke' it are people who've played the game countless times and only play it again just to scrutinize literally every minute detail in every corner of every map[/QUOTE]
It still crashes constantly for me and sometimes parts of the map don't load, scripts don't trigger, or the maps load fullbright. I'd say that sounds about broken to me.
[QUOTE=Mr. Someguy;45194041]It still crashes constantly for me and sometimes parts of the map don't load, scripts don't trigger, or the maps load fullbright. I'd say that sounds about broken to me.[/QUOTE]
reinstall the game?
it runs fine for me, and most people, everywhere
[QUOTE=NixNax123;45193914]valve did not 'break' hl2
it is completely playable and enjoyable and the only people who think they 'broke' it are people who've played the game countless times and only play it again just to scrutinize literally every minute detail in every corner of every map[/QUOTE]
Watch your pride.
[QUOTE=NixNax123;45193914]valve did not 'break' hl2
it is completely playable and enjoyable and the only people who think they 'broke' it are people who've played the game countless times and only play it again just to scrutinize literally every minute detail in every corner of every map[/QUOTE]
Uh no, they fucking broke it.
I don't know what fucking fantasy land you're living in, but Eli's lab and the coast weren't fullbright when the game came out, and the maps didn't have rainbow shadows.
I've played through the game fully in singleplayer twice. Once back pre-2007, and once after the Orange Box.
When Steampipe happened I thought "oh hey maybe they fixed all the shit they broke" and only got to the first fullbright map before I went "fuck it."
Also it's [B]not[/B] "completely playable," what with the train fucking your shit up
I think the issues might not appear for everyone. I've never run into any fullbright maps and the ep1 elevator works just fine, but the train is noticeably harder (but still possible) for me.
[editline]23rd June 2014[/editline]
I was able to get through the entirety of Half Life 2 on SteamPipe without using cheats, so it's probably different for everyone.
Usually if there is a problem with the map just reload it either using the console command map "mapname" or killing yourself.
I've been playing through on a fresh install on a new computer and so far I've played to Follow Freeman and there have been zero bugs, glitches, or anything except for a few birds stuck in level geometry.
Also, none of the NPCs blink. Is this something that can be addressed?
[B]edit:[/B]
HOLY CRAP. Just noticed, Rebels are now using the laser sights on their RPGs in the Strider battle!
As in, the RPG goes where they point. Which doesn't end well for the rebel if they start running from the Strider.
[QUOTE=BoxBuilder999;45195827]Also, none of the NPCs blink. Is this something that can be addressed?[/QUOTE]
Does it really need to be?
[QUOTE=supersnail11;45195862]Does it really need to be?[/QUOTE]
Yes.
The most broken hl2 is for me is the rainbow shadows - other then that, the game plays great.
[QUOTE=Pigbear;45196174]Yes.[/QUOTE]
It just seems like it'd look really weird, compared to not blinking at all.
[QUOTE=Marguy;45196548]The most broken hl2 is for me is the rainbow shadows - other then that, the game plays great.[/QUOTE]
I always wondered why that happens?
[QUOTE=FlamingBlizza;45197049]I always wondered why that happens?[/QUOTE]
Glitchvid posted about it before, when ever hdr isn't compiled into final it leaves artifacts.
which is a little odd because in the scripts folder there is a file named mapautocompile.txt
containing this
[code]
map: d2_coast_01
vbsp:
vvis: -mpi -fast
vrad: -final -staticproppolys -textureshadows -nossprops -hdr -mpi
map: d2_coast_04
vbsp:
vvis: -mpi
vrad: -final -nossprops -hdr -mpi
map: d2_coast_11
vbsp:
vvis: -mpi -fast
vrad: -final -staticproppolys -textureshadows -nossprops -hdr -mpi [/code]
[QUOTE=Sally;45197163]Glitchvid posted about it before, when ever hdr isn't compiled into final it leaves artifacts.
which is a little odd because in the scripts folder there is a file named mapautocompile.txt
containing this
[code]
map: d2_coast_01
vbsp:
vvis: -mpi -fast
vrad: -final -staticproppolys -textureshadows -nossprops -hdr -mpi
map: d2_coast_04
vbsp:
vvis: -mpi
vrad: -final -nossprops -hdr -mpi
map: d2_coast_11
vbsp:
vvis: -mpi -fast
vrad: -final -staticproppolys -textureshadows -nossprops -hdr -mpi [/code][/QUOTE]
I really hope they didn't compile at fast and leave it there.
