HL2 maps too small for INF.

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Logan6

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Dec 23, 2003
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Well, Im glad someone finally realised that HL2's maps are too small for INF.
Only got a few words to say about it. UT 3000 :) Worth the wait.
 

yurch

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May 21, 2001
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HL2's maps are too small for a specific vision of inf. Maps can still get just as large as RTK. Larger if things are produced in a smaller scale.

Sorry to ruin your plans.
 
Apr 21, 2003
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Ok, what is the RL engine?

I remember Project IGI, which is based on a flight simulation engine. The maps are practically endless. Thank god that the game is unrealistic, lol, the guy is running like a gepard and jumping like a monkey. I was passing 2 mountains in 40 Minutes and the map still didn't end.
 

ravens_hawk

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Apr 20, 2002
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RL = Real Life
And I'm assuming that maps as large as RTK will likey have more detail than in its current version. What we really need is just something with less "engine limitations" :D

PS Does anyone have sites with map examples for HL2? I've played the demo and those were on a fairly large not sure if MP would be different though...
 

Kibbles-N-Bits

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Dec 7, 1999
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I always enjoyed CQB in INF. The HL2 engine offers the perfect environment for indoor areas where we can finally use tables and chairs and crap to block doors or as cover... moving stuff around as we wish. From what I have seen, I think we could have fairly large-scale outdoor maps as well without too much difficulty.
 

Freon

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Jan 27, 2002
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Psychomorph said:
Ok, what is the RL engine?

I remember Project IGI, which is based on a flight simulation engine. The maps are practically endless. Thank god that the game is unrealistic, lol, the guy is running like a gepard and jumping like a monkey. I was passing 2 mountains in 40 Minutes and the map still didn't end.
A friend of mine once stuck his forward key with duct tape and went to sleep. On the morning the IGI guy was still walking. The maps are endless ;)

Kibbles, it may not look obvious, but HL2 maps aren't big at all, and the view distance is even shorter because of the fog.
 

(SDS)benmcl

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May 13, 2002
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Kibbles-N-Bits I have asked this in several places and no one has given me a clear answer. When using such physics as you describe in Half Life 2 in multiplayer are all the objects positioned in the same place for every player.

That barrel I knock over to provide cover is the same for everyone?

The reason I ask this is that I know that there has been claims of phhics in other games yet not multiplayer.
 

yurch

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Considering vehicles in games like ut2k4 use 'physics' as well, I'd say this particular fear is unjustified.

Yes, the locations of what are deemed important physics objects in HL2 are replicated. You couldn't have a grav gun that with the function of killing people otherwise. :p
 

(SDS)benmcl

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The reason I asked is that I do not play any source game online so I did not know. I know it was an issue with UT2K4 that has been fixed. (Not advicating UT2K4 just mentioned it as an engine with a multiplayer physics issue.)
 

yurch

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I'm not aware of any 'issue' that existed, per se. Physics are often expensive to calculate and send, making them clientside is a common path of least resistance, especially when they can be made inconsequential to gameplay. This is usually a design desicion, not a bug. HL2DM ragdolls are client side, if I remember correctly. Sending the info out to make a multi-jointed object the same for every player just isn't worth it in a deathmatch setting.