-----Original Message----- From: Tom ***** [mailto:****@****.com] Sent: Thursday, November 25, 2004 2:02 AM To: Doug Lombardi Subject: City 17 locking doors? Hey Doug, I'll try and keep this short and sweet. First off, congratulations to you and everyone at Valve for making the single best game the world has seen [right up there above Soccer, even]. Secondly, I've finally been spurred into action by the possibilities of not only source, but the world of Halflife 2 itself. I am researching the world of Halflife 2 in order to make a singleplayer mod based in a city near to City 17, where you play as a [silent, of course] freedom fighter. Among other questions, which I will leave for another email, I'd like to know how the locks on the doors in City 17 work? I've been looking at them [in my less than beastly machine, mind you], and I can't figure out how they work. I was trying to think up a way for the character to open the door to their apartment with a pass, or a keycode, or some form of identification. However, after looking at the locks themselves, I can't figure out how a person [combine or no] would authorise themselves as someone capable of access to that door. I've uploaded two images to a website in the hopes that you could help me with this problem. I want to try and keep the world as true to Halflife 2 as possible, and have as many things correspond correctly as I can. Locking/Authorisation device: http://img109.exs.cx/img109/8397/d1_trainstation_010046.jpg Other side of door [I don't believe this does anything]: http://img109.exs.cx/img109/1280/d1_trainstation_010049.jpg Thanks for your help, and again, my congratulations on making the best game known to mankind thus far, on both PC and console. Many thanks, Tom ***** ----------------------------- From: Doug Lombardi <****@****.com> Date: Thu, 16 Dec 2004 14:50:58 -0800 Subject: FW: City 17 locking doors? To: ****@****.com Hi Tom, I've asked a few folks around here about this, and each time they just start beating me relentlessly <g> Wish I could provide more. Sorry. Thanks for the kind words about the game, and good luck with your project and just let us know if you have any other questions, etc. Cheers
From: Chris Deeming [mailto:chris@halflife2.net] Sent: Friday, December 17, 2004 12:54 PM To: Gabe Newell Subject: Real or fake? I dunno, just seems really doubtful if you ask me. Yes, fake. Not sure if this is purported to come from someone here, but the "writters" part pretty much gives it away. It should be "writter." (From Marc Laidlaw)
Ben Davison <benjamindavison@gmail.com> Sat, Dec 18, 2004 at 11:37PM To: Adrian Finol <adrian@valvesoftware.com> Hi Adrian, You mentioned in a post to the hlcoders mailing list that the code for HL2DM will be out "soon" will "soon" be this year? I ask this because if it comes out within this year there is no point starting our MOD code wise, because the HL2DM code will fill in a lot of blanks for us. Thanks for your time. -- - Ben Davison - http://www.shadow-phoenix.com Adrian Finol <adrian@valvesoftware.com> Sun, Dec 19, 2004 at 12:17AM To: Ben Davison <benjamindavison@gmail.com> Hey Ben, Sorry but it wont be until next year. There's a couple of stuff we are working on that we want to get in the codebase before we release it. Take care. [Quoted text hidden] Ben Davison <benjamindavison@gmail.com> Sun, Dec 19, 2004 at 12:39AM To: Adrian Finol <adrian@valvesoftware.com> Thanks for replying Adrian. Do you mind if I share this with halflife2.net? Also is it just me or does HLMV crash whenever I close it. [Quoted text hidden] -- [Quoted text hidden] Adrian Finol <adrian@valvesoftware.com> Sun, Dec 19, 2004 at 12:58AM To: Ben Davison <benjamindavison@gmail.com> I belive David just fixed that HLMV crash on exit. And sure, go ahead and post it.
