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Half Life 2 Death Match !!!
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Re: Half Life 2 Death Match !!!
Excellent :D
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Re: Half Life 2 Death Match !!!
i know... just think 20 people with grav guns 8o hahhaha 8)
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Re: Half Life 2 Death Match !!!
Booyah! Valve just earned +1 reputation point.
Flying toilets = Fun. |
Re: Half Life 2 Death Match !!!
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Re: Half Life 2 Death Match !!!
it doesn't surprise me... they would have needed to build a mini mod to release the source with the full SDK anyway :)
Now I'm still to download these 2 gigabytes, grrr. |
Re: Half Life 2 Death Match !!!
Heyyo,
PMB, fixed physics, they act like the SP physics. CS: Source just got pwned. ;) |
Re: Half Life 2 Death Match !!!
November 30 Steam update
HALF-LIFEŽ 2: DEATHMATCH Play it Now! -------------------------------------------------------------------------------- HALF-LIFEŽ 2: SOFTWARE DEVELOPER'S KIT Click to install the SDK -------------------------------------------------------------------------------- HALF-LIFEŽ 2: DEATHMATCH MAP CONTEST Read all about it! the full SDK is out too :D |
Re: Half Life 2 Death Match !!!
as a note... all teh servers i found had pings of approx 3000 :/
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Re: Half Life 2 Death Match !!!
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Its not so much that, physics entities in source have 2 different settings, 1 for multiplayer, and 1 for single player.. In CS:S, because the Grav guns arnt used, it only really needs the multiplayer physics, to help keep bandwidth low.. in HL2:DM, to use the gravitygun, you NEED single player physics :P I've seen CS:S maps use the single player physics, and tbh, it doesnt make much difference to gameplay, there are just about 6more spots to check as you run around corners ;p |
Re: Half Life 2 Death Match !!!
well, as long as you dont get bounced off things i'd say its WAY better then CSS! :)
w00t, HL2 DM!!! GRAV GUN FEST |
Re: Half Life 2 Death Match !!!
HL2 DM seems to suck.. connected to several servers with pings of about 20, all players inside have like, 300..
Those figures seem to be consistant with all servers i have tried.. Seems that not using multiplayer physics significantly increases latancy.. become a lag fest rather than a grav fest :/ |
Re: Half Life 2 Death Match !!!
Even if its laggy over internet, theres always LAN.
Edit: Just played it, and yead its laggy for me too, especially when you try to pick things up and throw them. My ping is low, but it still feels laggy. Its not so bad that its unplayable at least. |
Re: Half Life 2 Death Match !!!
Sweetttttttttttt
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Re: Half Life 2 Death Match !!!
awesome *updates*
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Re: Half Life 2 Death Match !!!
Heyyo,
Heh, I got it, played with it a lot, and it works a lot better. The bounce thing of CS: Source could be easily fixed, just make it so when players ram into objects they don't affect it at all, this bounce idea's the worst... Well, the physics aren't really split up by singleplayer and multiplayer, I should've phrased that better. They're split up more by like, complexity. CS: Source is very simple, very weak due to bouncing, while HL2DM is much more complex, and does take much more calculations n' stuff, probably what's resulting in these higher pings caused by massive amounts of calculations and synchonization. Don't forget, HL2DM isin't complete people, but at least it's playable. I played with a bud, and I was getting a ping of 72 and I had a pretty easy time catching objects that he threw at me... it was even funner to whip barrels at him and set them off with a revolver though. I also tought him that you can grab nades and whip them back at people, apparently this concept never came to him cause he whipped a few nades at me, and I grabbed one at my feet, shot it near him, and it bounced up into his face and exploded, it was soo beautiful. :) Oh, one fun thing to do is for that 1st map on the list? forget the name, but for the rocketlauncher little room? if you bud's in there, plug in the fan, it's fun. I got me bud while he was in there, I could hear him rustling aboot kicking around objects. :) Oh, PMB, HL2DM is a separate download, so if you wanna try HL2 without having to download the whole 2GB of SP? you can download the MP portion at least. ;) |
Re: Half Life 2 Death Match !!!
It ain't bad but is very laggy or something, get framerates higher than 30 fps most of the time but it's still pretty laggy or seomthing, it certainly doesn't feel like 30 fps
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Re: Half Life 2 Death Match !!!
I can't download Hl2DM? i think you need HL2 first....
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Re: Half Life 2 Death Match !!!
yeap, same here :(
guess I'll have to feel these 2 gigabytes sticked up my ass anyhow :) :) :) o_O :'( :'( :'( |
Re: Half Life 2 Death Match !!!
HL2 DM download was only 30 megs, so its not too surprising you need HL2.
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Re: Half Life 2 Death Match !!!
yes steam mounts both the CS:Source.gcfs and the HL2.gcfs to support HL2DM!
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Re: Half Life 2 Death Match !!!
Heyyo,
BTW, if you activate sv_cheats, you can do that "nav_generate" to create some nav paths for the ai, and then the "npc_create" to create npc's n' stuff.. but so far they don't do anything, I'm guessing cause of the removed ai scripts... now if there's some way to get them in HL2dm you can have a very cheap emulation of bot deathmatch... I just hope those ai scripts ain't in the .gcf files... I'll post later if I find them and implement them into HL2DM. ;) [EDIT] Btw, if you use the "help" command before a command, it gives a small description of that command, it's usefull to help you figure out commands... too bad I can't find commands to generate ai scripts. :P |
Re: Half Life 2 Death Match !!!
i just played hl2 DM and i must say apart for the minor lag (30 ping on servers screen 50-70 ingame) it's awesome, love the grav gun and crossbow :D
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Re: Half Life 2 Death Match !!!
