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)
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)
500 mb ![]()
Quote from SixThree500 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.
you can stream it here
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 ,\,,/
Thank god they finally added pumpkins to HL2. It was one of my main issues with the game.
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.
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.
Quote from Furyo2) 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.
QuotePlus, 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.
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.
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?
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 . . . . .
oh you're getting it.... no backing out of it now! ![]()
Believe me when I say there is always a way to fake it.
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