Do you think the objects in HL2 will bounce you back like they do in CSS?

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I realllllly hope not, its so annoying and sometimes it stops you from going places.
 
Those barells bouncing you off is a bug definitely. They should bounce off of you!
 
Solver said:
Those barells bouncing you off is a bug definitely. They should bounce off of you!

I agree they should bounce off the player. But i dont think its a bug. Maybe valve will change it. Someone should send a email asking about it.
 
The way it works it's a bug. You can't even make contact with a barrel, as soon as you are close to it, you get bounced off. Unless maybe you run full-speed into it...
 
aFireInside0016 said:
I realllllly hope not, its so annoying and sometimes it stops you from going places.

Remember that computer in Kleiner's lab?
 
God let's hope not. I remember in the Traptown video, the player pushed that table in front of the door no worries. Let's hope it's still like that, not that annoying crap like CS:S, where kicking a paint bucket makes you fly back.
 
the physics objects in css are not using vitrual hull physics boxes, they are simply using a ball like player impact zone so when the player interacts with them, its like he is shunting invisible balls round, (they use a seperate hull for interacting with the world).

in hl2 they use virtual hull physics which offers a more cpu demanding but far more realistic reaction, source seems to have both methods, for mp they use the simpler method because physics arnt very important to CSS's gameplay.

the thing that pushes you back is a simple corrective measure to stop people getting stuck in places by useless physics objects, it could be better but it looks like an mp issue to me.
 
Solver said:
Those barells bouncing you off is a bug definitely. They should bounce off of you!

They were made to do this just for CS, it changed the gameplay too much if you could stack them up and block passages.

HL2 will not do this.
 
This has been discussed innumerable times, and we have confirmation from Valve that:

A) The 'bouncy' physics in CS:S are NOT a bug and will remain, at least for the time being.

B) The physics were designed that way, so that you couldn't climb physical objects, get stuck between two of them, or place the bomb in strange locations. (Since the bomb isn't affected by physics, what would happen if you planted on top of the barrel and then rolled it away?)

C) Half-Life 2 will absoultely, positively not have these 'bouncy physics'. You can push everything realistically in HL2, climb onto objects and barrels, and most everything will react just how you'd expect.

-UnmarkedOne
 
There's a command that can be changed by the server, and by the server only, that will help with this "bouncy" effect. I don't know if it effects performance of the server or not, if so that may be why the setting is defaulted as high as it is.

cl_pushaway_force 200000

Lowering that number should stop some of the silly bouncing effect the player gets when interacting with physics objects. But again, I don't know how much of a performance hit the server will take.
 
I understand, they wanted physics not to affect gameplay much in CS:S. That's reasonable. However, they do affect it this way! On Dust, get a barrel in the gateway, and getting through it becomes hard. It's a pretty annoying effect the way it works now.
 
Ill try that cmd out some time see if it helps.
 
UnmarkedOne said:
B) The physics were designed that way, so that you couldn't climb physical objects, get stuck between two of them, or place the bomb in strange locations. (Since the bomb isn't affected by physics, what would happen if you planted on top of the barrel and then rolled it away?)

-UnmarkedOne

I was able to plant the bomb on a barrel in dust :-| wonder if i can get it to happen again... i gotta try.
 
It's not a bug. It's done in CS:S to save bandwith and server CPU use.
 
I did it too, just cimb on the top of a box overseeing a barrel and "drop" it on the barrel. If you move the barrel, the c4 will levitate.
 
I've been meaning to ask this...
Can you lift things in CS:S? We've seen that Gordon can in one of the Binks, I would love it if you could walk around taking cover behind a closet/box/barrel or something...
 
Solver said:
I understand, they wanted physics not to affect gameplay much in CS:S. That's reasonable. However, they do affect it this way! On Dust, get a barrel in the gateway, and getting through it becomes hard. It's a pretty annoying effect the way it works now.

Usually there'll be some who's got a frag with him/her.
 
Frank said:
I've been meaning to ask this...
Can you lift things in CS:S? We've seen that Gordon can in one of the Binks, I would love it if you could walk around taking cover behind a closet/box/barrel or something...

