HL2’s dot, when close up, is approximately 2-2.5 in. in diameter.
a) I’m exaggerating
b)still way too big
c)guessing you’re referring to it’s size in IRL units, not ingame units
a) Figured that.
b) Yep.
c) Yep.
good. I’m not completely crazy yet. :retard:
How did you measure this? Please tell me it wasn’t with measuring tape to your screen.
Thanks for the reply, I’m a film student so therefore didn’t realise the difficulty involved in hand animation, nor did I consider the collision physics stuff (that’s a technical term).
- I’m not sure that I agree with animations breaking the immersion of the game, but enhance it. After all the weapons have animations and sometimes include hands, such as the pistol, and the player is supposed to be Gordon Freeman.
It’s a shame about the assassins. But I can see your point there.
I did forget the cloaking devices, but personally I do like seeing slight re-interpretations, although I do concede this probably will not be so palatable with more rigid fans.
Valve takes a “less is more” approach to immersion. The idea is that you ARE Gordon, and therefore he should not do anything that breaks that link. If we add a hand animation to the healing station the player suddenly realises “Oh, that’s not my hand, it’s Gordon’s.” Instead of feeling that they are Gordon, the player feels they are simply acting as Gordon.
Admittingly other games take a different approach, such as the myriad of hand animations in Far Cry 2. However this is a different game and a wholly different style to HL2.
Half-Life 2 was originally going to have individual view models for each prop but was abandoned for obvious reasons. Although it’s easier to code, it’s much more tedious to make animations for each individual prop the player can grab, and a new one would need to be made for each new prop added to the game. This process can also consume quite a bit of space.
Immersion is certainly not the reason why it’s not included, and if anything the inconsistency between seeing and not seeing the players hands holding things is more of a problem then having hands that move differently then the player would, because the same could be said for the weapon animations. The same could even be said for the way the characters interact with the player. (Also not that Dog grabs Gordon, and Alyx hugs him too, so contact clearly isn’t a problem to valve.)
I don’t feel the slightest bit of immersion when it comes to the HL series to be honest. To me I am just controlling Gordon Freeman, a guy with a PhD (which I do not have) and is a mute (which I am not)
I sent an email regarding immersion in video games to PCGamer UK and a shortened version appeared the following month’s issue:
It got “The Hot Mail” email of the month, but I never received my free USB Drive.
Maybe it’s still in the mail…?
At least you got your voice printed in a magazine, right?
The mag came out in June.
I bet the post office person stoled it becauz he likes it.
nodnod
So, headcrabs shouldn’t sit still when something’s attacking them, should they.
I think they should run away from, or maybe occasionally try to attack, bullsquids.
In the vanilla HL2 source code (and probably also in the HL1 source code), headcrabs are set to fear the bullsquids. I’m sure the devs will keep it this way.
Truly spoken like a person who has little understanding of what the word actually means.
[COLOR=‘RoyalBlue’]Main Entry: im·mer·sion
Pronunciation: \i-ˈmər-zhən, -shən
Function: noun
Date: 15th century
: the act of immersing or the state of being immersed: as a : baptism by complete submersion of the person in water b : absorbing involvement c :[COLOR=‘Yellow’] instruction based on extensive exposure to surroundings or conditions that are native or pertinent to the object of study; especially : foreign language instruction in which only the language being taught is used [/SIZE]
There’s no bullsquid in HL2 so where did you dig that statement ? In HL1, bullsquids are attacking them but headcrabs don’t react, at worst they move elsewhere.
I’m sure they’ll behave hostile with anything in their way, even tarps.
Ok, now put it into your own words so I know you actually understand what that means.
Because bullsquids were supposed to be in the game, (but were cut during development) and pretty much the entire code for the bullsquid (as with the code to other old npc’s like the houndeye) is still left in the games source code.
It only takes a few lines of editing and you have a somewhat working bullsquid npc.
Anyway, the relationships between different NPC’s are determined in another file, and the headcrabs are set to ‘fear’ bullsquids, which means that they will try and run away from them, apparently like they did in HL1.