Homercidal
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- Sep 23, 2003
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Also, this list of Quotes was taken right from Halflife2.net's own "Valve Speaks" pages.
They are submitted in order from General 1 and General 2, the other pages without relative information as far as I could see. Also, remember that I don't know when these were posted and no timetable was apparent. They could be old, and possibly outdated, but if so, they were never corrected.
*********
Will there be music played during single player and multiplayer games?
Gabe Newell: Yes there is music for single player. We haven't said anything about multiplayer.
Will there be a co-operative mode?
Gabe Newell: We aren't doing a cooperative mode, but a couple of MOD teams want to do one so we'll work with one of them.
The physics in the single player look absolutely fantastic, but how will physics work in multiplayer? Won't there be a problem with sending all the physics information packets to all the players? Are you perhaps scaling the physics engine down for multiplayer?
Gabe Newell: Well, the simple answer is that there are client-side and server-side physics behaviours. You use client-side when maintaining cross-client coherence isn't important. This cuts down network traffic while maintaining the appearance of physical simulation throughout the world.
So the physics appear to the player just like they do in the single player game without scaling it down, but objects that aren't required to have a correct placement in the world (like soda cans, small rocks, and so on) will be handled client-side, but bigger things (like a crate that's thrown on a player with the gravity gun, or a mattress falling down to block a hole in the ground) will appear in the correct spot for all players?"
Yahn: Yes, it's definable per-object, so exactly what's client vs. server simulated is tuneable.
Is the hl2 single player lip sync technology utilized in multiplayer communications in hl2? Simply put does the in game models mouth lip sync with yours when you speak?
Gabe Newell: Yes. We use a cheaper algorithm in multiplayer.
Will ragdoll physics be incorporated into multiplayer as well as SP?
Gabe Newell: "ragdoll" physics is a term used to describe physics being used to animate dead bodies. It is physics reduced to a simple presentation of one client behaviour, and is usually implemented client-side (i.e. it can't affect multiplayer or game state). In Source, the whole point is to incorporate the physics into the game. Physics works in single player and multiplayer.
Will you be able to shoot out vehicle's tires in single or multiplayer?
Gabe Newell: There's nothing in the physical simulation that would preclude this, but we don't do this. You could also fail springs or shock absorbers trivially, but we don't do this. Exploring more complex vehicle dynamics is the sort of thing the MOD community will do well.
This seems to point to MP play for HL:2.
They are submitted in order from General 1 and General 2, the other pages without relative information as far as I could see. Also, remember that I don't know when these were posted and no timetable was apparent. They could be old, and possibly outdated, but if so, they were never corrected.
*********
Will there be music played during single player and multiplayer games?
Gabe Newell: Yes there is music for single player. We haven't said anything about multiplayer.
Will there be a co-operative mode?
Gabe Newell: We aren't doing a cooperative mode, but a couple of MOD teams want to do one so we'll work with one of them.
The physics in the single player look absolutely fantastic, but how will physics work in multiplayer? Won't there be a problem with sending all the physics information packets to all the players? Are you perhaps scaling the physics engine down for multiplayer?
Gabe Newell: Well, the simple answer is that there are client-side and server-side physics behaviours. You use client-side when maintaining cross-client coherence isn't important. This cuts down network traffic while maintaining the appearance of physical simulation throughout the world.
So the physics appear to the player just like they do in the single player game without scaling it down, but objects that aren't required to have a correct placement in the world (like soda cans, small rocks, and so on) will be handled client-side, but bigger things (like a crate that's thrown on a player with the gravity gun, or a mattress falling down to block a hole in the ground) will appear in the correct spot for all players?"
Yahn: Yes, it's definable per-object, so exactly what's client vs. server simulated is tuneable.
Is the hl2 single player lip sync technology utilized in multiplayer communications in hl2? Simply put does the in game models mouth lip sync with yours when you speak?
Gabe Newell: Yes. We use a cheaper algorithm in multiplayer.
Will ragdoll physics be incorporated into multiplayer as well as SP?
Gabe Newell: "ragdoll" physics is a term used to describe physics being used to animate dead bodies. It is physics reduced to a simple presentation of one client behaviour, and is usually implemented client-side (i.e. it can't affect multiplayer or game state). In Source, the whole point is to incorporate the physics into the game. Physics works in single player and multiplayer.
Will you be able to shoot out vehicle's tires in single or multiplayer?
Gabe Newell: There's nothing in the physical simulation that would preclude this, but we don't do this. You could also fail springs or shock absorbers trivially, but we don't do this. Exploring more complex vehicle dynamics is the sort of thing the MOD community will do well.
This seems to point to MP play for HL:2.