PrivatePanic
Newbie
- Joined
- Aug 21, 2003
- Messages
- 82
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Hi everybody!
I'm from Germany, and I look forward to HL2 very much.
I wrote an e-mail to Gabe N. but received no answer at all... and because I see in the "Info from Valve ONLY"-Thread that Gabe uses to answer to EVERY mail, to some even not more than minutes after they've been sent, I came to the conclusion that my mails somehow don't reach him... maybe they get lost in the ocean, dunno
So I wanted to ask YOU, someone who's located in the US, to forward my mail to Mr. Gabe Newell and then post the mail w/ his answers into the "Info from Valve ONLY"-Thread.
I hope someone of you will be so nice
Anyway, here is my mail with my questions:
8<-------------------------------------------------------------------------
Dear Mister Newell,
I hope you find some time to answer my little questions
I saw the scene where the "sharp metal thing on top of the motor" cuts some of the zombies in halves in the tech-demo.
This and your quote about the crowbar being a "physically simulated metal bar" brings me to 2 questions:
1.) Would it also be possible to create sharp melee weapons like swords in a MOD, that behave realistic (cut soft stuff but recoil from hard stuff)? Would be cool to do a swordfighting MOD
2.) If a person falls onto a spike that points into the air, will the person become impaled to it? Or would he just bounce off.
Some other questions not related to the above:
3.) Would it be possible to apply effects on the live-soundstream from one player to another (the gamevoice), for example to create a radio that actually sounds like one, including static noise and the telephone bandpass?
4.) Is the physics engine capable of simulating physics in a zero-G environment? If on one level of a MOD the gravity would be 0, would the objects, the forces etc. behave realistically?
And one little request (if possible):
Since I only have a DirectX 8.1 capable card (GeForce4 TI 4400), I wonder what graphical FX I'll miss. You answered this question a million times yet, I know But I wanted to ask if it'd be possible for you to post some screenshots of the same scene with DX9, DX8.1, DX6.... hardware so that one can see exactly where the differences would be? Of course it'd have to be a screen with things on it that look different on the differend levels, for example water etc.
Thanks a lot for your time!
Sincerely yours,
Tim M.
PS. please don't mind my School-English
I'm from Germany, and I look forward to HL2 very much.
I wrote an e-mail to Gabe N. but received no answer at all... and because I see in the "Info from Valve ONLY"-Thread that Gabe uses to answer to EVERY mail, to some even not more than minutes after they've been sent, I came to the conclusion that my mails somehow don't reach him... maybe they get lost in the ocean, dunno
So I wanted to ask YOU, someone who's located in the US, to forward my mail to Mr. Gabe Newell and then post the mail w/ his answers into the "Info from Valve ONLY"-Thread.
I hope someone of you will be so nice
Anyway, here is my mail with my questions:
8<-------------------------------------------------------------------------
Dear Mister Newell,
I hope you find some time to answer my little questions
I saw the scene where the "sharp metal thing on top of the motor" cuts some of the zombies in halves in the tech-demo.
This and your quote about the crowbar being a "physically simulated metal bar" brings me to 2 questions:
1.) Would it also be possible to create sharp melee weapons like swords in a MOD, that behave realistic (cut soft stuff but recoil from hard stuff)? Would be cool to do a swordfighting MOD
2.) If a person falls onto a spike that points into the air, will the person become impaled to it? Or would he just bounce off.
Some other questions not related to the above:
3.) Would it be possible to apply effects on the live-soundstream from one player to another (the gamevoice), for example to create a radio that actually sounds like one, including static noise and the telephone bandpass?
4.) Is the physics engine capable of simulating physics in a zero-G environment? If on one level of a MOD the gravity would be 0, would the objects, the forces etc. behave realistically?
And one little request (if possible):
Since I only have a DirectX 8.1 capable card (GeForce4 TI 4400), I wonder what graphical FX I'll miss. You answered this question a million times yet, I know But I wanted to ask if it'd be possible for you to post some screenshots of the same scene with DX9, DX8.1, DX6.... hardware so that one can see exactly where the differences would be? Of course it'd have to be a screen with things on it that look different on the differend levels, for example water etc.
Thanks a lot for your time!
Sincerely yours,
Tim M.
PS. please don't mind my School-English