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#6821 |
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Join Date: 5th December, 2009
Location: England
Posts: 855
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Oh god I hopse so.
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#6822 |
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Join Date: 2nd May, 2009
Location: Owensboro, Kentucky
Posts: 1,816
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HAHAHAHA! Oh you guys are hilarious. I fully support that idea.
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#6823 |
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Join Date: 2nd May, 2009
Location: New York
Posts: 2,420
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#6824 |
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Actually, the mod Rocket Crowbar already made the longjump-module into a highjump-crushing device.
So if you use it underwater, do you immediately pop up to the surface like a jumping whale? |
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#6825 |
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Join Date: 2nd May, 2009
Posts: 382
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#6826 |
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Join Date: 3rd May, 2009
Location: My house, Malaysia
Posts: 2,337
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#6827 |
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Join Date: 3rd May, 2009
Posts: 1,251
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That's the twist! Now you can
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#6828 | |
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Join Date: 20th November, 2009
Location: Croatia
Posts: 105
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Quote:
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#6829 | |
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Join Date: 11th May, 2009
Location: Brisbane, Australia
Posts: 1,433
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Quote:
The player has a world model which is invisible to the player, but is used for spatial things such as enemy line of sight and working out if the player can crouch through gaps. Comrade Tiki is wondering if a ray could be traced to the lower portion of this model. |
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#6830 |
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Join Date: 14th February, 2010
Posts: 46
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Q: I know this question is stupid, because the mod is not released yet and it's definitively too early to ask this, but as we know, Episode 3 isn't coming this year (because of Portal 2 and the marketing strategy I guess). So, could you imagine to make an upgrade to the Source - Episode 3 engine someday? I think dynamic lighting and other new features would be a great addition.
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#6831 |
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Join Date: 27th September, 2009
Posts: 483
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I think they've said no to that in the past.
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#6832 |
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Join Date: 4th May, 2009
Location: Melbourne, Australia
Posts: 1,027
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The change to EP2 was complicated, and when they release EP3 will not be out yet, so 99.99999999% chance of it not happening.
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#6833 | |
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Quote:
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#6834 |
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Join Date: 2nd May, 2009
Location: Somewhere in Canada...
Posts: 1,944
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No, most of the lights are static, being added by VRAD during a compile. While possible, it's very hard on VRAD and file size to make all the lights be switchable, and elights (muzzle flash lights, flashlight) are expensive to render.
How much drown dammage is the player expected to take going through the dam? |
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#6835 |
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Join Date: 11th May, 2009
Location: Brisbane, Australia
Posts: 1,433
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Considering it's replenished upon surfacing for air, that's kind of irrelevant, no?
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#6836 |
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Join Date: 20th March, 2010
Posts: 1
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How good exactly will the graphics be in this game?
Is it comparable to half life 2 or more like half life 2: episode 2? Perhaps this is a minor issue for most people here but for a graphics junkie like me this would make a huge difference Thanks in advance! |
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#6837 |
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Join Date: 22nd February, 2010
Location: Germany
Posts: 1,599
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#6838 |
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Join Date: 2nd May, 2009
Location: European Union
Posts: 1,536
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Episode 2 or even better.
EDIT: |
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#6839 |
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Join Date: 5th December, 2009
Location: England
Posts: 855
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Hey, will we have tao cannons mo-
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#6840 | |
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Join Date: 20th November, 2009
Location: Croatia
Posts: 105
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Quote:
true answer is: it will be updated, if update comes out.... |
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