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Yeah, I got inspired by that thread with all the replies and I thought "wow, this guy is really cool", but unfortunately he hasn't responded to any of my emails, and yet he has time to respond to childish and irrelevant questions such as "Have you ever considered working out more?". Kind of boggles the mind.
u say that now but i bet if u had to do his job everyday i bet ud get tired of it.i want his job
He'll enjoy the money that comes out of it. I can garauntee you that. Plus he'll be busy with the nudity patch when someone conjures it up.Originally posted by SensesFail
ya, the best game out there is boring as hell in his eyes...he can't really enjoy what will probably be the best game of the year...what a bust...
Originally posted by Sherrill
I asked these about 5 times...And never got a response back...
1) I understand that the game will scale down models to your computer(dynamic) but I would like to know what are the poly's that Valve uses around for HL2? Weapons/Vehicles/Player models would help me tremendously.
2) I would like to know just out of curiosity, what kind and how many computers you have ;-)
Originally posted by Xtasy0
question one is answered in the HL2 /source FAQ on VERC which you can find here
Originally posted by SensesFail
maybe someone here can answer my questions then...
I wrote this to gabe but never got anything back
1.) How are the vehicle wreck models in HL2? Say if a rocket or some object hits the tire of the buggy (seen in the E3 demo) could it be blown off??? Causing the buggy to react realistically by losing control and skidding...Also, could it be done, because I understand there are design limitations for HL2 to make a practical level of gameplay. But say if a modder tried to do it, could he pull it off???
2.) Are there fog settings? Overall, will there be a max view distance set in the game...and will it be scalable by the user to allow lower end systems to run HL2 well?