The original HL design got scrapped because it was rubbish. It's easy to be armchair developers and say "that might have been cool" but the way Valve work, they playtest stuff over and over again, so they know if something is good or not, as objectively as possible.
Anyways, the most...
The way I see it, the Combine hit us hard, and hit us fast. They teleported citadels into all the major cities of the world. With even a rudimentary amount of advance intelligence they'd know the locations of our command & control facilities.
They teleport in with overwhelming force right...
Could be that Eli, Mossman, and Kliener went to BME, Kliener hacked the C17 announcement system, teleported Mossman to the Arctic using the equipment in BME, Eli gets in touch with Alyx and Gordon, then they retreat to the missile silo to be as far as possible away from the city before the...
It's kinda like how Valve said shortly after releasing the original Half-Life that it was in fact Half-Life 2 because they started development of the game over from scratch, and what was actually released was the second revision.
When they say "the episodes are Half-Life 3" it's meant in the...
Unified lighting is a bizarre iD software buzzword to make it sound like their engine is better.
It's like saying that a swiss army knife is worse than a kitchen knife because the kitchen knife has "unified cutting". Frankly, I'd rather have the swiss army so I can use the big knife, the...
If you read the interview it says that the 360 version and the PC version are pretty much neck & neck in terms of how complete they are. What's going to take the most time in this game is the content, levels, models, textures, artwork, game code. All that stuff is the same on all platforms...
Well, it's not exactly clearly told. The story in HL2 requires that you pay attention and use your brain, but the material is all in there.
It's the little things, like noticing the water level is way lower than it ought to be. No-one ever tells you that the water level is too low, and that...
If they have 4 different methods, that ain't very unified. Anyways, Source pretty much does all those points.
It boils down to, we have capability for dynamic lights and shadows that look really great, but for the best quality with lots of static lights, you really should pre-compute it.
I do appreciate the Valve way is to iterate on the game, playtesting and playtesting until the game is unbelievably finely honed, and that it's totally unpredictable how long that process is going to take, but they really ought to just not even try and estimate how long it's going to take any...
I liked it. It was a very human thing to do. Sometimes people just make really awful jokes. And it was pretty appropriate in the situation, when you're in a situation that's that awful, sometimes you just have to try and laugh.
The Source SDK will compile straight after you install it with VS2003, but anything else, you're going to struggle to get it to build. Depends how much you want to be frustrated / fiddle with it.
Although in theory, if you fired a bullet dead perpendicular to the portal through a pair of portals that was set up in an infinite loop scenario, it would loop forever, and the game would lock up.
In practice, if you fired a bullet dead perpendicular, you'd shoot yourself, which resolves...