hl2dm

Dr. Freeman said:
hmm.. am i missing something here?
we have been discussing for months about HL2's MP and suddenly tonight i see this thread with a few pple talking about HL2-DM/TDM?

was there a news release i missed? or some pple here believe there will be an MP and it will be DM/TMD?

nah there is still no evidence to suggest a included hl2dm, but everyone sure hopes there is. and as comradebadger said, it'll be modded within a couple of weeks of release if it isnt included (another reason imo why valve arnt bothering to include it.)
 
ComradeBadger said:
Aside from Gabe quotes. Him saying he plays HL2's multiplayer every day.. how they sealed Ted Blackman's corpse inside a car and shot it in the air.

:O not read about this....got a link?
 
Im hoping to beat single player, get good, and get into a clan. :p
 
oh okay...this thread originally kinda had me worried as i thought i may have missed an announcement or something :p

anyway it makes sense that HL2 should/will have a simple DM/TDM MP...but with Valve being so tight-lipped about the MP.. it does make u wonder what the MP will be.. or if there will be one.

also...i think theres some pressure there to have a unique MP for HL2 this time around...i dunno why.. i mean all u have to do is ask around in this forum to see some of the unique ideas pple have and hope to see in HL2's MP.
 
Can you pick up corpses with the Manipulator


Because i was thinking how cool it would be if you killed someone, picked his corpse up, wait till he respawns an throw it at him
 
the only problem with the manipulator in DM is the amount of network traffic it would create, it could possibly work in a duel situation, but not much else, with 2 people flinging objects all over the place.
 
If you guys have to mod in HL2 DM, make sure you mod in HL2 CTF :D

Have a reverse physgun (the blue physic gun from the HL2 tech video) that works as a grappling hook.... Whoa.. with the physics system, a grappling hook type weapon would be AWESOME.. :D You could actually make it like a rope instead of a ranged magnet! :)
 
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One thing I have been wondering about is...

There will no doubt be physical objects, right?
After a while, all the objects will be in corners, knocked down, or in pits.

And all breakable things will be, well, broken.

I wonder how Valve has handled this slight problem.

But I know Valve has thought of something. :)
 
Uhh.. by the time I would assume that either the time limit has expired, or someone reached the preresiquite ammount of frags :D
 
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Dr0ndeh said:
nah there is still no evidence to suggest a included hl2dm, but everyone sure hopes there is. and as comradebadger said, it'll be modded within a couple of weeks of
the SDK

release if it isnt included (another reason imo why valve arnt bothering to include it.)

just remember u may have to wait a little for the SDK to come out 1st. HL2 has no scripting language, the game code is all C++ so u need the SDK to do anything.

i know they said the SDK would come out in advance of the game a long time ago, but we've heard nothing since, and i think VALVe have had more pressing problems to work on...
 
BRODIEMAN2k4 said:
Can you pick up corpses with the Manipulator

Because i was thinking how cool it would be if you killed someone, picked his corpse up, wait till he respawns an throw it at him
No. Ragdolls are client-side physical objects, whereas living players are server side. Client-side objects cannot interact with server-side.

+ it would create a lot of lag/slowdowns for the CPU if you could do this. Doom 3 has ragdolls and a cvar that lets you drag corpses around, apparently once you get 3 or 4 corpses together interacting with each other, things start to get very slow as it tries to calculate all the ragdoll physics interactions.

HL2 may have better/faster physics calculations, but there is still a limit to what can be done.
 
i thought you could set what was client and what was server

i'm sure i read in one of the early interviews that u could make ragdolls server side if u wished.

good luck making it playable on anything beyond a LAN though.
 
They've said multiplayer manipulator could be done, but the possibility of lag problems looms large (IFVT)... that was a while ago, though...
 
Ive heard that CS S will be HL2 MP there will not be any HL2 standalone MP :p
 
Dr0ndeh said:
nah there is still no evidence to suggest a included hl2dm, but everyone sure hopes there is. and as comradebadger said, it'll be modded within a couple of weeks of release if it isnt included (another reason imo why valve arnt bothering to include it.)


