i've always liked letter's avatars. there's nothing like taking a good idea and running with it :)
and mine, i like that one too. It's art, by the way, referencing my field of study.
i think it makes the grenade easier to see... a lot of games have things like this - most games use a smoke trail or some such thing. HL1 didn't have them, but then again, in HL1, you couldn't pick up grenades and throw them at people either :thumbs:
also, if the grenade is a physical object...
I was looking over the Gamespot forums, and if it makes you feel any better, GS readers agree with this board. the forums are filled with "GS E3 awards - WTF?" threads, and a lot of people are talking about the notable omission of HL2.
we know it'll be a great game, who cares what GS thinks?
*insert numerous gabe quotes about how source is perfectly capable of incorporating newer graphics technology*
Gabe has said that Source will easily incorporate HDR, Motion/depth blur, PS 3.0, DirectX 10, etc... it is an open ended dev platform, which is in Valve's (and the mod community's)...
Ok, perhaps there was a crash. provided that is true, we know for a fact that every different magazine editor had a different experience, and made different decisions when they played Half-Life 2 at Valve's offices. For evidence, just look at the different stories told by the different authors...
From: Ben
Sent: Tuesday, May 18, 2004 2:09 PM
To: Rick Ellis
Subject: Two Half-Life 2 related questions.
Mr Ellis, you are performing a herculanean task by answering all these e-mails, and the fans appreciate it.
I just got a hold of a copy of your E3 2004 presentations of Half-Life...
this has been discussed to death.
The crane and crate's shadows occlude, yes, and it's a shame, but shadow culling is very costly in processor cycles, and I'd rather have the physics of a crate getting dropped on guys than worry about a little shadow overlapping. also, notice that those...
WOAH!
at 6:44 (the IR Gun in the 2nd floor of the house) watch it frame-by-frame. the one shot from the IR gun (which is like a big glowing ball) shoots from the gun, and hits the first combine - THEN it bounces back, and hits the second combine. then it bounces off the floor in a shower of...
also, notice when he shoots a rifle grenade out the window, it accidentally hits the tree, very close to the window. the explosion deafens the player, and he can't hear the combine shooting him from behind... i think that in the final game, they'll have some sort of "shell-shock" sound that...
I noticed one thing... that auto-zoom from the kleiner's lab demo last year was noticeably missing. do you think they took it out for practicality issues?