Half-life mods after Half-life 2?

Half-life mods after Half-life 2?

Re: Half-life mods after Half-life 2? Posted by Andrei on Sun Mar 14th 2004 at 7:36pm
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Will people still play half-life 1 mods after the release of HL2, and generally map for the old game?
Re: Half-life mods after Half-life 2? Posted by Wild Card on Sun Mar 14th 2004 at 7:39pm
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num?ro cinq
Re: Half-life mods after Half-life 2? Posted by azelito on Sun Mar 14th 2004 at 7:43pm
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Id say number 5. All of the good HL mods are getting ported to HL2 so Id say Ill probably stop playing HL completely.
Re: Half-life mods after Half-life 2? Posted by fishy on Sun Mar 14th 2004 at 7:44pm
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oops, double post
Re: Half-life mods after Half-life 2? Posted by fishy on Sun Mar 14th 2004 at 7:44pm
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Wild Card said:
num?ro cinq
i didn't have that choice :confused:

User posted image
Re: Half-life mods after Half-life 2? Posted by ReNo on Sun Mar 14th 2004 at 7:45pm
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How very wierd...I did :smile:
Re: Half-life mods after Half-life 2? Posted by Wild Card on Sun Mar 14th 2004 at 7:45pm
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How the heck did you manage a double post? I cant do that, lol
Re: Half-life mods after Half-life 2? Posted by fishy on Sun Mar 14th 2004 at 7:46pm
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1337ness

:lol:
Re: Half-life mods after Half-life 2? Posted by Vash on Sun Mar 14th 2004 at 7:47pm
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Im going to say...Yes. But to an extent. Half-Life2 might run slow for a few months, to a year after released, becasue people will just be getting familiar with the engine, its power, and how to optimize it. So, HL1 mods shall keep us happy for a while, then we'll ditch HL1 in a gutter...And steal its wallet...(And RMFs)
Re: Half-life mods after Half-life 2? Posted by Wild Card on Sun Mar 14th 2004 at 7:48pm
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Thats provided we all get 3Ghz computers with 1gig ram and 256video cards :rolleyes:
Re: Half-life mods after Half-life 2? Posted by KungFuSquirrel on Sun Mar 14th 2004 at 7:55pm
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People still play and edit for Doom, Quake, Quake II, etc. etc. That's not going to die off anytime soon, and plenty of these people even have newer spec computers (I don't think someone sticking with Quake to work on Tenebrae exactly has low-spec hardward). Half-Life has a much wider player and editing base than ANY of those games, so I believe it to be highly unlikely that we won't see a surprising longevity to HL remaining well beyond its sequel.
Re: Half-life mods after Half-life 2? Posted by ReNo on Sun Mar 14th 2004 at 7:57pm
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I doubt it Wild - I reckon if your computer is capable of running todays FPS games (Unreal 2, UT2003, CoD, MoH, etc...) then Hl2 is well within your reaches. 1Ghz CPU, 256mb RAM, and a GF4 Ti4200, will most likely run it without too much hassle.

Of course I am just speculating, but they have said it will run on a 700Mhz CPU, and while I think this will be a rather loose use of the word "run", I can't imagine them being too far under-guessing.

EDIT: Andrew, I think the reason those games retain popularity is that their sequels are not true sequels - Quake 3 is hugely unlike Quake 2, which in turn was really rather unrecognisable from Quake itself. Obviously this isn't of huge importance to a mod maker (what does it matter that Q2 had new enemies, story, etc...?) but there is a certain degree of familiarity and dedication to an old engine when it is so far surpassed as those were by their sequels. HL2 is HL1 taken further - there is still the familiarity in gameplay, story, physics style, etc, as WELL as the engine itself, and I think this will mean it is far more deserted when the sequel arrives than the games you mentioned.

That said, it won't die overnight, indeed it probably never will "die", but I don't see many mods of great importance staying on HL1.

Woohoo, I have the same number of snarkmarks as my birthdate, what are the chances eh :wink:
Re: Half-life mods after Half-life 2? Posted by Wild Card on Sun Mar 14th 2004 at 8:02pm
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well they always say it will "run". Yes it probably will "run". But will it be playable, lol thats a different question.

Alright children, lets sit down in front of the monitor and watch the HL2 slideshow :biggrin:
Re: Half-life mods after Half-life 2? Posted by KungFuSquirrel on Sun Mar 14th 2004 at 8:06pm
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Well, also don't forget that there's still an element of "look what I can do" when working with old tech, and I think especially with how far HL has already been pushed there will be a lot of people who still want to see just how far it can go. There's also the automatic given percentage that will (and does already) accuse Valve of being sellouts or something silly like that and boycott the new game, sticking to the "old school" "true" game :razz: hehe, people are fun.

