Re: Half-Life Rally
Posted by Vash on
Tue Apr 13th 2004 at 9:01pm
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All I can say is, Wow. Haha - no. Not the Wow your thinking of. More of a "Wow, this piece of s**t has been in the making for five years?". If you havent played it yet, then I'll start with the controls. Controls basically dont exist in this MOD. You swirve all out of control, with no hopes of turning your ass around in order to get through the next checkpoint. And not having an actual working reverse doesnt help this MOD...
Next we have: The maps. Sure, some maps look good. Some maps look like some time, and thought went into them (like Andrews map), but other maps seem like the mappers just spontaneously threw in tree sprites and building textures. Some maps have buggy vertex manipulation, resulting in your car getting stuck on invalid vertexs and steep points in hills.
Next up: Lagg issues. Play with more then 3 people, and you have a lagg-fest my friends. You wont get full-blown lagg all the time, but you will get spikes so big; you'll crap your pants. Another thing is that cars spawn ontop of each other sometimes. This can lead to very, very annoying bugs and trying to find who you are in a storm of mass confusion.
The camera. Wow. This thing isnt a camera, its more like a stick of dynamite full of rat poison and anthrax. The camera is very buggy, sometimes switching itself to different views when spawning into the next race. The camera views arnt as good as they were in the pictures.
Last we have...The overall MOD. I wasnt feeling the entire grasp of it. If you missed a checkpoint; you had to wait out Counter-Strike style until everyone either won; or lost. And this is very annoying, due to the fact that so many bugs prevent you from winning.
Some may like this MOD...I really dont care; I thought it was s**t.
Re: Half-Life Rally
Posted by Gwil on
Tue Apr 13th 2004 at 9:04pm
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Mod; abbreviation of modification. It should NEVER be capitalised as it is not an acronym.
Is this its first release? If so it seems like you are being a little unduly harsh toward it, especially when it's team have developed a driving game from a getting on for 10 year old engine base..
Re: Half-Life Rally
Posted by Vash on
Tue Apr 13th 2004 at 9:06pm
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I understand Gwil. I know this is a beta, but I am saying its s**t. But, but..I am not saying there is no room for improvement. There is plenty of time to improve and fix this mod (happy now? :biggrin: ) up to make it a worth-while play.
And I never doubted this mod's capabilites. It is amazing what they have done to the Half-Life engine :smile: , no doubt.
Re: Half-Life Rally
Posted by Gwil on
Tue Apr 13th 2004 at 9:13pm
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TBH more than anything else which will weigh this mod down is the timing of the release. They have missed the boat, and it left port several years ago to set sail on the established seas of servers for CS, TFC, DoD.. etc.
Re: Half-Life Rally
Posted by Yak_Fighter on
Tue Apr 13th 2004 at 9:43pm
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The cars handle great, better than a lot of s**tty racing games out these days (Project Gotham Racing comes to mind) Have you people ever driven real cars? :razz:
Re: Half-Life Rally
Posted by Gwil on
Tue Apr 13th 2004 at 9:44pm
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Im guessing no if Vash didn't think of reverse gear like that.. :wink:
oh wait.. dont people drive a lot of automatics in the USA?
Re: Half-Life Rally
Posted by Yak_Fighter on
Wed Apr 14th 2004 at 12:44am
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What if I told you that Pole Position was the pinnacle of racing games? :razz:
No, I am a fan of racing games, but too many of them these days do not feel real to me. Project Gotham Racing came to mind because it's the most recent one I've played for any extended period of time. Personally I was underwelmed by the handling of the cars as it seemed like the wheels had no grip on the ground and that the cars weighed a few tons and had way too much momentum. I'll go replay it just to be sure.
I would say that the most realistic handling racing game I've ever played is Top Gear Rally for the N64. It had a good sense of speed, the cars would actually respond, holding down the accelerator the whole time would doom you, sliding was possible but not necessary... basically it felt real.
Re: Half-Life Rally
Posted by ReNo on
Wed Apr 14th 2004 at 12:50am
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2004-04-14 12:50am
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I guess PGR can, in some cars, feel a bit too slidey, but for the most part once you have got the hang of them you have get a feel for how hard you can push them before losing grip. For example, driving the Skyline will result in skiding around almost all corners, but take the Enzo Ferrari out for a spin and you can keeps its tires gripped around most corners and keep a good amount of speed.
The fact I don't drive means I can't truely comment on realism, but I find it a convincing attempt, and to be fair its not MEANT to be a simulator akin to Gran Turismo or anything, its meant to be about stylish driving :smile: Oh and PGR2 being out means HLR has lost what was at one time a point that interested me - online racing. PGR2's multiplayer is a godsend!
