• Half-Life and Portal series, general discussion (v6)
    5,016 replies, posted
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Dang, Those PS2 maps look good, I wish someone would recreate them for PC. The closest one you can get now is just the Dreamcast maps.
[QUOTE=Theuaredead;46941745] If memory serves me right, On a Rail is the worst chapter in Half-Life, imo [/QUOTE] The Black Ops part was less fun than OaR, you couldn't control the pace there
but the dreamcast version is the best version
I like that people have even modded the DC version to make standalone games. They Hunger is best homebrew.
Does anyone have any suggestions on editing console commands to decrease visible LOD in HL2 and the Episodes? Setting r_lod 0 helps somewhat, so does editing cl_detaildist, cl_detailfade and cl_maxrenderable _dist but these figures seem to reset when transitioning from loading screens. Making it annoying to constantly edit so that grass and debris doesn't fade away less than 30 feet from the player. Also there appear to be some entities that will fade from the gameworld at a set distance regardless of console commands. Things like rubble piles, parts of background substations, etc. Messing with lod_transitiondist doesn't seem to help.
[QUOTE=Garfuncle;46955558]Also there appear to be some entities that will fade from the gameworld at a set distance regardless of console commands. Things like rubble piles, parts of background substations, etc. Messing with lod_transitiondist doesn't seem to help.[/QUOTE] Those particular fade distances are a part of the map. Unless you were able to get the original map vmf's and remove the fades, there isn't much you can do to remove those.
[QUOTE=TheRealRudy;46958900]Isn't there a way to just port over the maps from the PS2 version to PC? It runs on GoldSrc too right? So I would imagine they would use the same map format. (Don't shoot me if I'm wrong, I don't know that much about game engines)[/QUOTE] As far as I know you can just open the pak file on the ps2 disc and get the map files, I doubt you can actually run them though.
[video=youtube;S6Pg0j_k3_o]http://www.youtube.com/watch?v=S6Pg0j_k3_o[/video]I swear this sounds like 'You Can't Escape You Know' from Portal
Not even close. For the lazy to compare to. [video=youtube;5RThhEK2srk]http://www.youtube.com/watch?v=5RThhEK2srk[/video]
Anyone heard about this thing? [t]http://s.cdaction.pl/obrazki//nadgodziny-18-01-15-46_176vj.jpg[/t]
[QUOTE=WhyNott;46968275]Anyone heard about this thing? [t]http://s.cdaction.pl/obrazki//nadgodziny-18-01-15-46_176vj.jpg[/t][/QUOTE] If that's real I'd be curious to see how they handle silent protagonists and puzzle solving, two core components that don't exactly work from an observer's perspective.
[QUOTE=Cows Rule;46969090]If that's real I'd be curious to see how they handle silent protagonists and puzzle solving, two core components that don't exactly work from an observer's perspective.[/QUOTE] I disagree on the notion of silent protagonists being un-workable. Silent movies and old Tom and Jerry cartoons prove you wrong, barring the latter had expressive animation to help it work.
[QUOTE=TheTrainRider;46969250]I disagree on the notion of silent protagonists being un-workable. Silent movies and old Tom and Jerry cartoons prove you wrong, barring the latter had expressive animation to help it work.[/QUOTE] Silent characters have worked elsewhere but I'm curious as to how they will use a silent protagonist in a musical, which is pretty not silent. Silent characters in video games make it easier for you to be that character, consequently they're going to have to give Chell character for the audience to perceive.
They could just keep Chell silent and make her puzzle-solving the entire premise of her interaction. No voice, no emotion, nothing but good ol' actions with the portal gun. GLADoS and everyone else can do the talking.
[QUOTE=Dom Pyroshark;46932186]Lucky you, I guess. Personally, after I finished playing games like Tomb Raider and Far Cry 3, I was in shock how flat HL2 looks. I mean, 99% of windows in the game aren't windows but textures, including those you can rub your face on. Not that graphics would make certain game completely unplayable for me, no, but when I look at it, I just go, "It's past its best years alright." Seriously, look at this: [IMG]http://puu.sh/evRgp/6819a8dc18.jpg[/IMG] THAT is supposed to be minecart. To me it just looks like block with metal texture on it. And I didn't have to jump out of the map to see this. You are walking in the game right past it.[/QUOTE] And I'm pretty sure you're not supposed to focus on the cart and focus more on not getting your head cut off in that section of the game.
[QUOTE=iAmaNewb;46971477]And I'm pretty sure you're not supposed to focus on the cart and focus more on not getting your head cut off in that section of the game.[/QUOTE] That's... Really no excuse. I mean, if they could add minecart models to EP2, what stopped them three years earlier?
