Half-Life 2 - Lost Coast Details
Eurogamer.com has some more details on the mini-expansion cum tech demo that is "The Lost Coast". The release will be specifically for high-end PCs, and is intended to show off the places that Valve can stretch the Source technology into. From the article: "If you jump out of a dark space into a light area you're going to be blinded. It's going to be really bright until your eyes adjust. It can be used the other way around, too. Hide from a monster in a dark area and it will take a couple of seconds to go from a silhouette to detail..."
*insert obligatory sex joke with giggling here*
...HL2 cum tech-demo... Some perverts seems to have been poking with the physic engine again ;P
If you jump out of a dark space into a light area you're going to be blinded. It's going to be really bright until your eyes adjust Is this really any different than flashbang grenades we've seen in CS?
Perchance I am mistaken, but where are these "amazing" screenshots? Oh that's right, they're in the magazine that I have to buy to view.
So what do I call an article that raves about something that I can only actually see if I pay money? An advertisement.
How about we start labeling this fluff for what it is?
Theres some concept sketches up on IGN heres the link http://media.pc.ign.com/media/492/492830/imgs_1.ht ml
the concept sketches are in the center..the others I believe are just typical halflife2
I don't know if anyone remembers, but MGS2 faked HDR on the freighter level in the beginning (by fading sprites over the game camera), and while it was subtle it definitely added to the experience. I'm very excited to see how this plays. Although, I hope they don't go overboard with the blooming; games are starting to look like Mexican soap operas...
The release will be specifically for high-end PCs
Great! I look forward to playing this in 5 years when the components become affordable. That is if Steam is still running...
No battles to the death are recalled. Mumpsman can hit to attack and cause brainsmashing.
...I'd play Doom 3.
Hopefully Valve will make this concept work for the game, rather than the game work for the concept, which is what id was guilty of.
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Doer of bad deeds, screenwriter-wannabe
savagexp
I've been saying for some time I'd like to see a FPS incorporate light discipline and sound discipline - in other words, standing in a doorway with bright light behind you makes you a good target for the bad guys, waving your flashlight around needlessly lets the bad guys know where you are, making lots of noise lets the bad guys know where you are....
Imagine having to dive from a brightly lit room into a dark room quickly (in order to not get shot when you are in the door), then having to wait for a while to let your eyes adjust, then flipping a light switch and watching the bad guys shoot out the lights....
www.eFax.com are spammers
If you jump out of a dark space into a light area you're going to be blinded. It's going to be really bright until your eyes adjust. It can be used the other way around, too.
It seems to me that in real life, it's not the ambient light where your are that causes your eyes to react, but how bright what you're looking at is. Why should it make any difference that you've moved from/to a dark/well-lit area if you're still looking at the same object that is still illuminated the same way?
They can adjust the gamma.
Seriously, I'm assuming this is going to be cooler than the description.
What they described was just adjusting a global gamma based on some simple relation with a running average of light levels.
Great, maybe doom3 can take note of this and make your flashlight worth a damn.
I can't shoot them since I've got my flashlight out, but at least I can blind them!
Oh wait, it only worked for a couple seconds, munch.
for single player. Sounds like something that everyone would turn off in multiplayer though so they can show of their l33t skillz. That and turn up brightness so there isn't any shadows, increase thier POV range, and turn off all graphical prettyness so that they can run at 700 fps.
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you can see the night and day diffrence HDR makes by loading up farcry 1.31 and entering the HDR lighting command in the console with a geforce 6 series card. also you can google for screenshots
Just please say it won't have the bloom effect that we seem to see in every screenshot nowadays... it's okay once in a while, but playing a video game where every frame looks like a capture from "Sky Captain and the World of Tomorrow" can get annoying.
Real_men_don't_need_spacebars.
Everquest had the player characters 'eyes' adjust for many years now, when you step into a cave, the brightness slowly rises, when you step out, the glare slowly fades...
Indie game Nosferatu just got this feature about a week ago. Nice to see the quake engine development community pioneering features instead feeling like they have to be "as good as quake3/doom3/$NEW_FLASHY_GAME" It also strikes me that Source doesn't do bezier patches, which quake3 some years ago and now Qfusion have.
It just occurred to me that the true goal shouldn't be showing the world as "Gordon" (or whoever) sees it with motion blur and all, but to create a real environment, where _our_ eyes create the motion blur. Now that would be realism.
Does anywhere know which files, with the exception of config files, contain player information such as username, maps used or IP assignments. I'm curious as to what type of information is being stored in my game directory.
Okay, given that my 2.5 ghz machine won't be up to this - are there any alternative expansion packs I can download and play that are in a 90% finished state?
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Advanced lighting introduce a lot of new gaming strategies that correspond to real life.
How about having a level wherein a realistic sun moves over time (as it gets towards night). Shadows will move, causing good sniping spots to come and go. On a bright day, you might even want to sit in a corner right near the sun, so anyone looking towards you will be blinded as you snipe em.
A new function key could be added as well. How about closing your eyes so that you don't get blinded, or perhaps so that you can adjust for an upcoming dark room. Maybe a "shades" item might come in handy.
A lot of real-life tactical situations can evolve around light and shadows, so they would definately add a lot to FPS games, and perhaps even other genres such as RTS (moving in for the kill when the sun is positioned so that you have shadow from a mountain, etc)
It's only really dark in the beginning. Zombies die with two or three flashlight hits in the beginning, and they have to get lucky to hit you.
If they were blind, they wouldn't have a chance.
Of course, I'd rather build the flashlight into my chainsaw. They can't see me until the blade hits their eyeball!
Don't thank God, thank a doctor!