Future Engine: Half Life 2? Yay? Nay?

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Apr 2, 2001
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I guess you are talking about INF 99?












To be released in 2099 coded by Beppo's grandson. All this AI stuff and vague mission description is not going to work in Multiplayer scenarios anytime soon.

But nice idea anyway ;)
 

jayhova

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Feb 19, 2002
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Nukeproof said:
Why not aim for new features not seen in realistic shooter by now like:

- per polygon hit detection with sophisticated damage system
- in game voice communication (i.e. distance based + radio comm)
- destructabile environment (trees, buildings etc.)
- dynamical mission (something like DEAS)

This is my point of course. Why reinvent the wheel?

As far as Ubi/Crytek supporting the mod comminity it's not really a question. They are going to support the modding community. The plan is to release the SDK this month (probably in just a few days but we'll see). This was the plan all along from the game's creation. It simply makes good business sense to do so. Modding far extends the shelf life of any game. Look at Half-life, Quake, and Unreal. Modding greatly extended the shelf lives of these series of games and in some cases created a secondary market where the developer could sell the engine again to someone else. In the case of CS a whole new game was created straight out of a mod.

As far a the Crytek engine being too realistic already, I don't really care anything for providing the team more of a challenge. The game has plenty of things that need changing to make it INF like: Realistic carrying capacity and hard point system, realistic weapon change times, an endurance system, realistic use of armor, realistic wounding, realistic movement speeds, ironsite aiming, realistic view bob, simultaneous scope and normal view.

Of course there are already a whole slew of things that would not have to be done because they aready exist in the game: leaning, proning, stealth, binoculars, intellegent bot AI, etc.

There are already a few things in FC that most of us would want to see: vehicle use, damagable/destuctable items, etc.
 

Manticore

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HL2 is not for me......

(SDS)benmcl said:
At the moment when it is released is anyones guess. Don't listen to Valve because they have been lying about it for sometime.

Steam sucks and the more they try to fix it the worse it gets.

Valve has been treating their community like **** for some time. I just hope its not being considered.

MY opinion and choice is that I would not follow a mod to any engine from that developer or their distributors...........

(SDS)benmcl said:
There is no point jumping to an engine without support...............

UBI and Valve do have a track record. A bad one..................

And that is why I hold that opinion and to that choice. There has just been a HL2 thread over at BU forums proper that examined some of those elements..........

http://forums.beyondunreal.com/showthread.php?t=137410
 
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(SDS)benmcl

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May 13, 2002
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Doom 3 is worth considering. My major concern at the moment is multiplayer support. I heard rumours about limitations but we all know about rumours. re my post about the Far Cry SDK out on June 15th.
 

mute_dammit

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Yurch said something about Doom 3 too; dunno if he was kidding or what, but I've always preferred id's engines from a game player's standpoint. I don't know anything about modding Doom3 though; last info on modding an id engine I saw was from Quake 2, and that required - I think - straight c++. Have they changed this?
 

mat69

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What I heard so far is that there won't be any limitations to the multiplayer, according to a recent interview, the 4 players only is just for Doom3 but can be easily changed by mod-teams. But is the DOOM 3 engine capable of big landscapes?
 

})FA|Snake

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Its starting to get annoying, is it just me or is it "the cool thing to do" to hate Valve and Half-Life 2 lately? You don't create one of the greatest single player games of all time, and then create by far the most successful mod community of all time, by accident.
 

(SDS)benmcl

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You are correct Snake13. The problem is not what they did with the orignal Half Life and the support of the mod community back then. Dispute what I think of CS they did do a lot of good.

The problem is that they seem to be going out of their way to piss off the community that made them what they are today. Sorry but out and out lieing to the community is not how to win people over.

Also saying you are releasing an SDK then suddenly releasing a limited version of the SDK was not the brightest move.

Take a stroll through the Steam forums to see how well that is going, although I will admit that it seems to be improving.

Its not a case of what they have done in the past but what they have done in the last year.
 

Manticore

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No.........