It's like Valve hates people who liked HL2.
[QUOTE=gk99;45197254]I really hope they didn't compile at fast and leave it there.
It's like Valve hates people who liked HL2.[/QUOTE]
The text file includes the devtest maps that were in the android port so its fairly recent
Am I the only one who's HL2 works just fine, aside from a few, minor bugs here and there?
EDIT: I'm not saying the game's been a bit glitched with updates, but I still find it completely playable.
I'm still wondering what all of these crazy problems with the flinch reflex people are talking about are.
[QUOTE=Magman77;45198027]I'm still wondering what all of these crazy problems with the flinch reflex people are talking about are.[/QUOTE]
It just looks really strange, they have no animations for being hit in the face aside from leaning back a bit and it's not very satisfying or indicative that you've done damage. Plus, more recent valve games all use death animations that go into ragdolls (e.g. L4D Zombies).
It doesn't matter that much though because enemies die so quickly in Half Life 2. Someone suggested using more powerful 'flinches' the lower the health of the combine soldier is, that way it looks like they're being more hurt as they get hit. It would also work without adding any new animations to the game as they already have various hit flinching animations.
[QUOTE=gk99;45195097]Also it's [B]not[/B] "completely playable," what with the train fucking your shit up[/QUOTE]
They fixed that nearly a month ago.
[QUOTE]Half-Life 2 Updated
Community Announcements - Programmer Joe
Half-Life 2 (including Lost Coast, Episode 1, Episode 2, and Half-Life: Source) has been updated. This includes all the changes in the Beta since November 2013.
The following changes are included:
Improved readability of the UI in VR
Removed the IPD calibration tool. TF2 will now obey the Oculus configuration file. Use the Oculus calibration tool in your SDK or install and run "OpenVR" under Tools in Steam to calibrate your IPD.
Added dropdown to enable VR mode in the Video options. Removed the -vr command line option.
Added the ability to switch in and out of VR mode without quitting the game
By default VR mode will run full screen. To switch back to a borderless window set the vr_force_windowed convar.
Added support for VR mode on Linux
Added VR support to Half-Life: Source
[B]Fix for an issue some players were seeing for the second train in Route Kanal getting stuck and blocking forward progress.[/B][/QUOTE]
Does anyone have some screenshots of that train and rainbow shadows? I'm curious :v:
I always beat the train "race" with reverse boost.
[QUOTE=uzikus;45199299]Does anyone have some screenshots of that train and rainbow shadows? I'm curious :v:[/QUOTE]
There are the rainbow shadows. I'm sorry if they aren't that apparent, but you can see them pretty clearly in d1_trainstation_03 in the bathroom in the second apartment.
[IMG]https://camo.githubusercontent.com/423a5facd7e2c2c3bb132927f32398716ea6ccd4/68747470733a2f2f662e636c6f75642e6769746875622e636f6d2f6173736574732f343430393134352f3439323835372f65386432326334342d626166382d313165322d383731612d6332636435616662623332342e6a7067[/IMG]
[QUOTE=Hideyoshi;45198113]They fixed that nearly a month ago.[/QUOTE]
Whoop-de-fucking-do.
How many years was that? I forgot to count.
I know Valve is slow but this shit is unacceptable.
I am still kind of amused that people expects Valve to fix every bug that appears in game that is now nearly a decade old.
[QUOTE=Dom Pyroshark;45200050]I am still kind of amused that people expects Valve to fix every bug that appears in game that is now nearly a decade old.[/QUOTE]
Because it'd take an hour and they still bother breaking it further with every engine update?