Re: Half-Life Rally
Posted by esechre on
Wed Apr 14th 2004 at 1:36am
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i havent had the chance to play it yet, but i think its truly mindblowing waht theyve done with the half life engine. The dynamic of the game is extremly different from shooter mods like NS, DOD or CS so its understandable that it took them alot longer to create. While it may seem s**t right now, its got to be remembered. it IS a beta. I remember CS and DOD in their betas, they were quite bad, but they got feedback and as they released newer versions it became better. So why not send your feedback to the HLRally team to help them! :smile:
-BB
Re: Half-Life Rally
Posted by Gorbachev on
Wed Apr 14th 2004 at 1:47am
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Screw you and your Top Gear Rally, Top Gear for SNES is what I'm talkin' 'bout! :razz:
Re: Half-Life Rally
Posted by JFry on
Wed Apr 14th 2004 at 5:16am
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Well I just played it and I think you are being a bit harsh Vash. Just a bit. The controls I thought were actually fairly decent. At least for a mouse and a keyboard. However I think their choices for the default keys were rather odd... (What is the logic in putting gas on the right mouse key??) I only played 3 maps but the ones I played were aesthetically(sp?) pleasing as well as good for gameplay. Didn't really notice any lag although I joined servers with only 3 or so people on it. I definately agree about the camera bug tho. It's VERY annoying cycling through all the views each time a race starts and I hope they fix this asap. Also something you didn't mention was the collision detection for the cars. Simply put: it's horrible. It's no secret this mod has its share of bugs but hey thats what betas are for. If they iron out the bugs this could be rather enjoyable.
Re: Half-Life Rally
Posted by Yak_Fighter on
Wed Apr 14th 2004 at 5:40am
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Well, there is no collision detection between cars. I think they did that on purpose, as no one wants to have people crashing seconds into the race and taking you with them. Plus a ton of people spin out and dodging all that with 10 cars and lag would be a bit tough.
Re: Half-Life Rally
Posted by $loth on
Wed Apr 14th 2004 at 5:44am
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Dammit, and ive been wasting my time downloading it, but I swtill want to try it :biggrin:
Re: Half-Life Rally
Posted by Campaignjunkie on
Wed Apr 14th 2004 at 6:01am
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I appreciate all the hard work and such going into Half-Life Rally, but ultimately it doesn't seem like something I'd want to play for very long (compared to NS or others) Controls are okay once you get used to them after a while. Anyways, a really nice novelty/concept though; easily the top tier of Half-Life modifications in my book.
Re: Half-Life Rally
Posted by diablo on
Wed Apr 14th 2004 at 6:10am
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I found it to be challenging trying to keep the car under control, you get used to it after a while. The mods good appart from the random bugs and crashes.
Re: Half-Life Rally
Posted by ReNo on
Wed Apr 14th 2004 at 11:13am
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2004-04-14 11:13am
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In PGR2 the host of the server has the option to enable or disable collisions. However, if collisions are on, people who remain idle for a few seconds become passable, meaning you can't set up roadblocks and things, and people who idle at the start turn to ghosts so you don't get blocked. Works really well actually, plenty of opportunity for tapping people into the inside of turns, or using them as buffers on your outside edge as you corner, but gets rid of annoying bastards racing the wrong way around the course and things (that puts you into ghost as well).
Re: Half-Life Rally
Posted by Bruce on
Wed Apr 14th 2004 at 1:51pm
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A whole generation of kids (and..well ReNo) has been poluted by unrealistic driving sims such as PGR, it's a disaster waiting to happen when these people finally get their drivers license.
Let's hope that a large and growing fanbase for HL Rally can correct this error made by industry giants.
Re: Half-Life Rally
Posted by ReNo on
Wed Apr 14th 2004 at 2:24pm
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LOL :biggrin: Seriously though, I can't ever see a keyboard giving an at all realistic simulation of driving - the fact that its a digital input essentially destroys the recreation of an analogue action such as steering or accelerating in a real car. Whether the physics of PGR are accurate or not doesn't detract from the fact that its analogue controls give a much more realistic feel to driving than can be found in a PC racing game such as HLR...unless you have an analogue input device and HLR supports if of course :smile:
Re: Half-Life Rally
Posted by ReNo on
Wed Apr 14th 2004 at 4:03pm
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Well yes, you have a point that input devices have no bearing on the realism of the handling, but I was more meaning the actual sensation of playing the game rather than physics accuracy. If you have an analogue stick, you can vary the strength at which you steer, an essential feature in driving that tapping on a digital pad doesn't do justice to. If you have an analogue trigger, you can accelerate and brake gradually, rather than going full throttle or hard brakes. These features, found in games such as PGR, make for a better representation of driving than a digital only game could ever provide, no matter how realistic the handling.