FROM Yahn Bernier about tf:s i asked can u please jus tell me antyhing or at least reply to my email thank you- a fan he said Hi, Nothing new to report yet. Thanks for writing in, Yahn makes me think is it canceled or has no work been done on it it lonng time... :frown:
Great stuff, keep the responses from Valve coming - we, just like the rest of the community, love to see this stuff :E
Ryan Sheffer to GabeN More options 23/02/05 (1 day ago) I didn't know who to send this too, but I figured because you were the big boss over at valve maybe you could help me with something or redirect this message. Ive been playing HL2 multiplayer and building maps to mess around in but I realised there was no swim animation for CSS and I thought this might be the same problem with HL2 DM as well but I don't know for sure. I do know that if you die underwater the water sound plays over and over. My question is, does valve plan to update the player models with a swimming animation so we can build those water world maps we all know and love, and fix the water sound loop? Plus someone told me that you can shoot underwater with any weapon in CSS. Thanks for your time gabe, you have truly made an amazing game and I cant wait for expansions and especially TF2. -- ~skidz ReplyForward Erik Johnson <erik@valvesoftware.com> to me More options 09:26 (8 hours ago) Hey Ryan, Yes, we will be adding this at some point. Erik -----Original Message----- From: Gabe Newell Sent: Wednesday, February 23, 2005 6:20 PM To: Erik Johnson Subject: FW: Player Swim Animation in HL2DM and CSS
Looks like we won't be getting the deluge of new content some of you suspected. The mythical "ATI levels" and "The Lost Coast" are indeed one in the same. My original email to Gabe: Response from Gabe after about 2 minutes:
I e-mailed Gabe and asked him 2 storyline questions -Did the Combine control the Xenians before HL1 -Are Race-X from Xen
-----Original Message----- From: Chris Deeming [mailto:chris@halflife2.net] Sent: Friday, April 29, 2005 8:37 AM To: Doug Lombardi Subject: Re: For immediate release Just a clarification about "VU Games will cease distribution of retail packaged versions". Does this mean as of August 31 2005 there'll be a new publisher for Valve's titles? Regards, Chris Deeming
Hi Jay, I saw the interview you gave for IGN and was wondering if the loading/streaming optimizations you've made for HL2: Xbox will find their way into the PC version of the Source engine. Generally, that's the plan. The xbox version of the Source engine is not the typical dead-end separate codebase you'd expect with a port; it's being developed in conjunction with ongoing work on the Source engine by the Source engine's original developers. Many of the xbox features have already made their way into the PC codebase. Some of the technology is xbox-specific, but will be implemented differently on the PC. (e.g. the xbox texture streamer takes advantage of the xbox's unified memory architecture and fairly transparent D3D layer - so we can use async DMA I/O to put a native-format texture directly into the chunk of memory that it will use. We can't get this done as efficiently on the PC because of necessary abstraction in D3D to support multiple video vendors.) Jay
Not sure if anyone here will actually care about this but it was being discussed at the BMS forums so.. I asked... Marc Laidlaw replied (very quickly I should add ) with...
-----Original Message----- From: Tom Edwards [mailto:youwish] Sent: Tuesday, June 14, 2005 11:20 AM To: Alfred Reynolds Subject: Data collection in Source I've been looking at ways to get a wider profile of my computer than the standard msinfo or dxdiag reports give. As well as SMART data from my hard drive and a few other useful bits and pieces (stuttering is the driving force here, not that it matters) I've come across the full might of vprof. With that, minidumps, and Steam there's a lot of from what I can tell unused data collection potential. I'm just curious as to whether you are considering tapping it?
Because this whole AdrianShephard/Gearbox/Valve thing has been pissing me off, http://photobucket.com/albums/a350/Darkjakk/?action=view¤t=adrian.jpg Didnt feel quoting stuff, But yeah. NOW WE KNOW.
From an email received today from Gabe:- Q) Do you ever invisage FPS technology that will allow us to engage in co-operative /multi-player play across differing maps at the same time without recourse to a principal server like a mmporpg? So for example on one map my avatar might flick a switch, which causes a door to open on another map that my friend tobes is playing on? (I'm not aware of any game that presently allows this, so forgive my ignorance if this is already possible). One of the first things that struck me about Source was the quality of the characters and it really got me thinking that there exists so much more potential for character driven games (especially co-op) however the one map scenario really restricts things in the sense that, the map exists as an objective to be overcome rather than a virtual space to be revisited. It's a complex question with a lot of what if's about it, but if you have the time to answer I'd appreciate it A) Yes. This is an idea that goes back to Quake 1. The issue is more game design and having a robust enough system for managing the economy. I don't know of any FPS company that hasn't thought about doing this, so I guess I'd agree it's a good idea that needs a lot of hard work to pull off. Q2) Are you looking with Steam 3 to add dynamic updates, so we don't need to restart to know whether there have been changes? A2) Yes. It's one of many reasons to move away from the connectionless approach we had for Steam 1 and 2.
marc: Those things came through during the portal storms, which continue erratically to this very day. Some of the critters came early (immediately after the Black Mesa Incident) and adapted to Earth. I think the poison headcrabs must have eaten something poisonous at one point, and liked it so much they added it to their repertoire. The bullsquids are around here somewhere. -----Original Message----- From: meh Sent: Tuesday, September 06, 2005 11:04 AM To: Marc Laidlaw Subject: so where did they come from? and where did they go? never really thought of this before, but... where did poison headcrabs, fast headcrabs and antlions appear from?? and will we find out where the all the bullsquids went? oh woe become us!!
