Hehe.. whoops! yeah, i meant source. Anyways, i'm pretty sure tf2 came first. Exhibit A:
I searched the CS:Source release, and found in these engine files FileSystem_Steam.dll, shaderapiempty.dll, unitlib.dll & vguimatsurface.dll the following pdb references are made...
it's included in there because half life 2 is actually built on the tf2 engine, not the other way around :)
you see, work started on tf2 long before hl2, and what once was the new tf2 engine grew into the steam engine, so there's still references to tf2 (and third eye, for those old school tf...
If you look at the screenshot, both the boards have the same numbers etc, in fact, they're the same texture.
mabey that's why there's no trains arriving, valve's stingey on the textures ;p
-----Original Message-----
From: Teddy
To: Yahn Bernier
Subject: A quick question about the SDK from a big big fan ;-)
G'day,
It seems the release of hl2 is imminent (what with the pre-loading and all), I was wondering if the SDK is still planned to be released at the same time? I can't...
i think tfc:s will be held back in favour of releasing tf2, which i hear is a fair bit different from any of the old qwtf ports..
it's a bit more like halo crossed with natural selection ;-)
yes there is. record a demo, then type this command at the console:
timedemo demoname
that will run it as fast as it can, then tell you the average fps. just like quake 1, 2, 3, doom 3, etc
He's talking about TF2. Big surprise.
And, the staff who like to offer thinly-veiled abuse as constructive critcism, you guys are a buch of assholes. That said, i get a good laugh watching you systematically crush these newbie mods that are popping up.
Keep up the good work!
P.S...
That'd use particles. Unless you wanted it to collect in pools on the ground.
But you'd be an idiot to use fluid dynamics, when you could use decals (like valve :).
Oh, and fluid dynamics, in-game, is like 10x more CPU intensive than cloth simulation, which is already too much for current...
I don't really care what the genre is, it's more about the gameplay and eyecandy for me.
The catch is, it's easier to have better gameplay and more eyecandy in a fantasy world than say, in the desert in iran/iraq/sudan/etc
my girlfriend loves GTA:Vice City, because of the cars and the music.
oh, she also loves Dystopia, especially the chaingun (tho she hasn't really played it much)
Actually, the reason we decided to stop releasing press was because of the reponses other mod teams have been getting lately, like in this thread;
http://www.halflife2.net/forums/showthread.php?t=24586
It's a sad state of affairs when this sort of thing happens..
Dystopia is still going strong, tho we're holding off on any more press until half-life 2 is released..(don't blame me, it was management's decision :)
http://www.dystopia-mod.com/
Half Life 2 maps will be 0.83 km², compared to the BF1942 size (avg) of 1.28 km². Although in hl2, you can also have a 3dskybox outside those boundries, to make your map appear larger.
source...
I disagree with that.. have a look at Counter-Strike Source, exactly the same game, only thing different is texture quality and water reflections/refractions... do you think people will flock to play this game? bet your ass they will!
For example, I've seen a lot of world war 2 mods, which...
A chess based/themed/styled mod isn't really overflowing with originality, why just look at all these mods which did it first:
http://mods.moddb.com/2656/
http://www.planetquake.com/brazen/arq/
http://www.planetquake.com/retroquake/quess13.htm
http://www.planetquake.com/minion/minion.htm...
Half life 2 will use the same program, although it'll be a newer version (it's not avaliable yet). As for modeling, I *think* it's similar to half life 1, as the HL2-XSI package exports .smd files that are exactly the same as the hl1 ones from what i can see, so just look for any hl1 modeling...