I don’t think my computer can handle that swarm behavior. Then again my computer can barely run most modern games.
Blasphemy, burn the heretic!
But to be fair at this stage, we know more about SOB than HL3 at this stage so anything looks pretty at this point (Though looking at that video, those scenes certainly looked impressive).
One thing that I am intrigued with is knowing whether SOB is even running on Source, I thought the engine didn’t like open spaces that much (and space is one great big, eh, space)
Could I get a link to this Dr. Kliener voice actor interview everyone’s talking about? I haven’t seen it.
Speaking of Valve’s upcoming- CS:GO is kind of weird looking. If it weren’t for the lack of iron sights and the addition of foley from previous games, it would be easy to mistake the game for Call of Duty 4 from the visual style alone. The weapon animations are better looking by far but that’s something you could fix with weapon model swaps in CSS. There’s some nice physics on display for the Lake beta map but ultimately it just looks like a cosmetic update.
Me too.
On a side note, why do Valve hate ironsights so much? I can’t think of any other FPS developer who doesn’t put ironsights into their games. Also, I’m really not a fan of the CS:GO animations; they look a little awkward to me. Has anybody seen the City17 Episode 1 animations? Those are much more realistic than Valve’s ones, and they have ironsights too.
https://www.computerandvideogames.com/329151/voice-actor-claims-working-on-half-life-episode-3/
https://www.hlfallout.net/page/halflife/interview-hal-robins
The game price won’t be over $ 30. The team is smaller, because it’s a download only title. It is a bit different than CSS. 5vs5 teams, new weapons, new modes and new maps.
Valve are developing CS GO with Hidden Path entertainment. And I think I’ve read somewhere that they are responsible for the 3D models and animations.
And I guess Valve doesn’t use Iron Sights because their games aren’t tactical shooters.
They will only make announcements now, when their projects are far enough in progress. To prevent mistakes like they did with Portal 2 and Episode two.
Valve don’t use ironsights because they’re not necessary, and they’d rather stick to the run-and-gun gameplay they’ve always had, and been successful with, than jump on the bandwagon of “realistic” games that are often anything but. Personally, while I probably could get used to them, assuming the animations and models were good, I dislike ironsights in games. A story/action-based FPS doesn’t need them. I can see them in FPSRPGs where the focus is survival, and Tactical Shooters, as DiePoente said (a rather over-saturated subgenre, IMO), but no other subgenre requires them in any way.
Oh, sniper rifles, too, but that would require they actually use a refractive scope shader on the model instead of the archaic HUD-based shit we usually get these days.
The only thing I learned ITT was
ave you ever been in this situation where you lost yur keys and yur mobile phone?,
ave you ever been in this situation where you lost yur keys and yur mobile phone?,
ave you ever been in this situation where you lost yur keys and yur mobile phone?,
ave you ever been in this situation where you lost yur keys and yur mobile phone?,
ave you ever been in this situation where you lost yur keys and yur mobile phone?,
ave you ever been in this situation where you lost yur keys and yur mobile phone?,
ave you ever been in this situation where you lost yur keys and yur mobile phone?,
WHERE ME KEYS?
WHERE ME PHONE?
WHERE ME KEYS?
WHERE ME PHONE?
WHERE ME KEYS?
WHERE ME PHONE?
WHERE ME KEYS?
WHERE ME PHONE?
It looks like they’re toying with destruction physics, unless all of those are cinematic physics .
Edit: And the swarm stuff looks amazing. I wonder what kind of CPU power they’re talking about though.
All of those are cinematic physics, because all the destruction scenes in the video are from released content. I’m not entirely sure about the DOTA 2 stuff, but I think that’s cinematic as well.
The trees being destroyed aren’t cinematic physics. They aren’t DMM or anything either, though.
The Dire cave-in lava thing is cinematic physics.
I’m pretty sure the paths of the swarm in the clip were calculated externally and imported. Like, a cinematic physics exploit or something. I’m pretty sure the principle behind cinematic physics isn’t limited to physics.
That’s logical, but they’re chasing a manhack NPC, which leads me to believe it may be dynamic.
Here’s hoping.
But what if the manhack npc is following a scripted path?
What would be the point of a demo like that if it was all prerendered?
No idea
Because it was proof of concept stuff; really creative uses for cinemat pichysics.
Plus this wouldn’t be pre rendered, just pre simulated.
Do any of you guys think that this has anything to do with Valve being at E3 this year?
No. It’s just a video that shows what Horsfield has made for Valve.