marc: Hi, As you probably know, we don't talk about any of our plans until we've made public announcements, so I can't say one way or another. I will say that the Lost Week is one of my favorite parts of HL2. Marc -----Original Message----- From: Gabe Newell Sent: Tuesday, September 06, 2005 11:23 AM To: Marc Laidlaw Subject: FW: HL2 expansions -----Original Message----- From: meehh Sent: Tuesday, September 06, 2005 11:18 AM To: Gabe Newell Subject: HL2 expansions are there any current plans to develop a blueshift/opposing force style expansion pack in the near future for half-life 2? this is where the player experiences the half-life universe from another character's point of view. for example during the week (or 2?) gordon and alyx went missing (this part of the HL2 universe is begging for it, seeing as the player has no knowledge of what happened during the the time they were absent apart from that the uprising has begun) er yeah, thanks in advance
It's virtually certain. -----Original Message----- From: Gabe Newell Sent: Monday, September 05, 2005 2:41 PM To: Marc Laidlaw Subject: FW: just a quick question (i bet you hear that a lot!) yours -----Original Message----- From: meehh! Sent: Monday, September 05, 2005 2:35 PM To: Gabe Newell Subject: just a quick question (i bet you hear that a lot!) in one of the overwatch radio messages i heard: "rank leader, reminder: 100 sterilised credits qualifies non-mechanical reproduction simulation " so do the combine get rewarded with some 'you-know-what' for good work?? ;-)
CP/Metrocops are humans at the first level--basically unaltered volunteers. From here, if you are hardcore, you must volunteer for modification in order to become a soldier, so advancing in rank requires surrendering even more humanity. This stuff was certainly thought through in advance; sometimes we just make things up though. -----Original Message----- From: meh! Sent: Wednesday, September 07, 2005 11:25 AM To: Marc Laidlaw Subject: metrocops human? hi, A) are the metrocops standard humans who have not been brainwashed or augmented? from what i can tell: 1) Barny has managed to stay undercover as one undetected 2) The overwatch radio message "memory replacement is the first step towards rank privileges" suggests that if the CPs have to go through brainwashing of some sort and only then they are they granted access to higher ranks. 3) The overwatch 'non mechanical reproduction simulation' message, one can only but imagine. 4) The general 'human-like behaviour of the CPs compared to the soldiers, such as the can and the trash can incident at the start of the game also do you thoroughly think all of these kinds of things through when developing the story or do you hope that some fans dont overanalyse absolutely every small aspect of the story
Erik Johnson: Hi, The HDR solution we're going to ship will run on virtually any DX9 capable video card. It is a fairly expensive process, so if you aren't in the x800/6800 family of cards, then performance might not be OK for you. In our daily DoD: Source playtests I run with HDR on on a 9800XT and my framerate is fine for me, but you'll have to try it out on your card yourself. Hope this helps. Erik
To: Gabe Newell Subject: Father Grigori's age? How old is Father Grigori? He looks a little young.. Hi, Andrew, I am not very good at telling ages by looking at people, so I couldn't tell you exactly. To me, he seems just about old enough. Marc Laidlaw
Earlier post quoted for the sake of continuity:- A further response from Gabe received today to further questions following that email:- Q3) With respect to multiplayer/multi-map gaming (I think I just coined that phrase...) is it an area of investigation/development you see Valve looking into as a company? Or will you leave it to your competitors? Q4) No one really seems to have really picked up on the Imaged Based Rendering Technology (IBRT) that you mentioned in the interview. If I recall correctly you had stated that this was something that Gary McTaggart was developing originally for HL2 but never made the technology cut off deadline in 2002. It sounds quite an exciting technology based on what you say (Genuine ingame busy city streets would be gameplay nirvana imho as opposed to the sleight of hand techiques used in the GTA series). Obviously at the moment the focus is very much on the forthcoming HDR technology, however are we lightly to see a showcase of the IBR tech before the years end or will we have to wait till E3 2006? Also is it something that can be applied retrospectively like HDR (some levels in HL2 will get revised to HDR if I have my facts straight), or is it something that we are might likely to see exclusive to HL3. Q5) Single player or multi-player mods, what holds the greater interest for you personally? Kad
