• Half-Life and Portal series, general discussion (v6)
    5,016 replies, posted
[QUOTE=Cows Rule;48446250]I think I'd rather see Quake brought up to goldsource. I know it sounds incredibly stupid considering how close they are, but I want to see it. But really, consider how similar some of the enemies already are.[/QUOTE] Isn't that exactly what Deathmatch Classic was though?
[QUOTE=Maloof?;48446486]Isn't that exactly what Deathmatch Classic was though?[/QUOTE] Well the whole game, single player and all.
[QUOTE=Cows Rule;48446250]I think I'd rather see Quake brought up to goldsource. I know it sounds incredibly stupid considering how close they are, but I want to see it. But really, consider how similar some of the enemies already are.[/QUOTE] There's a full Quake remake in Xash3D engine, you can find it on moddb I think. I don't know if it's based on the older versions of Xash3D but it presents the WON/pre-steam goldsource menu. [editline]12th August 2015[/editline] [url=http://www.moddb.com/games/quake-remake]There it is[/url] [editline]12th August 2015[/editline] [quote]We are glad to introduce you a modest remake of the legendary game Quake by id Software. Quake Remake has been released by a team of Quake fans led by main Xash3D Engine developer, Unkle Mike. It's not that kind of ambitious projects like Darkplaces etc., it's more like a project of porting the game to the different engine, just for fun and for interests of modding community. Quake Remake allows you not only to play a great game using the new engine, but also to create a Quake-styled mods (and even games) using GoldSource and XashXT tools, map model and texture formats, plus it adds new gameplay posibilities, unsupported by original Quake. Here is a list of GoldSource features which you can see in Quake Remake: - skeletal animation - sprite muzzleflashes - blood decals - transparent water- screen shakes during explosions - MP3 soundtrack Quake Remake is based on Xash3D Engine. - It allows you to use HD models and textures, so existing model and texture packs for Quake could be adapted for Quake Remake. Xash3D Engine also gives you a posibility to implement new renders into the game, and even to use third-party physics engines. - It supports recording and playing of gameplay demos. Use console command "record demo_name", or just "record" to start recording, "stop" to finish and "playdemo demo_name" to view recorded demo. - Some important Quake-specific features like luma textures and support of Quake map format were specially added in Xash3D Engine, to make Quake Remake very close to its' old famous origin. Quake Remake is open-source project, so feel free to experiment! - If you interested, just download the developers' kit. Quake Remake contains full Quake storyline. - Four episodes, epic ending, three difficulty settings, original monsters, bosses, weapons, items and secret places. - Multiplayer is also available. [/quote]
[QUOTE=ichiman94;48447144]There's a full Quake remake in Xash3D engine, you can find it on moddb I think. I don't know if it's based on the older versions of Xash3D but it presents the WON/pre-steam goldsource menu.[/QUOTE]It's pretty bad. [IMG]http://i.imgur.com/NX3B91c.jpg[/IMG]
[QUOTE=The Kins;48448439]It's pretty bad. [IMG]http://i.imgur.com/NX3B91c.jpg[/IMG][/QUOTE] [URL="http://wiki.teamfortress.com/w/images/7/72/Soldier_taunts18.wav?t=20100625232314"]Looks like vomit[/URL]
[QUOTE=DevinWatson;48424838] Interestingly enough using DepotDownloader you can download any previous version of any game provided you have the manifest id, which you can usually find on [URL]https://steamdb.info[/URL][/QUOTE] You can't download any pre-SteamPipe versions anymore as far as I'm aware, though.
just created a poll: [URL="http://strawpoll.me/5202055"]When will Half-Life 3 be released? (if it will)[/URL]
How is the armor of Alien Grunts made? From some distant memory, I remember they were grown into them with calcium-rich diet or something, but I can't find any source on that. Are they -Built and then worn on -"Sewn" on (like Black Mesa's wiki has it [but then again, BM's fanmade]) -Something else?
[QUOTE=Tinbe;48451448]How is the armor of Alien Grunts made? From some distant memory, I remember they were grown into them with calcium-rich diet or something, but I can't find any source on that. Are they -Built and then worn on -"Sewn" on (like Black Mesa's wiki has it [but then again, BM's fanmade]) -Something else?[/QUOTE] I'm pretty sure it's just on them from the start.
OGR's [url=http://web.archive.org/web/19980210182841/http://www.ogr.com/specials/monsters/alien_grunt.shtml]Monster of the Week[/url] feature featuring the Alien Grunt has this to say about their armor: [quote]The gleaming partial body armor at first appeared to be the product of an advanced weapons technology; but closer examination of the occasional moribund specimen has shown it to be a biologically extruded exoskeleton, synthesized from a diet rich in certain xenotic minerals.[/quote]However, these OGR previews should be taken with a grain of salt as they were mostly written before many final concepts were introduced and established, such as Alien Grunts being manufactured soldiers, the existence of Controllers, the leadership of the Nihilanth, and the nature of Xen itself (still referred to as the "Portal Dimension" at this time). The finished game has nothing in particular to say about their armor.
[QUOTE=Trixil;48450725]just created a poll: [URL="http://strawpoll.me/5202055"]When will Half-Life 3 be released? (if it will)[/URL][/QUOTE] :stop: Everyone stop doing this shit. It comes out when it's done, that's the end of it.
