About the "disintegration gun", it could be a secondary fire mode. We haven't seen the secondary fire for either of the two weapons on that model so it seems likely. Not to mention that the "disintegration" mode of the gun seemed to launch something like a grenade.
By the way, there's the same 700MB vid encoded in Divx available via bitorrent... I download this too and replace my 700mb one, because there's almost no difference in quality. Oh, yeah, and its 178MB.
Here's the link: <a href='http://flamebunker.homeunix.com/hl2_fulldemo_e32004_DIVX.avi.torrent' target='_blank'>http://flamebunker.homeunix.com/hl2_fullde...IVX.avi.torrent</a>
<!--QuoteBegin-ub3rbr0k3+May 14 2004, 04:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ub3rbr0k3 @ May 14 2004, 04:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> By the way, there's the same 700MB vid encoded in Divx available via bitorrent... I download this too and replace my 700mb one, because there's almost no difference in quality.
Here's the link: <a href='http://flamebunker.homeunix.com/hl2_fulldemo_e32004_DIVX.avi.torrent' target='_blank'>http://flamebunker.homeunix.com/hl2_fullde...IVX.avi.torrent</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You are my god, best torrent so far. 150/kbps <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Anyone else here think the best parts of the video are the parts that have no fighting?
I think last year's fighting clips were a lot more interesting - they had tension to them. The fights this time around were a little bit more chaotic, still beautiful, but just a bit too chaotic...
But damn... clips as simple as walking into the city are just plain spectacular. I remember seeing a Photoshop spoof of BF1942 changed into Bf<b>1984</b>. If for some reason they chose not to name it Half-Life 2, Bf1984 would make a great name.
Well, I assume the fighting appears more 'chaotic' this time around since the scripting that was apparently predominant in last years demos isn't present this time around. We all know how 'chaotic' open-approach combat tends to become as both player and AI make their stuff up on the spot. In so far, it's only a good sign, gameplay wise.
I agree, however, the kind of atmosphere they invoce in the combatless areas appears so incredibly authentic that I feel it'll in fact become at least as big a fun factor in future games as the actually 'interactive' sequences.
the fighting was chaotic because the player that was recorded didn't know what he was doing (stupid noob =D ), just like most gameplay videos... besides, he was obviously cheating (or playing @ easy mode)
btw, I think I'm actually going to -buy- this game, it looks awesome, Valve really seems to know what people look at (fluid animations, more polygons @ face & cool eyes = winnar) and the architecture is awesome as well...
<!--QuoteBegin-DOOManiac+May 14 2004, 05:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ May 14 2004, 05:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree Confuzor. My favorite parts of the whole thing were the walking through the train station and the walking through the apartment. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yeah, definitely the apartment. I've been reading 1984 over this week, and it just rings true.
Although the Strider fight does look brilliant if a little tough <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<!--QuoteBegin-DOOManiac+May 14 2004, 04:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ May 14 2004, 04:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree Confuzor. My favorite parts of the whole thing were the walking through the train station and the walking through the apartment. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It might be because you're getting actual plot and it's more like playing the game, since you'll probably do something similar to the demo when you buy the game (in the combatless parts). However, battle sequences everyone plays differently, so they don't seem as in-depth and fun.
I do also concur, combatless sequences are awesome (but they do become mundane after you've played them about 3 times - think the beginning of Half-Life, I still love the train, but when I want to get to the resonance cascade, I have to sit through a lot of talking that I already know). I wonder what happens if you don't go in the guy who ushers you's apartment, or if you harass the combine soldiers breaking into that apartment.
[First time through games I play them how I would play realisticly (if possible) though]
<!--QuoteBegin-Tequila+May 14 2004, 05:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ May 14 2004, 05:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-DOOManiac+May 14 2004, 05:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ May 14 2004, 05:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree Confuzor. My favorite parts of the whole thing were the walking through the train station and the walking through the apartment. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yeah, definitely the apartment. I've been reading 1984 over this week, and it just rings true.
