*VIVENDI UNIVERSAL GAMES ANNOUNCES PLANS TO LAUNCH THE MOST ANTICIPATED
PC ACTION GAME OF 2004*
/Half-Life/® /2/ to Ship to Retail Outlets Globally This Holiday Season
*LOS ANGELES (October 18, 2004)* – Vivendi Universal Games (VU Games)
today announced that /Half-Life/® ,/2/, the sequel to one of
Jeffrey "botman" Broome wrote:
Alfred already said...
"It should be soon (weeks, not months), we are working on it right now."
righto - just curious really as to whether it'd be along before or
simultaneously with the game. I'm feeling a bit impatient, I guess. :p
-randomnine-
_
VC++ 6.0 here, though if the whole SDK compiled for windows under gcc
(say mingw) that'd be cool too.
-randomnine-
Alfred Reynolds wrote:
I just want to do a quick straw poll of how many people on this list
DON'T have access to MSVC.NET or above for their MOD development (we
hope to only release MS
Steven Guy wrote:
or you could setup a custom build in VC6 to use a batch file that
builds the
files using the vs.net compile tools
...and give up debugging functionality in the process.
-randomnine-
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I definitely remember a bandwidth test on CS vs CS:S when the latter
first came out. They were about even.
-randomnine-
tei wrote:
Inversion for cybercafes can be too high, has HL1 still ran well on
existing hardware. A new engine may need a huge investement on new
hardware (mostly a new 3d card 20
Aye, there were some things that have been done better by other engines,
but Source is hardly weak in that regard itself. The character
technology is way beyond anything out there. Though much of the
scripted-sequence stuff could be considered just set-piece animation and
thus nothing new - when yo
Technically you're in the Mark 5 now, not the Mark IV. :p There were a
lot more sound effects that were recycled, though - weapons, doors,
machinery, enemies - and to me they kinda sounded out of place against
the new sounds and visuals.
-randomnine-
They had to reuse the sound tracks, you're still
Hey, there it is.
Didn't most people say they were still using MSVC++ 6? I know I am. Any
chance of project files? If not, how about a makefile for g++?
Digging the documentation so far. It's good to have something there.
-randomnine-
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Does this include logical entities? Natural Selection was bumping up
against the 1024 entity limit in HL1, and now with larger maps, map
scripting through logical entities and potentially much higher player
limits, I could see some problems.
-randomnine-
Yahn Bernier wrote:
The engine currently has
I liked how the patch rolling out HL2DM stopped all Steam programs -
including HL2 SP and Codename: Gordon - from working entirely for
several hours for a number of users. Seemed like a good quarter or more.
There's a reason why companies looking at corporate auto-patching
systems always insist on
Use 0.001 for the delay between the think events. Add another variable
to the Strider giving the next 'real' think time, and only process the
Strider think code every 0.1 seconds. Like this:
void Strider::Think()
{
if (gpGlobals->curtime <= nextStriderThink)
{
// perform strider think code her
Consider a mod using some kind of persistence to track stats, or reward
players across games for putting in effort. This isn't so far-fetched; a
mod could easily be a multiplayer persistent RPG somewhere between the
instanced worlds model of Guild Wars and the more general model of
shared worlds co
So why should I make it easy for you?
-randomnine-
Pavol Marko wrote:
About your stats-issue:
You can't trust my server. The minute I have your binaries on my server,
I can change their behaviour without any server plugin. I could just
disassemble and patch them. I could actually not run a server a
You can't trust clients, either. That doesn't stop us - or rather, Valve
- working hard to make sure we can trust them just enough to keep
cheaters out of our games.
Developers of any multiplayer game have to engage in this arms race.
It's nothing new. The point isn't to eradicate cheating, but to
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