 Ah, Good
#188 posted by necros on 2004/12/08 14:40:08
i wasn't the only one who thought the vehicle bits were too long. i would have prefered half the length of both with more regular walking maps...
 Vehicle Sections
#189 posted by Xoltan on 2004/12/08 16:30:14
The airboat took waay too long, and I was motion sick for about half of it.
On the other hand, they could release an expansion pack, Half Life 2: Buggy Exodus and I'd snap it up. It made me wish there was an entire open world of coast to explore, just me and my buggy. And my Ant Lion friends.
 Still Haven't Played Half-Life 2
#190 posted by HeadThump on 2004/12/08 17:08:06
yet.
How does the buggy portion of the game stack up against the FarCry (so far my favorite FPS this year) jeeps?
 HeadThump
#191 posted by Blitz on 2004/12/08 17:57:09
Do you play Far Cry multi at all?
 I'm Afraid Not.
#192 posted by HeadThump on 2004/12/08 18:25:47
At home I only have dial up.
 Which Is Nutty On My Part
#193 posted by HeadThump on 2004/12/08 18:29:03
my cable package would only be 12 dollars more with an internet connection. Maybe after Christmas.
 Hm...
#194 posted by necros on 2004/12/08 18:33:00
between the two... i'd say i liked the handling on the FarCry vehicles more, but the actual gameplay involving the buggy in HL2 *is* pretty fun. there are lots of places to stop in between for some shooting action. it was much better than the water part anyway.
 Shambler
#195 posted by Lunaran on 2004/12/08 23:21:29
Just ignore him, you're only encouraging him.
 For Anyone Even Remotely Concidering Editing For HL2
#196 posted by czg on 2004/12/09 14:45:31
You know, since we're supposed to be an editing community and all; This pace is pure gold:
http://www.valve-erc.com/srcsdk/
 Above Post Begs The Question...
#197 posted by ProdigyXL on 2004/12/09 15:42:07
Who is editing for Half-Life 2? I'm working on a test map currently to play around with stuff and get some solid ideas for my mod's direction. I'd be interested to see what people are coming up with.
 .
#198 posted by necros on 2004/12/09 17:11:23
i'm still trying to get used to this hammer thing. no hope of GTKRHL2 i guess...
 Just A Thought...
#199 posted by Mike Woodham on 2004/12/09 18:29:00
...is there any similarity between the map files created by Hammer for HL2 and the files created by a Quake1 edtior. Anyone that far down the road yet? Conversion possible?
Having just read some of the Hammer Documentation, it looks very interesting. In particular, Displacement Surfaces seems to be a far better way to get my terrains laid out than the method I currently use :-)
It also has some visual similarities with BspEditor, which was created by Yahn Bernier for Quake1, who then went to work on HL2.
Just a thought...
 Y
#200 posted by czg on 2004/12/09 18:54:31
You can convert from q1 to source pretty nicely I think, just open .map in old worldcraft, save as .rmf and open that in new hammer.
I believe it would be very hard to convert from source to any other game, because hammer and the compilers use ONLY their own .vmf format, (yes, the compilers read the .vmf files directly) so there is no way to export to .map as there was in previous worldcraft/hammer.
(... 1 minute later...)
Actually, I just opened up a .vmf file in textpad now, and I was expecting to just see a binary mess like the .rmf files were, but these are very nice and clean text files, very much more readable than the q1 .map files. I think a skilled programmer (hello aguirRe!) could convert these to quake1 fairly easy, maybe even perhaps the displacement surfaces too.
And frankly, the displacement surfaces here would be the only thing making hammer for q1 even vaguely interesting.
 Editar
#201 posted by Kell on 2004/12/09 19:39:24
It also has some visual similarities with BspEditor, which was created by Yahn Bernier for Quake1, who then went to work on HL2.
Ben morris, author of Worldcraft, was hired by Valve for HL1. Which is why WC2 was for HL, not Q1; it's what Valve themselves used to make HL1.
Yahn Bernier was hired I-don't-know-when, but presumably for similar reasons.
I tried both WC and BSP when I started, and prefered WC by a long way. Dario Casali, otoh, used BSP to build Prodigy SE.
One wonders who polishes whose ego now they all share the same office space :P
#202 posted by necros on 2004/12/09 20:16:24
i think it would be more complex than converting q3 to q1 format or whatever. while some syntax is sort of the same (classname, angle, etc) the actual layout of the brushes looks wierder than before... each face has settings and things like that...
 Is It Really That Bad?
#203 posted by Jago on 2004/12/13 21:39:15
04:17:11 Zombie : ydnar: if you were to do anything in the way of a HL2 bsp compiler
04:17:22 Zombie : start with the vis tool it's shocking
04:17:48 Zombie : I've got really basic geometry which would normaly take lik 5 seconds in q3map2
04:17:58 Zombie : takes about 2mins in HL2's vis tool
04:22:08 Mr : hmm maybe that explains my 5+ hour compile that I had to stop because it was taking so god damn fucking long.
04:22:19 Mr : It was on 2.. for about 3 hours straight.
 Compilers
#204 posted by DaZ on 2004/12/14 08:15:29
http://www.zhlt.tk/
beta source engine compilers for those interrested, but I didn't look at the details...
 HL2 Cookies =).........
#205 posted by Jaj on 2004/12/17 19:01:22
 Just Tried The Demo...
#206 posted by . on 2004/12/29 04:20:06
Here's my impressions. It starts out rather rhetorical but I wrote this to be posted at a non-gaming forum anyway...
http://www.phait-accompli.com/crap/hl2/hl2.php
 That's Not A Post
#207 posted by pushplay on 2004/12/29 15:00:42
That's a short essay. I'm just not willing to read through so much junk I already know. Can't you just sum it up in a few controvertial sentences people can fight over or something?
 Ok
#208 posted by . on 2004/12/29 18:55:17
The physics and lighting are more impressive with this game but I still got the feeling of been-here-done-that with even just the demo gameplay.
 YOU SCUMBAG!
#209 posted by than on 2004/12/30 23:52:53
How dare you say such things about the second coming of christ? You've made me really mad.
Fight me if you dare. I'll be waiting for you on the corner of 5th Avenue NY* Feb 01st 2005 11:00pm for a proper bare fists to the death fight.
*if such a location exists, and if you want to pay for my flight.
 ...
#210 posted by pope on 2004/12/31 01:14:04
writing a review on a demo of a game thats been out for a month is like writing a story about this mornings bowel movement
it's viscocity
it's texture
it's aroma
the angle it went down the bowl
the tas... you get it
 The Right Profile
#211 posted by HeadThump on 2004/12/31 01:37:54
Go get them Than!
 What Blackpoop Said...
#212 posted by Bal on 2004/12/31 07:28:49
Aren't demos supposed to be meant for people who can't be bothered to read reviews, and want to try the games themselves instead? That's what I thought anyways... So yeah, kinda pointless writing a review about it since the full game was out before.
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