Although the Strider fight does look brilliant if a little tough <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Is it even possible to kill striders?
hrmm....one thing i noticed from the videos was a sprint ability so i guess that's something to do with either the hazard suit or stamina.
When the combine gets shot by the rocket and lauched off the crain platform <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> funneh.
Can't wait to get a new computer and then play this beast. I'm annoyed by the fact that all the shadows cast by the player models is a map determined event. Even if the light is right infront of them you still see the shadow coming from their body towards you. Kinda wish they were dynamic as well. The shading for model lighting is awesome though.
Read up on 'momentum' <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
<!--QuoteBegin-Nemesis Zero+May 14 2004, 06:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ May 14 2004, 06:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Read up on 'momentum' <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->?
elaborate?
e/ i'm talking about how the crane magnet casts a shadow through the cargo box. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Well, if I got you right, you complained about the container not 'overlapping' with the enemies and nonetheless crushing them. This is however only physically correct as it should still have kinetic momentum, thus carrying it into the right direction even after the player had hit the switch.
<!--QuoteBegin-DarkATi+May 14 2004, 05:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ May 14 2004, 05:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Tequila+May 14 2004, 05:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ May 14 2004, 05:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-DOOManiac+May 14 2004, 05:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ May 14 2004, 05:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree Confuzor. My favorite parts of the whole thing were the walking through the train station and the walking through the apartment. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yeah, definitely the apartment. I've been reading 1984 over this week, and it just rings true.
Although the Strider fight does look brilliant if a little tough <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Is it even possible to kill striders?
~ DarkATi <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I am thinking they are like the Garg. Only exploding weapons or map triggered events.
He's talking about the shadows, Nem. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> You can see the shadow from the magnetized lift thingy through the box and it overlaps. You shouldn't be seeing shadows through a solid object.
<!--QuoteBegin-DarkATi+May 14 2004, 06:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ May 14 2004, 06:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Tequila+May 14 2004, 05:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ May 14 2004, 05:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-DOOManiac+May 14 2004, 05:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ May 14 2004, 05:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree Confuzor. My favorite parts of the whole thing were the walking through the train station and the walking through the apartment. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yeah, definitely the apartment. I've been reading 1984 over this week, and it just rings true.
Although the Strider fight does look brilliant if a little tough <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Is it even possible to kill striders?
~ DarkATi <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Undoubtedly. You just need a whole lot of rockets, or perhaps a specific gun. Perhaps that gun that turns their own technology agains them.
EDIT: Also, Valve couldn't possibly miss the shadowing problem. Expect it to be fixed in these final months of polishing, just like the sprite bug from E3 2003 has been (where ricochet sprites were visible through models).
<!--QuoteBegin-CForrester+May 14 2004, 11:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CForrester @ May 14 2004, 11:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> He's talking about the shadows, Nem. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> You can see the shadow from the magnetized lift thingy through the box and it overlaps. You shouldn't be seeing shadows through a solid object. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Ah. Well, I guess this is natures way of telling me to go to bed. Night, everyone!
<!--QuoteBegin-Nemesis Zero+May 14 2004, 06:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ May 14 2004, 06:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ah. Well, I guess this is natures way of telling me to go to bed. Night, everyone! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> yes yes. sleeeeep. then more hl2 tomorrow. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
<!--QuoteBegin-Nemesis Zero+May 14 2004, 05:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ May 14 2004, 05:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, if I got you right, you complained about the container not 'overlapping' with the enemies and nonetheless crushing them. This is however only physically correct as it should still have kinetic momentum, thus carrying it into the right direction even after the player had hit the switch.
Or am I getting you wrong here? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> He's talking about this. Note how you can see the shadow of the magnet projected RIGHT THROUGH the freakin box.
While the lighting on the model is great, the shadow the model casts seems to still be the cheap hack that is in HL1 right now. I've yet to see an instance of the shadows changing direction to coorespond w/ a light source, so if HL2 can't do this that'll really suck.
