Half-life 2
Archzai
Join Date: 2002-11-10 Member: 8007Members
<div class="IPBDescription">Natural Selection?</div> Hey with the official confirmation that Half-Life 2 is making its way possibly september of 2003.. if im not wrong...
will that mean in the future.. whether it be near or distant.... lets say a year or 2 or three, that NS will be on the Half-Life 2 engine? omg... that would be sooooo sweeeeettt <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> hahaha jus wondering... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
will that mean in the future.. whether it be near or distant.... lets say a year or 2 or three, that NS will be on the Half-Life 2 engine? omg... that would be sooooo sweeeeettt <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> hahaha jus wondering... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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yes its been confirmed that hl2 is expected instores sept '03
there has been no word from the dev team about moving to the hl2 engine
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/me waits for mod to lock/delete this thread
And Flay is excited about HL2 just like the rest of the civilized world.
If the interfaces are similar enough . . . maybe? <pleese?> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Even better would be if, HL2 could play mods (designed for HL1) along side people playing with the HL1 engine.
Getting back on topic, I guess it's quite possible for them to have backwards compatibility... to an extent. I mean, if you create a new object by deriving from CBaseEntity, it shouldn't matter how CBaseEntity is implemented.
*shrug*. Anyone who understood what I just said didn't need the explanation, so I guess it was a bit pointless...
but all the art. I mean we have like a 450pixel model of a skulk or someting, if that we just cut and pasted into the new engine it would stil look ****.
I think the dev team has to redo all the textures and all the models and that would take ages.
Of course i have no idea what is actually involved.
However if NS was on HL2 I would play it on HL2 and I would buy HL2.
Thats the upside. Maybe valve needs to work with the mod devs to bring them to the current engine.
btw don't listen to minimum requirements. if you play any game at minimum requirements you will get motion sickness from the low frame rate and your hard disk will probably break from wear and tear and overheating from the constant memory swapping due to having low ram.
No, I think he would switch only if it meant he could make a true sequel to NS. If the advanced engine allowed him to really flesh out the variety and breadth of gameplay; to create an almost tactile atmosphere; to make the interface wonderfully slick and intuitive. Considering the amazing lengths Flay has gone haX0ring the HL engine, I can scarcely imagine the features he could provide with HL2.
Again, think about it. What fun would a Counter-strike mod for HL2 be if you could'nt play Counter-Strike vs HL1 opponents? Unless it is possible to make HL1 mods run in HL2 in a kind of sandboxed mode being "COMPATIBLE" with HL1, I think you will find that HL2 will be vanilla deathmatch play for the foreseeable future. There are so many people with HL1 and systems capable of running HL1 mods fine. There's not many of us with 2+ GHz P4's and GeForce 4s.
I think that hoping for a HL2 games that runs vintage HL1 mods while being compatible witht them for netplay is dreaming of too wild things. I'll take the much more solemn approach that says "HL1 for HL1 mods. HL2 for HL2 mods". You'd basically ask HL2 to "emulte" HL1. I am sure nothing good would come out of that. At least _I_ wont be disappointed when it turns out it isn't possible <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Among other stuff that we haven't heard about yet, with HL2 you can pick up a grate and protect yourself from a turrets bullets, and then throw it at the turret to make it topple over, rendering it useless.
I'd like to push a box over an unsuspecting marine.
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The Half Life 2 press conference yesterday was nothing less than the pinnacle of my PC Gaming career. Remember the first screenshots of Quake? Half Life 2 will bring back that genre redefining feeling all over again.
The first, obvious change is the graphics engine. Built in house for Half Life 2 easily rivals the videos of Doom 3 we've seen – especially in terms of the enemy. Yes, shadows are realistically cast on the characters, yes the animation prioritisation means that there are none of the odd movements we saw before. More about the enemies later. The engine scaled beautifully - we were shown the game running on High end, medium and low end systems, and all ran flawlessly. The dynamic Level of Detail shifting meant that the whole game (not just the number of polygons per enemy) changed to suit the PC - High End users will see extra details in the levels themselves. Fully dynamic lighting, cinematic motion blur, high resolution detail and bump map textures - you will not fail to be amazed when you see screenshots or videos.
