they do have a gordon skin. look in raising the bar - they made the face from 4 different people.
most of the promo gordon pictures look very much like they were done from a 3d render of the gordon model, the painted over to make them look better.
^Ben - did you check vvis vs vis and vbsp vs bsp?
that's where i expect the real similarities would be.
the game code would only have basic utility stuff and types in common.
the new vrad may use the same basic technique as the old Q2 rad(there's only really two ways to do radiosity), but...
Doom3 engine doesn't choke outdoors, it's just the lighting looks crap, so they avoided outdoor areas in the game.
during DM development splash damage had large outdoor vehicle DM maps happening.
HL2 uses Q2s radiosity on steroids (very clever steroids, actually), so it looks great...
droppng cars traps?
gas + electricity fire traps?
electric fence traps?
did u have ur eyes closed?
the traptown level IS ravenholm.
go and watch the traptown video then play thru ravenholm again, you will recognise when u are at the same place. HINT - lots of washing machines. no combine
At the original E3 2003 presentation they said the Citadel was slowly eating it's way through City 17.
In fact they actually said "The COMBINE is a fortress that is slowly eating it's way through City 17"
It wasn't the publisher that pushed Steam (btw it isn't really Sierra, Sierra is now just a brandname of the publisher Vivendi Universal Games).
Steam is Valve's idea. The publisher would rather use SecuROM CD copy protection (which they made the retail versions do, even though they have...
The map used for the E3 2003 Traptown sequence is in the Ravenholm section of the final version of HL2.
There are some changes - no drink dispenser on the stairs, no vertical slats on the window, and no Combine.
So if you've played thru HL2 you've already played it.
That "the eye can only notice up to 30fps" thing is a myth, it's based on people watching movie film frames which have motion blur - each frame contains all the action from a period of time.
game frames have no motion blur - each frame is an instantaneous snapshot. with game frames, people...
I use the SDK whenever i have time and extract files from source engine.gcf and half life2 content.gcf using GCFscape every day, and I've only had to validate the once, about 1 min after 12:00 PST on release day.
I don't really use hammer or modelviewer though, just hack HL2 code. mebbe that...
I've been playing with the difficulty a bit since the SDK release. just improving the metrocops accuracy with the pistol makes Route Kanal a LOT harder, and the AI seems more impressive bacuse of that.
You can't blindly charge them when they can easily take you down, and they don't seem to...
fifty7var good work.
read my post in the skill patch thread you can easily resolve the New Game dialog and localization text issues by renaming one file (hl2_english.txt) and editing titles.txt and the weapon text files and some others. you may need to include them in your mod package to stop...
I'm doing a realistic-type mode.
problem with all those skill.cfg changes (like in the post above) is that the engine reloads the normal skill.cfg from the .gcf on each map change. so you have to bind it to a key and execute after each load to have it stick, which kills immersion.
you...
OFFTOPIC: maverickUK mebbe your speakers are out-of-phase?
that will cause sounds panned centre to disappear.
you need to reverse the polarity of the wiring on one speaker if it is.
ONTOPIC: i had the same no-jump problem - but not the first time i played thru the game. so it must be a bug...
Villevallo, we have a whole thread on this already, the problem is that when u modify these variables, the game just reloads them from the skill.cfg in source engine.gcf every time it loads a level - either loading a savegame or transitioning to a new level
we haven't found anyway to get it...