As much as everyone loves CS:S I hope all you veterans of the forums even remember why CS:S was made. So I highly doubt CS:S will be the only mp for hl2. Unless of course valve wasn't planning on doing a mp for hl2, previous to deciding to port cs to the source engine to show mod authors how easy it was done. Since this is valves explanation for why they even made CS:S at first.
 
wow, did I miss something here? I am hopeful of a hl2dm too, but something seems wrong here, only two days ago almost everyone thought that there was just going to be CSS, but I havent seen any flamers on this thread yet complaining. Was there some peice of news that I dont know about?
 
^ Gabe blatantly refered to it in an interview on gamespot :)

Teh Clarky will Own's u's all with the manipulatorix. my favourite cannon fodder will be .....

metal bucket's, plank's of wood, or emulsion paint cans :p

all flying at your HEv suit's in a HL2dm arena any time soon :naughty:

(anyone who think's we have to mod the manipulator in ourselves, be nuts. Valve are teh coolies, you have to beg the question, why not? surely it would be loonacey for a valve dev (Gabe) not too see the possibilities :x )

edit:, on a side note, in the preload files, is anyone able to check weither there's a Gordon player model :D , be much appreciated.
 
clarky003 said:
(anyone who think's we have to mod the manipulator in ourselves, be nuts. Valve are teh coolies, you have to beg the question, why not? surely it would be loonacey for a valve dev (Gabe) not too see the possibilities )

i'm sure everyone sees the possibilities. now write the code to have 10 players all using manipulators throwing stuff at each other without their pings jumping to 2000.

edit: there is no gordon player model in the preloads
 
shad3r said:
i'm sure everyone sees the possibilities. now write the code to have 10 players all using manipulators throwing stuff at each other without their pings jumping to 2000.

edit: there is no gordon player model in the preloads

Yahn did , the only thing that would pose a real problem is quite high latencey's. But on A Lan im sure it would work flawlessly. I dont question their programming ability, Its perfectley feasable that you can develop solid code to allow a multiple of physic's object's being manipulated without slow down, physic's key frame capture was a method they mentioned I think , so it doesnt have to calculate the whole movement, just key frames, then it fills in the gap's with uncalculated movement. (look at the CS:S bomb explosion's loads of physic's objects , milk cartons, glasses, barrels, bottles, bucket's, are manipulated with no noticeable lag or slow down), as on low latencey in the CS:S beta , the physics props react very well, even on higher latencey's theres only 1/2 to 1 second delay in the reaction.

as for the player model, I saw one in the model files in the leak. but didnt touch it., may come in on a seperate preload.

but to be honest i wouldnt believe you unless you posted the list, and i dont think you can do that :p
 
clarky003 said:
Yahn did , the only thing that would pose a real problem is quite high latencey's. But on A Lan im sure it would work excellently. I dont question their programming ability, Its perfectley feasable that you can develop solid code, as on low latencey in the CS:S beta , the physics props react very well, even on higher latencey's theres only 1/2 to 1 second delay in the reaction.

all the physics props except barrels in CS:S are client-side - ie they don't effect other players. they just look purty.

10 ppl + 20 props + manipulators (might) = more lag than makes a good game

btw there _really_ isn't a gordon model in the preloads.

advice: be pesimistic about HL mp - there is no evidence to suggest it is there. anything that arrives, is then pure bonus.

btw the last time a game was released with MP that was meant for LAN only was quake1 (pre QuakeWorld)
 
shad3r said:
all the physics props except barrels in CS:S are client-side - ie they don't effect other players. they just look purty.

10 ppl + 20 props + manipulators (might) = more lag than makes a good game

btw there _really_ isn't a gordon model in the preloads.

advice: be pesimistic about HL mp - there is no evidence to suggest it is there. anything that arrives, is then pure bonus.

btw the last time a game was released with MP that was meant for LAN only was quake1 (pre QuakeWorld)

yeh your right. I'm just hopeful cause the leak version was alot of fun, even though it was'nt even anywhere near complete or optimised.

Seeing what ive seen im hopeful of a glorious finished product, just goto wait to see if Valve deliver.
 
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