While we can't reveal any of the storyline, we can say that it does follow on from the original ending (there was a small choice, it’s easy to tell which Gordon took), you will be playing as Gordon Freeman again, and story development will be just as important in the game as it was in the original - but with multiple paths through the game. This is more than what we saw in Deus Ex, Valve have gone the whole hog and made a fully dynamic story.
"On any run through the game the player will only see around 50% of the levels", Valve announced at the conference. This is the first FPS that can boast such replayability. The levels themselves are beautifully crafted, ranging from Scientific Research laboratories to decaying spaceships (think Aliens here), via the most beautifully rendered alien forest we have ever seen. This is not Xen - the developers have taken on board the complaints about "Jump puzzles" and have all but totally eliminated these. While many other games have had the player running through forest, none of them had the same atmosphere of tension and fear that Half Life 2 can create. The "missions" themselves, if they can be called that, are a huge step up from the first game. While at times you felt like you were shooting your way from point A to B to achieve your goal, in Half Life 2 you will always know what you are doing and how it relates to your overall progress through the game.
Some of the original weapons have made it in to the sequel mostly boasting some form of upgrade, while 1 or 2 have been dropped. We can say that there will be around 25 weapons in the final game, but only a fraction of that was available in the demo. Standard "real world" guns will play a major part, but once again high tech research weaponry will make itself available throughout the game.
There is the same variety of enemy as there was in the original game – you will have to wait before finding out exactly what they are, but we can say that once again you will not be fighting a single race. The damage system is also based on an in-house engine, Similar to GHOUL seen in Soldier of Fortune. While it is stunning enough on it’s own, when combined with the Havok physics engine you have the most realistic enemy reactions yet to grace our screens. The AI is a step up from the original again – you will see the enemy run for cover or flee to find an ally – leaving anything left alive could come be the worst decision you ever make.
Multiplayer is typically well catered for – the game WILL feature a Co-op mode, a step that will please gamers across the world. Also included are around 30 deathmatch and capture the flag levels. We were also told to expect “Something big” to be released as a free multiplayer addon soon after release – could it be that Valve will be giving us Team Fortress 2 for free? While this is wild speculation, one thing is true – Half Life is guaranteed to redefine Single Player gaming. Any multiplayer feature is a bonus, but with the number of mod teams Valve have talent to borrow from, even that cannot fail to be spectacular. Expect an end of year showdown between Doom 3 and Half Life 2. Whichever wins, this is an exciting time to be a PC gamer.
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I wouldn't say that the graphics are bad, they are quite pleasent at some parts actually :-\ Even if it is an old engine.
Getting back on topic, I guess it's quite possible for them to have backwards compatibility... to an extent. I mean, if you create a new object by deriving from CBaseEntity, it shouldn't matter how CBaseEntity is implemented.
*shrug*. Anyone who understood what I just said didn't need the explanation, so I guess it was a bit pointless... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
*Nods pretending he understands*
Uh-huh... *Scratches head*
I think I'm going to have a cup of tea now, care for one?
Vipr, Umm, no. There are more reasons to switch to an upgraded engine than just for bump-mapping and other eye candy - not that eye candy is bad mind you. Don't be so foolish. On the subject of bump-mapping, HL2 does support it as was mentioned in the the PC Gamer article on Half-Life 2.
As for porting NS to the HL2 engine. All the code is there so it's not really difficult to convert it, it's just tedious is all. The fun of programming is in creating something, when things become tedious is when your drive dissipates. I'd love NS in HL2 but I wont be expecting it until Flayra is completely ready for that process, which if he is lazy a programmer as myself, will take quite a while. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
[edit] typos typos typos, I should be asleep.