HL2 Expectations
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Re: HL2 Expectations
Posted by Nickelplate on Wed Dec 8th at 7:25pm 2004


You know, I saw the pirated version of HL2 when it was leaked a long time ago. they had a s**tLOAD of GREAT weapons in there!!! Now they're gone!!! I wish my brother had never DL'd that leaked copy now (I deleted it shortly thereafter), because i am so disappointed. They had snarks, a sniper rifle, an OICW, a fire extingusher, and Iceaxe, you can use the stun baton that combine uses, tripmines, satchel charges, Gauss gun, father Grigori's shotgun, and more that I can't think of now. I think you could even THROW HEADCRABS! There was also a point-and-click way fo moving the NPC's that follow you: you could actually press a certain button that turned your crosshairs into a green laserdot and where you pointed and clicked, your squad would go! There were a few more enemies in the stolen version as well, like the Hydra and a few more.

Also, from everything that I had read about HL2 before the release, there was supposed to be a LOT more content to the game. Anyone who edits will be able to see that there are textures and models and stuff for something called "Aurora" that is the name of an Icebreaker ship that you were supposed to be able to board during the game, making up an entire chapter! (that is where you would get the iceaxe, I'm sure.)

Anyway, I was wondering what all of your thoughts are on what you expected and what you got with HL2.

[addsig]




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Re: HL2 Expectations
Posted by Tracer Bullet on Wed Dec 8th at 7:35pm 2004


Although I never saw the pirated version, I also was expecting an OICW, and was rather disappointed not to get it. All in all though, I was very satisfied with the experience. It was an excellent game with a tight fast paced story line. it may be that they cut away allot of stuff simply because it felt like filler or bloat in what was meant to be an interactive cinematic experience.

[addsig]




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Re: HL2 Expectations
Posted by Crono on Wed Dec 8th at 7:36pm 2004


Wasn't there also a "Phys-Gun" which allowed you to combine physics props together and use them?

I think the game they made is excellent. There are things in HL1 that they made and never used. (Frog-Snark things, for one).

You have to understand, if they cut a certain chapter or something like that, it was probably dead wood compared to the rest of the game.
Overall, I think they created the game as they would and just edited it where it was needed to give, in their minds, the best possible experience their game had to offer. Like in films.

Now, I'm sure new FGDs with entity definitions for these weapons and objects will come out soon enough, so you can use them to your hearts content. [addsig]




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Re: HL2 Expectations
Posted by Tracer Bullet on Wed Dec 8th at 7:39pm 2004


seems that we've just said exactly the same thing in different words, Crono. [addsig]



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Re: HL2 Expectations
Posted by Nickelplate on Wed Dec 8th at 7:41pm 2004


? quoting Crono
Wasn't there also a "Phys-Gun" which allowed you to combine physics props together and use them?

I think the game they made is excellent. There are things in HL1 that they made and never used. (Frog-Snark things, for one).

You have to understand, if they cut a certain chapter or something like that, it was probably dead wood compared to the rest of the game.
Overall, I think they created the game as they would and just edited it where it was needed to give, in their minds, the best possible experience their game had to offer. Like in films.

Now, I'm sure new FGDs with entity definitions for these weapons and objects will come out soon enough, so you can use them to your hearts content.

I always made maps for HL1 with the chumtoad and the Mr. Friendly in them. Also I loved that little orange maintenance guy that was never put in HL1.

Anyway, i remember the Physgun, that allows you to pick up the dead bodies and ragdoll 'em! I miss it.

[addsig]




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Re: HL2 Expectations
Posted by satchmo on Wed Dec 8th at 8:00pm 2004


Perhaps Valve is just saving all these other features for HL3? Why put all the goodies in one basket when you can save some for later?
[addsig]




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Re: HL2 Expectations
Posted by Pvt.Scythe on Wed Dec 8th at 8:03pm 2004


I remember the hype about the ship. I awaited it for so long and then they didn't add it in... Well who knows maybe we'll see some of the stuff in some new add-on...

[addsig]




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Re: HL2 Expectations
Posted by Nickelplate on Wed Dec 8th at 8:04pm 2004


? quoting Pvt.Scythe
I remember the hype about the ship. I awaited it for so long and then they didn't add it in... Well who knows maybe we'll see some of the stuff in some new add-on...

I sure hope so. I thought the Aurora would have been SO COOL!





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Re: HL2 Expectations
Posted by Crono on Wed Dec 8th at 8:15pm 2004


Didn't Valve say they plan on putting out an expansion in the near future (next year or something) ? [addsig]



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Re: HL2 Expectations
Posted by Neural Scan on Wed Dec 8th at 8:18pm 2004


? quoting Nickelplate

I always made maps for HL1 with the chumtoad and the Mr. Friendly in them. Also I loved that little orange maintenance guy that was never put in HL1.

