What kind of crack are you on? Halo: combat evolved was the first Halo game. Bungie made a couple shooters prior to this: Marathon 1 and 2. While Bungle used to develop with Macs in mind, they did joint releases on both mac and PC.
I'm just trying to figure out how to add a custom map to a dedicated server in a steam account that doesn't have the normal hl2dm installed. Hopefully I can just drop the map into a folder, but I have no clue. Thanks in advance.
WTF are you talking about, I'm not trying to "just plug" anything in, I'm looking for the script file that tells HL2 which map to load when you click new game. I already found the one that associates background maps to game chapters. All I need is the name of a text file.
I have a mod set up that has 2 maps in the maps folder - level01.bsp and background01.bsp. Both are working maps. What script do I edit to make it tie level01.bsp to the new game button? Or to even tell the game to load the map without console commands? Thanks in advance.
Bosses are a lame cliche. Shooters don't really need them, the air of difficulty and suspense can be created in ways that most action / platformer / etc. can't. The rest of the ending messes with you like a crazy movie. I loved it!
Edit: I mean, did anyone like fighting Nihilath? what about...
So I have a couple models I made that I want to use as prop_phys and prop_statics. The thing is, I have no idea how to write a .qc file to compile the model with. The examples are there but they provide barely any documentation of what is going on. Can someone point me to or write up an article...
The white physcannon has got to be the coolest damn weapon in any game ever. I have beat the game (and I had beat it before last summer when I got to go to Valve and play it.) Did anyone else giggle like a little girl the first time they killed a group of combine by throwing their friend at...
No, my point is that the gameplay is tried and true - it is already the cumulation of 5 years of development and tweaks. A change in gameplay wouldn't be CS. It would be an entirely different game.
Maybe I am a Valve / CS fanboy. I've been playing CS since beta1 five years ago. I bought HL...
He works for Valve - as does Cliffe. When I talked to Cliffe during my tour he told me Goosey was starting work on the art for their next game - they didn't even know what the game would be yet but it would probably follow the same sort of art direction as CS.
PS - anyone else think that...
It's not sloppy in it's current state. Unfinished, yes, but that has been the nature of CS from the beginning. Seriously though, would you rather not have any preview of the source engine? They can't magically add 6 models and 80 maps and 50 guns... stuff takes time. I would much rather be able...
The whole game is good. The ending left me slack jawed and in awe, while a while earlier when the final area started, I was giggling "like a little school girl." This game will own you, don't worry - it's good enough that (like the origional HL) anything negative about the game is just nitpicking.
OK, I'll do that next time I'm on my home PC (monday night) I watched the tutorials... I was doing things kinda "wrong" and wasting a lot of polys for nothing... but in the end it still looked box modeled because I had done little with the depth cues... I'm going to restart the model anyway...
heh... I love how he still thinks the game isn't real - even though I've played through it and it's been reviewed many many times.
WTF is wrong with people.
This leads me to believe you've never worked an 8 hour day, much less 12. Much less 14. While there is some profit sharing among the higer ups, Most of the non guru programmers get a flat rate, and while it is substantial, you try working 6 or 7 days a week with 3x the work as sleep.
When...
I'm sorry, but Valve *owes* you nothing.
How bout more conspiracy theories!
Maybe Valve wanted their main multiplayer to be more easily overshadowed by user made mods - therefore bringing forth another, bigger pool of people to bring into the team. Maybe they felt that they didn't want to...