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..."
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
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'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?
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
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...
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)