This is what I was talking about when I said disappointing. It's not fair to write the whole thing off because of the delays, they're going to look at the way they've handled things and come up with methods of solving problems if the gaming industry will allow them the chance. Delayed or not I'm sure they'll sell plenty and I don't believe for a second that anyone is going to not buy the game just because it's late.Episodic content=fail
That wouldn't be a bad idea. After all we'll have to download them individually!They could always cancel the package and sell them individually.
Thanks for the interesting diagram, ZoFrex.http://www.uploadthis.co.uk/uploads/ZoFreX/timeversusmen.jpg
They did.As a Valve related example, one team works on Episode One and the other on Episode Two. I wonder if they did that...
It does imply that. However it's not wholly that simple as there would still need to be communication between those two teams - even though they're making different products, engine updates would affect both teams.Thanks for the interesting diagram, ZoFrex.
That implies doubling the number of people but splitting them into two teams to work on two projects at the same time would be the best way to work instead of doubling the number of people working on one project.
As a Valve related example, one team works on Episode One and the other on Episode Two. I wonder if they did that...
Really? Faaark..."I'm seeing $30.00 at EB... and $30 on Steam... for HL2."
Half-Life 2, nothing else with it.. unless you count TLC, $29.95
Half-Life 2, Game of the year edition:
Not to mention you can pretty much get that at walmart, or whatever other store for $30.
Original CS was made by Jess Cliffe and Minh Le as a mod for the original Half-Life, before it was bought by Valve and they started working for Valve.the original CS is still hella popular today. if valve decided to delay that a year or two, who would have given a shit today.
You say Valve codes... noobish?! Who the hell are you to say that? And you think all the games Valve made are 'noob'? :|Summer of 07!! Good thing I just got WoW to pass the time. And good thing Vista finally came out as well. Sure Vista has had delays but...it's an OS. An OS does a bagillion things. C'mon Valve, stop coding noobish and code like a pro and move it! I was all excited for Episode Two cause of xmas...but pffffffffffffffffffffff. We got dumped on.
Yep, many late nights will be spent beyond the dark portal for me.Allright, more time for WoW:BC then.
It will add to the Half-Life universe, give you headache, and beat the crap out of Prey. :rolling:I'm interested to see if Portal will be anything more than just a clever gimmick. Although I don't doubt that the art for the levels will be polished, is there going to be a story or reason behind the game?
New dynamic lighting and shadowing system: A new dynamic lighting and shadow mapping system is being developed for Source, replacing the somewhat limp existing system. It will launch with the various other new Source features with Half-Life 2: Episode Two, expected to be released Q1 2007.
- Dynamic shadows in a map always react dynamically to every light source. (unconfirmed)
- Models can self-shadow and cast shadows onto the world and other objects.
- Dynamic shadows are more unified with static shadows and don't cast through models. (unconfirmed)
- Any object can cast multiple dynamic soft shadows.
- The player's flashlight casts shadows from models and world geometry.
Next-gen renderer: An upgraded rendering path is in development for future Source engine games on Xbox 360. PC and PlayStation 3 development is not confirmed, but extremely likely. No other details are known at this point. Possible features include support for the Shader Model 3.0 (Pixel Shaders) and DirectX 10.
Landscape and flora rendering: Large, open natural environments with heavy foliage, traditionally a weakness for the Source engine, will be supported as of Half-Life 2: Episode Two.
Soft-particle system: During the July 2006 Electronic Arts Summer Showcase press conference, Gabe Newell mentioned that a new soft-particle system will be introduced into the Source Engine in the upcoming title Half-Life 2: Episode Two. It was first demonstrated in the July 19 Team Fortress 2 teaser, which showed a remarkably realistic flamethrower in its closing moments.
Cinematic physics: During the July 2006 Electronic Arts Summer Showcase press conference, it was revealed that former Weta Digital employee Gray Horsfield, special effects destruction lead on The Return of the King and King Kong among other roles, is building a "Cinematic Physics" system for Source. GameSpy described the new system in their conference report:
The idea behind this is to give players the opportunity to experience in-game physics in action on a grander scale. As an example of Cinematic Physics in action, a clip from Half-Life 2: Episode Two was shown of a huge bridge collapsing across a vast ravine.
The system appears to add the following features to Source's physics simulator:
- Deforming objects — before, physics models could not be modified except through animation
- Dynamic crumbling of brush geometry — before, lines of separation had to be specified by the mapper
Cinematic Physics supports a keyframe system, but its exact nature is currently unclear. It could be that an animator creates a largely complete but low-detail sequence which then sees details added by the physics system, or it could be that an animator creates a handful of single-frame states which are then used as motion targets for the ensuing simulation (in a manner not dissimilar to the Endorphin NaturalMotion technology).
Either method results in a drastic reduction of developer input, thus allowing the creation of far more complex scenes than before with the same budget. It is currently unclear both whether or not keyframes are strictly required, and what number are needed to create a scene as complex as the bridge collapse demonstration.
Multiprocessor optimizations: As a part of the Source engine's transition to next-generation consoles, multiprocessor optimizations have been added, resulting in faster processing on PC hardware with dual or quad core systems and the Xbox 360 and PlayStation 3 consoles. Gabe Newell:
Yes. We definitely think that content needs to move forward. For example, one of the things we're reacting to is the speed at which microprocessors are coming out. So, Intel has very aggressively moved up delivery of desktop processors with four different cores; we'll have support for that in Episode Two, and we'll definitely go back to affect, you know, Episode One or Half-Life 2 or Counter-Strike Source, so they can take advantage of that. We'll definitely try to keep the existing games - especially the multiplayer games - current as technology evolves.
Valve has demonstrated the new multi core optimizations which use a multi-threading style they dub "hybrid threading." A Source multi-threading update and benchmark are expect to be released before Half-Life 2: Episode Two, though a date for either, or the content of the benchmark is currently unknown.