• Half-Life and Portal series, general discussion (v6)
    5,016 replies, posted
[QUOTE=TheDrunkenOne;48013846]Fairly sure. There are other references to HL3 in Source 2 which require some deeper mining, so it can't be a coincidence. [URL="http://imgur.com/a/GIOTm"]Here's a list of references taken from Reddit[/URL][/QUOTE] I assume the last "d0g" reference is referring to one of the steam controller prototypes, which they named after characters.
[QUOTE=TheDrunkenOne;48013640]Apparently Valve left some references to the gravity gun/physgun (possibly from HL3?) in Dota 2 Reborn. From game\core\base.fgd:[/QUOTE] let's not get too excited, it's probably just leftover stuff from source 1, especially since it's exactly the same, down to the letter, as lines from source 1's base.fgd [QUOTE]2097152 : "Physgun is NOT allowed to pick this up." : 0 4194304 : "Physgun is NOT allowed to punt this object." : 0 preferredcarryangles(vector) : "Preferred Player-carry Angles" : "0 0 0" : "If the 'Use Preferred Carry Angles' spawnflag is set, this angle is the angle which the object should orient to when the player picks it up, with the physgun or +USE." output OnPhysGunPickup(void) : "Fired when a player picks this object up, either with the physgun or +USE." output OnPhysGunPunt(void) : "Fired when a player punts this object with the physgun." output OnPhysGunOnlyPickup(void) : "Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output." output OnPhysGunDrop(void) : "Fired when a player drops this object."[/QUOTE] i'm not even sure why i quoted these lines from the file, they're literally identical
Does source 2 allow for larger maps than source 1?
[QUOTE=Holt!;48014234]Does source 2 allow for larger maps than source 1?[/QUOTE] So far, there isn't a set limit, likely you can keep going until you run into floating point accuracy issues far enough from the origin.
[QUOTE=glitchvid;48015164]So far, there isn't a set limit, likely you can keep going until you run into floating point accuracy issues far enough from the origin.[/QUOTE] I got there once when I fell through a leak on my map [img]http://images.akamai.steamusercontent.com/ugc/34113247420368761/992EC29D013F4641D414EFC82B3A049C03FCF359/[/img] I was 20 or so million below the z axis at the time
[QUOTE=Sally;48015499] [img]http://images.akamai.steamusercontent.com/ugc/34113247420368761/992EC29D013F4641D414EFC82B3A049C03FCF359/[/img] [/QUOTE] Rot-Life 2
[QUOTE=PHrag;48016993]Rot-Life 2[/QUOTE] rot life 2 make all brushes Func_movelinear that stops after 20000000 units repeat with every map in the game
Completed Portal 1 & 2 for the third time this weekend, for a puzzle game it's amazing how enjoyable it is playing through multiple times. Okay yes a lot of the puzzles are becoming a breeze now, only being confused a handful of times throughout both games. But the world of Aperture is an amazing one and each character makes the story entertaining every time, and the ending is without a doubt one of the best in the gaming world. If this game was made by any other company I'd be saying "I cant wait to see more" but knowing it's Valve I'm dealing with the fact a Portal 3 may never come, but Portal 2 is good enough to give me my Aperture fix for a long long time. As the credits have just finished rolling I had to share some love for one of the best games I've personally ever played.
[QUOTE=Sally;48015499]I got there once when I fell through a leak on my map [t]http://images.akamai.steamusercontent.com/ugc/34113247420368761/992EC29D013F4641D414EFC82B3A049C03FCF359/[/t] I was 20 or so million below the z axis at the time[/QUOTE] [del]Why are viewmodels affected by the floating point accuracy? I thought they were rendered with a clientside model on zero coordinate[/del] Derp. Because the area lighting wouldn't work otherwise
Is there any way to rescale HUD in HL1 for higher resolutions? It really annoys me that HUD becomes tiny at 1080p.
[QUOTE=WhyNott;48017002]rot life 2 make all brushes Func_movelinear that stops after 20000000 units repeat with every map in the game[/QUOTE] Would that actually work?
