Half-Life 2 Mod Creation FAQ Released 33
blue2k writes "The VERC website has released a new official FAQ containing plenty of new information pertaining to the forthcoming, eagerly awaited Half-Life 2 SDK, and development with the Source engine." The FAQ answers such questions as how to get lip-syncing working in your mod ("To start with, you'll need to author keyshapes, or morph targets for each of your characters. Our facial animation system uses 34 keyshapes, 14 of which are required for proper lip-sync animation."), and co-operative gameplay in Half-Life 2 ("..we aren't doing a co-operative mode, but the mod community.. [particularly] Sven Co-op has expressed great interest in this.")
Re:One thing I have yet to see answered (Score:2, Informative)
Re:Developers not finishing their job? (Score:2, Interesting)
You could wait an extra three months while they add co-op play to Half-Life 2, or you can get it sooner, and in three months (or less), co-op play will exist from the mod community. The developers aren't saying they don't WANT co-op.
Re:Developers not finishing their job? (Score:2)
Re:Developers not finishing their job? (Score:2)
What you're describing is not co-operative gameplay, it's two guns shooting instead of one. Even that is non-trivial to implement - should the monsters scale with the increased number of players to keep the difficulty normal?
Anyway, I have not yet seen any FPS implement truly co-operative gameplay, it's usually just running around together shooting stuff, you never really depend on the other person. Sven co-op has got this dependin
Re:Developers not finishing their job? (Score:1)
Counter-strike (Score:2, Interesting)
Re:Counter-strike (Score:4, Informative)
Valve owns counter-strike now, remember. Valve will most likely port it.
I'd guess that the most work they would have to do with it, is making it behave very similarly to the old counter-strike.
Re:Counter-strike 2 using Source engine (Score:4, Informative)
CSNation [counter-strike.net] reports that it will.
Player's body (Score:2, Offtopic)
Re:Player's body (Score:1)
Re:Player's body (Score:1)
Re:Player's body (Score:1, Informative)
Tribes 2. (Score:2, Informative)
A visible legs & torso were just one of the many things that made Tribes 2 one of the greatest multiplayer games ever. Now I'm playing Planetside regularly I miss that feature.
I think the very first instance of this was the game "Tresp
Re:Player's body (Score:2)
For instance, I think Raven Shield's been the first shooter to at least start to implement something like a fluid stance, ie more than stand, crouch or prone (even prone
Splinter Cell isn't an FPS (Score:1)
Splinter Cell has a 3rd person playing perspective, ergo it is not an FPS.
Re:Splinter Cell isn't an FPS (Score:2)
Re:Splinter Cell isn't an FPS (Score:2)
Still the C++... (Score:1)
Shame they're not using a scripting language. I'm no stranger to C++, but it's a hell of a lot easier to mod a game with scripts. The best, IMO, was Jedi Knight's COG language.
Still, looks great! Can't wait to play with the SDK!
the half life2 left me wondering (Score:3, Interesting)
-it will work on a pIII800.
ok, this one didnt leave me wondering. I just laughed. I have a pIII600 and the radar map in ennemy territory makes my computer crawls, just because there is a lot of grass. Can you imagine the same on a pIII800 with LOTS of shaders, physics and ai as they showed in the video? That is a joke.
-the physics system:
look closely at the video.
In the physics part of the video, the melon breaks some time after having been shot.
In the gameplay part (with the booby traps), when the player destroys the wooden logs barring a door, they break before he actually hits them.
In the same part, look at the huge swinging iron bar, it stays swinging and it's in no way slowed down by hitting things or just by time. It looked like a scripted event in fact.
I have some doubts that the explosion which hurls the car is also scripted and not a "physics" event.
-multiplayer aspect of the game:
Watching the video made me shivers at the thought of the multiplayer games that can be made. But then, what can of connection can handle this.
Look at the "physics" scene, when the barrels come down and the wooden logs are being shot, now imagine 32 players doing the same, throwing fumes and hurling objects at the same time. What can of connection can handle this amount of datas flow? internet2?
If we're talking about degrading the size of the data flow, then we're talking about "killing" the physics system, then we come back to the regular old type of game.
-the mod scene:
If all i wonder above is in fact true, and they found a way to actually make all this work on a pIII800 and on regular dsl connection. Who is going to be able to actually make mods? Apart from a few really big and very well organised pro-like mod teams?
The models look like killers to do. And the map will need a terrible amount of work. Right now, some quake3 maps, which are quite simpler to do in terms of textures or modelling, take one year of work to their authors.
Look at the people who did q3f (and some of them did ennemy territory afterwards, if i'm not mistaken), they could do wonders with such an engine. But look at the time between the releases and now imagine that with an engine such as what they showed in the video. Can you say a lot of years between releases?
(*cough* team fortress2 *cough* has probably been in development for years and they are the authors of the engine)
Or maybe we're talking about mods not using this engine in its entire scope? Which would be a change since mods usually go beyong the engines they are built upon.
Re:the half life2 left me wondering (Score:1)
Re:the half life2 left me wondering (Score:2)
It is different from the way they presented it through the video. They presented it like a "real" physics system, tied to the material, now we have a bunch of behavior wich are either server side or client side and tied to the object.
It doesnt change much my wonderings:
If the gameplay in multiplayer is changed by the "physics" system, it means a lot of it will go in the server side. So we go down to the connection problem.
If a lot of it goes into client side, it means it wont affect that m
Re:the half life2 left me wondering (Score:2, Funny)
I think they meant, it will work on a pIII 800, for extremely high values of 800
Re:the half life2 left me wondering (Score:2)
Great mod site (Score:2)
Petition for a linux port of Half-Life 2 (Score:1, Interesting)
The creator wants to reach 5000 signatures before he sends it off to Valve.