<!--QuoteBegin-DOOManiac+May 14 2004, 07:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ May 14 2004, 07:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> While the lighting on the model is great, the shadow the model casts seems to still be the cheap hack that is in HL1 right now. I've yet to see an instance of the shadows changing direction to coorespond w/ a light source, so if HL2 can't do this that'll really suck. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> VALVe has said that the direction the shadows point is set by the mapper and is not dynamic. Not like you'll notice very much in the middle of a fight anyway.
That won't stop me from buying it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-CForrester+May 14 2004, 06:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CForrester @ May 14 2004, 06:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-DOOManiac+May 14 2004, 07:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ May 14 2004, 07:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> While the lighting on the model is great, the shadow the model casts seems to still be the cheap hack that is in HL1 right now. I've yet to see an instance of the shadows changing direction to coorespond w/ a light source, so if HL2 can't do this that'll really suck. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> VALVe has said that the direction the shadows point is set by the mapper and is not dynamic. Not like you'll notice very much in the middle of a fight anyway. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well that certainly sucks...
I mean it isn't as if there have been games doing it <a href='http://www.gamespot.com/xbox/action/splintercell/index.html' target='_blank'>for two years now</a>. Oh wait, it is.
It can probably be modded in if you want it that bad. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-DOOManiac+May 14 2004, 07:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ May 14 2004, 07:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-CForrester+May 14 2004, 06:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CForrester @ May 14 2004, 06:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-DOOManiac+May 14 2004, 07:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ May 14 2004, 07:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> While the lighting on the model is great, the shadow the model casts seems to still be the cheap hack that is in HL1 right now. I've yet to see an instance of the shadows changing direction to coorespond w/ a light source, so if HL2 can't do this that'll really suck. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> VALVe has said that the direction the shadows point is set by the mapper and is not dynamic. Not like you'll notice very much in the middle of a fight anyway. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Well that certainly sucks...
I mean it isn't as if there have been games doing it <a href='http://www.gamespot.com/xbox/action/splintercell/index.html' target='_blank'>for two years now</a>. Oh wait, it is. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I've said it before, I'll say it again. Valve won't let that overlapping shadow bug make it into the retail game.
Oh, and UT2004 uses the same method of lighting as HL2 and looks just fine to me. Just because they don't use the same lighting system as SC, D3 and Deus Ex 2 doesn't mean they're worse. It's a preference of styles, and I like the HL2/UT2004 look much better.
Comments
<img src='http://www.silvite.com/images/hl2ruby.jpg' border='0' alt='user posted image' /> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Subliminal messaging, damn you marketing executives!
About the "disintegration gun", it could be a secondary fire mode. We haven't seen the secondary fire for either of the two weapons on that model so it seems likely. Not to mention that the "disintegration" mode of the gun seemed to launch something like a grenade.
Here's the link:
<a href='http://flamebunker.homeunix.com/hl2_fulldemo_e32004_DIVX.avi.torrent' target='_blank'>http://flamebunker.homeunix.com/hl2_fullde...IVX.avi.torrent</a>
Here's the link:
<a href='http://flamebunker.homeunix.com/hl2_fulldemo_e32004_DIVX.avi.torrent' target='_blank'>http://flamebunker.homeunix.com/hl2_fullde...IVX.avi.torrent</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You are my god, best torrent so far. 150/kbps <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I think last year's fighting clips were a lot more interesting - they had tension to them. The fights this time around were a little bit more chaotic, still beautiful, but just a bit too chaotic...
But damn... clips as simple as walking into the city are just plain spectacular. I remember seeing a Photoshop spoof of BF1942 changed into Bf<b>1984</b>. If for some reason they chose not to name it Half-Life 2, Bf1984 would make a great name.
I agree, however, the kind of atmosphere they invoce in the combatless areas appears so incredibly authentic that I feel it'll in fact become at least as big a fun factor in future games as the actually 'interactive' sequences.
btw, I think I'm actually going to -buy- this game, it looks awesome, Valve really seems to know what people look at (fluid animations, more polygons @ face & cool eyes = winnar)
and the architecture is awesome as well...
