Incoming Transmission

And once again, Sui doesn't fail in polarising the HL2.net crowd with his not-so-usual-newsposts ;)
 
^in my opinion it's not an interesting or fun news post. It's a bloody annoying news post. Why should I have to decode the damn posts just so I can get the facts. What the hell? If this site post hl2 related news then actually post the news, that's my advice.

It doesn't even make sense, it'll confuse the readers and make them more likely not to come back to the site.

Blah

Maybe they don't need readers that would rather whinge than appreciate the time put into something less generic and rather witty ?
 
*sigh* Some people jsut cant do anything but complain.
Thats logic, if people are not happy they complain, and if they complain a lot it means there is a problem...
and no, its not the complainers who are the problem.

Maybe they don't need readers that would rather whinge than appreciate the time put into something less generic and rather witty ?
CLICK HERE!
Have fun!
 
I love it. It's almost as good as the comics. :E

Any game involving pirates in space is automatically fun.
 
Pirates, goood! (Yarr!)

Space, goood! (Helooooo anyone out there?)

Space Pirates, GOOD! (Yarr! 'tis black ye scallywags!)
 
That first part was just for entertainment. If you want to know what the post was about just click the big ass "CLICK HERE" link. I dont see what is so hard about it.

If he just provides a link for you to learn about the project like you guys seem to want, then all it would be is a quick sentence explaining the link, and then the link. What a bore.

I'll take Sui's posts over any other news site.

and space pirates FTW.
 
HOLY ****ING SUCTION BATMAN!!

I can't believe I just saw that.

On the contrary, it would seem fairly easy to do.

However, what would be much harder to do would be to be able to blow up a wall to make a vacuum. Kekekekeke.
 
Interesting fact - the vacuum system is dynamic. It's responsive to what's open, and what's not, so it really is possible to suck everything on the map out into space, with any configuration of open doors.

-Angry Lawyer
 
once again, if a news post is not providing the information itself but linking off to another person's website then that cuts out the middle man. The middleman being hl2.net, it's not good journalism. You should try to keep the news and community focus on this website not direct people to elsewhere.
 
Interesting fact - the vacuum system is dynamic. It's responsive to what's open, and what's not, so it really is possible to suck everything on the map out into space, with any configuration of open doors.

-Angry Lawyer

Still doesn't seem that hard... especially if the airlock sections are grid-like, which it looks like they are.

I mean, sure, its really, really COOL, but I am not impressed. If you know what I mean.
 
Grid-like? It doesn't matter what the shape or the layout, it will work correctly. The demo video is all 90 degree sections because that's how the map was anyway. You can do sections at any angle you want and it will still work.
 
Still doesn't seem that hard... especially if the airlock sections are grid-like, which it looks like they are.

I mean, sure, its really, really COOL, but I am not impressed. If you know what I mean.

Being someone who helped conceptualise it (although, someone much more talented than me actually implemented it) it's a lot more complicated than you think. It works in a similar way to info_nodes, and it finds a path to the nearest void. It supports all manner of crazy-shaped room arrangements, and will happily work its way down bendy corridors and odd angles.

-Angry Lawyer
 
Being someone who helped conceptualise it (although, someone much more talented than me actually implemented it) it's a lot more complicated than you think. It works in a similar way to info_nodes, and it finds a path to the nearest void. It supports all manner of crazy-shaped room arrangements, and will happily work its way down bendy corridors and odd angles.

-Angry Lawyer

Ohh, thats diffrent. I thought it was more like static, defined by the mapper, ect.

Would it be possible to... well, add in a node dynamically? Like, for example, if you blew open a wall?

If you can do that I will love you and have your babies.
 
yes, because the nodes are dealt with in realtime (updated every 0.1 seconds). However, unless you have a dynamically-destructible environment, then it's easy to place nodes around destructible points - they'll automatically work when the obstruction is gone.
 
yes, because the nodes are dealt with in realtime (updated every 0.1 seconds). However, unless you have a dynamically-destructible environment, then it's easy to place nodes around destructible points - they'll automatically work when the obstruction is gone.

Oh.

Okay, I take it back, I thought it was MUCH more static then it seems.
 
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