Please put the movement back Valve 8=[

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There has been something that has been buggering me since I first started H-L 2. I could never quite put my finger on it. UNTIL NOW. It is the way the player moves around the world: In H-L 1 the movement felt "sharp". In H-L 2 it feels as though the suit is filled with pillows or something. Please Valve I just want you to put the movement back the way it was in H-L 1;(
 
I actually like HL2 movement... haven't played HL1 (I think HL:S has the same movement as HL2... right?), but regardless the movement feels a lot less sluggish than in, say, Unreal or (gasp) Halo.

On another note:
That reminds me of a song: "It's supposed to be beeeeetttttter this way" do do do dodo.
What is wrong with you?
 
Moving is not that easy...

I dont understand.

Let me try to explain:
as game-play/computers evolves, game developers try to simulate* the environment a bit better - bumps on walls, water, lightning, etc.
part of this simulation is your character's running and walking.

In older games, it was a simple dot moving in space: the player's eyes were that moving dot.
Now, think of your own walking, as you start to move you accelerate to walking speed. If your character is crouching he would accelerate slower when starting to walk/run.
If you take to consideration that your character is probably carrying a BIG gun, that would manifest as a more complex skeleton movement.

Take a look (If you haven't already) at games like FEAR, Elder scroll IV, Condemned, Splinter Sell - the movement over there is a bit more complex then a dot moving from A to B.

* - its not always at actual physical simulation of the environment.
Usually they use "mathematical shortcuts" (like directX) in order to keep the computer of making hard calculations so that the game-play would be fast and enjoyable (more frame rates).

Hope I helped.Keep on walking.:afro:
 
Hell no. It was fine in HL1, but damn if I'm going to go back to HL1 movement in HL2. I'm used to actually being a physics object.
 
Flynn? You posted this thread. The thread is about how the movement in HL2 is worse than the movement in HL1. Now you say that you have no idea how the movement in HL1 is?

Are you more than one person, or something?
 
The problem in HL2 is the way the collision are detected. Unfortunately they still have kept the old bounding box method. When you use this with physics and a complex environment you always feel like beeing stucked by even small objects on the ground or on the walls.
In HL1 the environment was much more flat and smooth (less polygons) and there was no physics.
Try to imagine that you are represented by a simple cube and you can guess how you can easily get stuck by everything, especially on rough ground!
I was surprised by checking the source code, that the collision where handeled by the bounding box and not by the physic model that is made of 16 elements. Maybe it's to reduce the calculation but it leads to uncomfortable and not very smooth moving, especially in narrow places.
 
hl2 movement is alot more closer to realism (i said closer, not it is realistic) But for hardcore gaming, it kinda gets in the way
 
Fu*k you complain alot. And about absolutely rubbish things, too. On top of THAT, you even admit to not knowing what the hell you are talking about. I think you just try to sound knowledgeable, pick on the smallest, dumbest detail that no-one else has noticed - and pointing it out only serves to pick apart and ruin the experience people had with HL2 & EP1 - or make up complaints so people will talk to you. These parts of the forums are littered with similar threads from you, and it's getting ridiculous.

First, in this thread you write:

To be honest I can't really remember what it was like in 1.

So what was the point?


Attention.
 
Fu*k you complain alot. And about absolutely rubbish things, too. On top of THAT, you even admit to not knowing what the hell you are talking about. I think you just try to sound knowledgeable, pick on the smallest, dumbest detail that no-one else has noticed - and pointing it out only serves to pick apart and ruin the experience people had with HL2 & EP1 - or make up complaints so people will talk to you. These parts of the forums are littered with similar threads from you, and it's getting ridiculous.

First, in this thread you write:



Then you soon move to:



So what was the point?


Attention.

As an avatar of Jesus zapping tom cruise once said, "Thou art pwned."
 
Flynn's just a troll.
But on topic (unlike Flynn), I think a lt of it has to do with the physics system. In HL1 I always though Gordons' suit was really slippery, while in HL2 I though that VALVe correctly adjusted the friction, and also had more leway for things like icy conditions, which HL1's primitive engine couldn't handle realistically.
 
The problem in HL2 is the way the collision are detected. Unfortunately they still have kept the old bounding box method. When you use this with physics and a complex environment you always feel like beeing stucked by even small objects on the ground or on the walls.
In HL1 the environment was much more flat and smooth (less polygons) and there was no physics.
Try to imagine that you are represented by a simple cube and you can guess how you can easily get stuck by everything, especially on rough ground!
I was surprised by checking the source code, that the collision where handeled by the bounding box and not by the physic model that is made of 16 elements. Maybe it's to reduce the calculation but it leads to uncomfortable and not very smooth moving, especially in narrow places.

Gordon's bounding box is 72 unit high and 32 units wide. Assuming he is 1.8m high that makes him 0.8m wide (across his entire height). That makes Gordon morbidly obese, which is why the doorways and corridors in HL2 are unrealistically large, to accomodate his enormous width.

The player's bounding box does not rotate with the player but remains fixed relative to the map, so you don't know where the corners of the box stick out. The result being getting stuck on distant objects you wouldn't expect to be in contact with.

The player physics are very basic, Gordon seems too fat to be able to fall over. We'll probably see this feature in the future, where an explosion can knock the player over and turn them into an uncontrollable physics entity, before they can get back up again.

I would love to be able to halve the width of Gordon's bounding box to make it more realistic but it doesn't seem to be a simple matter of just changing a variable, more like a complete reverse engineering of the player source code. :/
 
Gordon's bounding box is 72 unit high and 32 units wide. Assuming he is 1.8m high that makes him 0.8m wide (across his entire height). That makes Gordon morbidly obese, which is why the doorways and corridors in HL2 are unrealistically large, to accomodate his enormous width.

The player's bounding box does not rotate with the player but remains fixed relative to the map, so you don't know where the corners of the box stick out. The result being getting stuck on distant objects you wouldn't expect to be in contact with.

The player physics are very basic, Gordon seems too fat to be able to fall over. We'll probably see this feature in the future, where an explosion can knock the player over and turn them into an uncontrollable physics entity, before they can get back up again.

I would love to be able to halve the width of Gordon's bounding box to make it more realistic but it doesn't seem to be a simple matter of just changing a variable, more like a complete reverse engineering of the player source code. :/

It's his suit! I swear!
 
I prefer the HL2 movement as well. I'd argue this may be due to familiarity though, as I don't play many HL1-based games/mods anymore and have lost the sensations. Dunno. Shasta knows the score though. :)
 
Perhaps he simple has a really short attention span... say, thirty seconds?
 
Has anyone pointed out he said it's been "buggering" him.

I lol'd :P
 
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