Now, granted, I don't expect HL to keep its current numbers for long after HL2, but it'll still be a pretty strong force.
Re: Half-life mods after Half-life 2? Posted by ReNo on Sun Mar 14th 2004 at 8:16pm
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Well yes there will always be the stubborn few who dislike the sequel for any number of reasons (from "you can't guass jump as high!" to "its a total cash in!"), but to be fair, I don't think those people will be the prominent modders of the scene.

On the other hand, the other reason you stated, that demonstrating that old tech can be put to good use, will certainly be true, but I don't see it going the same way as Tenebrae for Quake. Quake was such a breakthrough piece of technology, and such a milestone, that it merits such an in depth overhaul. HL however was a rather standard looking game (great at the time, but not in a "OMG look its all 3D!" way that Quake was), and I think what has been done to it thus far, through NS, NW and the like, will be about a far as people take it...

...Obviously if the entire source is released, like with Quake, that might change, but I doubt it.
Re: Half-life mods after Half-life 2? Posted by Wild Card on Sun Mar 14th 2004 at 8:20pm
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well recent games like Red Faction 2 and Breed and Renegade, and others have introduced the ability to have a FPS drive vehicles, fly planes, and in Breed's case, fly in space.
Re: Half-life mods after Half-life 2? Posted by ReNo on Sun Mar 14th 2004 at 8:31pm
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Whats your point mate? I fail to see what the introduction of vehicles has to do with the survival of an older engine, to be honest, except for it being an additional temptation to move onto those engines.
Re: Half-life mods after Half-life 2? Posted by Wild Card on Sun Mar 14th 2004 at 8:36pm
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ReNo said:
Whats your point mate?
Re-reading the threads I am asking myself the same question. I guess I was thinking something when I wrote that down, but now it elludes(sp?) me.
Re: Half-life mods after Half-life 2? Posted by ReNo on Sun Mar 14th 2004 at 8:38pm
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Haha, I hate when that happens - been there done that :biggrin:
Re: Half-life mods after Half-life 2? Posted by Myrk- on Mon Mar 15th 2004 at 2:25am
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True HL has a large fanbase, but the way valve are treating the whole thing it is as if they want people to move to the new HL2, it all being very similar to HL1 just more detailed...
Re: Half-life mods after Half-life 2? Posted by Andrei on Mon Mar 15th 2004 at 8:51am
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I just hope that valve dont do the same stupid crap that happend with MOHAA: BAD editor, relies to much on external scripts (you cant add a single fAcking soilder without having to script), BAD view (a proper editor needs to rely more on the 3d view, if you ask me), stupid bugs and errors, SLOW, VERY SLOW interface, TOO MANY FACKING HOT-KEYS THAT NOBODY CAN REMEMBER AND THAT DONT HAVE A TASKBAR ICON. :evil:
Re: Half-life mods after Half-life 2? Posted by Myrk- on Mon Mar 15th 2004 at 9:00am
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Its the same editor, just a load more tools and a thousand more entities.... :lol:
Re: Half-life mods after Half-life 2? Posted by KoRnFlakes on Mon Mar 15th 2004 at 9:24am
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map scripting, yes its a pain in the arse. but to anyone who can actually script its probably the most variating thing possible. you can do all number of things that if it were all left up to entities you just couldnt do.
Re: Half-life mods after Half-life 2? Posted by wil5on on Mon Mar 15th 2004 at 10:32am
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MoHAAmmer! Atleast then I'll be able to figure it out, and it wont cause too many crashes... as compared with the grief MoH Radiant seems to be giving me...
Re: Half-life mods after Half-life 2? Posted by Andrei on Tue Mar 16th 2004 at 6:08pm
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Im not saying that it shouldnt have SOME external scripts, but to rely 105% on them is stupid, even for something as basic as the sounds you hear when you step on grass. :evil:
Re: Half-life mods after Half-life 2? Posted by Jinx on Wed Mar 17th 2004 at 5:36pm
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I think it's a matter of timing. If HL2 had come out on time it would have had a really good retention rate of mappers etc. from HL1. But the release date of HL2 is still way up in the air. I suspect some HL mappers will get bored waiting and move on to other games like CoD, UT2k4, and BF1942. We've already seen a huge decrease in new HL1 maps here at the 'pit, and a lot of us are trying other stuff now.