^
There is a deep irony here when one takes into account Valve’s approach to immersion in Half-Life.
^
There is a deep irony here when one takes into account Valve’s approach to immersion in Half-Life.
Indeed. Also:
I don’t get why he used the word ‘‘your’’ wrong.
Anyway, i thought he simply always wore the helmet or that he puts it on and off without the player noticing, as for the HUD, who cares if it’s not explained? It’s a game damnit.
I’m quessing he used the word “your” wrong because he doesn’t know the difference between “your” and “you’re”.
It’s coming out THIS YEAR!!!
apparently…
Gotcha. Read the edit.
At least people are paying attention to me now.
[COLOR=‘Red’]Please don’t double post. If you have something to add, use the edit button on your previous post.
or you put it when you take the costume , and you see things a little green-er , but when the resonance cascade happens ,and you wakeup after all that explosions-n shit , it’s on the ground ,cracked :o
STOP NECROPOSTING PLEASE.
Okay, here’s a decent one to make up for my stupid rantings.
How about when a character or enemy gets exploderized into bloody gibs, you could have something that makes sure they have only one gib of everything. (One heart, one skull, one gallbladder)
Sometimes in the original, I blow up a soldier and then say “Wow, that guy sure had a lot of skulls”
FINE, WHATEVER THAT MEANS!
[COLOR=‘Red’]Please don’t double post. If you have something to add, use the edit button on your previous post. Also necroposting, or thread necromancy, is digging up old ‘dead’ threads that haven’t been active for a while, and adding a useless or uninspiring post to them (like “I agree” or, “good idea”).
And for the love of all that is good and holy, STOP DOUBLE POSTING ALSO! >
A suggestion:
If you start the rocket engine, a shock wave should push you back from the broken window and the monitoring desk.
He means double posting.
So instead of making another reply in a post below one you have already posted, just use the ‘Edit’ button and include what else you want to say in the former.
And I’m not so sure about how the engine will handle gibbing, and how many objects a model will gib in to, but something makes me think that suggestion might be a little resource heavy in regards to the engine. Or to make it feasible would require an immense amount of work for such a small feature.
I don’t dislike your ideas but they could use a bit more consideration in regards to what an aging engine can do, or in general sensibility when it comes to the Valve approach to games.
Try and make your suggestions in keeping with a vintage recreation of Half-Life.
I agree with you on that, And I apologize for the earlier posts. I’m new to forums in general.
Don’t hate me too much for my lousy ideas.
ye it’s good if you come with a suggestion to explain in which way it can be implemented in the enigne
bad example : i suggest snow , coz cold = slow and i like snow xDxdXDXdXDxdxXDX
decent example : i suggest multiple sprites that contain the graphic image of snow to be placed in the freezer in order to reproduce the coldness of shit there yeye xD
Is that an actual suggestion? That’s not a bad idea, but does that actually happen in a freezer?
It probably would in a freezer torn up by gunfire and bolts of vortessence, but really, how many of us have ever actually been in a freezer that huge?
I’ve been in a large freezer (not as huge as the one in Half-Life, but large enough to fit 10 people in there) and there was no snow (temperature was -20°C).
Right, but were there bullets 'n shit disturbing the local atmosphere?
It’s a freezer. That snow would remain frozen, and build up if it were to actually keep snowing.
(Instead, freezers slowly build up mounds of frost from humidity in the air.)
Snow also comes from humidity, but from water droplets condensing and freezing high in the atmosphere.
I can’t see any reason why there should be a snow effect in the freezer.
Here I want to mention a few logical problems from the original and how to solve them for this mod:
In a building (level: “Surface tension”) was a guard guarding a weapon store. How can this be, while soldiers are already present downstairs and everywhere around him (I don’t think the soldiers were that stupid, not to check the first floor)? Wouldn’t it make sense, if the guard would hide himself somewhere, instead of standing there? I also don’t think, that the soldiers said to a BM security to guard the weapon store.
In the level “We’ve got hostiles” was the beginning scene, where a guard fights with a zombie. The zombie pulls the guard into the vent shaft then, but if the player reaches the ventilation system, there are neither a zombie, nor the remaining body of the guard. This should be changed!
Sometimes it seemed that new soldiers or enemies in general appear from nowhere, especially in the level “Power up”. Aliens can be teleported, but soldiers can’t. So I would say, if there are situations, where new soldiers have to be spawned, there should be everytime a comprehensible way, where they could come from. Maybe I am the only one who wonders about things like that. ^^
If you find other logical problems in the original game, then just write them here!
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.