[QUOTE=StrawberryClock;48019026]Would that actually work?[/QUOTE] not entirely not with displacements at least also leak also static props paradoxically I think it would work better with HL1 actually [editline]21st June 2015[/editline] [IMG]http://i59.tinypic.com/10d8qoo.png[/IMG] rest in pepperoni [*]
[QUOTE=Sally;48015499]I got there once when I fell through a leak on my map [img]http://images.akamai.steamusercontent.com/ugc/34113247420368761/992EC29D013F4641D414EFC82B3A049C03FCF359/[/img] I was 20 or so million below the z axis at the time[/QUOTE] I wonder what this looks in real time, though.
I've been using scientist screams for windows error sounds for so long that I think something's wrong whenever I play Half Life
[QUOTE=xalener;48021845]I've been using scientist screams for windows error sounds for so long that I think something's wrong whenever I play Half Life[/QUOTE] I use Aperture turret sounds Connect device- [url=http://i1.theportalwiki.net/img/8/8d/Turret_turret_active_2.wav]"Target acquired."[/url] Disconnect device- [url=http://i1.theportalwiki.net/img/1/10/Turret_turret_search_2.wav]"Target lost."[/url]
[video=youtube_share;jhjqu11p23c]http://youtu.be/jhjqu11p23c[/video] <3
[QUOTE=WhyNott;48019337]not entirely not with displacements at least also leak also static props paradoxically I think it would work better with HL1 actually [editline]21st June 2015[/editline] [IMG]http://i59.tinypic.com/10d8qoo.png[/IMG] rest in pepperoni [*][/QUOTE] You plan on stealing my thunder but I must help you. Recompile the map with vbsp to full and vvis and vrad to fast or full
Not sure where to post about Half-Life mods, but I know a lot Facepunch misses the Afraid of Monsters: Director's Cut co-op via the Sven Co-op half-life mod. My friend Zorbos recently got it working on his 4.8 server 24/7 so feel free to drop by.
[QUOTE=Sally;48028173]You plan on stealing my thunder but I must help you. Recompile the map with vbsp to full and vvis and vrad to fast or full[/QUOTE] still doesn't work
[QUOTE=StrawberryClock;48020967]I wonder what this looks in real time, though.[/QUOTE] Thinking about it, it's probably a flickering mess.
[QUOTE=StrawberryClock;48020967]I wonder what this looks in real time, though.[/QUOTE] An album of it happening, close enough: [url]http://imgur.com/a/GTzTL[/url]
[QUOTE=hogofwar;48034192]An album of it happening, close enough: [url]http://imgur.com/a/GTzTL[/url][/QUOTE] Metal as fuck: [t]http://i.imgur.com/yPI0776h.jpg[/t]
[QUOTE=StrawberryClock;48035055]Metal as fuck: [t]http://i.imgur.com/yPI0776h.jpg[/t][/QUOTE] That's what happens when you stay in smoke too long.
Just wanted to get this off my chest, it's taking so long to develop the next half life episode/game, that I'm worried it might reach the point when some voice actors can't be re-appointed.
[QUOTE=Callinstead;48036569]Just wanted to get this off my chest, it's taking so long to develop the next half life episode/game, that I'm worried it might reach the point when some voice actors can't be re-appointed.[/QUOTE] Definitely a possibility. Robert Culp (Dr. Breen VA) is already out.
[QUOTE=Callinstead;48036569]Just wanted to get this off my chest, it's taking so long to develop the next half life episode/game, that I'm worried it might reach the point when some voice actors can't be re-appointed.[/QUOTE] It never crossed my mind that some of them might sound a touch older. That's an interesting point.
or dead
Does it mean that since Gordon doesn't have a VA he can't die?
everyone will be voiced by Microsoft sam
[QUOTE=Callinstead;48036569]Just wanted to get this off my chest, it's taking so long to develop the next half life episode/game, that I'm worried it might reach the point when some voice actors can't be re-appointed.[/QUOTE] Don't worry they'll just have another time skip with new characters based on the rebel models "Now... about that cheese I dream about!" "It's me Gordon, Male 7 from City 17!"
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