Kleiner's Lab: Hole in wall before explosion

F

Frapl

Guest
Anyone noticed this?

At the end of the movie there is the hole in the wall before the explosion happens!

No? Then look into the screenshots. They are taken by exporting the whole movie as single JPG files... (so nobody will notice it when playing normal and get angry about this) ;)

Attached frame before explosion.
 

Attachments

  • hl2-kleiners_lab2628.jpg
    hl2-kleiners_lab2628.jpg
    52.8 KB · Views: 1,187
Attached frame with hole in wall.
 

Attachments

  • hl2-kleiners_lab2629.jpg
    hl2-kleiners_lab2629.jpg
    58.6 KB · Views: 1,090
Attached frame with explosion.
 

Attachments

  • hl2-kleiners_lab2630.jpg
    hl2-kleiners_lab2630.jpg
    60 KB · Views: 1,016
Yeah er? Is pic 2 sposed to be before the explosion?
PS. Those cabinets must be nailed in VERY tight :)

EDIT: Jumped the gun, posted before Frap did no.3
 
Yes, this is the real order!

But nevermind. I found this and it's funny and not something to worry about - I think!
 
Because it shot the hole! ;)

The way it stands there is very similar to the strider shooting in the well known video from the E3. So it seems the behaviours are also made very real even you don't see them.

Think you are going outside before Alyx is ready with her explanations you can maybe see the Strider shooting the wall in it's hole "glory". :D
 
Let's hope Valve will fix that in the final version...
 
Didn't we already go through this with the combine soldier dieing before the dumpster hit him? Valve already said that some timeing problems are present because you are watching a recording of a demo playback not real-time gameplay.

-Straylight
 
yeah, vavle said things that look shitty in the video dont look that way in the actual game
 
I don't think it looks "shitty". It looks interesting to me.

And even they not fix this and it is not a recorded demo issue noone will notice it while playing. The other timinig problems with e.g. the combine soldier dying are noticable while looking at the video playing at normal speed, this is not. ;)
 
I can't believe no one has noticed that the objects on tables cast shadows at the floor below the table yet, either.

Big deal.
 
Mmmh, it seems dynamic objects cast only their shadows on non dynamic geometry.

I already noticed this in the 600 mb video when Gordon fights against some combine soldiers blocking the door with a table. The objects on the table cast through the table their shadows and not on the table itself.
 
Anyone remember MAx Payne??? There used to be an outline on the walls where a triggered event like an explosion would take place... So before any explosion you could make out the lines of the part of the wall that was going to be blown out.... similar to the first picture posted here.
 
I watched that part several more times, and in my opinion it's not even noticable. The explosion comes so soon after the hole in the wall appears that I can't see it.
 
Gabe already said that the demo playback isnt perfect, so certain things are out of sync. This isnt true when your playing the game, only viewing a demo.

They never expected people to analise the thing frame by frame.
 
Anyone remember MAx Payne??? There used to be an outline on the walls where a triggered event like an explosion would take place... So before any explosion you could make out the lines of the part of the wall that was going to be blown out.... similar to the first picture posted here.

This is because the landscape is not dynamically lit. The same case is true for Hl1. any interactive geometry is not taken into account in the pre-calculation of the light-maps.
 
With the explosion wall thingy. I think it might(could) be to do with the way the stryders shoot. Remember in the E3 vid, when they blow through the building bit, just before he throws the 'F' 'U' at the stryder. They shoot by like warping the hell through the area in front so it sort of impoldes and explodes and acts all weird before having the smeg blown out of it. Looks slightly similar really.

Just an idea

Fuzzy
 
I was replying when I read the Fuzzy post...
I'm completely agree with him.
 
The thing is, you can't see the explosion UNTIL there is a hole in the wall.. think about it.. If the wall is still there, it'd be blocking view of the explosion. :D
 
Last edited:
No one really ****ing noticed, but goddamn deal. Who else her noticed it? :/
 
yup, not a big thing. on a pointless scale this thread is about a 6.5/10
 
maybe there is just a hole in the wall? it looks to be a very old building.
 
Personally, I just think this is the order that the Source Engine renders such things:
  1. Explosion/gunfire/etc. triggers destruction.
  2. Hole instantly appears. (the engine doesn't render the wall falling apart. Any debris would be an added effect.)
  3. Immediately after the hole appears (almost instantly), the explosion is rendered, along with particle debris and perhaps some dynamically rendered geometry, such as large pieces of wood/concrete/brick/etc.
IMHO, from what I know about game engines and effects rendering, that is the order in which the game logic works.
 
hmm, if a wall gets blown out...well then doesnt the wall blow before you can see the explosion? i mean...its common sense...you cant see the explosion before the wall comes out...because there is a wall in front of it...kinda true aint it?
 
Dam dud, the hole before the baaaaadaabbbom.

This is realy sad.

But
what i think is that the strider hit the wall with his legs maybe to break the wall then directly hit it with his/her plasma stuff.
 
Originally posted by Matrix302
Dam dud, the hole before the baaaaadaabbbom.

This is realy sad.

But
what i think is that the strider hit the wall with his legs maybe to break the wall then directly hit it with his/her plasma stuff.

If the Strider did that, it would most likely have fallen over.
 
I imagine source will work similar to hl1 in terms of breakable objects. An object is drawn by the engine, when it has sustained enough damage to "break" it then disappears and the debris for that particular item is drawn along with a blood / explosion / dust sprite to go along with it. By extracting each frame of the movie you can see this. The strider destroys the wall, source stops drawing the wall, and then cues the explosion/smoke sprites and the wall debris to be drawn. This happened one frame after another, and I mean if most people are running at 60 fps or higher that means that there is at minimum of 1/60th of a second between the wall disappearing and the explosion / debris showing up, no one has the eyes to catch that.
 
Originally posted by Matrix302
What do u mean he will fall ....dud?:flame:

If the Strider uses a leg to kick/knock the wall a bit, that leaves it with two legs to support it, which isn't very stable at all. The sheer force of kicking the wall may cause it to fall backwards..
 
Originally posted by Abom|nation
If the Strider uses a leg to kick/knock the wall a bit, that leaves it with two legs to support it, which isn't very stable at all. The sheer force of kicking the wall may cause it to fall backwards..

It can always use it head to knock the wall over too.

But have anybody noticed that you can see one more leg in front of the Strider?
Look at this pic and you'll see.
 
Could be a quick glimpse of a leg of a second strider.... or maybe there is more than one type of strider in HL2?
(one type with 3 legs, one w/ 4) :O
 
Originally posted by zEphyr
Could be a quick glimpse of a leg of a second strider.... or maybe there is more than one type of strider in HL2?
(one type with 3 legs, one w/ 4) :O

Yeah, but I always thought that it was only one Strider at that hole. :)
 
i see it now theres 2 striders. the one in the backgrouind shot the wall, and the one that gordon shoots at in the video is the one that ducks down. because you see how the leg isn't attached to the other strider insted it goes off the screen a bit?
 
Back
Top