-----Original Message----- From: Helena Kjörling [mailto:ibizza@hotmail.com] Sent: Friday, September 30, 2005 5:29 AM To: Gabe Newell Subject: Hi! Hi Gabe! Thanks a million for taking time to write to me, it really means a lot! Yes my friend Colt is really special, a man who stands by his word. Ofcourse I have a million questions, but I don't want to take up too much of your time, so I'll try to keep it short. First and foremost, I was wondering a little bit about HDR. Will you use HDR in all your games from now on, or was Day of Defeat just a try-out? It's really amazin by the way, what technology can do these days, makes the games look more and more realistic. And another thing, I read somewhere that you weren't gonna use HDR in HL2, but when I played last night (for the fifht time) and HL2 upgraded, I saw that I now could use HDR? Anyway, that's amazing and it took me by suprise! I talked to Erik Johnson about selling and sending poster and stuff outside USA, and he told me the sad news that you don't do that? I hope in a near future that you'll be able to, because I would die for a Gordon-poster (well almost ) Specially from you guys at Valve (ofcourse I can buy one from ebay or whatever, but so not the same thing!) My last question is just one for fun. How long did you think about making a game like Half Life 2, before you actually did it. I mean, where you "before your time" and wishing years ago that a game like Half Life 2 would be possible to make, but the technology only allowed you to make a game like Half Life (not that that's a bad game, but the possibilities sure has changed since then). Or did you do Half Life and then though about Half Life 2? I hope you get my point.. just something I've been thinking of Again, thanks a million for your time! It's really wonderful to see that you takes time for your fans, makes us love you guys at Valve even more! Best regards /Helena, Sweden ----------------------------------- Hi, Helena. HDR is a pretty useful technology, and we expect that all of our games going forward will incorporate it, and we'll be gradually be updating our older titles to take advantage of it as well. The HDR option is there, but the lighting, sky maps, env_cubemaps, etc... haven't been changed. It would take one artist about 100 days to go through and update everything, so we're waiting for someone to free up to go back and do that. Kathy, can you help Helena out on the poster? When you think about games you think about long-term and short-term at the same time. For example super long-term we know that people will have direct neural connections to games (e.g. the electronic vision systems have gone from 16 pixels to 3200 pixels in pretty short order). However we don't know even vaguely when this will happen (standard deviation of 10 years). We also can't really think of ways that this fact changes what we are actually doing as there aren't any long lead-time pieces of work we would need to do to be ready for this. That's an extreme case, intended to illustrate the kind of probabilistic thinking you do at a game company. Other examples are you assume the steady, rapid growth in graphics performance and functionality (easy to plan for), and you know that software is going to have to transition at some point to multi-threaded execution (hard to plan for). Gabe
From Robin Walker: ----- Our work on XBox HL2 has involved streaming a lot of our content (It streams everything except entity & brush data). Our plan is to move most of that code back over to the PC version so that everyone can take advantage of this. We don't have a timeframe for that yet, so I wouldn't rely on that happening for you to succeed in your own projects. ----- Asked about passive-progressive map loading for seamless (or near seamless) level transitions on the Source engine. Good news i guess for the future!
That's my #1 feature. -----Original Message----- From: UnGooglable[mailto:noyoudont!@evillaugh.fu] Sent: Monday, October 17, 2005 1:32 PM To: Gabe Newell Subject: For Steam III What about setting your settings like nickname, keyboard controls etc. in the Steam itself instead setting up things in every game again and again. Would come handy wouldn't it? Cheers, xxxxxxxx
Day of Defeat: Source retail I emailed Doug Lombardi about a DoD:S standalone retail version, and this is what he responded with.. My e-mail: -----Original Message----- From: Jeff [mailto:nospam@nospam] Sent: Friday, December 09, 2005 2:23 PM To: Doug Lombardi Subject: Day of Defeat: Source retail packages? Hello Doug, I was wondering if you could tell me if there are plans to release Day of Defeat: Source as a standalone retail package, and if so, when this might happen. Currently, all I can find in the stores is DoD:S bundled with CS:S, but I already own CS:S so I don't really want to purchase it again just to get DoD:S. I would purchase it through Steam but can't due to lack of a credit card. Thanks in advance! Jeff His response: Hi, Yes. A stand alone retail version is coming in early February for about $20. Cheers
CS:S future models http://forums.steampowered.com/forums/showthread.php?s=&threadid=381817&perpage=15&pagenumber=1
I recently emailed Gabe, congratulating Valve on EP1 and asking them to put some Team Fortress merch in the store... this is the reply: \o/