Half-Life and Portal series, general discussion (v6)
5,016 replies, posted
[QUOTE=Mr. Someguy;47461143]Speaking of, there's something with this picture that nobody seems to touch on:
[t]http://cloud-4.steamusercontent.com/ugc/44249078175673669/D44044CF839805E0A1A03E5A43EEB74D7C2313C0/[/t]
The headlights are [I]on[/I], which means recent use. This implies that a certain class of civilian (probably workers) are authorised to use vehicles. I think you can also hear trucks (not APC's) driving in City 17 but my memory is foggy at best.[/QUOTE]
It's been discussed a lot of times. Your guess is as good as mine, another theory is that rebels used some underground roads where combine didn't patrol (Remember, combine are quite tame. It's because of Gordon city 17 is like a warzone. From the evidence you find through route canal and with Barney being surprised how active Combine had become, people seemed to relatively comfortably live in the countryside and sewers), but I still like your version more.
There are cars almost 100% controlled by the rebels, though. In Highway 17, right after magnetic crane section + jump over the gunship, you find a dead combine soldier that has been recently-ish hit by a truck (Judging from the long blood mark). Again, proves that countryside is mostly ungoverned (Until Gordon fucks everything up)
[editline]5th April 2015[/editline]
[QUOTE=artDecor;47461156]so sick of hl2 pre-relese projects not going anywhere
[t]http://combineoverwiki.net/images/thumb/f/f7/Train_city_17.jpg/800px-Train_city_17.jpg[/t]
i just want to be gordon freeman in a city 17 looking like blade runner[/QUOTE]
Old concepts of City 17 are always a strange topic for me. On one hand - they look rad as fuck. On the other hand - vanilla 17 looks rad as fuck in the sense of it being extremely unique to other cities of the similar theme in videogames and movies.. No ~edgy dark cities~, but a normal eastern European town with normal weather that wasn't even in the 7-hour war judging by no destruction, but occupied by evil forces and dead inside. But I really do prefer wasteland to the coast. I know Valve has good reasons for cutting it, and I would have understood if I knew them, but I do prefer it as of now. Maybe they will recycle it in the future Half Life games, because Source 2 maps are only limited by the floating point.
[QUOTE=Mr. Someguy;47461143]Speaking of, there's something with this picture that nobody seems to touch on:
[t]http://cloud-4.steamusercontent.com/ugc/44249078175673669/D44044CF839805E0A1A03E5A43EEB74D7C2313C0/[/t]
The headlights are [I]on[/I], which means recent use. This implies that a certain class of civilian (probably workers) are authorised to use vehicles. I think you can also hear trucks (not APC's) driving in City 17 but my memory is foggy at best.[/QUOTE]
IIRC, during Water Hazard when you have do a ramp raising physics puzzle (not the one with the blue barrels) you can climb up near what looks like a freeway and hear traffic.
If the cars have been used recently, why are most of them missing windows/wheels/other funtional pieces
[QUOTE=RenaFox;47461912]If the cars have been used recently, why are most of them missing windows/wheels/other funtional pieces[/QUOTE]
And why are they chilling in this giant pool of radioactive fluid in the most odd positions? Wouldn't be the place I'd park my car.
[QUOTE=Bokito;47461974]And why are they chilling in this giant pool of radioactive fluid in the most odd positions? Wouldn't be the place I'd park my car.[/QUOTE]
liquid currents can easily push cars
sorry if i'm late on this, but i'm surprised the [url=http://steamcommunity.com/sharedfiles/filedetails/?id=93049407]lost story devs are still working on the mod[/url]
it looks pretty promising, it's been in development for like 7 years now?
If working cars are the real lore, shouldn't someone fix the models to show it(?)
[QUOTE=Hell-met;47458510]tried installing blue shift from my old retail cd
[img]http://www.sourceop.com/hell-met/blueshift.jpg[/img]
well shit[/QUOTE]
"Nobody is ever gonna need more than 256mb of ram, better declare this as a char"
-snip- didn't read that right
I may be alone in this but in any of your playthroughs, has anyone else pretended to 'build' throughout HL2? I feel bad seeing all the citizens and rebels all alone in run-down stuff and I try to imagine months later they still are there but happier with a lot more people and supplies and houses and stuff.
I'd open up consoles and spawn some ammo boxes and health kits and extra citizens and try to collect stuff as if it were an RP mode in Gmod or somethin'.
In fact I kind of want to make a full-playthrough mod of like a few months or a year later after Gordon's time and the same bases are built-up and humanity is thriving and rebuilding and stuff.