[QUOTE=Géza!;46971936]That's... Really no excuse. I mean, if they could add minecart models to EP2, what stopped them three years earlier?[/QUOTE] Game size, time constraints, different standards, etc.
To me it's more the fact that they didn't even try with that one, it's like they made it for an alpha iteration and forgot about it. That doesn't even resemble a mine cart, it's just a floating box with a propeller on it. They have concept maps with way more detailed than that thing had. It's one of the bigger fuck-ups in Half-Life map design, I can't think of any others that are as bad as that one.
[QUOTE=TheRealRudy;46971953]What the fuck is wrong with you people, it's just a simple prop from a game from over [I]10 years ago[/I]. Just get over it and move on.[/QUOTE] It's an atrociously bad prop, that's the problem. Why is it so fucking hard to admit?
[QUOTE=TheRealRudy;46971953]Just get over it and move on.[/QUOTE]
This would have made sense debating on the HL2 Improvement thread instead. Someone has seen the new thread somewhere? I can't find it.
It's a [B]BRUSH[/B] Now everybody shut the fuck up.
I've found this video: [video=youtube;l-FrBeJEIKo]http://www.youtube.com/watch?v=l-FrBeJEIKo[/video] from [URL="http://www.techtimes.com/articles/27002/20150116/portal-2-musical-real-thing-coming.htm"]this[/URL] article [editline]20th January 2015[/editline] oh and the poster: [t]http://data.techtimes.com/data/images/full/37637/portal-2-the-musical-jpg.jpg[/t]
[QUOTE=Géza!;46971957]It's an atrociously bad prop, that's the problem. Why is it so fucking hard to admit?[/QUOTE] Because Half Life 2 was a game for the original Xbox. Not 360. [editline]20th January 2015[/editline] [QUOTE=Géza!;46971936]That's... Really no excuse. I mean, if they could add minecart models to EP2, what stopped them three years earlier?[/QUOTE] Also, because Xbox 360 with better hardware was released around a year after Half Life 2. So, what stopped them from doing it "3 years earlier" was to make the game work for the best (console) hardware at the time.
[QUOTE=LegoGuy;46972588]Because Half Life 2 was a game for the original Xbox. Not 360. [editline]20th January 2015[/editline] Also, because Xbox 360 with better hardware was released around a year after Half Life 2. So, what stopped them from doing it "3 years earlier" was to make the game work for the best (console) hardware at the time.[/QUOTE] Adding a single prop, or at least making the damn thing out of more than one brush was somehow not doable on the original Xbox? I've used Hammer enough to know that half an hour's work AT MOST on some extra brushwork would have resulted in an acceptable approximation of a minecart, even with the same texture and all. Why are you all so desperate to prove that the thing isn't an eyesore? Not even Valve can produce perfection every time, and in fact they love cutting corners when it comes to mapping and they are certain nobody will notice. Why they cut a corner on an entity in plain sight of the player is a mistery to me.
[QUOTE=Géza!;46972663]Adding a single prop, or at least making the damn thing out of more than one brush was somehow not doable on the original Xbox? I've used Hammer enough to know that half an hour's work AT MOST on some extra brushwork would have resulted in an acceptable approximation of a minecart, even with the same texture and all. Why are you all so desperate to prove that the thing isn't an eyesore? Not even Valve can produce perfection every time, and in fact they love cutting corners when it comes to mapping and they are certain nobody will notice. Why they cut a corner on an entity in plain sight of the player is a mistery to me.[/QUOTE] alright dude we get it you hate a single prop in the game tbh i didn't even notice or care my first 5 playthroughs of the game you know why? [I]because it doesn't matter[/I]
[QUOTE=Géza!;46972663]Why are you all so desperate to prove that the thing isn't an eyesore? Not even Valve can produce perfection every time, and in fact they love cutting corners when it comes to mapping and they are certain nobody will notice. Why they cut a corner on an entity in plain sight of the player is a mistery to me.[/QUOTE] Who is saying that it isn't an eyesore? You just stated yourself that Valve loves to cut corners. They do and it's visible all throughout the game. It's not news. Nobody cares, the game is old, standards were different.
Alright, you are right, I'll stop. I didn't even start it. :v:
"21 new posts" Here I was hoping for something interesting :v: While I'm here I might as well ask, does HL2 run ok now? I know for a while everyone complained because Valve kept tinkering with it and broke some stuff but that seemed like a long time ago now.
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