[QUOTE=chipsnapper2;48451773]:stop: Everyone stop doing this shit. It comes out when it's done, that's the end of it.[/QUOTE] of course it comes out when it's done. i'm asking, when is it going to be done?
[QUOTE=Trixil;48452924]of course it comes out when it's done. i'm asking, when is it going to be done?[/QUOTE] Gabe Newell dies, Valve collectively decides to cash out the stock to outside parties, Half Life 3 is released as a board-written committee-approved cash grab that is bland and heartless. You never finish it, suffering from a panic attack halfway through the game when you realize that the once invincible game company of your youth has fallen to the greed and neglect of man, just like everything once great in human history. Then, in a few billion years, the universe collectively disperses it's energy and dies of heat-death.
[QUOTE=Trixil;48445252]maybe it'll be used as the soundtrack for half-life 3 :v:[/QUOTE] God, I hope not. I prefer my videogame music free of vocals. I also prefer it loopable, but that's something Half-Life has never really had.
didn't they actually fire the dude who made the Half-Life 1&2 music
That's strange [QUOTE=Wiki;0]Kelly Bailey is a composer, musician, game designer, conceptual artist and programmer. He was the senior game designer of sound and music at Valve Corporation[1] until he left in 2011 with Mike Dussault, to concentrate on their project Sunspark Labs LLC. [B]He has since returned to Valve in February 2014[/B].[/QUOTE]
[QUOTE=ZombineTheSplatter;48455558]That's strange[/QUOTE] didn't know that, was surprised a big deal wasn't made about it the same way one was made when he left
We knew that since the JIRA leaks, since he was in the L4D3 and HL3 groups. Then later Morasky confirmed it at Steam Dev Days. Though this was before February 2014.
Speaking of music, were there any FPS games before Half-Life where the majority of the game has no background music?
Wolfenstein and Doom have it for sure.
Unreal I think had cd audio I believe.
Wolfenstein, Doom, Duke Nukem 3D, Descent, Quake, they all have constant background music playing throughout the levels. I didn't play much of Unreal but it appears it mostly plays ambient music through the game. Half-Life, on the other hand, has no music playing most of the time with only short non-looped tracks playing in selected level segments. I haven't seen any other 90's FPS with such music placement.
[QUOTE=Nicknine;48457153]Wolfenstein, Doom, Duke Nukem 3D, Descent, Quake, they all have constant background music playing throughout the levels. I didn't play much of Unreal but it appears it mostly plays ambient music through the game. Half-Life, on the other hand, has no music playing most of the time with only short non-looped tracks playing in selected level segments. I haven't seen any other 90's FPS with such music placement.[/QUOTE] Wolf, Duke, Doom, Descent, and (I believe) Quake all had MIDI music, which did not require CD-ROM. Half-Life marked an era in FPS gaming where the game decidedly went from frenetic shoot bad guy, get to end of level, to story-based coherent atmospheric shooting. I think limited background music was part of that design.
[QUOTE=Sonador;48457898] Half-Life marked an era in FPS gaming where the game decidedly went from frenetic shoot bad guy, get to end of level, to story-based coherent atmospheric shooting. I think limited background music was part of that design.[/QUOTE] Also, you actually had to LISTEN to the characters in the game. No text boxes, no screen dumps, just you crouched in the ceiling with a hiding scientist letting you in on the plot. Music would just get in the way. As well, keep in mind that Half Life is FILLED with ambient noise. Doom doesn't really have any, and neither does Duke3D. You can walk around an empty Half Life level when everything is dead and listen to the computers and wind sounds that the game bathes in.
i found this post (hopefully a troll?) on moddb while i was searching for a deus ex mod [IMG]http://puu.sh/jByla/1219ae5d97.png[/IMG] :suicide:
[QUOTE=TheTrainRider;48458558]Also, you actually had to LISTEN to the characters in the game. No text boxes, no screen dumps, just you crouched in the ceiling with a hiding scientist letting you in on the plot. Music would just get in the way. As well, keep in mind that Half Life is FILLED with ambient noise. Doom doesn't really have any, and neither does Duke3D. You can walk around an empty Half Life level when everything is dead and listen to the computers and wind sounds that the game bathes in.[/QUOTE] Quake 1, Quake 2, and Unreal do the same thing.
[QUOTE=KillerKo4565;48458851]i found this post (hopefully a troll?) on moddb while i was searching for a deus ex mod [IMG]http://puu.sh/jByla/1219ae5d97.png[/IMG] :suicide:[/QUOTE] he probably think he knows what he's talking about
It's extra funny because Warren Spector and his Junction Point studio spent a couple of years doing "concept development" on a Half-Life 2 expansion for Valve on the side, that never got finished or released due to Disney buying Junction Point and Epic Mickey taking obvious priority. It had a Magnet Gun.
Isn't Half-Life a game that prides itself on not having a single cutscene? I think I remember sometime back Gabe or someone saying that they don't like to put cutscenes in their games in order to keep the fluidity or something.
[QUOTE=Megadave;48459731]Isn't Half-Life a game that prides itself on not having a single cutscene? I think I remember sometime back Gabe or someone saying that they don't like to put cutscenes in their games in order to keep the fluidity or something.[/QUOTE] Control of your character is never taken away in any game to cause a cutscene. At all times, you're Gordon Freeman, not some disembodied cameraman, even if that means you're reduced to flinging your neck around like a spastic in a prisoner pod during a scripted sequence.
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