New CVG mag, new shots and hands on With Half-life 2...

Jackal hit said:
yeah i agree with those who say that parts of buildings will be destructible... or maybe just buildings in certain levels? say maybe levels that have large vehicles/enemies that would be capable of such a thing. it would be awesome to have even partially destructible buildings though.. like say, you run into a building to hide from a strider, ... and BLAM! strider shoots a huge gaping hole in the side of the building to get at you...
...but i've always had a feeling at least some large things would be destructible it would actually make the physics in game tactical, as valve has stated... beyond just objects that can be picked up and thrown. scripted or not, evidence of the destruction possibilities has been shown off in at least 3 e3 vids.

if that is true, then where can we hide from striders?
 
in the tunnels ;) (No beta talk, seriously, i'm guessing)
 
ferd said:
if that is true, then where can we hide from striders?

not sure... but "tunnels" sounds good to me... btw, i don't think an ENTIRE building being destroyed would be good game planning, i think buildings being damaged is way cool(like the example i gave). but, i dunno where one would hide. is it even possible to kill/disable a strider? i mean, i'm sure it is... but how tough are they? in any case, whatever valve does, i'm sure it'll be an adrenaline ride with those things walking around.
 
I remember reading a recent interview which says you can kill the strider and it will collapse on the ground...not quite sure though.

And Valve said that the bit of the strider destroying the bridge in e3 demo is not scripted. Therefore I think that every buildings will be destructible.
 
The most amazing thing in the scene where the strider blows off the building wall is, that the elements from the wall don't disappeart. They flew to the ground and almost hit Gordon. If you blew off a wall in Red Faction all the material just magically evaporated to the air.
 
Seppo said:
The most amazing thing in the scene where the strider blows off the building wall is, that the elements from the wall don't disappeart. They flew to the ground and almost hit Gordon. If you blew off a wall in Red Faction all the material just magically evaporated to the air.


Yea, but it won't stay on the ground forever....it will probably dissapear like the corpses.
 
I think it was probably a slight exaggeration by the journalist. As we saw from the Strider e3 video's (if the non-scripting it to be believed), I think building will sustain large amounts of damage whilst maintaining their structural integrity. I doubt you can blow holes through walls unless the level design dictates that you need to. However, superflous (spelling?!) structures can be destroyed (to a certain extent) just like the walk way in the strider video. The walkway was still there even after it was hit by the Strider, but it had sustained significant damage.
 
Quixote said:
How much of the physics engine do you guys expect to be in play in MP? All of it or most of the features like a destructable house for instance turned off.


I really want to know the answer to this as well, but unfortunately, Valve has said very little on the subject.

I just hope it isn't like in Far Cry, where pretty much nothing has the physical properties in MP except vehicles....the barrels and stuff that was so cool in SP are just static in MP.

I think this is part of a larger problem of many physics calculations being done client-side, with seemingly random effects every time it happens (maybe a part of the door falls off to this side this time, but to the other side next time). Because of this, it necessitates that much of the physics is left out.

I really hope that Valve found a way around this, b/c it would blow my mind to be able to puch a table and chairs in front of a door in say DoD2 in order to make my enemies have to blast their way in.
 
Didn't they say physics will be in MP, too? They mentioned a system where small things ie. cans, stones are simulated client side, and larger things that it is important to know the position of, ie. large crates you could hide behind, are simulated server side and the position is known to the client.

If they didn't do this you could end up hiding behind a box that isn't really there on your enemy's screen ^^
 
They did say that but then will those objects disappear or will the physics gun not be in multiplayer because if small things are in different positions on each client how could other players anticipate getting hit with those objects?
 
Quixote said:
They did say that but then will those objects disappear or will the physics gun not be in multiplayer because if small things are in different positions on each client how could other players anticipate getting hit with those objects?


Exactly.

But it is not like getting hit with a coke can would really make a difference.
 
TheWart said:
Exactly.
But it is not like getting hit with a coke can would really make a difference.

*Throws coke can at TheWart* think again biatch!! :devil:
 
also in the pc gamer mag the playtester said that he was trying to be stealthy and snipe out some combine with his crossbow, but at one point he accidently hit an explosive barrell and the combine caught on fire blew up into the air......landed on another explosive barrell made that one explode and killed the guy next to it......unscripted events at thier best....
 

!!!!!Since when is there a crossbow?, wow i didnt know... that is going to rock.. Anyother details form PC gamer you would like to give me..? :)
 
Crossbow.. interesting :D crossbow sux and is medieval crap, we must kill it
 
KurtCobain said:
*Throws coke can at TheWart* think again biatch!! :devil:

Depends if it's full or not, a full one could knock somone out.
 
Shameless Plug Zombocom For All Ur Zombo Needs!
 
If buildings are fully destructable, then the best way to keep things going performance wise would be to make the debris dissappear after a set amount of time. That would be wierd though, you would be in MP traveling to your favorite hiding spot in the map, only for it not to be there when you arrive. :naughty: Have campers that just wont quit? Just launch a rocket where they hide and watch a cave-in galore!
 
Back
Top