Source Hitboxes Fixed For Ns:s Fade?
aeroripper
Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Half-Life 2: Deathmatch
Score in teamplay mode no longer wraps back to zero 0 when it goes past 127
<b>Fixed bug in player bounding boxes while crouching</b>
Added cvar "cl_autowepswitch" to allow automatic weapon switching to be turned off
Flashlight no longer turns off when auxiliary power is drained
Auxiliary power now resets when a player respawns after drowning
Fixed explosive barrels to allow burning after respawn<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Is that just for deathmatch models or does that apply to custom hitboxes that can be made?
Or is this even relevant to models in NS:S? :-/
Score in teamplay mode no longer wraps back to zero 0 when it goes past 127
<b>Fixed bug in player bounding boxes while crouching</b>
Added cvar "cl_autowepswitch" to allow automatic weapon switching to be turned off
Flashlight no longer turns off when auxiliary power is drained
Auxiliary power now resets when a player respawns after drowning
Fixed explosive barrels to allow burning after respawn<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Is that just for deathmatch models or does that apply to custom hitboxes that can be made?
Or is this even relevant to models in NS:S? :-/
Comments
Which is a <b>whole new engine</b>
Some bugs will be fixed
Which is a <b>whole new engine</b>
Some bugs will be fixed <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I wouldn't go so far as to call it a whole new engine. Newer, sure, but not entirely new.
that isn't to it say it didn't lift some of the principles and concepts from other engines (most obviously, HL1). but I still believe it was coded from the ground up.
Bar that and higher quality textures, the Source engine isn't that much different.
that isn't to it say it didn't lift some of the principles and concepts from other engines (most obviously, HL1). but I still believe it was coded from the ground up. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No, really, it's not made from scratch. Go looking into coding, mapping or pretty much any area of editing the source engine and compare it to HL1 editing, while yes, there's a good number of noticable differences (Off the top of my head, texturing, and the way it's handled), you will notice a hell of a lot of similarities (The same godawful archaic precompiled lighting in maps).
Now if the Source engine came about and resembled something like Doom 3 or F.E.A.R., i could understand you believing it was coded from scratch, but come on, it's not like they reinvented the wheel here. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
And yes, the code for the ENGINE was written from scratch. Just because it uses some of the same concepts doesn't mean the code is the same (and the precomiled lighting in HL2 is still pretty darn different from that found in HL1)
that isn't to it say it didn't lift some of the principles and concepts from other engines (most obviously, HL1). but I still believe it was coded from the ground up. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
No, really, it's not made from scratch. Go looking into coding, mapping or pretty much any area of editing the source engine and compare it to HL1 editing, while yes, there's a good number of noticable differences (Off the top of my head, texturing, and the way it's handled), you will notice a hell of a lot of similarities (The same godawful archaic precompiled lighting in maps).
Now if the Source engine came about and resembled something like Doom 3 or F.E.A.R., i could understand you believing it was coded from scratch, but come on, it's not like they reinvented the wheel here. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The precompiled lighting in the source engine is a lot more advanced than anything in halflife. I'd imagine they kept some of the same radiosity code around (it is, afterall, a pretty standard algorithm) but the fact that the lighting is now all normal mapped is entirely new. In fact, I believe valve invented the technique of normal mapped radiosity for the source engine. I certainly hadn't seen anything in the global illumination literature about it previously.
And yes, the code for the ENGINE was written from scratch. Just because it uses some of the same concepts doesn't mean the code is the same (and the precomiled lighting in HL2 is still pretty darn different from that found in HL1) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
look at the source code leak for hl2
there are comments in it which are from quake 1's source
it is not written from scratch in any shape, way, or form