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Originally posted by Fenric1138
Where's Swiss Tony when you need him, he could explain the grenade. "You know, throwing a grenade is a lot like making love to a beautiful woman, first you pull out the pin, then you take aim, point in the right direction and launch it to its target, then you quickly lay down and wait for the explosion"
Originally posted by NSPIRE
LMFAO. Awesome quote, lol.
Originally posted by NSPIRE
Ditto, gh0st.
I hope it's pretty much like the way we saw it in the videos, except I hope that they change the way the Combines etc. react when they're hit by bullets. 'Cuase I know this has been talked about many, many times... but shit, it just doesn't look / feel like you've hit them when you're rippin' through their flesh with that MP7-looking'ish SMG and it's lovely little 9mm bullets... OF DOOM! O__o
Sorry... got a little bit carried away, heh.
Originally posted by ConSeannery
i hope theres cool bullet wounds that map onto the character model wherever you shoot them, like in doom3 and the rainbow 6 series.
this game will get an 18+ Mature rating just like half life 1 did. so many developers are kiddifying the games nowadays. Max Payne 2 developers publicly stated they had made max payne for an adult audience, and game content is for adults =D. i hope hl2 follows the same path... kids can see people getting blown up for real on tv any time they want, so who cares if they see some fake dude get worked =D
Originally posted by Sp00fman
btw, valve should add blood effects for fall damage, Always liked those blood pools like in the local shopping mall
Originally posted by GhostValkyrie
Blood Pool? Shopping Mall???
Originally posted by Sp00fman
yeah, here in Holland supermarket-personnel are killing suspects of shoplifters these days.
I bet they went wacko when HL2 was delayed.
Originally posted by flycrusher
Sorry folks but in HL2 when a guy is dead, after the ragdoll effect he lose his physics and becomes immaterial and disapear quickly as in the good all times. Crates also break as in HL1, just a bunch of little wood splinter that disapear almost immediately.
Those disapearing corpse are needed to keep the poly count as low as possible for the low end PCs. I hope we could set it as in some games like Call of Duty. It's the same for the splinters, you can't add many new entities without seeing the framerate dropping quickly.
Just try in Call of Duty to set the body count to insane and in a large battle the framerate will drop to 3 or 4 FPS even with a 3 gig CPU and a Radeon 9800 pro.
You can't manipulate a dead body with the Phys gun, you can't make a grenade blow a combine like in the video with Barney. It was scripted to give a nice effect. In reality a grenade will just make a combine jump a little and fall aside as in the real world. Maybe those combines were sat on a explosives box!!
Some models show damage at the impact, but the damage disapear after a few seconds. So if you shoot an armored guy, you will see the armor wore down, but if you stop it will get it's first state after a while.
But what bugs me alot it's to see a ennemi getting a lot of lead, just flinch a little and continue to run and fall dead after one more shot.
It would have been nice to implement a better AI to show a wounded ennemi having a much realistic behavior.
It seems that we maybe ask to much from Valve, they already have made a very good job and they have still plenty to do. The game has been made to be playable even on actual low end PCs. And the game as it is is not so bad anyway, i just hope that it will be possible to set up those effects if the PC can stand it so the experience will much greater.
So all the modders will still have nice things to add to make it still more perfect.
Originally posted by flycrusher
Sorry folks but in HL2 when a guy is dead, after the ragdoll effect he lose his physics and becomes immaterial and disapear quickly as in the good all times. Crates also break as in HL1, just a bunch of little wood splinter that disapear almost immediately.
Those disapearing corpse are needed to keep the poly count as low as possible for the low end PCs. I hope we could set it as in some games like Call of Duty. It's the same for the splinters, you can't add many new entities without seeing the framerate dropping quickly.
Just try in Call of Duty to set the body count to insane and in a large battle the framerate will drop to 3 or 4 FPS even with a 3 gig CPU and a Radeon 9800 pro.
You can't manipulate a dead body with the Phys gun, you can't make a grenade blow a combine like in the video with Barney. It was scripted to give a nice effect. In reality a grenade will just make a combine jump a little and fall aside as in the real world. Maybe those combines were sat on a explosives box!!
Some models show damage at the impact, but the damage disapear after a few seconds. So if you shoot an armored guy, you will see the armor wore down, but if you stop it will get it's first state after a while.
But what bugs me alot it's to see a ennemi getting a lot of lead, just flinch a little and continue to run and fall dead after one more shot.
It would have been nice to implement a better AI to show a wounded ennemi having a much realistic behavior.
It seems that we maybe ask to much from Valve, they already have made a very good job and they have still plenty to do. The game has been made to be playable even on actual low end PCs. And the game as it is is not so bad anyway, i just hope that it will be possible to set up those effects if the PC can stand it so the experience will much greater.
So all the modders will still have nice things to add to make it still more perfect.
Originally posted by flycrusher
Sorry folks but in HL2 when a guy is dead, after the ragdoll effect he lose his physics and becomes immaterial and disapear quickly as in the good all times. Crates also break as in HL1, just a bunch of little wood splinter that disapear almost immediately.
Those disapearing corpse are needed to keep the poly count as low as possible for the low end PCs. I hope we could set it as in some games like Call of Duty. It's the same for the splinters, you can't add many new entities without seeing the framerate dropping quickly.
Just try in Call of Duty to set the body count to insane and in a large battle the framerate will drop to 3 or 4 FPS even with a 3 gig CPU and a Radeon 9800 pro.
You can't manipulate a dead body with the Phys gun, you can't make a grenade blow a combine like in the video with Barney. It was scripted to give a nice effect. In reality a grenade will just make a combine jump a little and fall aside as in the real world. Maybe those combines were sat on a explosives box!!
Some models show damage at the impact, but the damage disapear after a few seconds. So if you shoot an armored guy, you will see the armor wore down, but if you stop it will get it's first state after a while.
But what bugs me alot it's to see a ennemi getting a lot of lead, just flinch a little and continue to run and fall dead after one more shot.
It would have been nice to implement a better AI to show a wounded ennemi having a much realistic behavior.
It seems that we maybe ask to much from Valve, they already have made a very good job and they have still plenty to do. The game has been made to be playable even on actual low end PCs. And the game as it is is not so bad anyway, i just hope that it will be possible to set up those effects if the PC can stand it so the experience will much greater.
So all the modders will still have nice things to add to make it still more perfect.
So u grab a headcrab u grab a pot put headcrab in pot and put it over a fire will that make some headcrab stu?Originally posted by Shuzer
First off, this entire post is baseless. Saying the bodies disappear after they die is not only ludicrous, but insane. Second, if you're basing this on the stolen build, don't (not to mention none of the bodies disappear in the stolen build).
Second, the combine getting naded wasn't scripted. It's called RAGDOLL PHYSICS. Drop a nade under a combine, he'll go flying. They might've tweaked the way he reacted for the E3 video, but it wasn't scripted.
As for the damage indicators, you're still basing that on the beta. Also, regardless if those big splats of blood stay around, animation blending will be in the final product, so I'm sure most couldn't care less.
I e-mailed Gabe concerning physics interaction with dead bodies, didn't get a reply, but I assume it'll be in the final product because he did mention earlier on that you could pick up headcrabs once they're dead..
Originally posted by Lavrik
So u grab a headcrab u grab a pot put headcrab in pot and put it over a fire will that make some headcrab stu?