Anybody else have these ideas or am I just bein' weird here?
[QUOTE=Catscratch;47462358]I may be alone in this but in any of your playthroughs, has anyone else pretended to 'build' throughout HL2? I feel bad seeing all the citizens and rebels all alone in run-down stuff and I try to imagine months later they still are there but happier with a lot more people and supplies and houses and stuff.
I'd open up consoles and spawn some ammo boxes and health kits and extra citizens and try to collect stuff as if it were an RP mode in Gmod or somethin'.
In fact I kind of want to make a full-playthrough mod of like a few months or a year later after Gordon's time and the same bases are built-up and humanity is thriving and rebuilding and stuff.
Anybody else have these ideas or am I just bein' weird here?[/QUOTE]nah, that seems to be a common thing. portal 2 had a lot of that speculation with it albeit a longer timespan
although until we know what happens with the borealis there's no telling if gordon would destroy the ship and save everyone or another black mesa-like incident happens and fucks the entire world over even more
sometimes i ponder whether half-life is one of those series that will have a bad ending
[QUOTE=Hell-met;47458510]tried installing blue shift from my old retail cd
[img]http://www.sourceop.com/hell-met/blueshift.jpg[/img]
well shit[/QUOTE]
Set WinXP compatibility mode for the installer.
[QUOTE=Mr. Someguy;47461143]Speaking of, there's something with this picture that nobody seems to touch on:
[t]http://cloud-4.steamusercontent.com/ugc/44249078175673669/D44044CF839805E0A1A03E5A43EEB74D7C2313C0/[/t]
The headlights are [I]on[/I], which means recent use. This implies that a certain class of civilian (probably workers) are authorised to use vehicles. I think you can also hear trucks (not APC's) driving in City 17 but my memory is foggy at best.[/QUOTE]
Can it be possible that the power to the headlights comes from the toxic water thru chemical reactions instead? Like a potato/lemon battery?
It's strange how you and the zombies can wade through the toxic waste, but cars and other objects sink down past the surface as though there's nothing there.
[QUOTE=A B.A. Survivor;47462628]It's strange how you and the zombies can wade through the toxic waste, but cars and other objects sink down past the surface as though there's nothing there.[/QUOTE]
Could be that the cars are heavy enough to continue to push through soft terrain underneath the liquid, whilst you are not. Like sand and your feet when the tide goes out.
Or, custard.
[QUOTE=MatheusMCardoso;47462347]"Nobody is ever gonna need more than 256mb of ram, better declare this as a char"[/QUOTE]
Considering that the installer is showing how much memory in kilobytes and with 2 decimal places, it's probably far more likely that a 32 bit int is being used instead to measure memory in bytes. I'm willing to bet Hell-met has more than 4gb of memory, which would cause the issue.
It also hints at why running it in compatibility mode works, because I'm betting that the XP compatibility mode will not give any data on RAM space or so on which would overflow a 32 bit int.
It'd be a funny joke if I weren't overly pedantic!
so did adam foster just give up on minerva? I still want my snowy village.
shower me with clocks for a "yes"
[QUOTE=Hell-met;47462960]so did adam foster just give up on minerva? I still want my snowy village.
shower me with clocks for a "yes"[/QUOTE]He was hired by Valve and makes maps and ARGs and other nonsense for them full-time, so... probably, yes.
He did do a final update for the existing mod, compatibility fixes and such, after his co-workers nagged him to. You can find it on Steam.
[QUOTE=Tommyx50;47462885]Considering that the installer is showing how much memory in kilobytes and with 2 decimal places, it's probably far more likely that a 32 bit int is being used instead to measure memory in bytes. I'm willing to bet Hell-met has more than 4gb of memory, which would cause the issue.
It also hints at why running it in compatibility mode works, because I'm betting that the XP compatibility mode will not give any data on RAM space or so on which would overflow a 32 bit int.
It'd be a funny joke if I weren't overly pedantic![/QUOTE]
It's true. WinXP mode, aside from other fixes, includes the one that returns 2 GB if the game asks for RAM amount and you have more than 2 GB.
A lot of old games are actually affected by this damn issue of RAM amount variable being overflowed if you have over 2 GB since it's stored as 32-bit integer. Notable examples are the first 4 Need for Speed games and early versions of Source Engine.
Just wondering, how does one edit or create animations for NPCs?
I'd like to test out my idea about the cover shooting thing.
