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HALF-LIFE 2
Apparently it's been released today. How the fuck did that sneak up on us?? I guess I got so b0red of HL2 news I stopped reading any of it.

But I've ordered it.

So what's the verdict from the homies?? Discuss tha shit here.
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A Couple Of Things: 
1. Thanks to speedoo for pointing out the Half-Life full game speedrun in SDA's "we refused for years to host any other game runs when people were finding all sorts of runnable stuff and asking us, and then out of the blue we randomly start hosting a whole load of console game speedrun's shit" Other Games' section: http://www.planetquake.com/sda/other/HalfLife.html pretty entertaining, a few great tricks and a lot of deviant stuff. There's also a HL2 run but it's currently slow (2 hours) so I'm gonna wait till it gets caned a bit.

2. Watching that HL run reminded me of one thing: The HL1 monsters piss all over the HL2 monsters from a great height, with the exception of the Striders. The standard alien grunts, the big alien grunts with the bee weapon, the gargantua, the bulltoad things, the cute things that do a sound shockwave, the snarks....all of them very cool in aesthetics and character. Now THAT is something HL2 is missing for sure. Also cool in the variety of gaming options, too... 
Hl2 Would 
REALLY benefit from large bio/mechanical enemies. Say take something 'DOG' size and have it tossing debris at you. That would of been spectacular in the wider vehicle levels. 
HL2 Did Have Large Biomechanical Enemies 
And they fucking owned. The gunships/dropships were one of the best things in the game. 
I'm Tired Of Biomechanical 
We've seen that since Doom, boring. 
I'm Tired Of Biomechanical 
We've seen that since Doom, boring. 
Yeah... 
pretty much all generic looking bipedal soldier things...
i couldn't understand why they got rid of the bulltoad. that was a cool monster, and with some of the new ai, could have been really fun. 
man, HL2 should have been more like BGE in the mean of player freedom and game progression
just imagine.. 
Freeman Got No Hands 
btw any1 finds it funny that u operate objects via the powers of telecenesis or some other majik, or maybe u get smal grav gun just from the start 
Errr 
well its a small price to pay, making custom hold anims for all the different sized objects would have been REAL fun Im sure ;) 
Daz 
thought of that
could just make objects closer to the player view, to make it seem that the holding arms are offscreen
and it really behaves like small grav gun too, not like hands 
Slope: 
and it really behaves like small grav gun too, not like hands

Exactly. Gameplay before realism. 
Bullsquid In HL2 
It would have been neat to see some hl2 monsters back as sort of ambient wildlife. Not everything eats humans, surely. Might bullsquid not just roam around sewers and aquatic areas doing their general water face-sucking thing, and disregard Freeman after having grown tame around so many humans? Houndeyes, too. Wouldn't a herd of those grazing in a field look cute? Or a guy with a domesticated one as a pet. 
I Remember Reading In An Interview... 
that someone wrote to valve asking if they had any inflateable hound-eye dolls. By inflateable dolls, I mean a sex doll.

Don't remember where I read it though - it was a long time ago.

I bet it was CZG 
Bah 
I obviously would have asked for Barney dolls. (Or the real thing.) 
Intruiging 
Steam just updated with news about a upcoming HDR showcase level called the Lost Highway. Additional game content is certainly welcome, but to my mind the interesting bit is this:

"it will be made available free of charge to Half-Life 2 customers that meet a specific set of high end hardware requirements."

And presumably won't, to those that don't.

Meh. 
Odd 
I just spotted that myself. What actually is High Dynamic Range lighting anyway? I don't really under... fuck it, I'll go google it ;)

Ok, done that. HDR lighting seems to be what fitzquake's overbrights are to standard glquake. Standard gl looks lifeless (or shit, to most people) because of the low range of brightnesses in the lightmap. I assume fitzquake multiplies the brightness by two to get the overbright stuff and gives a much more satisfying appearance.

HDR lighting seems to be doing the same sort of thing, but I don't understand exactly what it is.

Someone intelligent please explain! 
So, You Want An Intelligent Explanation 
Oh well.

Overbrights are a compromise. They allow you to push up the colour range of your scene at the expense of precision, which leads to teh fugly when things get very bright or very dark. What HDR does is increase the dynamic range - the ratio of brightest representable pixel to darkest - by adding more precision to colour calculations. That means you can light things very brightly or darkly in the same scene, and still get correct colours without the banding and blotchyness that normal precision rendering suffers from. 
I Thought HDR 
was just increased colour precision.

Basically people started to realise that 24-bit colour isn't enough - not because you actually need more than 16.7 million colours but when you start to perform lots of funky operations on your old 8-bits per colour channel values the precision loss in the calculations of the final value is big enough to result in colour banding effects. 
So Spake The Bear 
not because you actually need more than 16.7 million colours but when you start to perform lots of funky operations on your old 8-bits per colour channel values the precision loss in the calculations of the final value is big enough to result in colour banding effects.

Brian Hook was saying this long ago, and none of the silly video card fanbois paid attention. 
It's Not The Precision 
Overbrightening is HDR (albeit not very high HDR :P). The extra precision just makes higher ranges practical by reducing banding. 
Righto 
that's that then. Maj has spoken.

Brian Hook is cool by the way. I don't know why exactly. Maybe because the Q2 netcode was great! Hook is a cool name too, makes me imagine that he's a pirate, albeit one that is a hardcore programmer. 
Another Explanation 
What makes HDR different is that your calculations are all done in high precision (presumably floating point) until the last step. Normal, non-HDR rendering clamps all intermediate results to the low-precision range of the final result (i.e. 24-bit color.)

Things that make HDR cool:
- extreme gamma correction without banding
- very bright lights reflected in very dark mirrors will be the correct brightness, rather than way too dark.
- multi-pass shader effects without quality loss (including overbright lighting beyond 2x) 
 
fuck this hdri crap
how bout better monsters, Valve?
and HANDS!
racing games had hands on the wheel 5 years ago 
... 
but racing games only need the hand to interact with the wheel, not any possible pickupable object in the game.

but agree with the better monsters comment. way too little variety, too many bipedals. 
Hands? 
See Trespasser. Then repent. 
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