Possible in Goldsrc, not in Source

Indeed. I am quite literally sick with rage.

Flyaway88, you and Eric Fong will do better good team by time he get unbanished.

flyaway, me under you stand. They people no nice you to.

lol’d

Correct me if I’m wrong, but aren’t you a giggling schoolgirl?

I’ve got one for you, as long as I’m not mistaken.

Rising water, ala the plunger lift at the beginning of Residue Processing. The Source engine cannot move or run expensive water on multiple levels (as in heights), nor can it simulate waves like Goldsource can. This also creates a major visuals problem for the water heavy maps shortly after.

ah yea that is okay but what else?

rising water levels, hm, that seems plausible. wheres the op?

wait how did they do it in hl source then?

What do you mean?

BTW, Source does support rising water, don’t you remember that part in Route Kanal where you have to raise the water level to escape from the manhacks?

Edit: I’ll give you the 3D waves tho. I think a subtle movement in conjunction with the sweet water shader would make it look really good.

I do now that you mention it. Perhaps it is possible, it only came to mind when I read the thread. And what I mean is that you can only use expensive (real time reflection) water textures at one set height in Hammer. Otherwise it doesn’t render them at all. There might be a way around this, but if there is I’m not aware of it.

I believe that’s because of the way expensive water does reflections. Maybe the reflection shader isn’t able to update its spatial position in real time.

I know that it will be coded into Source by the Devs, but Source originally couldn’t have healing water (Xen pools) could it? :frowning:

It probably can. Using trigger etc.

HL: Source had healing water.

Seriously people, if HL: Source supported all the old features, you can bet your ass BM will too.

I believe this can be done with a trigger_hurt and a negative value can’t it? Think that’s how it was done in HL1, but I haven’t made maps for it in ages.

Ah, fair enough haha. :stuck_out_tongue:

I guess there’s nothing then since HL1 was ported directly with all of it’s Goldsrc-y goodness intact. :3

I think that was just a trigger that healed the player, and not the water itself.

Edit: Ninjas!

OC has healing water, and its a HL2 mod. so, i think it can.

There’s that puzzle at the beginning of Apprehension, the one where you crash the train and crowbar the lock off of the cage full of barrels to make a bridge or somesuch. The physics of that didn’t work in source, so it was reworked a bit.

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.