The HL engine is based on the Quake, not Quake 2 engine, but it has many substantial differences.
Anyways, they apparently changed the map format, or something. To get Blueshift into Steam, they had to put a switch into the engine that would use the different map format when Blueshift is running.
Aftermath would just load the HL2 caches as a starting off point, so even if you didn't have HL2 installed when you installed Aftermath, you'd probably end up with most of it anyway...
I kinda hope that Valve never actually tell us anything, until one day, we open Steam, and it says "Team Fortress 2 now available for pre-purchase and preloading" and then previews start popping up all over.
That'd be cool.
I was reading an article about those effects last night.
Apparently, depth of field and motion blur don't run in real time on today's cards. In that trailer, each frame took about 2 seconds to render, apparently.
The colour correction and film grain stuff is real-time, though.
Go find the demo, play it through to the end, then tell me if there's no way you'd buy it. Gameplay, as ever, is more important than graphics. But the graphics are pretty, in their unashamedly retro way.
Yeh, Steam really seems to be picking up... well... steam.
The number of third parties that have announced products to be released over Steam recently is just astonishing, and it'll only continue.
This can only be a good thing - the more people who are selling over Steam, the more profit the...
I feel sad for the day when fixing a crash bug isn't a good thing.
Also, steam://connect/ has been a long time coming - most people have had to fudge it up until now.
It should compile, only problem is VS2005 has the strictest C++ compiler from Microsoft yet, which is a very good thing, but it means there's less leeway for sloppy code, so you'l probably have to fix a few errors before the base SDK will compile.