Yes, I fucking expect to be able to play a game that was fine ten years ago bug-free now when basically nothing important's changed. Half-Life 2: Survivor was a better experience than a new playthrough of HL2, and that was a bastardization of the game, one where you skipped the first two chapters+all of Eli's lab in favor of thirty seconds worth of flashback cutscenes about it total.
Age isn't an excuse when you update it causing shit to break. Had it broken with age, sure. This is actually Valve's own damn fault. They had a shiny golden plate and in 2007 they dropped it in a sewer. Come Steampipe, it just seems like they're leaving it there and just pissing on it.
[QUOTE=Dom Pyroshark;45200050]I am still kind of amused that people expects Valve to fix every bug that appears in game that is now nearly a decade old.[/QUOTE]
Do you even know what caused the bugs to happen and when..??
[QUOTE=gk99;45200103]Because it'd take an hour and they still bother breaking it further with every engine update?
Yes, I fucking expect to be able to play a game that was fine ten years ago bug-free now when basically nothing important's changed. Half-Life 2: Survivor was a better experience than a new playthrough of HL2, and that was a bastardization of the game, one where you skipped the first two chapters+all of Eli's lab in favor of thirty seconds worth of flashback cutscenes about it total.
Age isn't an excuse when you update it causing shit to break. Had it broken with age, sure. This is actually Valve's own damn fault. They had a shiny golden plate and in 2007 they dropped it in a sewer. Come Steampipe, it just seems like they're leaving it there and just pissing on it.[/QUOTE]
Well, obviously, most of these problems started with the 2007 HL2 conversion to newer source. Which is, at least to me, understandable since HL2 was developed on the old version of Source, so logically, shit will break simply because the newer version does similiar processes differently. And to properly fix some of those bugs, you'd most likely have to rebuild that part of the game completely to avoid breaking even more stuff.
Since the thread seems to be devolving into a bit of a shit-flinging contest I'm going to try to drag us back on track.
The last thing someone mentioned was relating to how the scanners deploy from the citadel and how they look ridiculously large and small in numbers, honestly for all the player knows those could just as well be gunships give how their size compares with the citadel in this screenshot:
[t]http://img2.wikia.nocookie.net/__cb20090530011128/half-life/en/images/0/0c/Citadel_scanners.jpg[/t]
Now I'm a sad person with too much spare time so I actually roughly counted how many scanners can be seen in the above picture and it is probably around 70 (bearing in mind that this picture was likely taken before the scene finishes and there could be more than that).
My point is that I feel given the immense/infinite resources available to the Combine there should definitely be far more scanners than that, we see gunships being fabricated by stalkers within the citadel itself so we can safely assume that the scanners have their own production line.
Since the combine are now looking for Freeman who is considered as a threat by Breen and the advisor he was talking to in his office I'd say the Combine wanted to haul arse and find him quickly, I highly doubt around 70 scanners is enough to comb the entire city in time. That's why when the scanners are being deployed from the Citadel I think it would be an excellent immersion enhancer if they were to appear as a thick grey/black swarm flowing out almost like smoke that spread out across the city rooftops, this would give the player a sense of the sheer power and scale of the Combine as opposed to seeing a smallish bunch of oversized scanners bobbing around.
Sorry for the essay.
[QUOTE=Kebab;45200766]-scanners-[/QUOTE]
To me it also seemed that were not enough scanners that you personally encountered. You could see them alot in first few parts of Route Canals but half-way trough the chapter they kind of stopped appearing. I am not saying increase the number of scanners because that would be really annoying after few minutes. Just something I noticed.
[QUOTE=Dom Pyroshark;45200700]Well, obviously, most of these problems started with the 2007 HL2 conversion to newer source. Which is, at least to me, understandable since HL2 was developed on the old version of Source, so logically, shit will break simply because the newer version does similiar processes differently. And to properly fix some of those bugs, you'd most likely have to rebuild that part of the game completely to avoid breaking even more stuff.[/QUOTE]
It wasn't really that old of an engine back in 2007. Not even to state that the 2007 engine branch is actually the 2005 one
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