Actually, this is a screenshot of BMS:
Hmm, it looks different from their previous media release.
Actually, this is a screenshot of BMS:
Hmm, it looks different from their previous media release.
I’ve posted a link to that map at least once, how did you guys miss it?
I’ve seen a gravity gun in Quake and Duke Nukem 3D, it’s entirely possible actually.
The one in Quake I saw whilst playing Team Fortress 1, the admin had a gravgun that picked up fallen objects like corpses, grenades (That are armed), backpacks and the 2fort flag and it could fire them across the map with about the same force as in half-life1 when you moved a box along the floor but glitched it and it zooms quite fast.
Demakes are cool, and fun to play, but aren’t really desired. I started on remaking Halo on the AlephOne engine a while ago, people said it was pointless for 3 reasons; Game was too big for me to do, it will be cool but pointless, someone has already done a similar project.
I have thought about doing HL2 in HL1, it’s actually possible as GoldSrc is heavily underestimated these days. It can now handle physics slightly worse than Havok, including ragdolls, high-res textures, bump maps, maps bigger than half-life2 also (Infinitely bigger), shaders, bloom and HDR. I’ve seen vehicles in HL1 also, not very good and buggy though, so I think vehicles will be the hardest part.
Why is it impossible? Nobody said something about using the goldsrc engine. You can use source and keep graphics, sounds etc. on hl1 level. So you have the best of both worlds. Of course that would still prevent those hardcore guys that still haven’t upgraded to a rig that’s capable of running source from playing it, but I think those guys are a very very small minority. On the other hand, it wouldn’t be that difficult and challenging anymore, but the challenge is probably the best motivation for the developers to do such things in the first place.
Would be pretty cool actually, if you can recreate the old hl1 feeling and gameplay in the hl2 campaign.
why take an awesome game and make it kinda half-assed?
Publishers do that all the time.:retard:
Yeah, but not valve
Half-Life: Source?
That was an experiment to see if they could port a Goldsrc game into Source, IIRC.
Yeah I’ve thought of this too, if it was easy and fast it would be worth trying, just for fun, but it would take forever and is not worth it.
Half-life 2: Goldsrc: Source? Half-life 2 completely remade onto Goldsrc then ported onto Source. Engine limitations wouldn’t be a problem, but I suppose it would defeat the purpose.
You know, I had the same idea of remaking Half-Life 2 based on GoldSrc Engine, but I haven’t such good experience in mapping and modelling. If someone is planing to create such mod I’d like to help. Or try to help.
While a neat idea, the level of detail, as well as extra physics effects, that HL2 pretty much requires would only be possible on the Gldsrc engine by putting in so much extra code and detail that you would only be able to run it on a PC that was already capable of running HL2 to begin with. It would only have joke value at that point, and not really be worth the effort of remaking the entire game that way.
It might be worth doing the intro up until you get the crowbar, but any farther would pretty much be worthless.
I dont think the GoldSrc would have massive issues with vehicles either. The original Quake had the Quake Rally mod, that was all about cars.
Source engine doesn’t had everything what the Black Mesa team wanted. So they included a lot of elements.
So if you try to make half life 2 with the GoldSource engine you have to include everything you need to make it possible.
And 6 years later you will see: Hey this looks like Half Life 2. Hmm it feels like Half Life 2. It IS Half Life 2 made with a GoldSource Modification which you can say is the SourceEngine.
Sooo remake HL2 with a graphics downgrade? Remake it in a older engine?
Umm, no.
I don’t really see the poor 3d graphics of the late 90’s in the same vain as I do the old blocky 2d graphics of the Nintendo days. Yes the 3d graphics in the late 90’s games were blocky too but the nostalgia effect doesn’t make me miss them. It was more about the storylines.
If your refering to remaking them on the old engine now that’s a project… Don’t most programmers do this anyway by constantly improving upon old engines. Just remaking a old engine and trying to upgrade it to match a new engine so it does the same stuff be counterproductive? We already have those engines in place why remake it again? When you expand on a old engine wouldn’t the requirements for running the game go up as well? Unless your on a path to impress someone or train your programming skills it would be pointless.
Make a simplified version of HL2 in the old source engine? Sure, I guess you could make that fun if your willing to sacrifice certain parts of HL2 like the driving sections. You might come out with something interesting to play and you won’t have to worry much about updating your engine. It may come out decent, like a odder way of playing through HL2… more like a trimmed down version of the game. Gamers who haven’t updated their PC’s since 2001 will rejoice.
But really, not necessary. If someone were to start a project like this for one of those reasons I would hope it may be for the 3rd one. The 2nd for people maybe for people looking to get into programming or pet project. The 1st for people who loved late 90’s graphics whoever they may be.
I’m all for remaking HL2 in the GoldSRC engine, if someone wants to gather a team of people committed to make it happen I would gladly join.
It would be impossible because of the weak physics engine. In HL 2, it was the best thing, besides the great storyline. BUT, even if the G-Gun would be removed, I’d play it on my laptop that’s SO retarded that on low and on high settings it plays THE SAME (lag in some parts, I think it’s because of the CPU)
Oh, and this message is so crappy because I wrote it from my phone
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.