Yeah/
#176 posted by Shambler on 2004/12/08 08:06:40
Moral superiority.
Now STFU, n00b.
And
#177 posted by Kell on 2004/12/08 08:53:08
another feature I really like is that Valve get paid the money they deserve.
Gabe Newell Ate All The Money!
#178 posted by czg on 2004/12/08 08:56:04
And all the babies!
And all the cattle!
And all the alien hive queens!
And all the muffins!
And all the russians!
Macca
#179 posted by Zwiffle on 2004/12/08 09:54:54
I mostly agree with you. It took ~6 years to develop the engine. ~1 year to develop the game content. Only 1 year. While I admire the engine and the effort put into it, the content didn't seem all that spectacular to me.
But then again, I agree with Shambler: don't warez. :(
Heh, Weird.
#180 posted by czg on 2004/12/08 10:25:23
I am of the complete oposite opinion of Zwiffle here.
I think the source engine is utterly amateurish (perhaps a bad word, but whatever) and awkward compared to Doom 3.
Source supposedly being the ultimate engine for modmakers sounds highly dubious to me, since all game content is kept locked away in secrat files that you need to go through steam to do anything with. Level scripting is done with a complex array of obscure entities linking together in ungodly ways that make adult jesus cry.
Compare this with Doom 3 which is completely open, just about all game assets are easily editable tga files or plain text documents, everything is open to the user, even the maps. Scripting is done with a very user friendly (if you know programming, which you ought to do if you're making a mod anyway) scripting language that is easy to get an overview of.
The one thing I'll give Source some credit for is it's physics system (which isn't even't Valve's own doing, but Havok) which is much more flexible and versatile than Doom 3's.
Source is clearly the last iteration of the quake generation of 3D engines.
On the content side though, HL2 is completely awesome. The environments are realistic, lush, gorgeous. Models have amazing animation and look gorgeous. (PS. Barney I love you!) Sound, although imho not as immersive as Doom 3, is gorgeous. The setting... ...OMG the setting, the atmosphere, the world, the premise... I am socked and awed! Gorgeous!
Doom 3 was pretty, but got a bit monotonous, and formulaeic (sp?).
Anyway, that's just my �2.
And of course HL2 gets a lot of credit for bringing us that gorgeous hunk Barney. <3 <3
And Just To Clarify...
#181 posted by czg on 2004/12/08 10:27:32
Being socked is almost as good as being shocked, only better!
Yar
#182 posted by Bal on 2004/12/08 10:57:34
Yeah I agree with czg, finished it last night, and this is the nicest game I've played this year despite the steam annoyance.
Was a bit dissapointed there weren't any more funky weapons, I liked the strange alien weapons in Half-Life, but they wouldn't have quite fit in as well in this one I guess. Fortunatly the grav gun was there, oh and Dog rocks. =)
I really wasn't expecting to enjoy this game so much.
...
#183 posted by necros on 2004/12/08 11:57:34
so how do i make maps? O_O
How Do I Shoot Web?
#184 posted by czg on 2004/12/08 12:23:58
You install the SDK through Steam, then you let it install CS:Source and HL2:DM, then you launch the SDK through Steam and then you launch Hammer from the SDK, then you make your map, then you've got to configure your Hammer setup so all the paths are correct, then you try compiling and see if the paths were correct, then you play the map and murder a kitten.
Question
#185 posted by Jaj on 2004/12/08 13:27:22
Doom3 is a long game, how is HL2, compared to D3?
#186 posted by Zwiffle on 2004/12/08 14:18:27
I beat both in roughly the same amount of time, HL2 took a little less time for me than Doom 3. I liked Doom3 more, but HL2 had a much better ending.
About Half As Long Maybe?
#187 posted by ProdigyXL on 2004/12/08 14:19:18
HL2 was weird for me in the length department. I thought some parts of the game were too drawn out, i.e. the airboat and bits during the buggy stuff. Beyond that I thought the game was wonderfully paced.
Doom 3 felt longer, but that's probably because I couldn't play that game in long sittings. I'd really get too hyped up, anxious, nervous, upset to play that long. Generally I still think Doom 3 was able to create much more tension and real emotion than HL2. Except when Barney was around, God he's a hottie.
I think they are both quality titles though that really can't be compared that well to one another. I think that you'll see more mods for Half-Life 2 in the end however. Content creation is just so time consuming for D3 I'd assume I'd grow bored with it. If I ever go through with this mod I'm writing a doc for, it'll be for Half-Life 2.
Fun wise, I enjoyed myself more playing Half-Life 2, but at the same time enjoyed being scared during Doom 3.
Ah, Good
#188 posted by necros on 2004/12/08 14:40:08
i wasn't the only one who thought the vehicle bits were too long. i would have prefered half the length of both with more regular walking maps...
Vehicle Sections
#189 posted by Xoltan on 2004/12/08 16:30:14
The airboat took waay too long, and I was motion sick for about half of it.
On the other hand, they could release an expansion pack, Half Life 2: Buggy Exodus and I'd snap it up. It made me wish there was an entire open world of coast to explore, just me and my buggy. And my Ant Lion friends.
Still Haven't Played Half-Life 2
#190 posted by HeadThump on 2004/12/08 17:08:06
yet.
How does the buggy portion of the game stack up against the FarCry (so far my favorite FPS this year) jeeps?
HeadThump
#191 posted by Blitz on 2004/12/08 17:57:09
Do you play Far Cry multi at all?
I'm Afraid Not.
#192 posted by HeadThump on 2004/12/08 18:25:47
At home I only have dial up.
Which Is Nutty On My Part
#193 posted by HeadThump on 2004/12/08 18:29:03
my cable package would only be 12 dollars more with an internet connection. Maybe after Christmas.
Hm...
#194 posted by necros on 2004/12/08 18:33:00
between the two... i'd say i liked the handling on the FarCry vehicles more, but the actual gameplay involving the buggy in HL2 *is* pretty fun. there are lots of places to stop in between for some shooting action. it was much better than the water part anyway.
Shambler
#195 posted by Lunaran on 2004/12/08 23:21:29
Just ignore him, you're only encouraging him.
For Anyone Even Remotely Concidering Editing For HL2
#196 posted by czg on 2004/12/09 14:45:31
You know, since we're supposed to be an editing community and all; This pace is pure gold:
http://www.valve-erc.com/srcsdk/
Above Post Begs The Question...
#197 posted by ProdigyXL on 2004/12/09 15:42:07
Who is editing for Half-Life 2? I'm working on a test map currently to play around with stuff and get some solid ideas for my mod's direction. I'd be interested to see what people are coming up with.
.
#198 posted by necros on 2004/12/09 17:11:23
i'm still trying to get used to this hammer thing. no hope of GTKRHL2 i guess...
Just A Thought...
#199 posted by Mike Woodham on 2004/12/09 18:29:00
...is there any similarity between the map files created by Hammer for HL2 and the files created by a Quake1 edtior. Anyone that far down the road yet? Conversion possible?
Having just read some of the Hammer Documentation, it looks very interesting. In particular, Displacement Surfaces seems to be a far better way to get my terrains laid out than the method I currently use :-)
It also has some visual similarities with BspEditor, which was created by Yahn Bernier for Quake1, who then went to work on HL2.
Just a thought...
Y
#200 posted by czg on 2004/12/09 18:54:31
You can convert from q1 to source pretty nicely I think, just open .map in old worldcraft, save as .rmf and open that in new hammer.
I believe it would be very hard to convert from source to any other game, because hammer and the compilers use ONLY their own .vmf format, (yes, the compilers read the .vmf files directly) so there is no way to export to .map as there was in previous worldcraft/hammer.
(... 1 minute later...)
Actually, I just opened up a .vmf file in textpad now, and I was expecting to just see a binary mess like the .rmf files were, but these are very nice and clean text files, very much more readable than the q1 .map files. I think a skilled programmer (hello aguirRe!) could convert these to quake1 fairly easy, maybe even perhaps the displacement surfaces too.
And frankly, the displacement surfaces here would be the only thing making hammer for q1 even vaguely interesting.
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