MarD:
the command nav_generate is used for CSBot! Could VALVe possibly add support for HL2DM? I think it's just lazyness on their part. As I said in my above post, the CS:Source gcf is mounted to run the game, and that nav_generate command is in CS:Source as well. HL2's in game AI for monsters (npcs) uses info_nodes to navigate the map. It is kind of similar to the nav files, except thats all they do, tell the npc where they can/cannot navigate in the map. Everything else (hiding spots, combat code, etc.) is in HL2's AI. What you need to do, is place info_nodes around the map on all the walkable surfaces, keeping line of sight between each one, kind of like waypointing. But since, you didn't create the map, you may be able to add these using notepad. Has anyone tried this yet? Otherwise, you'll need an entity editor for source maps, and I don't think there is one yet. Hope this info helps! |
Re: Half Life 2 Death Match !!!
Heyyo,
Hmm, dead_bwoy, you bring up a good point with the nav meshes.... maybe that's why for HL2DM it requires the CS:Source GCF file too, probably bot support, cause the bot by turtlerock's less cpu-intensive than the HL2 AI I bet. I'll try n' dig around n' see if there's console commands for these nodes, I'm guessing no, but hey, ya never know eh? Hmm, now ya got me thinking, I guess the bots couldn't move around cause there was no info nodes, heh, so maybe it does use the HL2 AI script afterall, it's just missing what's required to get the bot to navigate the map... interesting how they diddn't at least try to implement basic movement into the bot with or without these nodes. Btw, there's no bot_add command, so so far, there's only the nav commands... maybe they plan on adding the rest once the CS:Source bot's done eh? |
Re: Half Life 2 Death Match !!!
Oops wrong thread sorry.
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Re: Half Life 2 Death Match !!!
if they put official bots in BOTH CS:Source and HL2DM they KILL the bot community !!!!!!!!!!!!
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Re: Half Life 2 Death Match !!!
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Re: Half Life 2 Death Match !!!
Heyyo,
Hmm, from what I've seen the CSbot's pretty good, but lots of people on CZ still prefer good ol' PODbot mm. So I'm sure it wouldn't kill the bot community, cripple the amounts of bots for the official mods yes, but not kill. I'm sure the United Bot you guys are making will be easily better than this official bot. ;) |
Re: Half Life 2 Death Match !!!
MarD:
About AI scripting... I did a little more looking through the entities and found a ton related to the game's AI: The info_nodes will take care of navigation, but the npcs (NOT bots!) may need other entities in order to work properly. It seems HL2's AI is still more like scripting... |
Re: Half Life 2 Death Match !!!
what I meant in my earlier post is that if it happens 90% of the players won't ever bothering going out and see what bots exist for the game they want to play, they'll stick with the default one, even if better alternatives exist... just like in Quake III
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Re: Half Life 2 Death Match !!!
Heyyo,
Hmm, yeah, I see your concern PMB, I'm sure if CS had a built in bot I would've never searched for one and found TEAMbot and then the rest of the bots... so yeah, maybe they will, maybe they won't. Valve's been pretty silent of any progress and stuff (and before they said that they were making HL2 with the help of the community... right. :P) [EDIT] Hmm, speaking of Quake 3 Arena, I never could find bots for Quake 3 Fortress... they should've made some for that instead. :( |
Re: Half Life 2 Death Match !!!
Although i fear the same as PMB. I think we still have a slight chance because we DID make bots in the early days (and a lot of HL1/CS 1.6 users DO know we did)... so if ANY new POD / REAL / JOE comes out. They'll surely give it a try if we get such news posted on CSNATION or HL2.NET
I played HL2DM, and actually the lag was not that bad! I mean, its been 2 days now and there where more servers ofcourse in our 'neighbourhood'. So that could explain it. Though, with a ping of 30 you play 'well'... and a ping of 50 sometimes causes chokes. Though it also relies on other player's pings. Its a start, and a pretty good one too. I bet they can optimize things a lot even, so lets sit and wait. I'd like to see some HL2DM bot first ;) So we get the basic idea how to do it. I already checked the src sdk reading material, but it did not explicity explained bot's architecture. So i guess we have to figure it out ourselves again... |
Re: Half Life 2 Death Match !!!
yea, i've found the pings arnt too bad now.. although the maps are WAY too small, and spawn camping with a barrel is too easy >:D
*spawn* *throw, kill, retract* *spawn* *throw, kill, retract* *spawn* *throw, kill, retract* |
Re: Half Life 2 Death Match !!!
nah, i think the server is way to full then ;) I enjoy small servers more then full ones...
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Re: Half Life 2 Death Match !!!
Heyyo,
Heh, same here man, especially since HL2DM picks its spawnsites HORRIBLY. I think it randomly picks a site, and puts the player there... it doesn't check for any nearby threats leading to easier spawncamping... There's some speculation at the Pure Pwnage forums that in the next update they're adding the crowbar, AND the stunstick... I hope so, I wanna get zappy. ;) Btw, the game's still playable at pings of 200. The way they did the weapons is great, they log it by how that 1 computer takes the hits, not by server side like on Halo. So that means when you take a revolver to someone on your screen whilst having a ping of 200, and on his screen he's 2 feet to the right? since the guy who shot it comp registers it as a hit, the server does too, so there's a fair playing field out there boys. It doesn't quite work as well for the grav gun, but it does in general, cause you can run and grab something, and on your comp if it registers it as a pickup so does the server (well, as long as somebody with a lower ping doesn't beat you to it :P). |
Re: Half Life 2 Death Match !!!
They just did the update and it didn't add those things, just a few bug fixes and balancing fixes.
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