Yeah, definitely the apartment. I've been reading 1984 over this week, and it just rings true.
Although the Strider fight does look brilliant if a little tough <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
It might be because you're getting actual plot and it's more like playing the game, since you'll probably do something similar to the demo when you buy the game (in the combatless parts). However, battle sequences everyone plays differently, so they don't seem as in-depth and fun.
I do also concur, combatless sequences are awesome (but they do become mundane after you've played them about 3 times - think the beginning of Half-Life, I still love the train, but when I want to get to the resonance cascade, I have to sit through a lot of talking that I already know). I wonder what happens if you don't go in the guy who ushers you's apartment, or if you harass the combine soldiers breaking into that apartment.
[First time through games I play them how I would play realisticly (if possible) though]
Yeah, definitely the apartment. I've been reading 1984 over this week, and it just rings true.
Although the Strider fight does look brilliant if a little tough <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Is it even possible to kill striders?
~ DarkATi
When the combine gets shot by the rocket and lauched off the crain platform <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> funneh.
Can't wait to get a new computer and then play this beast. I'm annoyed by the fact that all the shadows cast by the player models is a map determined event. Even if the light is right infront of them you still see the shadow coming from their body towards you. Kinda wish they were dynamic as well. The shading for model lighting is awesome though.
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->?
elaborate?
e/ i'm talking about how the crane magnet casts a shadow through the cargo box. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Or am I getting you wrong here?
Yeah, definitely the apartment. I've been reading 1984 over this week, and it just rings true.
Although the Strider fight does look brilliant if a little tough <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Is it even possible to kill striders?
~ DarkATi <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I am thinking they are like the Garg. Only exploding weapons or map triggered events.
Yeah, definitely the apartment. I've been reading 1984 over this week, and it just rings true.
Although the Strider fight does look brilliant if a little tough <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Is it even possible to kill striders?
~ DarkATi <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Undoubtedly. You just need a whole lot of rockets, or perhaps a specific gun. Perhaps that gun that turns their own technology agains them.
EDIT: Also, Valve couldn't possibly miss the shadowing problem. Expect it to be fixed in these final months of polishing, just like the sprite bug from E3 2003 has been (where ricochet sprites were visible through models).
Ah. Well, I guess this is natures way of telling me to go to bed. Night, everyone!
yes yes. sleeeeep. then more hl2 tomorrow. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
Or am I getting you wrong here? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
He's talking about this. Note how you can see the shadow of the magnet projected RIGHT THROUGH the freakin box.
While the lighting on the model is great, the shadow the model casts seems to still be the cheap hack that is in HL1 right now. I've yet to see an instance of the shadows changing direction to coorespond w/ a light source, so if HL2 can't do this that'll really suck.
VALVe has said that the direction the shadows point is set by the mapper and is not dynamic. Not like you'll notice very much in the middle of a fight anyway.
VALVe has said that the direction the shadows point is set by the mapper and is not dynamic. Not like you'll notice very much in the middle of a fight anyway. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well that certainly sucks...
I mean it isn't as if there have been games doing it <a href='http://www.gamespot.com/xbox/action/splintercell/index.html' target='_blank'>for two years now</a>. Oh wait, it is.
VALVe has said that the direction the shadows point is set by the mapper and is not dynamic. Not like you'll notice very much in the middle of a fight anyway. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Well that certainly sucks...
I mean it isn't as if there have been games doing it <a href='http://www.gamespot.com/xbox/action/splintercell/index.html' target='_blank'>for two years now</a>. Oh wait, it is. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I've said it before, I'll say it again. Valve won't let that overlapping shadow bug make it into the retail game.
Oh, and UT2004 uses the same method of lighting as HL2 and looks just fine to me. Just because they don't use the same lighting system as SC, D3 and Deus Ex 2 doesn't mean they're worse. It's a preference of styles, and I like the HL2/UT2004 look much better.
awsome movie, i'm looking forward to hl2 even more than before!