No. It would propably be hilarious seeing about 20 Ts/CTs hugging desks, computers and closets and nobody shooting eachother.
 
what about explode able barels
that you can pick up and walk directly to the enemy and blow your self :p
 
I doubt Cliffe'd like that, seeing as how real counter-terrorists don't do that and terrorists would get an advantage if only they could do it:p
 
One time in CSS someone managed to move a wardrobe (in CS-italy i think) so that it blocked a doorway. I think he may have somehow used a hostage to do this but i have no idea how. At anyrate, the hostage was kind of stuck in the way too. I was so baffled and bemused, i turned back, jumped over some railings, and then proceeded to be shot dead by the person who had set the whole thing up.

'twas very embarrassing since it was only myself and two enemies left so all the dead people were watching and laffing at me.
 
I hope not. In the videos, it was like an actual solid barrel...

I want to close off a door like in Traptown...
 
It's not a bug, simply used to save bandwith and CPU use.
 
Solver said:
Those barells bouncing you off is a bug definitely. They should bounce off of you!

but not as much as in Deus Ex 2 ... those barrels were flying when touched them
 
Im getting fed up of people being ignorant and not using search.

The barrels bounce in multiplayer to save bandwith, not an issue offline.

Infact there is bounceless maps available but the servers lag. How did they do it? Edit the map to use phys_single from phys_multi.

Phys_multi pushes the player away so the server doesnt have to calculate and resend out the position of an object.
 
Pi Mu Rho said:
It's not a bug. It's done in CS:S to save bandwith and server CPU use.

Nope. Mod this is you want, as i'm not sure if this is acceptable on HL2.net, but i've played custom maps (ahem) where physics objects do not react with any bounceback. They perform just like you'd expect them to. It seems this variable is map specific, so if the mapmaker wants to, they can disable bounceback. Oh and the server had no problem with normal physics enabled. Ran smooth as a baby's bottom.
 
azz0r said:
Im getting fed up of people being ignorant and not using search.

The barrels bounce in multiplayer to save bandwith, not an issue offline.

Infact there is bounceless maps available but the servers lag. How did they do it? Edit the map to use phys_single from phys_multi.

Phys_multi pushes the player away so the server doesnt have to calculate and resend out the position of an object.

They lagged? I've played plenty of the bounceless maps and none of them lagged for me.
 
I played on some server where you would drop a gun, and it would hit the ground within like a split second...they had physics gravity on heavy...I still don't know how you can do that... :-\
 
no bug. Its just an extra thing to stop the use of the physics to major degree. LIke using the barrels to get up to a skywalk or something simmilar
 
thefiznut said:
They lagged? I've played plenty of the bounceless maps and none of them lagged for me.

ahuh, even so did you monitor server bandwith use or lowband users pings?

Im sure Valve know better than you.
 
azz0r said:
ahuh, even so did you monitor server bandwith use or lowband users pings?

Im sure Valve know better than you.

We tested them on my friend's connection, which is not very fast by all means. It still supported about 10 people, and ran perfectly fine for all of us. Sorry, but lowband users are not very common anymore.
 
Only the bouncy servers you can jump ontop of the barrels and they will fall realistically.
 
aFireInside0016 said:
I realllllly hope not, its so annoying and sometimes it stops you from going places.



Ok.. HALF LIFE 2 RELIES on you pushing tables infront of doors.


CS S is considering pushing objects Distracting from gameplay.


HL2 WILL have pushable objects.
 
Check this, go run into the wall (you not in game) whilst going the players speed (its not walking, more like trotting). I think you'll find your self moving backwards a ways. Im guessing that they are making the barrels full and not empty.
 
Well if we were allowed to talk about the stolen version, I'd say HL2 acts just like the videos. But we are not allowed to so I won't. I'm sure someone will provide us with a link to a comment on this question that the
devs made, right under the Q&A for the release date. And while we are at it could we find one for how HL2 will handle shadows. I'm still not sure.
 
Lobster said:
the physics objects in css are not using vitrual hull physics boxes, they are simply using a ball like player impact zone so when the player interacts with them, its like he is shunting invisible balls round, (they use a seperate hull for interacting with the world).

in hl2 they use virtual hull physics which offers a more cpu demanding but far more realistic reaction, source seems to have both methods, for mp they use the simpler method because physics arnt very important to CSS's gameplay.

the thing that pushes you back is a simple corrective measure to stop people getting stuck in places by useless physics objects, it could be better but it looks like an mp issue to me.

THAT IS SOO NOT TRUE

BS to the max, and if you jump ontop of anything bouncy (esprecially in a corner) you DO get stuck.
 
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