[QUOTE=Spor;47461274]But I really do prefer wasteland to the coast. I know Valve has good reasons for cutting it, and I would have understood if I knew them, but I do prefer it as of now. Maybe they will recycle it in the future Half Life games, because Source 2 maps are only limited by the floating point.[/QUOTE]
Very early EP2 took placed in a dead wasteland, but they changed it to a lush forest, presumably because EP2 is supposed to be your moment of triumph, and seeing your home planet completely dead doesn't feel like victory.
[QUOTE=Tyranabyte;47461647]IIRC, during Water Hazard when you have do a ramp raising physics puzzle (not the one with the blue barrels) you can climb up near what looks like a freeway and hear traffic.[/QUOTE]
Strangely enough you can also hear regular traffic outside the Overwatch Nexus, though the mapper probably selected the wrong soundscape and nobody noticed. I myself didn't notice until I was messing around the map in gmod instead of playing the game.
[QUOTE=Bokito;47461974]And why are they chilling in this giant pool of radioactive fluid in the most odd positions? Wouldn't be the place I'd park my car.[/QUOTE]
Tunnel was over a cavern / sinkhole that flooded with toxic waste because the Combine don't give a shit about where they dump and the Strider blasting that collapsed the tunnels also caused the floor to collapse? :v:
Y'know, if/ when Episode 3 or HL3 comes out, I can't wait to see what the polar areas look like after years of Combine oppression. I really want to know what the rest of the world looks like- is City 17 a relatively untouched area, or is it one of the hardest-hit places? Is the Earth half-glassed with Combine superweapons that they only bothered using for the Seven Hours War? How many other Cities are there? I wonder if we'll ever find out.
[QUOTE=Jamsponge;47464336]Y'know, if/ when Episode 3 or HL3 comes out, I can't wait to see what the polar areas look like after years of Combine oppression. I really want to know what the rest of the world looks like- is City 17 a relatively untouched area, or is it one of the hardest-hit places? Is the Earth half-glassed with Combine superweapons that they only bothered using for the Seven Hours War? How many other Cities are there? I wonder if we'll ever find out.[/QUOTE]
I just want to know what that big thing is in the background.
[t]http://combineoverwiki.net/images/c/c4/Ep3_chopper_crashed2.jpg[/t]
[t]http://combineoverwiki.net/images/4/4b/Ep3_chopper_crashed3.jpg[/t]
Where the hell did you find those?
[QUOTE=Falkok15;47464397]Where the hell did you find those?[/QUOTE]
I work at Valve
Valve works for me
[QUOTE=Falkok15;47464397]Where the hell did you find those?[/QUOTE]
[URL="http://combineoverwiki.net/wiki/Hl3#2008_2"]Leaked concept art from 2008.[/URL]
Anybody who played this can comment on the quality of it?
[url]http://www.runthinkshootlive.com/posts/cremation/[/url]
Seems to look cool at least, if a little too brown
[QUOTE=tempunary;47464371]I just want to know what that big thing is in the background.
[t]http://combineoverwiki.net/images/c/c4/Ep3_chopper_crashed2.jpg[/t]
[t]http://combineoverwiki.net/images/4/4b/Ep3_chopper_crashed3.jpg[/t][/QUOTE]
According to the ol' beta, there was another location that was supposed to take place in the northwest arctic regions of City 17 along with the Borealis and Kraken Base: [URL="http://combineoverwiki.net/wiki/Weather_Control"]the Weather Control.[/URL]
It was presumably cut alongside the other levels preceding it to reduce the timespan of the plot to 3 days instead of 4, and because it probably was too similar in function to the Air Exchange (i.e: depleting Earth of it's oxygen, and the major turning point that starts the uprising), an area that Valve also already stated didn't offer much in the gameplay department.
That building in the backround was probably retconned to be an actual weather controlling station, a resource scavenging depot, or it has some other function that we don't know about; point is, it will probably have a similar setting and battle due to Valve seemingly cutting things beforehand and trying to rework them later on or for future titles. We've seen things beforehand such as that like the Victory Mines, the Depot, and certainly the Borealis and Kraken Base, so it's not out of the question.
[QUOTE=hogofwar;47464449][t]http://combineoverwiki.net/images/6/62/Ep3_xen_thing1.jpg[/t]
Heh, bubblewrap.[/QUOTE]
I wouldn't be surprised if that thing is the Protozoan we seen in HL1, just with a major facelift.
[IMG]http://combineoverwiki.net/images/thumb/7/7a/Of_protozoa_close.jpg/250px-Of_protozoa_close.jpg[/IMG]
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