There was the orange maintenace guy, there's 2 driving forklifts at the beginning in the tram sequence. It's not much but he's there

On topic though, I think HL2 exceeded my expectations. I wasn't expecting such a mind-blowingly awesome experience

By the way you can get some weapons like Grigori's gun and Alyx's gun through the console. You can even place them in maps, since they're listed in the weapon entities. Cool eh?





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Re: HL2 Expectations
Posted by Nickelplate on Wed Dec 8th at 8:23pm 2004


Yeah, I have gotten Grigori's gun thru the console, but it no longer looks like a double-barrel shotgun, it looks like th other shotgun only it BEHAVES like a 2-barrel (only 2 shells allowed at a time.

Also, I didn't know that the orange guy (I call him nich because he looks EXACLTY like my pal nick) was the one driving the forklifts. I thought they were driving themselves (which i DID think was odd.) Also that crate carrying yellow walking machine: Have you eve seen it RUN or dance?!?! its so freaking hilarious!!! You can browse the different actions in HLMV.

[addsig]




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Re: HL2 Expectations
Posted by Vassago5kft on Sat Dec 11th at 6:32am 2004


Vavle's approach to HL2 expansion is "episodic". Meaning, they are going to release "episodes" of gameplay every few months or so, to keep the story going. As with HL and HL2, each "episode" is comprised of around 2-4 levels.
[addsig]




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Re: HL2 Expectations
Posted by RabidMonkey777 on Sat Dec 11th at 7:00am 2004


I hope they release that ship chapter, it looked sweet.



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Re: HL2 Expectations
Posted by Cassius on Sat Dec 11th at 7:35am 2004


Frankly - and I feel bad saying this considering all the stuff I said about HL2 before its release - I was kind of disappointed. It still blows away its direct competitors, UT2k4 and Doom 3, but the single player wasn't the utter fantastic-ness I was expecting, and the multiplayer is still bare bones (though the gravity gun more than makes up for this). More than anything, I was disappointed by the editing software; it had almost none of the features I expected, and I won't really be able to texture (and thus map) for the game until a texture converter comes out that isn't entirely f**king ridiculously complicated and tedious.

I don't like the direction games are going in general - towards modelling as being an integral part of mapping - but that's not just HL2.





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Re: HL2 Expectations
Posted by Crono on Sat Dec 11th at 7:49am 2004


? quote: Cassius
I don't like the direction games are going in general - towards modelling as being an integral part of mapping - but that's not just HL2.


Yet, it's rather essential. There's no realistic (or common) way you can have everything look wonderful and have it all rendered real-time.
The use of models allows for higher detail at lower processing costs. Ghost Recon, for example, gets away with the massive levels it has simply because they're giant models. The maps are created in 3DSMax (probably Maya for GR2).


[addsig]




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Re: HL2 Expectations
Posted by Tracer Bullet on Sat Dec 11th at 8:37am 2004


Aren't the models still rendered real-time though? Can you explain that in more depth? [addsig]



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Re: HL2 Expectations
Posted by Crono on Sat Dec 11th at 8:42am 2004


As far as I understand it. World brushes are the same as creating a model and rendering it real time. Using models (besides lighting) is just replaying a pre-made animation and render. There's a difference between rendering and displaying. Part of the world rendering is done during the compile of course.

Maybe the way I'm explaining it is incorrect, but I know having pre-made/rendered models is much more efficient.


Does this make any sense?

[addsig]




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Re: HL2 Expectations
Posted by Tracer Bullet on Sat Dec 11th at 8:52am 2004


Not really. It seems to me that in a game everything would have to be rendered real time unless it was a set animation or some such (i.e. a cut-scene) because the player has the freedom to view the environment from every angle and change what happens or what can be seen. That's the difference between games and movies.

Say you pre-rendered a 3D scene from all possible angels. then I suppose you might be able to have an interactive environment with the advantages of a movie. All the computer would have to do is decide what frame to display based on the location and such of the player. However, it seems like that would take up an absolutely massive amount of disk space and RAM to run...

[addsig]




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Re: HL2 Expectations
Posted by Crono on Sat Dec 11th at 9:29am 2004


Actually the difference between games and movies are nurbs (most game models are nurb models converted to polygons to save an insane amount of computing power).

I'm not really sure how to explain it to be honest. But there is a difference between video rendering (Just showing a model based on pre-chosen Cartesian points) and real time rendering (Calculating the Cartesian points and displaying them). Real Time Rendering is like creating a model in a program and using that exact model in a real time animation (which you can't do in a game, unless the animation movement is code based). As you remember, you take your model and record animations.

Also, you're thinking of pre-rendered scenes/backgrounds, which make a 3d model a 2d image.

But I may be wrong. This is just how I understand it.

Bleh. I'll explain it next year when I get knee deep in it. But, I do know that pre-optimized models are more efficient then world brushes.
(I have to take Linear Algebra first, which is apparently the same thing as Logic)

[addsig]




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Re: HL2 Expectations
Posted by Tracer Bullet on Sat Dec 11th at 5:53pm 2004


Okay, well I don't really understand, but I'll take your word for it.

[addsig]





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