Snake13 said:
Its starting to get annoying, is it just me or is it "the cool thing to do" to hate Valve and Half-Life 2 lately? You don't create one of the greatest single player games of all time, and then create by far the most successful mod community of all time, by accident.
No. I actually hate HL1, Valve and, you forgot to mention, Sierra and have done so for years. I wouldn't pay for their software.........
 

Turin_Turambar

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Note: In the end Doom3 will have a client/server structure. In theory, the max player limit will be more wide.

But i don´t know about open levels and stuff. We will play the game soon, let´s see...
 

geogob

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Manticore said:
No. I actually hate HL1, Valve and, you forgot to mention, Sierra and have done so for years. I wouldn't pay for their software.........

I'm just curious, but I would like to know why you hate

- Half Life 1
- Valve
- Sierra

To hate one software and two companies so much (and for so long), you must have a darn good reason. Hatred is a pretty intense feeling... I have to admit that there isn't much I hate in life. That why I'm curious. Maybe there's something I missed about this software and those companies, somethings that my influence my judgement about them. Please enlighten me.
 

Manticore

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...in closing.......

geogob said:
I'm just curious, but I would like to know why you hate

- Half Life 1
- Valve
- Sierra
Basically because they don't support their product well in the after sales phase of it's marketing.

For instance with HL1 there were still bugs in the code that were not fixed years after its initial release. Player models would get stuck on lifts and Sierra's fix was "crouch a few time and see if it unsticks the character". No code, no patch; just crouch a few times...

How slack is that? Player movement/character control is a fundamental part of FPS coding.

Anyway there was a bit of thread about this type of thing and HL etc. at Beyond Unreal and some of my opinions are in there if you really want to know:

http://forums.beyondunreal.com/showthread.php?t=137410
 
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})FA|Snake

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half-life wasn't supported? are you kidding me? it was basicly used as a test bed for every new tech valve was considering for future games. how many other companies re-write aleady good netcode from scratch in a patch. how many other development groups have you seen write mods for the game and then release them in patches?

sorry but if you think half-life had no support post-release then your ****ing insane
 

Manticore

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IMO

Snake13 said:
sorry but if you think half-life had no support post-release then your ****ing insane
If you think that releasing new software or mods based on an engine that continued to have massive faults in it during it's life, including network optimisation problems, is a form of support then you're equally ****ed in the head. That's actually exploitation marketing....

But then I never went in for games where you basically run around and shoot up headless chickens and pigs....

.......or have to complete ***** jump puzzles.
 

})FA|Snake

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If you think that releasing new software or mods based on an engine that continued to have massive faults in it during it's life, including network optimisation problems, is a form of support then you're equally ****ed in the head.

well thats funny, masive faults? like what? you mean like using ****ty hit "cylinders" that are hard-coded into the engine... or wait no thats the UT engine which after 6 years still hasn't caught up to half-life. Or maybe that crappy player limit.... **** wait no its the UT engine which just finally got bumped up to 32 players.

please all knowing one name an engine which does it better, bonus points if you can find one released in the same century
 

Manticore

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Try reading the thread next time...

Snake13 said:
please all knowing one name an engine which does it better, bonus points if you can find one released in the same century
1. My position in this thread was not about the technical performance of any engine, it was about the fact that some engine(s) are repaired with patches when there is an obvious fault. That has nothing to do with the engine's specifications. As others in this thread have said Valve/Sierra treats their community like **** and has been doing so for years. Their lack of decent and functional fixes for fundamental engine faults bears that out...

2. Anyone who doesn't agree with your narrow-minded point of view is '****ing insane' which just shows you have no cogent argument or counter-argument. Therefore you are '****ed in the head'.

3. If you are so into the HL engine and down on Unreal Technology why are you bothering with Infiltration at all?

4. No one is denyng your right to take it up the arse from Valve/Sierra but you are obviously not interested in other peoples' right to an opinion you pathetic little dweeb.
 

Domino

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Let's keep INF in the Unreal family, so to speak... why make things complicated by starting with a new engine? The team knows Unreal Ed like none other... and on top of that, Unreal Tournament 2004 is a solid and powerful engine.

Epic Games has an amazing track record, huge modding community, and gigantic player base backing it's UT2k4 engine... the choice is simple, stick with Unreal!