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1up.com HL2 Ep.2 stuff

  • MJ
  • September 15, 2006 at 11:38 AM
  • MJ
    • September 15, 2006 at 11:38 AM
    • #1

    shows some new stuff of ep2. at the offices of Valve..

    WMP - http://zdmedia.vo.llnwd.net/o1/1UP/1ups ... 40x360.zip

    QT - http://zdmedia.vo.llnwd.net/o1/1UP/1ups ... 20x180.zip

    starts at 12:50 (also look at the Resistance stuff! omg)

  • MJ
    • September 16, 2006 at 3:58 AM
    • #2

    . . .

  • SixThree
    • September 16, 2006 at 5:34 AM
    • #3

    500 mb

  • ShaDoW
    • September 16, 2006 at 7:04 AM
    • #4
    Quote from SixThree

    500 mb

    Get the QT version then, its only 360mb.

    Very nice video, thanks for sharing MJ. I didn't realize attractive chicks were working on Portal. But in general, every time I see a video of Valve's offices it looks like one of those awesome places to work. Very comfortable, very talented people, nice atmosphere. And Episode 2 just looks awesome.

    Loved the offices of Insomaniac as well but it looked a bit huge. And the game they were developing looked mediocre (not in graphics but in gameplay), in the short footage of the game in that video I already saw a lot of returning elements, and the typical "clear area, gateway opens, new monsters arrive" Serious Sam gameplay.

  • MJ
    • September 17, 2006 at 10:30 AM
    • #5

    you can stream it here

    http://media.1up.com/flat/News/Videos/3 ... broad.html

  • hessi
    • September 17, 2006 at 11:47 AM
    • #6

    those ep2 outdoor scenes are amazing. i want to know how they did implement such wide range outdoor areas. i did try once and failed harldy all this alphatesting slowed down the speeds.

    valve got some cute developer chicks too rock/punk/emo ftw \,,/, X.X ,\,,/

  • insta
    • September 17, 2006 at 12:12 PM
    • #7

    Thank god they finally added pumpkins to HL2. It was one of my main issues with the game.

  • Furyo
    • September 17, 2006 at 12:15 PM
    • #8

    I really think it's completely unfeasible with our current Source engine. I expect huge enhancements to the engine with Episode II.

    Two examples: 1) The combine dropships escaping City 17 are NOT in a 3d Skybox, yet look at how far away they really are. 2) The seemingly simple strider blow to the barn, that makes it literally explode in 100 pieces. If you really want to accomplish that today, your frame rate will also explode at the moment of impact. Valve have always taken into consideration the lower end users, just remember how well HL2 ran on modest comps back in 2004. Following that same logic, I expect some enhancements.

    Plus, the official trailer showed something that looked very very much like models morphing (bridge destruction, Alyx falling). That'd be another new thing.

  • Zacker
    • September 17, 2006 at 4:31 PM
    • #9

    In addition the current detail spries is a huge demand for the engine. I tried adding just a bit of grass to my rally map which resulted in a 30% fps drop just for a few sprites.

  • dissonance
    • September 17, 2006 at 10:32 PM
    • #10
    Quote from Furyo

    2) The seemingly simple strider blow to the barn, that makes it literally explode in 100 pieces. If you really want to accomplish that today, your frame rate will also explode at the moment of impact.

    i'm working on a map with something like this in it, and it lags up with less than 50 physics models flying around the screen. that shot blew me away.

    Quote

    Plus, the official trailer showed something that looked very very much like models morphing (bridge destruction, Alyx falling). That'd be another new thing.

    i imagine that's just skeletal animation applied to some normally static models. cool effect, though.

  • ShaDoW
    • September 17, 2006 at 10:49 PM
    • #11

    They are cinematic physics, a sort of physics that is mainly calculated during the compile of the map, which takes off a lot of CPU strain in-game. Of course they won't be as dynamic as real physics.

  • dissonance
    • September 17, 2006 at 10:58 PM
    • #12

    oh. that's a cool idea. any idea if you can currently do that in source?

    well, you can do it with a bunch of func_trains, but is there an easier way?

  • General Vivi
    • September 18, 2006 at 1:59 AM
    • #13

    my god that was long... but the new stuff is cool. not sure if its cool enough to want to buy it but i did promise meo that i would get the next episode . . . . .

  • Meotwister
    • September 18, 2006 at 2:39 AM
    • #14

    oh you're getting it.... no backing out of it now!

  • ginsengavenger
    • September 18, 2006 at 8:42 AM
    • #15
    Quote from dissonance

    oh. that's a cool idea. any idea if you can currently do that in source?well, you can do it with a bunch of func_trains, but is there an easier way?

    you can always do a sim in maya and bake out the frames ^^

  • Fletch
    • September 18, 2006 at 3:16 PM
    • #16

    Believe me when I say there is always a way to fake it.

  • dissonance
    • September 18, 2006 at 10:06 PM
    • #17
    Quote from ginsengavenger

    you can always do a sim in maya and bake out the frames ^^

    but i, being poor, have only my... blender.

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