Besides, who cares about realism - if you want that just jump in your car. Its all about providing a challenging, stimulating, and most of all fun gameplay experience :smile:
NOTE: I've only ever driven 2 cars, both of which are low powered, and as such I'm in no position to talk about realism, and I don't think many people here are. Most of the cars in games such as PGR are high powered supercars such as Dodge Vipers, Ferraris, Porche's, etc... that the people who modelled the physics for the game are far more likely to know about than ourselves.
Re: Half-Life Rally
Posted by Death To lag? on
Wed Apr 14th 2004 at 5:22pm
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can we have a flame bucket forums and have battlez please lol that would be so funny it would never be over btween me and vash.
EnD 0 story ..
Flame away to meh
Re: Half-Life Rally
Posted by ReNo on
Wed Apr 14th 2004 at 6:04pm
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Please tell me that was a joke post!
If it wasn't - Valve don't make all the mods out there you know, only a select few were courtesy of them (TFC, DMC, Ricochet). Others, like HLR, are just made by random folks who feel like it. You do realise that half of the point of websites such as this, is to teach people how to make mods?
Re: Half-Life Rally
Posted by ReNo on
Wed Apr 14th 2004 at 7:14pm
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The thing is, most racing games handle at least similarly to PGR2, including ones that label themselves as sims (such as F355 Challenge, or Gran Turismo). For this reason I'm not conviced they all have it entirely wrong, and while I don't doubt your a fine driver, I tend to take the word of many games developers and the car manufacturers that endorse them over yours as far as driving physics go.
Re: Half-Life Rally
Posted by Hornpipe2 on
Thu Apr 15th 2004 at 2:30am
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Now everyone bow down and worship the finest arcade racer EVER - Rush 2049.
Re: Half-Life Rally
Posted by JFry on
Thu Apr 15th 2004 at 3:17am
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Never heard of it. But since we're in the spirit of listing our favorite racing games I thought I'd plug Gran Turismo.
Re: Half-Life Rally
Posted by Hornpipe2 on
Thu Apr 15th 2004 at 3:42am
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Holy crap I just played HLRally - FUN AS HELL! If you don't lag really bad, it's actually a very entertaining mod. I'm about to switch to Steam I think so I can get off my roommate's computer.
Re: Half-Life Rally
Posted by Crono on
Thu Apr 15th 2004 at 4:20am
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Aww Man! Rad Racer was f**king awesome. breaks out Nintendo
As for real driving physics in games go.
From a programming aspect, I think it is actually very difficult to have these cars act realistically. Simply because no one has created a completly realistic physics engine. Yes, the Havok2 engine might be great with gravity and interactions and effects. But have you ever tried to see pressure in games? I haven't otherwise you'd see realtime calculations of water running up your windsheild in the game. Or, you'd be able to make certain items float and others not (properly). I mean, granted we're taking some steps in the right direction, but ... we're no where near a good physics engine for any game.
However, you also have to think about things that you wont be able to judge in something you can't touch.
How are you able to go around certain turns on the freeway at high speeds, but safely? Well, first off you're surrounded by the environment, you can feel if the car is turning to hard or if it's going to spin out. So when you play the game you say its unrealistic and the truth is you can't prove that it is or isnt without some physics calculations.
Another thing you have to remember is that, you don't have pedals and a wheel in front of you. And I'm saying this in general for driving games. You can't 'feel' the road. And frankly in arcade games that have a force feed back steering wheel .... that car must not have shocks or something as such because you can barley turn the wheel in inch high grass.
Some other things that are yet present, to my knowledge, in physics engines: Friction, wind resistance, inertia, so on and so forth.
Most of everything you see in a physics engine demonstrated is predefined. So, things like friction and inertia exist, but they aren't nessesarily calculated durring run time, or dynamically.
However, I'm sure developers are WELL aware of all this and doing their damndest to work them in and have them work realistically. But you can usually tell when things are a little off: Bullet patterns, seeing a bullet when using a sniper rifle (give me a break), there's more, but ... they're getting better.
But I think the main problem is, you have no true pressure sensativity of the controls. even if you own a digital wheel and such it doesn't have nearly the amount of persision as a real wheel.
Re: Half-Life Rally
Posted by Kage_Prototype on
Thu Apr 15th 2004 at 11:58am
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2004-04-15 11:58am
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Meh. If you want speed, go play Wipeout. Or Extreme-G.
Re: Half-Life Rally
Posted by ReNo on
Thu Apr 15th 2004 at 12:49pm
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2004-04-15 12:49pm
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Oh no, I'd probably play Burnout instead :smile:
But I mean realistic speed, the sense of "Wow, I really DO feel like I'm moving at 130mph", not "Oh there is a corner, but I'm only doing....OMG I'M DOING 130mph! BRAKES!!!".
Re: Half-Life Rally
Posted by Death To lag? on
Thu Apr 15th 2004 at 10:32pm
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2004-04-15 10:32pm
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lol i got that game its cool especially the loop track and being last survivor that ownz :razz: