A Couple Of Things:
#221 posted by Shambler on 2005/01/22 08:28:21
1. Thanks to speedoo for pointing out the Half-Life full game speedrun in SDA's "we refused for years to host any other game runs when people were finding all sorts of runnable stuff and asking us, and then out of the blue we randomly start hosting a whole load of console game speedrun's shit" Other Games' section: http://www.planetquake.com/sda/other/HalfLife.html pretty entertaining, a few great tricks and a lot of deviant stuff. There's also a HL2 run but it's currently slow (2 hours) so I'm gonna wait till it gets caned a bit.
2. Watching that HL run reminded me of one thing: The HL1 monsters piss all over the HL2 monsters from a great height, with the exception of the Striders. The standard alien grunts, the big alien grunts with the bee weapon, the gargantua, the bulltoad things, the cute things that do a sound shockwave, the snarks....all of them very cool in aesthetics and character. Now THAT is something HL2 is missing for sure. Also cool in the variety of gaming options, too...
Hl2 Would
#222 posted by pope on 2005/01/22 15:00:15
REALLY benefit from large bio/mechanical enemies. Say take something 'DOG' size and have it tossing debris at you. That would of been spectacular in the wider vehicle levels.
HL2 Did Have Large Biomechanical Enemies
#223 posted by BlackDog on 2005/01/22 23:06:26
And they fucking owned. The gunships/dropships were one of the best things in the game.
I'm Tired Of Biomechanical
#224 posted by . on 2005/01/22 23:26:41
We've seen that since Doom, boring.
I'm Tired Of Biomechanical
#225 posted by . on 2005/01/22 23:27:01
We've seen that since Doom, boring.
Yeah...
#226 posted by necros on 2005/01/22 23:55:58
pretty much all generic looking bipedal soldier things...
i couldn't understand why they got rid of the bulltoad. that was a cool monster, and with some of the new ai, could have been really fun.
G
#227 posted by cant map on 2005/01/30 08:05:57
man, HL2 should have been more like BGE in the mean of player freedom and game progression
just imagine..
Freeman Got No Hands
#228 posted by cant map on 2005/01/30 08:11:09
btw any1 finds it funny that u operate objects via the powers of telecenesis or some other majik, or maybe u get smal grav gun just from the start
Errr
#229 posted by DaZ on 2005/01/30 10:33:58
well its a small price to pay, making custom hold anims for all the different sized objects would have been REAL fun Im sure ;)
Daz
#230 posted by cant map on 2005/01/31 00:29:58
thought of that
could just make objects closer to the player view, to make it seem that the holding arms are offscreen
and it really behaves like small grav gun too, not like hands
Slope:
#231 posted by metlslime on 2005/01/31 02:23:19
and it really behaves like small grav gun too, not like hands
Exactly. Gameplay before realism.
Bullsquid In HL2
#232 posted by Lunaran on 2005/02/04 00:47:36
It would have been neat to see some hl2 monsters back as sort of ambient wildlife. Not everything eats humans, surely. Might bullsquid not just roam around sewers and aquatic areas doing their general water face-sucking thing, and disregard Freeman after having grown tame around so many humans? Houndeyes, too. Wouldn't a herd of those grazing in a field look cute? Or a guy with a domesticated one as a pet.
I Remember Reading In An Interview...
#233 posted by than on 2005/02/04 05:37:28
that someone wrote to valve asking if they had any inflateable hound-eye dolls. By inflateable dolls, I mean a sex doll.
Don't remember where I read it though - it was a long time ago.
I bet it was CZG
Bah
#234 posted by czg on 2005/02/04 06:24:06
I obviously would have asked for Barney dolls. (Or the real thing.)
Intruiging
#235 posted by BlackDog on 2005/02/05 03:35:36
Steam just updated with news about a upcoming HDR showcase level called the Lost Highway. Additional game content is certainly welcome, but to my mind the interesting bit is this:
"it will be made available free of charge to Half-Life 2 customers that meet a specific set of high end hardware requirements."
And presumably won't, to those that don't.
Meh.
Odd
#236 posted by than on 2005/02/05 09:23:29
I just spotted that myself. What actually is High Dynamic Range lighting anyway? I don't really under... fuck it, I'll go google it ;)
Ok, done that. HDR lighting seems to be what fitzquake's overbrights are to standard glquake. Standard gl looks lifeless (or shit, to most people) because of the low range of brightnesses in the lightmap. I assume fitzquake multiplies the brightness by two to get the overbright stuff and gives a much more satisfying appearance.
HDR lighting seems to be doing the same sort of thing, but I don't understand exactly what it is.
Someone intelligent please explain!
So, You Want An Intelligent Explanation
#237 posted by BlackDog on 2005/02/05 09:58:14
Oh well.
Overbrights are a compromise. They allow you to push up the colour range of your scene at the expense of precision, which leads to teh fugly when things get very bright or very dark. What HDR does is increase the dynamic range - the ratio of brightest representable pixel to darkest - by adding more precision to colour calculations. That means you can light things very brightly or darkly in the same scene, and still get correct colours without the banding and blotchyness that normal precision rendering suffers from.
I Thought HDR
#238 posted by cyBeAr on 2005/02/05 10:06:43
was just increased colour precision.
Basically people started to realise that 24-bit colour isn't enough - not because you actually need more than 16.7 million colours but when you start to perform lots of funky operations on your old 8-bits per colour channel values the precision loss in the calculations of the final value is big enough to result in colour banding effects.
So Spake The Bear
#239 posted by R.P.G. on 2005/02/05 11:50:03
not because you actually need more than 16.7 million colours but when you start to perform lots of funky operations on your old 8-bits per colour channel values the precision loss in the calculations of the final value is big enough to result in colour banding effects.
Brian Hook was saying this long ago, and none of the silly video card fanbois paid attention.
It's Not The Precision
#240 posted by Maj on 2005/02/05 13:06:53
Overbrightening is HDR (albeit not very high HDR :P). The extra precision just makes higher ranges practical by reducing banding.
Righto
#241 posted by than on 2005/02/05 14:41:50
that's that then. Maj has spoken.
Brian Hook is cool by the way. I don't know why exactly. Maybe because the Q2 netcode was great! Hook is a cool name too, makes me imagine that he's a pirate, albeit one that is a hardcore programmer.
Another Explanation
#242 posted by metlslime on 2005/02/05 16:51:04
What makes HDR different is that your calculations are all done in high precision (presumably floating point) until the last step. Normal, non-HDR rendering clamps all intermediate results to the low-precision range of the final result (i.e. 24-bit color.)
Things that make HDR cool:
- extreme gamma correction without banding
- very bright lights reflected in very dark mirrors will be the correct brightness, rather than way too dark.
- multi-pass shader effects without quality loss (including overbright lighting beyond 2x)
#243 posted by cant map on 2005/02/07 02:49:11
fuck this hdri crap
how bout better monsters, Valve?
and HANDS!
racing games had hands on the wheel 5 years ago
...
#244 posted by necros on 2005/02/07 10:21:38
but racing games only need the hand to interact with the wheel, not any possible pickupable object in the game.
but agree with the better monsters comment. way too little variety, too many bipedals.
Hands?
#245 posted by Maj on 2005/02/07 12:27:20
See Trespasser. Then repent.
|